![]() ![]() Inkling's up special is their main recovery tool. You can cancel roller by pressing an attack button or by jumping.Īdditionally, when used in the air and cancelled with a jump, that jump will not be counted as Inkling's midair jump, allowing them to jump once more after using it. Enemies that are hit while standing on the ground will be buried, allowing you to finish them off with a smash attack. Inkling's sidespecial uses a roller to run over enemies. There is a limit to the amount of ink you can use before running out and needing to recharge, so beware of overusing this move. Inked enemies take more damage, with a max multipier of 1.5x. Inkling's Neutral Special is a move that shoots ink from their gun. It cab be somewhat difficult to land a KO, with Inkling so make sure to go for a spike when an opportunity appears. Inkling's down air has the ability to meteor smash. It can be used as a KO option, and can confirm from an up throw. While somewhat slow on startup, it's pretty easy to hit due to its 180° degree hitbox and long active hitbox. Inkling's up air has a good vertical range. It is extremely safe on shield, making it a wonderful poking tool, as well as Inkling's best move for edgeguarding opponents offstage. Inkling's back air has fast startup, a long active hitbox, good range, and short endlag. It has long landing lag, so it's best to use the rising version of the move by pressing A+→ at the same time of your jump, to reduce the end lag. Inkling's foward air has excellent range and a long lasting hitbox, so is mainly used as a poking tool and for edgeguards. It can hit in front and behind of Inkling, so it can be used as a get-off-me tool, but its hitbox is quite high so it's difficult to land against enemies on the ground, making it somewhat limited as an out of shield option. Inkling's neutral air is their fastest aerial. (← or → Opposite of the direction you are facing + A while airborne) (Hold ← or → in the direction you are facing + A while airborne) Similar to their other smash attacks, Inkling's down smash also gets weakened when they runs out of ink. During down smash, the bucket's hit has a strong knockback, but the ink it applies to the enemy is low. Inkling's down smash has an excellent range. Similar to forward smash, Inkling's up smash also gets weakend when you run low on ink. ![]() To ensure a clean hit, make sure to hit the enemy with the 1st hit of up smash (the swinging animation that hits in front of Inkling). It has rather low knockback if you fail to land the clean hit. Inkling's Up Smash knocks enemies directly upward. ![]() The move also has a sweet spot at the tip which grants more knockback, but it can weaken if you run out of ink. Its quick startup and long lasting hitbox make it a great grounded option.Īt mid percents, it knocks back enemies slightly, and if they fail to tech, it can set up for a jab lock into a smash attack, so utilize this opportunity when it appears. Since it shifts Inkling's hurtbox close to the ground, it can be used to dodge an opponent's attack while delivering one of your own. Be careful as it can't hit enemies that are small or are lying close to the ground. Inkling up tilt can combo into itself at lower percents, and can easily be followed up by an aerial attack. The tip of the gun has a hitbox, making it useful for spacing out opponents. Inkling's forward tilt is a strong move with decent startup. It can cross up shields as well, making it a good mixup option for a shielding opponent with no backward facing OOS option. Inkling's dash attack is useful for chasing enemies that get knocked back horizontally, as well as a great techchase option. Anything past the 2nd hit has long endlag, so make sure to use a rapid jab after confirming that the 1st jab landed on the opponent. Inkling's Jab is fast and is an excellent move to use to apply ink to the enemy. ![]()
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