inkling

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Being inked causes characters to take more damage proportional to the coverage amount. To achieve this, there is a damage multiplier that is calculated with 1 + ink * (1.5 - 1) / 180. With this equation, the maximum damage multiplier of 1.5× is reached when the character is covered by 180 units. Characters can be covered by up to 300 units of ink, and each individual attack has its own ink cost and coverage amount. For more information on Ink, check Smash Wiki.

Ground Attacks

Jab 1
3
19
--
**
2.0
7
3
--
-13
3—4
Jab 2
2
21
--
--
2.0
7
3
--
-16
2—3
Jab 3
4
29
--
--
3.5
10
4
--
-21
4—5
Rapid Jab
4/7/10...
--
--
Will not hit opponents when out of Ink
0.4
4
3
--
**
4/7/10...
Rapid Jab Finisher
6
48
--
Will not hit opponents when out of Ink
2.5
4
3
--
-38
6
Forward Tilt
8
34
--
--
9.0
7
9
--
-17
8—10
Up Tilt
7
29
--
--
6.0
6
6
--
-16
7—12
Down Tilt
5/12
31
--
--
3.0/6.0
5/6
4/6
--
-13
5—8/12—15
Dash Attack
8
35
--
--
8.0/6.0
7/6
11/9
--
-16
8—9/10—13
Forward Smash
16
51
--
Gets weaker when out of ink. Charge hold is frame 5
14.0/16.0
10/10
10/11
Close/Far
-25/-24
16—17
Ink No Ink
Up Smash
9/18
57
--
Gets weaker when out of ink. Charge hold is frame 3
4.0/15.0/10.0
5/10/8
4/10/7
First/Close/Far
-44/-29/-32
9—10/18—20
Down Smash
11/20
49
--
Gets weaker when out of ink. Charge hold is frame 2
12.5/11.0
9/8
9/8
--
-29/-21
(11—12/13—15)/(20—21/22—24)

Aerial Attacks

Neutral Air
6
31
5
Autocancels on frame 27 onward
7.0
7
3
--
-2
6—9
Forward Air
10
41
12
Autocancels on frame 1-4 and frame 40 onward
12.0/10.0/7.0
8/7
4/3
Tipper/Early/Late
-8/-9
10—11/12—21
Back Air
7
36
6
Autocancels on frame 1-6 and frame 30 onward
10.0/7.5
8/7
4/3
Far/Close
-2/-3
7—11
Up Air
12/17
43
6
Autocancels on frame 40 onward
4.5/6.5
5/6
3/3
--
-3/-3
12—15/17—20
*May have model scaling issues*
Down Air
16
61
10
Autocancels on frame 1-4 and 33 onward
12.0/10.0
9/8
5/4
Far/Close
-5/-6
16—17

Special Attacks

Neutral B (Splattershot)
12/16/20/24
36
--
Startup and total frames is the minimum. When out of Ink this move enters the refill state.
0.3
4
2
--
-6
16/16/20/24
Aerial Grounded No Ink
Side B (Splat Roller)
16
17/35
--
17 frame animation to jump cancel. 35 animation to cancel on the ground. Inkling suffers more shieldlag than defender. Advantage assumes buffered jump cancel.
4.0—11.0
5—8 (Inkling 8—13)
5—10
--
-15 to -12
16...
Up B (Super Jump)
12
--
40
Inkling will not suffer hitlag from this attack. Landing hitbox on frame 1.
8.0/6.0
7/6
3/3
Ground/Aerial/Landing
**/-29/-30
12/15—21/1—10
Splat Bomb Explosion
Down B (Splat Bomb)
20—40
47—65
--
Holding the button allows for a longer yet slower throw. Bombs explode on contact or on frame 99—159.
9.4—15.0
8—10
4—5
--
**
**

Grabs / Throws

Grab
8
34
--
--
--
8—9
* Has model scaling issues * Inkibod Crane
Dash Grab
9
41
--
--
--
9—10
* Has model scaling issues * The Legend of Inky Hollow
Pivot Grab
10
37
--
--
--
10—11
Pummel
1
18
**
Total frames includes 12 frames of hitlag
1.3
Forward Throw
22/23
39
--
--
5.0/3.0
Backward Throw
17
36
--
--
9.0
Up Throw
21/22
36
--
--
3.0/3.0
Down Throw
20
40
--
--
7.0

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15.
Backward Roll
34
--
Invulnerable on frame 5-16.
Neutral Air Dodge
50
10
Invulnerable on frame 3-29.
Air Dodge, Down
70
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Down
76
11-19
Invulnerable on frame 3-21.
Air Dodge, Left/Right
84
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Up
100
11-19
Invulnerable on frame 3-21.
Air Dodge, Up
112
11-19
Invulnerable on frame 3-21.

Misc Info

Weight — 94
Gravity — 0.087
Walk Speed — 1.134
Run Speed — 1.925
Initial Dash — 2.118
Air Speed — 1.208
Total Air Acceleration — 0.08
SH / FH / SHFF / FHFF Frames — 40 / 52 / 27 / 36
Fall Speed / Fast Fall Speed — 1.58 / 2.528
Out of Shield, Neutral Air or Up Smash — 9 frames
Out of Shield, Back Air — 10 frames
Out of Shield, Up B — 12 frames
Shield Grab (Grab, post-Shieldstun) — 12 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
Normal
Ledge Hang