Hi welcome to part 1 of my inkling guide covering their moveset and potential uses for their moves.
GROUNDED NORMALS
Jabs:
Gentleman jab is a 1-2 punch and a kick finisher. The easiest way to gentleman I've found is to just hold A.
Rapid jab is a gentleman but inkling paints the target with splattershot allowing you to do more damage
Vs bowser you will want to use gentleman because his tough guy will tank rapid jabs
Rapid jabs are good inking opponents and can even gimp some characters with lackluster recoveries.
Tilts:
Ftilt(ftilt) is a diagonal slap with the splattershot
This is a good move for killing opponents who get caught by roller at higher percents.
Up tilt (utilt);is a backflip that hit best on opponents directly above you and also hits opponents ever so slightly in front of and behind you but it's angle
inconsistent so I wouldn't use it on those situations unless you know it will hit for certain.
As stated before up tilt has the most utility on opponents directly above you so to works really well on the side bf platforms.
Down tilt (dtilt) is a breakdance move that acts as a sweep kick that pops the opponent up a little bit and sends them away
This move is good for two framing as well as being a quick move to stuff wreckless aggression it can also can take out isabelle's planted Lloyd rocket and punish ledge hanging for too long
SMASHES
Up smash (usmash) is a two hit move using the blaster the first hit hits the opponent's feet and pops them into the air and into the second hit is a single shot from the blaster to launch the opponent upwards.
This is a good kill option as well as the first hit is capable of 2 framing the opponent
Down smash (dsmash) is a move that hits on both sides using inkling's slosher this can 2 frame and hit opponents holding the ledge the ledge
It's good for hitting opponents on ledge as well 2 framing as stated above it can also gimp people with very vertical recoveries due to it's very horizontal knock back angle
Forward smash(fsmash) is a swing with the the Inkbrush it has a tipper hitbox that does more damage painting and knock back than a non tipper
AERIALS
Neutral air (Nair) an upside down spinning split kick
It is a good edge guard and shield pressure tool and can cross up you can also throw two out or a bair after the first if you do a Short hop
Up air is a bolley kick that hits above you and
hits twice
It is good for juggling and and can hit the knock opponents into the bottom of the
Forward air(fair) is a double front kick similar to diddy Kong fair but it there is no spin during the kick animation
It's one of inklings best aerials for edge guarditheand stuffing jump ins and jump out of shield.
Down air is a slam underneath you twicethe splattershot
It has a spike hitbox that can meteor or send opponents into the ground to bounce them up for up tilt/up air
Back air is a backfist punch that hits with the splattershot
it has huge, disjointed range to the point you can cleanly beat some swords it is good for edge guarding and one of if not inkling's best normal and possibly their best move in general.
SPECIALS
Up special (up b) is a super jump with a hitbox on the startup and on landing
It's a gimmicky move to use onstage and can be easily punished but if you can land on a high platform you may be able to land high enough to avoid being punished depending on your opponents speed and range. The starting hitbox is good for gimping opponents who are not careful offstage
Side special(side b) inkling pulls out their splat roller and runs in the direction you press
This inks the ground which slows down anyone running through it. It also can bury opponents. You can cancel it by pressing jump to jump out or any other button to stop on the ground which I don't recommended as jump is safer and faster and wavelanding can make it easier to space follow ups it can help recovery if you are very far offstage otherwise don't use it since you are defenseless as KT does not hit airborne opponents and they can just run off and aerial you
Down Special (down b) inkling throws out a splat bomb which can be thrown soft if you tap but is stronger and goes further if you hold down b for longer
THROWS
Forward throw(fthrow) inkling puts the splattershot up to your opponent's chest and fires a point blank glob of ink and sends the opponent away
This inks your opponent a but has very little knock back
Up throw (throw) is a throw where inking goes into squid form and slams the opponent upwards
This throw can combo into some aerials and setup juggles
Back throw: this throw is similar to Sonic's animation except in squid form
it is our main kill throw and is the best throw for horizontal knockback
Down throw is a throw where inkling slams the opponent into the ground like they are spiking a football it can combo at low and mid percents and setup juggles at higher percents.
That's all for this one in the next part I'll cover neutral and win conditions
Until next time
STAY FRESH!!!!
