Munomario777
Smash Master
- Joined
- Nov 18, 2014
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- Charleston, South Carolina
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- 0387-9596-4480
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- SW-8229-3157-8114
Hey, you! Yeah, you! Wanna be the coolest Smash for Switch speculator around? Then support the Inklings, the freshest squid kids aro- hold up...!
Holy carp, it actually happened!
Well uh, I guess this isn't a support thread anymore!
Here's a link to the largest (afaik) Inkling Discord: https://discord.gg/jCBrxZX
B: Squid swim - Turns into Squid form and can move along ground. Fast if traveling through own ink, slow otherwise. Can be canceled. Can change direction.
B side: Paint roller - Pulls out paint roller to attack. Leaves a trail of paint behind.
B up: Super jump - Launches self high into air. Can attack afterward.
B down: Ink grenade - Pulls out Ink grenade that splatters ink everywhere. Functions similarly to Link's bombs.
Final Smash: Ink nuke - Covers stage in ink while dealing damage to anyone caught in the blast radius.
Jab: Ink shot - Shoots a glob of ink that arcs downward similar to Link's arrows. Can be rapid-fired. All globs of ink can be eliminated by attacking them, and also disappear after a set amount of time. Globs slightly reduce opponents' movement speed and increase own speed.
F-tilt: Ink shot while moving, like Megaman
U-tilt: Upward tentacle swipe
D-tilt: Downward tentacle swipe
F-smash: Sniper shot - Shoots sniper rifle forward towards the ground. The scope moves away from the Inkling along the ground as it is charged
U-smash: Bazooka Launch - Fires paint mortar upward before coming back down, like Snake's U-smash
D-smash: Bazooka Blast - Fires bazooka downward to splatter paint on both sides of the Inkling
N-air: Ink shot in air
F-air: Forward tentacle strike
B-air: Backward dual-hit tentacle strike
U-air: Upward flip kick
D-air: Downward tentacle slam. Spikes.
Dash Attack: Squid Strike - Turns into a squid and dives along ground. Goes much farther over painted area.
B side: Paint roller - Pulls out paint roller to attack. Leaves a trail of paint behind.
B up: Super jump - Launches self high into air. Can attack afterward.
B down: Ink grenade - Pulls out Ink grenade that splatters ink everywhere. Functions similarly to Link's bombs.
Final Smash: Ink nuke - Covers stage in ink while dealing damage to anyone caught in the blast radius.
Jab: Ink shot - Shoots a glob of ink that arcs downward similar to Link's arrows. Can be rapid-fired. All globs of ink can be eliminated by attacking them, and also disappear after a set amount of time. Globs slightly reduce opponents' movement speed and increase own speed.
F-tilt: Ink shot while moving, like Megaman
U-tilt: Upward tentacle swipe
D-tilt: Downward tentacle swipe
F-smash: Sniper shot - Shoots sniper rifle forward towards the ground. The scope moves away from the Inkling along the ground as it is charged
U-smash: Bazooka Launch - Fires paint mortar upward before coming back down, like Snake's U-smash
D-smash: Bazooka Blast - Fires bazooka downward to splatter paint on both sides of the Inkling
N-air: Ink shot in air
F-air: Forward tentacle strike
B-air: Backward dual-hit tentacle strike
U-air: Upward flip kick
D-air: Downward tentacle slam. Spikes.
Dash Attack: Squid Strike - Turns into a squid and dives along ground. Goes much farther over painted area.
Inkling Splats the Turf!
Bringing with them their artillery and knowledge of stage control from the Turf Wars, the Inkling's core mechanic revolves around covering the battlefield in ink to speed themselves up in squid form and power their attacks in kid form.
How the ink works - Inkling mechanics -
Ink is what makes the Inklings moveset unique in Super Smash Bros - as it boosts their mobility on the battlefield. To spray ink on the field, the Inkling uses their Splatter Shot to fire ink onto the field. The ink slows down other characters’ movements while boosting the speed of the Inkling, allowing them to quickly move around the stage and attack when they’re enemies aren’t expecting. The ink stays for three seconds before fading off the screen. Ink is used up in a number of their attacks, and replenishes when the Inkling is submerged in their ink.
Stage ideas - Inkopolis (3DS & Wii U)
The Inklings home city during the Splatfest, with the Squid Sisters Callie and Marie dancing in the background. The main platform is a show stage with a central fall-through platform and blast zones around the central stage.
Occasionally, the stage transitions to Urchin Underpass or Blackbelly Skatepark. *Cough...Sydney...Cough my city cough* Urchin Underpass has two walk-offs on either side with a small trench in the middle of the stage that acts as a lower blast zone, while Blackbelly Skatepark’s central tower has two floating platforms, making it an aerial stage.
Ω-Form: The Squid Sisters are still dancing in the background, and the stage doesn’t transition to Urchin Underpass or Sydney, er... Blackbelly Skatepark. The stage is virtually unchanged outside of the removal of the fall-through platform.
