Sources

Inkling Versus

Young Link

Up Throw > Up Air (Boo-Yah)

Range

107% - 119%

13%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 107 104 102 101
50% -3 104 101 99 98
-4 103 100 98 97
100% -12 95 92 90 89
-15 92 89 87 86
150% -22 85 82 80 79
-25 82 79 77 76

Syndromes!

Spot
120 - 121

There’s a specific spot to aim for on the character for Boo-Yah to work. Can be underneath, to the left or right. For more details look for the character in the boo-yah google doc or check this Tweet Video.

During a Boo-Yah, there are some special conditions to take into account for certain characters. It can make it harder or easier for Inkling depending on what it is.

For more details visit the boo-yah google doc

Prefer (Up Smash) After Roller

First hit of Up Smash WILL unbury enemy

Down Smash WILL HIT on Ledge

Down Smash HITS when enemy stalls ledge

Rising Short Hop Forward Air

HITS when enemy is standing (Only Strong Hitbox)

MISSES when enemy is dashing

Move Interactions

Down special (Bomb)

Thrown Forward
  • can Dash Under
  • TRADES WITH Splat Bomb

Splattershot (Wind) Effect— Pushes object away

Neutral special (Fire Arrow)

  • can Dash Under
  • LOSES TO Splat Bomb

Side special (Boomerang)

  • cannot Dash Under
  • LOSES TO Splat Bomb

Aerial Tech Chase

Tech-chasing is following or predicting an opponent's tech or floor recovery in order to attack them before they can respond. Because a character's tech animations have small windows of vulnerability before ending and allowing action, it is possible to read (or, sometimes, react to) the direction of a player's tech and punish them.

Tested with Stale Moves on, no DI, short hops, any stage, no ink, and opponent facing Inkling.

When you hit a character that puts them into 100% or more, there is a 30% chance for them to go into a spinning animation. This lets them escape a few percents earlier.

Tables below display the min - max percentages, as well as the difference between the two below them.

Neutral aerial

HitboxRage
0% 50% 100% 150%
Any 46 - 102 44 - 100 38 - 92 33 - 85
56% 56% 54% 52%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 64 - 114 62 - 112 57 - 105 53 - 98
50% 50% 48% 45%
Sweet 48 - 88 47 - 86 43 - 80 39 - 75
40% 39% 37% 36%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 62 - 124 60 - 121 54 - 113 48 - 105
62% 61% 59% 57%
Sour Early 33 - 73 32 - 71 28 - 63 24 - 60
40% 39% 35% 36%
Sweet 25 - 57 24 - 58 21 - 55 18 - 49
32% 34% 34% 31%