GROUNDED NORMALS
Jabs:
Gentleman jab is a 1-2 punch and a kick finisher. The easiest way to gentleman I've found is to just hold A.
Rapid jab is a gentleman but inkling paints the target with splattershot allowing you to do more damage
Vs bowser you will want to use gentleman because his tough guy will tank rapid jabs
Rapid jabs are good inking opponents and can even gimp some characters with lackluster recoveries.
Tilts:
Ftilt(ftilt) is a diagonal slap with the splattershot
This is a good move for killing opponents who get caught by roller at higher percents.
Up tilt (utilt);is a backflip that hit best on opponents directly above you and also hits opponents ever so slightly in front of and behind you but it's angle
inconsistent so I wouldn't use it on those situations unless you know it will hit for certain.
As stated before up tilt has the most utility on opponents directly above you so to works really well on the side bf platforms.
Down tilt (dtilt) is a breakdance move that acts as a sweep kick that pops the opponent up a little bit and sends them away
This move is good for two framing as well as being a quick move to stuff wreckless aggression it can also can take out isabelle's planted Lloyd rocket and punish ledge hanging for too long
SMASHES
Up smash (usmash) is a two hit move using the blaster the first hit hits the opponent's feet and pops them into the air and into the second hit is a single shot from the blaster to launch the opponent upwards.
This is a good kill option as well as the first hit is capable of 2 framing the opponent
Down smash (dsmash) is a move that hits on both sides using inkling's slosher this can 2 frame and hit opponents holding the ledge the ledge
It's good for hitting opponents on ledge as well 2 framing as stated above it can also gimp people with very vertical recoveries due to it's very horizontal knock back angle
Forward smash(fsmash) is a swing with the the Inkbrush it has a tipper hitbox that does more damage painting and knock back than a non tipper
AERIALS
Neutral air (Nair) an upside down spinning split kick
It is a good edge guard and shield pressure tool and can cross up you can also throw two out or a bair after the first if you do a Short hop
Up air is a bolley kick that hits above you and
hits twice
It is good for juggling and and can hit the knock opponents into the bottom of the
Forward air(fair) is a double front kick similar to diddy Kong fair but it there is no spin during the kick animation
It's one of inklings best aerials for edge guarditheand stuffing jump ins and jump out of shield.
Down air is a slam underneath you twicethe splattershot
It has a spike hitbox that can meteor or send opponents into the ground to bounce them up for up tilt/up air
Back air is a backfist punch that hits with the splattershot
it has huge, disjointed range to the point you can cleanly beat some swords it is good for edge guarding and one of if not inkling's best normal and possibly their best move in general.
SPECIALS
Up special (up b) is a super jump with a hitbox on the startup and on landing
It's a gimmicky move to use onstage and can be easily punished but if you can land on a high platform you may be able to land high enough to avoid being punished depending on your opponents speed and range. The starting hitbox is good for gimping opponents who are not careful offstage
Side special(side b) inkling pulls out their splat roller and runs in the direction you press
This inks the ground which slows down anyone running through it. It also can bury opponents. You can cancel it by pressing jump to jump out or any other button to stop on the ground which I don't recommended as jump is safer and faster and wavelanding can make it easier to space follow ups it can help recovery if you are very far offstage otherwise don't use it since you are defenseless as KT does not hit airborne opponents and they can just run off and aerial you
Down Special (down b) inkling throws out a splat bomb which can be thrown soft if you tap but is stronger and goes further if you hold down b for longer
THROWS
Forward throw(fthrow) inkling puts the splattershot up to your opponent's chest and fires a point blank glob of ink and sends the opponent away
This inks your opponent a but has very little knock back
Up throw (throw) is a throw where inking goes into squid form and slams the opponent upwards
This throw can combo into some aerials and setup juggles
Back throw: this throw is similar to Sonic's animation except in squid form
it is our main kill throw and is the best throw for horizontal knockback
Down throw is a throw where inkling slams the opponent into the ground like they are spiking a football it can combo at low and mid percents and setup juggles at higher percents.
That's all for this one in the next part I'll cover neutral and win conditions
Until next time
STAY FRESH!!!!