Stage themes:
“Main Theme/Splattack!” (Port) (3DS & Wii U)
“Final Boss - Squid Sisters version” (Port) (3DS & Wii U)(Alternate song in 3DS ver)
“VS Mode 2” (Remix) (Wii U)
“VS Mode 4” (Remix) (Wii U)
“Gusher Gauntlet” (Remix) (Wii U) (Available in Smash Run)
“Hero Mode 2” (Port) (Wii U)
On-Screen Appearance: The Inkling emerges from a puddle of ink as a squid, and turn into kid form with the Splatter Shot equipped.
Standard attacks:
A: The Inkling swipes with the butt of their Splatter Shot, then fires a close range blast of ink at their opponent. 2 Hits. The second attack consumes a bit of ink.
Side-Tilt: The Inkling fires a burst of ink from the Splatter Shot - slower than the second neutral hit.
Up-Tilt: A quick shot from the Splatter Shot in an anti-air fashion.
Down-Tilt: A quick, sweeping kick.
Dash Attack: The Inkling quickly morphs into Squid form for a tackle.
Neutral Air: The Inkling spins vertically in the air while holding an Inkbrush.
Forward Air: A blast of ink that explodes on impact akin to a Blaster in Splatoon.
Back Air: The Inkling fires the Splatter Shot from behind, once again exploding on impact.
Up Air: An upward shot that throws out a glob of ink that explodes on impact
Down Air: The Inkling slams the Roller downwards - acting as a powerful and wide Meteor Smash. Has a lot of start-up lag to accommodate for its power.
Smash Attacks:
Side Smash: Burst Bomb:
The Inkling throws a Burst Bomb forward, splatting ink upon impact. Can be thrown at an angle. Deals mediocre damage and consumes a third of the ink available.
Up Smash: Squid Upper:
The Inkling builds up energy in Squid form, before quickly shooting upwards - at this point their Squid form becomes a powerful damaging hitbox. Fast and an excellent KO move.
Down Smash: Splat Roller:
The Inkling takes out a Splat Roller and raises it above their head, building up strength before slamming it down in front of them. The attack deals massive damage when the roller hits the opponent, but leaves the Inkling open from behind. Consumes a half of the ink meter.
Specials:
Neutral B - Splatter Shot:
The Inkling stands firmly on the ground and fires their Splatter Shot. The attack fires ink projectiles at fast speeds, and can be angled to adjust the trajectory of the ink. The ink deals as much damage as one of Mega Man’s bullets and fires at a speed tad slower than Fox’s Blaster. Ink is consumed using this attack.
Side B - Charger:
The Inkling takes out a standard Charger and aims it. The longer the player holds the B button, the longer the range, but the more ink consumed. Can be angled up and down.
Up Special - Super Jump:
The Inkling assumes Squid form then launches upwards at a rocket’s velocity. Their launch can be altered left or right, but the Inkling’s height is always constant. At the apex of their jump, they turn back into kid form and become helpless until they land.
Down B - Squid:
The Inkling assumes their Squid form, allowing them to swim through their ink, giving them a speed boost and keeps their hitboxes low to the ground as they recharge their ink tanks. Virtually useless if they aren’t submerged in ink, and they take extra damage when in squid form.
FINAL SMASH - The Kraken
The Inkling dives into a puddle of ink and resurfaces as the all-powerful Kraken - a transformative Final Smash akin to Mr. Game & Watch’s Octopus. In Kraken form, they are able to unleash a powerful spin attack to deal a significant amount of damage to their opponent. The Final Smash lasts for 8 seconds and invulnerable.
Throws/Grabs:
Grab: The Inkling reaches out their hand in an attempt to grab the opponent.
Pummel: A fast headbutt
Forward Throw: The Inkling tackles their opponent in kid form
Back Throw: The Inkling dashes behind their opponent and shoots the Splatter Shot quickly from the back.
Up Throw: The Inkling tosses the opponent upwards - potentially a set-up for the Up-Smash.
Down Throw: The Inkling shoots an explosive blob of ink at their opponents feet.
Misc:
The Inkling has a unique drowning animation - they dissolve and their soul floats away - when it disappears they lose a stock/point much like any other character would.
Alternate colours/costumes.
Much like the Villager, Wii Fit Trainer and Robin, the Inklings have girl and boy models - the girl being the default and having 4 costumes and likewise for the boy Inkling. Their colours come from the team colours that are available in Splatoon.
Girl:
Orange (Inkling Girl default colours and the default Inkling colours)
Lime Green (Based on Hero mode and a team colour in Splatoon)
Cyan (Team colour - slightly tanned skin)
Purple (Team colour - dark skin)
Boy:
Blue (Inkling Boy default colours)
Magenta (Team colour - dark skin)
Yellow (Team colour)
Emerald (Team colour)
How the ink works - Inkling mechanics -
Ink is what makes the Inklings moveset unique in Super Smash Bros - as it boosts their mobility on the battlefield. To spray ink on the field, the Inkling uses their Splatter Shot to fire ink onto the field. The ink slows down other characters’ movements while boosting the speed of the Inkling, allowing them to quickly move around the stage and attack when they’re enemies aren’t expecting. The ink stays for three seconds before fading off the screen. Ink is used up in a number of their attacks, and replenishes when the Inkling is submerged in their ink.
