Sorry fellas, I was busy with my last undergrad semester. Now that the game is out and it's the final week tho, I've been hard at work updating all the data. I'm almost done, I mostly just need figure out some uncertanties with Splat Bomb (which may be completely outdated) and get the FAF/landing lag for Super Jump, along with a few move durations. However, the sheet embedded in the OP should reflect the up-to-date data I've been entering.
Some interesting things -
If you release the stick on Splat Roller, then you can begin to re-accelerate starting on F31. Since the damage is dependent on your velocity, at the very beginning of the re-acceleration, you'll do less than the base max speed (13.2%), but if you hit somebody at the peak of the re-acceleration, you can deal MORE. Based on my testing, I believe the maximum damage this way is 19.x%. It's hard to pull off though, because the window is small, but it's interesting nevertheless.
Another thing related to the Roller: you can input either B or jump during hitlag when you collide with someone to begin the cancelling animation during hitlag. This saves you one frame essentially and is a way to "buffer" the cancel so you have as much advantage over a buried opponent as possible. Keep in mind though that you can't begin cancelling Roller until F30, so give yourself some space when starting.
Finally, training mode says you can combo a non-burying Roller hit into a Fair at low-mid percents.
If you short hop a minimum shots Splattershot, then you will land without lag, since Inkling has 40 frames of air time when short hopping, and Splattershot has an earliest FAF of 36. Or you can jump again before hitting the ground. If you do a full jump though, then you have enough extra air time to hit with NAir before landing, so that's pretty cool.
If you don't have any Ink, you can just press B or down B to start charging, instead of shield + B. You still have to hold B though. If you run out of Ink while firing the Splattershot but pressed B twice quickly (holding B the second time), then you'll automatically start filling up your tank again when you run out.
Seems Inkling got a mix of buffs and needs from the pre-release builds and now. Nothing major, mostly a few damage and frame adjustments, and certain moves using Ink sooner. Most importantly though, it looks like the damage multiplier in a fully Inked target was nerfed, from ×1.8 to ×1.5. I'll double check this but I'm fairly certain.
Finally, I'd like to close this out by asking for everyone's opinion on the formatting. I reworked the Ink consumption units to just percents since the tank fills up in exactly 100F, so how would be the easiest (as in, most understandable) way to show this on moves? Smashes and aerials already have stuff like short hopped and no-Ink damages, so I don't want to clutter it up to much. Open to opinions!