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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
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
10.0/7.0
8/7
4/3
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
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
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
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
--
--
--
Dash Grab
9
41
--
--
--
Pivot Grab
10
37
--
--
--
Pummel
1
18
**
Total frames includes 13 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
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)