Stage ideas - Inkopolis (3DS & Wii U)
The Inklings home city during the Splatfest, with the Squid Sisters Callie and Marie dancing in the background. The main platform is a show stage with a central fall-through platform and blast zones around the central stage.
Occasionally, the stage transitions to Urchin Underpass or Blackbelly Skatepark. *Cough...Sydney...Cough my city cough* Urchin Underpass has two walk-offs on either side with a small trench in the middle of the stage that acts as a lower blast zone, while Blackbelly Skatepark’s central tower has two floating platforms, making it an aerial stage.
Ω-Form: The Squid Sisters are still dancing in the background, and the stage doesn’t transition to Urchin Underpass or Sydney, er... Blackbelly Skatepark. The stage is virtually unchanged outside of the removal of the fall-through platform.
Stage themes:
“Main Theme/Splattack!” (Port) (3DS & Wii U)
“Final Boss - Squid Sisters version” (Port) (3DS & Wii U)(Alternate song in 3DS ver)
“VS Mode 2” (Remix) (Wii U)
“VS Mode 4” (Remix) (Wii U)
“Gusher Gauntlet” (Remix) (Wii U) (Available in Smash Run)
“Hero Mode 2” (Port) (Wii U)
On-Screen Appearance: The Inkling emerges from a puddle of ink as a squid, and turn into kid form with the Splatter Shot equipped.
Standard attacks:
A: The Inkling swipes with the butt of their Splatter Shot, then fires a close range blast of ink at their opponent. 2 Hits. The second attack consumes a bit of ink.
Side-Tilt: The Inkling fires a burst of ink from the Splatter Shot - slower than the second neutral hit.
Up-Tilt: A quick shot from the Splatter Shot in an anti-air fashion.
Down-Tilt: A quick, sweeping kick.
Dash Attack: The Inkling quickly morphs into Squid form for a tackle.
Neutral Air: The Inkling spins vertically in the air while holding an Inkbrush.
Forward Air: A blast of ink that explodes on impact akin to a Blaster in Splatoon.
Back Air: The Inkling fires the Splatter Shot from behind, once again exploding on impact.
Up Air: An upward shot that throws out a glob of ink that explodes on impact
Down Air: The Inkling slams the Roller downwards - acting as a powerful and wide Meteor Smash. Has a lot of start-up lag to accommodate for its power.
Smash Attacks:
Side Smash: Burst Bomb:
The Inkling throws a Burst Bomb forward, splatting ink upon impact. Can be thrown at an angle. Deals mediocre damage and consumes a third of the ink available.
Up Smash: Squid Upper:
The Inkling builds up energy in Squid form, before quickly shooting upwards - at this point their Squid form becomes a powerful damaging hitbox. Fast and an excellent KO move.
Down Smash: Splat Roller:
The Inkling takes out a Splat Roller and raises it above their head, building up strength before slamming it down in front of them. The attack deals massive damage when the roller hits the opponent, but leaves the Inkling open from behind. Consumes a half of the ink meter.
Specials:
Neutral B - Splatter Shot:
The Inkling stands firmly on the ground and fires their Splatter Shot. The attack fires ink projectiles at fast speeds, and can be angled to adjust the trajectory of the ink. The ink deals as much damage as one of Mega Man’s bullets and fires at a speed tad slower than Fox’s Blaster. Ink is consumed using this attack.
Side B - Charger:
The Inkling takes out a standard Charger and aims it. The longer the player holds the B button, the longer the range, but the more ink consumed. Can be angled up and down.
Up Special - Super Jump:
The Inkling assumes Squid form then launches upwards at a rocket’s velocity. Their launch can be altered left or right, but the Inkling’s height is always constant. At the apex of their jump, they turn back into kid form and become helpless until they land.
Down B - Squid:
The Inkling assumes their Squid form, allowing them to swim through their ink, giving them a speed boost and keeps their hitboxes low to the ground as they recharge their ink tanks. Virtually useless if they aren’t submerged in ink, and they take extra damage when in squid form.
FINAL SMASH - The Kraken
The Inkling dives into a puddle of ink and resurfaces as the all-powerful Kraken - a transformative Final Smash akin to Mr. Game & Watch’s Octopus. In Kraken form, they are able to unleash a powerful spin attack to deal a significant amount of damage to their opponent. The Final Smash lasts for 8 seconds and invulnerable.
Throws/Grabs:
Grab: The Inkling reaches out their hand in an attempt to grab the opponent.
Pummel: A fast headbutt
Forward Throw: The Inkling tackles their opponent in kid form
Back Throw: The Inkling dashes behind their opponent and shoots the Splatter Shot quickly from the back.
Up Throw: The Inkling tosses the opponent upwards - potentially a set-up for the Up-Smash.
Down Throw: The Inkling shoots an explosive blob of ink at their opponents feet.
