Inkling
Universe: Splatoon
Game of Origin: Splatoon (Wii U, 2015)
Universal Stats:
-Number of successive jumps: 2
-Wall Jump: No
-Crawl: No
Character Specific Notes:
- Text in orange denote special properties of a given move when interacting with currently-deployed ink.
The Inkling is a setup character whose prime directive in battle is to cover the ground in ink. The ink is NOT for hindering opponents, but rather accentuating yourself, as having the extra ink on the ground buffs your stats when attacking or moving on your ink as long as you are standing in it.
For example, rather than dedicating an attack input for your squid form, this moveset binds it to your dash. The Inkling's walk speed would already be pretty slow carrying all that cumbersome equipment (tied with Ike) and with terrible air speed, the squid form can hardly move out of ink, not only making the Inkling the only character whose walk speed can be faster than their own dash speed, but also with the slowest dash speed in the game. However, if you had your ink sprawled on the ground, the squid form can swim through it like nobody's business, boosting it's speed all the way up to second fastest in the game (he IS named Sonic for a reason =P)
As a counterbalance, even though you can just go through the ink in squid form, the humanoid form still has the same walk speed, and you can't interact with an opposing Inkling's ink except by walking on it to hasten the drying time. Furthermore, using an ink-buffed weapon dries the ink out of the ground from right under you, leaving a dry patch you would have to recoat.
Moveset:
-Neutral A: A simple one-two-three swipe combo with the mop club.
-Side Tilt: This is the move to remember, as it's the way you coat the ground with ink; The Inkling goes walking speed with the paint roller, spreading player- and/or team-colored ink as far as you can walk. No damage from the paint roller, but rolling in front of other characters will push them along with you. If you hold A in addition to moving the Control Stick, you can keep the paint roller out the entire walkway. Ink dries out naturally 10 seconds after applying, but opponents moving on it will make the area they are on dry twice as fast for as long as they are on that section of the ink.
-Up Tilt: The Inkling shoots 3 ink pellets in an upward arc with the paintgun.
-Down Tilt: The Inkling morphs into squid form, and swipes with the two main tentacles.
-Dash Attack (Without Ink): In squid form, the Inkling spins around once, with damage in contact with the body. Stops your momentum.
- -Dash Attack (With Ink): In squid form, the Inkling spins around several times, dealing 7 hits of damage while keeping momentum. Dries out Ink as long as the attack is active. If you still have ink ahead of you, keeping the Control Stick held will let you keep dashing out of your Dash Attack.
-Grab Pummel: The Inkling grabs the opponents with the side tentacles in humanoid form, and tightly squeezes for damage, similar to Ivysaur's grab and pummel.
-Forward Throw (Without Ink): The Inkling gets a direct shot with the paintgun, the impact from which causes some mild knockback.
- -Forward Throw (With Ink): While still holding the opponent with the main tentacles, the Inkling holds them up in squid form, and slides along your trail of ink, throwing them forward after reaching the trail's end.
-Backward Throw: The Inkling suplexes the opponent with the main tentacles, sending them backward.
-Up Throw: The Inkling tosses the opponent upward, then attacks with a stabbing motion using the mop club.
-Down Throw: The Inkling tosses the opponent to the ground, then goes over them with the paint roller, after which sends them forward. Coats a portion of the ground with ink.
-Neutral Aerial: The Inkling morphs into squid form, then swings the main tentacles outward on each side.
-Forward Aerial: The Inkling deals a pistol whip attack with the paintgun.
-Backward Aerial: The Inkling tosses back a Splatter Bomb, which falls to the ground and explodes, damages anyone near, or explodes before hitting the ground if an opponent touches it. If the Splatter Bomb hits a surface with that player's ink on it, it will slide a small distance before exploding, but the resulting explosion will dry out ink in the blast radius.
-Up Aerial: The Inkling swings the paint roller upward, slinging 3 globs of ink in different directions. The club itself does no damage.
-Down Aerial: The Inkling morphs into squid form and shoots downward as a "human" bullet. If the player hits an ink-covered surface, it will cause the ink in a medium rang to splash up for extra damage, but the ink in said range will dry.
-Side Smash: The Inkling will shoot a round from the sniper rifle, with great damage and terrific range, in exchange for poor knockback and the shot only hitting the first closest opponent. If you are standing in ink, you'll fire a piercing round, hitting everyone in range. The stretch of ink dried is as long as the buffed Side Smash's range.
-Up Smash: The Inkling will throw a Splatter Bomb directly upward, and explodes at top height. Standing in ink will let you toss up to 3 Splatter Bombs with additional pressings of the attack button, but each additional bomb will dry a section of ink under your feet.
-Down Smash: The Inkling will slam the mop club straight down onto the ground for middling damage in exchange for meteor smash properties. If the club hits ink, the ink will rush forward in a shockwave fashion for constant flinchless damage until it reaches the end of your ink trail. The shockwave cannot meteor smash, and will use all the ink you placed in one stretch on that platform.
-Neutral Special: The Inkling fires 3 standard pellets from the paintgun, dealing small damage and almost no knockback. Holding the special button while on top of ink lets you fire more shots, but will constantly drain ink as long as you keep the button held.
-Side Special: The Inkling will fire the bazooka, sending a giant blast of ink straight forward, similar to Robin's Thoron but with even greater damage. However, the recovery of the move is UNGODLY, making you wait 6 whole seconds for the Inkling to refill the bazooka before giving you control back. Any ink connected to your feet will slowly flow into you to help mitigate the recovery from 6 seconds to 3. If the ink under you completely dries out, your recovery will slow back down. If you use this move in the air, you will be put into freefall, and as soon as you land, you will still go into the bazooka's recovery period.
-Up Special: The Inkling morphs into squid form in order to use the Super Jump technique. You can direct your trajectory by moving the Control Stick. Launching off of inked ground will have the Inkling soak up all the connected ink before launching, giving your recovery extra height proportional to how much ink was under your feet.
-Down Special: The only move that requires standing on inked ground to activate successfully. The Inkling takes the mop club and soaks up all connecting ink. You then can move to a different part of the stage where a second use of your Down Spec will re-apply all of the ink you soaked up. All ink re-applied will be used, so there is no saving extra ink on platforms not long enough to support all the ink. Re-applied ink keeps its deployment time, so there's also no way of constantly soaking and re-appling for permanent stretches of ink. You cannot use this move in the air.
-Final Smash: The Inkling calls down the orbital ink strike to bomb the stage. The strike itself does no damage, but it leaves every grounded surface covered in a special kind of ink that won't dry when used, giving you unlimited usage of your ink-buffed moves for a short period of time. The paint roller is also supercharged to give out the special paint during your Final Smash period, you you can still apply the super-ink with your Side Tilt or Down Throw in case of another Inkling player paints over your super-ink.