I was playing Inkling today and just thought to myself, "Wow. Smash could really take some pointers with how Rivals designs their characters."
Completely soaking an opponent in ink is funny, but that's kind of it. I know inked opponents take more damage, but that's kind of lame, and all it really does is make Inkling a more inconsistent character. There should be something
unique to work towards when inking an opponent.
Let me give you an example of how Rivals handles these kinds of statuses.
Zetterburn is a guy who can set sections of the stage on fire, as well as the opponent. When an opponent is set on fire, they gradually take minor damage, but that isn't the main draw; landing a Strong attack on a fired opponent will make Zetterburn extinguish the flame and launch the opponent
twice as far. THAT'S something!
Or how about Etalus? He's arguably Rivals' closest equivalent to Inkling since he can cover the stage in a material (which in this case is ice). Getting ice on the floor isn't the interesting part. It barely affects opponents, just making the terrain a little slippery. The interesting part is what the ice
enables Etalus to do.
Etalus's dash attack is a belly slide that travels a short distance... but if you're on ice, he practically
flies across the stage. Neutral Special is a giant slam that is kinda slow and unwieldly for attacking, but that's not it's main purpose; slamming grounded ice with it will cause Etalus to be encased in icy armor, granting him super armor on his attacks and a more powerful Forward Strong attack. Most notably, his Down Special is a ground pound that shatters
all the ice on the field... but if anyone opponent is standing on any patch of ice as it breaks, they become encased in ice and become vulnerable to attacks.
This is the sort of stuff I wish Smash had. I think Ink should
enable Inkling to perform more unique things; it should synergize with her kit more. All of her special moves should leave lasting ink on the ground, not just side special, and it shouldn't slow the opponent down but instead give Inkling access to more options.
- You know how Inkling's current run makes her swim through the ground? Well, make that her run when she runs on inked ground, and give her a slower human run when she isn't running on inked ground.
- Instead of inking opponents just giving them a damage multiplier, allow Inkling to "cash out" on inked opponents; make it so that if she uses a Smash attack on an inked opponent, they fly further depending on how much they were inked (while all of the ink currently on their body disappears). A fully inked opponent could be launched 2x as far, like what Zetterburn does.
- Ink should disappear on its own like it currently does, but opponents could have counterplay to inked ground too; make it so that if Inkling takes damage on or near inked turf, the ground loses its ink. If Inkling gets hit by a Smash attack, an invisible "shockwave" clears out a much larger area of inked ground.
- Other bonuses like Up Special traveling higher on inked ground would be good too.
If there was any character that practically
screamed "AREA CONTROL!! AREA CONTROL!! MAKE ME AN AREA CONTROL CHARACTER!!" when being considered for Smash, it'd be Inkling. Which is doubly weird now that she's in the game and isn't anything like that, instead being this weird middle ground of Splatoon's concepts being half-translated into Smash.
I really think more could be done with her and more
should've been done with her. For all we know they did try this and technical limitations got in the way, I don't know. Inkling is practically guaranteed to return though, so I hope they do some more with her next time around.
If this post makes you interested in Rivals character design, I highly recommend this video for a more in-depth explanation.