Misc:
The Inkling has a unique drowning animation - they dissolve and their soul floats away - when it disappears they lose a stock/point much like any other character would.
Alternate colours/costumes.
Much like the Villager, Wii Fit Trainer and Robin, the Inklings have girl and boy models - the girl being the default and having 4 costumes and likewise for the boy Inkling. Their colours come from the team colours that are available in Splatoon.
Girl:
Orange (Inkling Girl default colours and the default Inkling colours)
Lime Green (Based on Hero mode and a team colour in Splatoon)
Cyan (Team colour - slightly tanned skin)
Purple (Team colour - dark skin)
Boy:
Blue (Inkling Boy default colours)
Magenta (Team colour - dark skin)
Yellow (Team colour)
Emerald (Team colour)
Neutral B - Bomb: The Inkling tosses out 1 of 3 bombs, either the splat, burst, or suction bomb. Each have their own throwing range and blast radius. The bombs cycle through each other similar to how Peach's forward smash cycles through her tennis racket, frying pan, and golf club. Inklings are not normally hurt by these bombs in their games, but if reflected or stuck back onto them they will get damaged.
1. Splat Bomb - gets thrown the farthest (think half of final destination and in a small arch), but deals the least amount of damage and has no blast range if it hits the ground.
2. Burst Bomb - has a decent throwing range. Does not explode immediately, just like in the game, takes about a second. Has the most blast range and does a lot of damage when directly next to it.
3. Suction Bomb - has the shortest throwing range. has the ability to stick onto the opponent similar to Mega Man's Crash Bomber, and just like Crash Bomber, the Suction Bomb can be passed on to someone else. Has decent blast range and is more damaging when stuck onto someone. Takes 3 seconds to explode.
Side B - Charger Shot: The Inkling pulls out a Splat Charger, which they can then hold the button and aim with the analog stick slightly downward or upward. Just like in Splatoon, the longer who hold it, the more damage it deals. Great tool for edge guarding opponents with multi-jumps.
Up B - Super Jump: The Kid turns into its Squid form and takes a second to charge up its recovery. This recovery rivals Villager's recovery, however they do not have any horizontal recovery, only through free fall, which makes them super vulnerable. If they were already at the corner of the stage, they would have to be just slightly beneath ledge height to free fall back safely.
Down B - Squid Surprise: The Inkling retreats into their squid form and submerge into their ink. This allows them to refill their ink gauge (full refill is three seconds long.) Similar to their bomb special, they leave a surprise for the opponent which cycles just like their bomb special. Note, if the Inkling is completely out of Ink, nothing will be left behind.
1. Sprinkler - The Inkling drops a Sprinkler in place of their ink puddle. It lasts for 5 seconds long and the little spurts of ink will do 1% damage per contact. It can be easily destroyed and does not cause knockback.
2. Seeker - The Inkling allows a Seeker to chase the opponent, similar to a bomb chu. If the opponent is behind the inkling, the Seeker will still go for them. they lose site of the enemy when they are air born, but will trace them again when they are on ground. Last for 7 seconds until the explode.
3. Ink Mine - The Inkling places an Ink Mine where they stand. The mine has a large blast radius similar to the bomb box, but not as huge of an explosion or knockback. the mine lasts for 10 seconds before it explodes.
Final Smash - remember how Ryu has 2 final Smashes depending on his distance from his opponent? Well the Inklings have 4, depending on the direction the B button is pressed!
Neutral - Bomb Barrage: the Inkling unleashes all the bombs in the same order they are thrown from their special, Splat, Burst, and Suction. The throwing distance, damage, and blast radius have all increase. The final smash lasts 5 seconds long so get to throwing while you can!
Side - Inkzooka: The Kid brings out the big guns and unleashes havoc with the Inkzooka. Each shot is the height of the highest battlefield platform and travels half of final destination length! It can gather multiple enemies in its way and send them flying afterwards. Gives a total of 5 shots and only lasts for 10 seconds if not all 5 are used.
Up - Ink Strike: The Squid uses its Super Jump but brings a little friend with it. That's right, the Ink Strike! They kamikaze dive into a selected portion that is quickly selected before the nuke explodes. The Inkling is unharmed, but the same can't be said for its opponent.
Down - Kraken: The Squid-Kid turns into the mighty Kraken! This final smash lasts for 8 seconds and makes the Squid super fast. Press A or B to spin into your enemies and send them flying as if they were released from a tornado.
2. Burst Bomb - has a decent throwing range. Does not explode immediately, just like in the game, takes about a second. Has the most blast range and does a lot of damage when directly next to it.
3. Suction Bomb - has the shortest throwing range. has the ability to stick onto the opponent similar to Mega Man's Crash Bomber, and just like Crash Bomber, the Suction Bomb can be passed on to someone else. Has decent blast range and is more damaging when stuck onto someone. Takes 3 seconds to explode.
Side B - Charger Shot: The Inkling pulls out a Splat Charger, which they can then hold the button and aim with the analog stick slightly downward or upward. Just like in Splatoon, the longer who hold it, the more damage it deals. Great tool for edge guarding opponents with multi-jumps.
Up B - Super Jump: The Kid turns into its Squid form and takes a second to charge up its recovery. This recovery rivals Villager's recovery, however they do not have any horizontal recovery, only through free fall, which makes them super vulnerable. If they were already at the corner of the stage, they would have to be just slightly beneath ledge height to free fall back safely.
Down B - Squid Surprise: The Inkling retreats into their squid form and submerge into their ink. This allows them to refill their ink gauge (full refill is three seconds long.) Similar to their bomb special, they leave a surprise for the opponent which cycles just like their bomb special. Note, if the Inkling is completely out of Ink, nothing will be left behind.
1. Sprinkler - The Inkling drops a Sprinkler in place of their ink puddle. It lasts for 5 seconds long and the little spurts of ink will do 1% damage per contact. It can be easily destroyed and does not cause knockback.
2. Seeker - The Inkling allows a Seeker to chase the opponent, similar to a bomb chu. If the opponent is behind the inkling, the Seeker will still go for them. they lose site of the enemy when they are air born, but will trace them again when they are on ground. Last for 7 seconds until the explode.
3. Ink Mine - The Inkling places an Ink Mine where they stand. The mine has a large blast radius similar to the bomb box, but not as huge of an explosion or knockback. the mine lasts for 10 seconds before it explodes.
Final Smash - remember how Ryu has 2 final Smashes depending on his distance from his opponent? Well the Inklings have 4, depending on the direction the B button is pressed!
Neutral - Bomb Barrage: the Inkling unleashes all the bombs in the same order they are thrown from their special, Splat, Burst, and Suction. The throwing distance, damage, and blast radius have all increase. The final smash lasts 5 seconds long so get to throwing while you can!
Side - Inkzooka: The Kid brings out the big guns and unleashes havoc with the Inkzooka. Each shot is the height of the highest battlefield platform and travels half of final destination length! It can gather multiple enemies in its way and send them flying afterwards. Gives a total of 5 shots and only lasts for 10 seconds if not all 5 are used.
Up - Ink Strike: The Squid uses its Super Jump but brings a little friend with it. That's right, the Ink Strike! They kamikaze dive into a selected portion that is quickly selected before the nuke explodes. The Inkling is unharmed, but the same can't be said for its opponent.
Down - Kraken: The Squid-Kid turns into the mighty Kraken! This final smash lasts for 8 seconds and makes the Squid super fast. Press A or B to spin into your enemies and send them flying as if they were released from a tornado.
Special Traits
Squid Form: While crouched the Inkling will become a squid. When in squid form, the Inkling can submerge in it's own ink allowing it to get a small hitbox, and faster traveling speed by swimming through the ink.
Ink!! - The inklings can cover stages in their ink. Doing so allows them to quickly submerge in the ink in squid form (crouch). While in the ink, Inklings will have a very small hitbox, rivaling the lowest crouch in the game. It also allows them to swim through the ink that is placed, faster than what they run on land! Ink will disappear over time, so Inklings will have to constantly lay out ink in order to reap the benefits from it. Doing so also allows them access to a powerful ability
Special Weapon Ready! - A mechanic that encourages the Inkling to constantly claim turf. When enough ink has been been placed, the inkling specials will change to a powerful weapon. More on this later.
Standard Moveset
Jab: The inkling pulls out their inkbrush and rapidly swings it back in forth in front of them. Has decent length for a jab but it's a bit weak.
Dash Attack: Squid Dive - The Inkling rolls forward in the air turning into a squid as they do so. If there is ink underneath the Inkling, they can instantly submerge.
F-Tilt: Splattershot - The inkling uses the splattershot as they step forward. Hold down the button to fire for longer. This move can also turn around while firing.
U-tilt: "Anti-Air" Blaster - Fire the blaster straight up. The shot will go a little ways up before exploding. The explosion has a bit of splash damage. Will instantly explode if it hits an enemy on the way up.
D-tilt: Squid Spin - While in Squid form, the Inkling spins in place to attack. This move changes slightly in while submerged in ink. The inkling will reveal it's tentacles and twirl those around to attack. (Kind of like a sprinkler.)
F-Smash: Splatterscope - The Inkling pulls out a Splatterscope to hunt down the competition. This move can be angled up or down. This move's range and power is affected by how long it's charged.
U-Smash: Slosher - The Inkling throws ink with the Slosher into the air. The ink would have a hitbox until it hits the ground but would get weaker the longer it's out.
D-Smash: Ink Mine - The Inkling sneakily deploys an Ink mine at their feet. Can be hidden in Ink to make it more hard to see. Only one can be placed at a time. After a certain amount of time has passed they will detonate on their own. The Inklings can not be harmed by their own mine.
N-Air: Squid Roll - The Inkling turns into a squid and twists in the air to inflict some damage. Resembles the Kraken Spin when they jump.
F-Air: "Air" Blaster - Fires the blaster straight in front of the Inkling. Same mechanics as the u-tilt. Since the Inkling is in the air, the move will push them back slightly.
B-Air: Octobrush - A swipe with the Octobrush, swing from low to high behind the Inkling.
D-Air - Squid Drill - The inkling twirls straight down in squid form. A weak move that has a constant hitbox with weak priority. This move can be held out though and if you land in ink, there will be no landing lag be allowing you to submerge.
U-Air: Burst Bomb - The Inklings pull out a burst bomb and crushes it causing a explosion. Not terribly powerful but almost as big of an explosion as the splat bomb.
Specials
N-Special: Splat Bomb - The inkling toss a Splat Bomb forward. They are timed and explode after a seconds or two.
Side Special: Splatling - The Inkling starts charging their Splatling. The button can be held down to charge the Splatling allowing it to be fired for a longer period of time. You can also move slowly while charging, allowing you to retreat if necessary.
Up Special: Squid Jump - The inkling changes to squid form and will charge up a bit. Then they be launched high into the air. The inkling will then return to kid form on the way down. Does not have a hitbox except for directly under the squid, which can cause a meteor smash. Inklings can react after a squid jump, but won't be able to do another squid jump.
Down Special: Ink Roller - The inklings winds up the ink roller and splashes it down. When the roller is dropped some ink will be flung from the roller. If the button is held, the Inklings can then run with the Roller. If you can hit someone in the air with the drop of the roller they will get meteor smashed.
Grab: The Inkling turns into a squid and latches onto the opponent
Pummel: The Inkling in squid form, squeezes the opponent
Forward Throw: The Inkling turns into a human while performing a handstand on the opponent. The Inkling then flips over the opponent, pulling them with him/her and throws them forward.
Back Throw: The Inkling turns into a human, and throws themselves backwards performing a back hand spring. The opponents are picked up by the Inkling and tossed backwards as the Inking return to a stand position.
Up Throw: The Inkling begins to charge up squid jump. Before they launch, the Inkling throws themselves upside down and launches the opponent with the squid jump ink trail. The Inkling's only kill throw that will kill around decently high percents.
Down throw: The Inkling charges the squid jump and pushes the opponent into the ground with the ink charged up. Leaves the Inkling in the air after performing.
Special Weapon Changes
Now to elaborate on this unique mechanic. There would be a special bar around the Inkling's player portrait that resembles the Inkling's special weapon charge from Splatoon. When it is filled, the Inkling will begin to bubble and glow. Activating any special at this point will allow you to activate a powerful alternative weapon. Note that ink placed on the stage by Special Weapons will not refill the Special Weapon Meter.
Charged Neutral Special: Bomb Rush: Allows rapid fire bombs for a short period of time.
Charged Side Special: Killer Wail - Fires a beam of sound directly in front of the Inkling. Has horrible lag after launching so be careful where you place it
Charged Up Special : Inkstrike - You must be on the ground to launch this weapon. The Inkling will fire a missile that will come back down to the stage delivering a huge vortex of ink on the return. Has horrible lag so make sure your safe before you use it. Can be angled to the left or right on the way up.
Charged Down Special: Kraken - The Inkling becomes a invincible Kraken for a short period of time. During this the Inkling can jump to attack. An enemy caught in the Kraken's spin will get thrown far.
Final Smash: Calamari Inkantation - Agent 3 can your hear our song? BGM override activated! The squid sisters make a big appearance for the Inkling's Final Smash. Appearing in the background of the stage, Callie and Marie will begin one of their "Smash Hits"! Anyone opponents within earshot of the performance from Callie and Marie will be unable to resist their funky beats and start dancing. Well, taunting, but hey it opens them up for a world of hurt. The Inkling will feel motivated by the song and be able to launch enemies with ease who are busy dancing.
Taunts
Up Taunt: Come on! - The Inkling's rally cry. They pump their fist in the air twice!
Side Taunt: "Stay Fresh!!" -The Inkling poses ala the Squid Sisters. If the button is held down can be turned into a dance instead, similar to how the Inkling's dance during Splatfest. Note: Any enemy Inklings under the influence of Calamari Inkantation will automatic do their dance taunt.
Down Taunt: Booyah! - The Inklings cry of triumph! The Inkling pump themselves up.
Misc.
Shield - Resembles the bubbler special!
Drowning Animation - The inklings dissolve in the water as oppose to drowning.
Respawn - Since the Inklings come from a game where they respawn, when coming back in on the platform the Inklings will rise from it, similar to their intro animation.
Winning Animations
1: Zapfish Rescued - The Inkling runs up to a captured Zapfish, retrieves it, and shows it to the players with a finger pointed at what it rescued!
2: Joyous Inkling - The Inkling fire a whole bunch of shots into the air with the Splatling! The Inkling then laughs and hugs the Splatling. (Ink that was fire rains back down around the inkling.)
3: Who's Next?! - Screen zooms in on a puddle. The Inkling eyes' appear out of the ink, and it quickly jumps out and looks down the sight of its Splattershot for more foes to challenge.
Ink!! - The inklings can cover stages in their ink. Doing so allows them to quickly submerge in the ink in squid form (crouch). While in the ink, Inklings will have a very small hitbox, rivaling the lowest crouch in the game. It also allows them to swim through the ink that is placed, faster than what they run on land! Ink will disappear over time, so Inklings will have to constantly lay out ink in order to reap the benefits from it. Doing so also allows them access to a powerful ability
Special Weapon Ready! - A mechanic that encourages the Inkling to constantly claim turf. When enough ink has been been placed, the inkling specials will change to a powerful weapon. More on this later.
Standard Moveset
Jab: The inkling pulls out their inkbrush and rapidly swings it back in forth in front of them. Has decent length for a jab but it's a bit weak.
Dash Attack: Squid Dive - The Inkling rolls forward in the air turning into a squid as they do so. If there is ink underneath the Inkling, they can instantly submerge.
F-Tilt: Splattershot - The inkling uses the splattershot as they step forward. Hold down the button to fire for longer. This move can also turn around while firing.
U-tilt: "Anti-Air" Blaster - Fire the blaster straight up. The shot will go a little ways up before exploding. The explosion has a bit of splash damage. Will instantly explode if it hits an enemy on the way up.
D-tilt: Squid Spin - While in Squid form, the Inkling spins in place to attack. This move changes slightly in while submerged in ink. The inkling will reveal it's tentacles and twirl those around to attack. (Kind of like a sprinkler.)
F-Smash: Splatterscope - The Inkling pulls out a Splatterscope to hunt down the competition. This move can be angled up or down. This move's range and power is affected by how long it's charged.
U-Smash: Slosher - The Inkling throws ink with the Slosher into the air. The ink would have a hitbox until it hits the ground but would get weaker the longer it's out.
D-Smash: Ink Mine - The Inkling sneakily deploys an Ink mine at their feet. Can be hidden in Ink to make it more hard to see. Only one can be placed at a time. After a certain amount of time has passed they will detonate on their own. The Inklings can not be harmed by their own mine.
N-Air: Squid Roll - The Inkling turns into a squid and twists in the air to inflict some damage. Resembles the Kraken Spin when they jump.
F-Air: "Air" Blaster - Fires the blaster straight in front of the Inkling. Same mechanics as the u-tilt. Since the Inkling is in the air, the move will push them back slightly.
B-Air: Octobrush - A swipe with the Octobrush, swing from low to high behind the Inkling.
D-Air - Squid Drill - The inkling twirls straight down in squid form. A weak move that has a constant hitbox with weak priority. This move can be held out though and if you land in ink, there will be no landing lag be allowing you to submerge.
U-Air: Burst Bomb - The Inklings pull out a burst bomb and crushes it causing a explosion. Not terribly powerful but almost as big of an explosion as the splat bomb.
Specials
N-Special: Splat Bomb - The inkling toss a Splat Bomb forward. They are timed and explode after a seconds or two.
Side Special: Splatling - The Inkling starts charging their Splatling. The button can be held down to charge the Splatling allowing it to be fired for a longer period of time. You can also move slowly while charging, allowing you to retreat if necessary.
Up Special: Squid Jump - The inkling changes to squid form and will charge up a bit. Then they be launched high into the air. The inkling will then return to kid form on the way down. Does not have a hitbox except for directly under the squid, which can cause a meteor smash. Inklings can react after a squid jump, but won't be able to do another squid jump.
Down Special: Ink Roller - The inklings winds up the ink roller and splashes it down. When the roller is dropped some ink will be flung from the roller. If the button is held, the Inklings can then run with the Roller. If you can hit someone in the air with the drop of the roller they will get meteor smashed.
Grab: The Inkling turns into a squid and latches onto the opponent
Pummel: The Inkling in squid form, squeezes the opponent
Forward Throw: The Inkling turns into a human while performing a handstand on the opponent. The Inkling then flips over the opponent, pulling them with him/her and throws them forward.
Back Throw: The Inkling turns into a human, and throws themselves backwards performing a back hand spring. The opponents are picked up by the Inkling and tossed backwards as the Inking return to a stand position.
Up Throw: The Inkling begins to charge up squid jump. Before they launch, the Inkling throws themselves upside down and launches the opponent with the squid jump ink trail. The Inkling's only kill throw that will kill around decently high percents.
Down throw: The Inkling charges the squid jump and pushes the opponent into the ground with the ink charged up. Leaves the Inkling in the air after performing.
Special Weapon Changes
Now to elaborate on this unique mechanic. There would be a special bar around the Inkling's player portrait that resembles the Inkling's special weapon charge from Splatoon. When it is filled, the Inkling will begin to bubble and glow. Activating any special at this point will allow you to activate a powerful alternative weapon. Note that ink placed on the stage by Special Weapons will not refill the Special Weapon Meter.
Charged Neutral Special: Bomb Rush: Allows rapid fire bombs for a short period of time.
Charged Side Special: Killer Wail - Fires a beam of sound directly in front of the Inkling. Has horrible lag after launching so be careful where you place it
Charged Up Special : Inkstrike - You must be on the ground to launch this weapon. The Inkling will fire a missile that will come back down to the stage delivering a huge vortex of ink on the return. Has horrible lag so make sure your safe before you use it. Can be angled to the left or right on the way up.
Charged Down Special: Kraken - The Inkling becomes a invincible Kraken for a short period of time. During this the Inkling can jump to attack. An enemy caught in the Kraken's spin will get thrown far.
Final Smash: Calamari Inkantation - Agent 3 can your hear our song? BGM override activated! The squid sisters make a big appearance for the Inkling's Final Smash. Appearing in the background of the stage, Callie and Marie will begin one of their "Smash Hits"! Anyone opponents within earshot of the performance from Callie and Marie will be unable to resist their funky beats and start dancing. Well, taunting, but hey it opens them up for a world of hurt. The Inkling will feel motivated by the song and be able to launch enemies with ease who are busy dancing.
Taunts
Up Taunt: Come on! - The Inkling's rally cry. They pump their fist in the air twice!
Side Taunt: "Stay Fresh!!" -The Inkling poses ala the Squid Sisters. If the button is held down can be turned into a dance instead, similar to how the Inkling's dance during Splatfest. Note: Any enemy Inklings under the influence of Calamari Inkantation will automatic do their dance taunt.
Down Taunt: Booyah! - The Inklings cry of triumph! The Inkling pump themselves up.
Misc.
Shield - Resembles the bubbler special!
Drowning Animation - The inklings dissolve in the water as oppose to drowning.
Respawn - Since the Inklings come from a game where they respawn, when coming back in on the platform the Inklings will rise from it, similar to their intro animation.
Winning Animations
1: Zapfish Rescued - The Inkling runs up to a captured Zapfish, retrieves it, and shows it to the players with a finger pointed at what it rescued!
2: Joyous Inkling - The Inkling fire a whole bunch of shots into the air with the Splatling! The Inkling then laughs and hugs the Splatling. (Ink that was fire rains back down around the inkling.)
3: Who's Next?! - Screen zooms in on a puddle. The Inkling eyes' appear out of the ink, and it quickly jumps out and looks down the sight of its Splattershot for more foes to challenge.
Entrance: First is a squid then turns into a human.
Neutral Attack: Paintbrush slash
Dash Attack: Paintroller
Side Tilt: Slosher fling
Up Tilt: Heavy Splatling
Down Tilt: Paintbrush swipe
Side Smash: Charger
Up Smash: Ink Strike
Down Smash: Roller Ink fling
Neutral Aerial: Paintbrush spin
Up Aerial: Upward inkshot
Forward Aerial: Paintbrush forward swipe
Back Aerial: Inkzooka
Down Aerial: Down Blaster shot
Neutral B: Splattershot- Rapidly shoots ink
Side B: Splat Bomb- Throws a splat bomb, takes some time to detonate but does a lot of damage
Up B: Super Jump- Takes some time to charge but goes high
Down B: Squid- Turns into a squid, in this mode you can't attack but you will go faster
Final Smash: Kraken- Transforms into a Kraken. Similar to Down B except for a limited time, goes much faster, and can launch fighters when pressing the B button.
Neutral Attack: Paintbrush slash
Dash Attack: Paintroller
Side Tilt: Slosher fling
Up Tilt: Heavy Splatling
Down Tilt: Paintbrush swipe
Side Smash: Charger
Up Smash: Ink Strike
Down Smash: Roller Ink fling
Neutral Aerial: Paintbrush spin
Up Aerial: Upward inkshot
Forward Aerial: Paintbrush forward swipe
Back Aerial: Inkzooka
Down Aerial: Down Blaster shot
Neutral B: Splattershot- Rapidly shoots ink
Side B: Splat Bomb- Throws a splat bomb, takes some time to detonate but does a lot of damage
Up B: Super Jump- Takes some time to charge but goes high
Down B: Squid- Turns into a squid, in this mode you can't attack but you will go faster
Final Smash: Kraken- Transforms into a Kraken. Similar to Down B except for a limited time, goes much faster, and can launch fighters when pressing the B button.
I've played enough to finally come up with a perfected move set:
Inklings
Jab -
F-Tilt - The Inkling swipes their paintbrush horizontally leaving a streaky trail of ink
U-Tilt - The Inkling swings their paintbrush in a wide overhead arc from in front of themselves to behind themselves.
D-Tilt - The Inkling mops the floor in front of themselves quickly.
F-Smash - The Inkling raises their roller to charge then flashes the roller down on the ground in front of themselves in a smashing motion.
U-Smash - The Inkling rolls the paint roller forward before raising it over their head in a strong upward arc. (Think the raising of the roller before using its melee attack.)
D-Smash - Inklings spin in place painting the ground at their feet in a full circle with the roller.
N-Air - The Inkling fires a stream of ink at a down forward angle as they descend out of the air with the Aerospray RG
F-Air - The Inkling fires a .52 Gal blast that stops their momentum somewhat in the air when fired. Has a wide splatter area.
B-Air - The Inkling quick spins three times blasting ink fire on each spin from a Splattershot Jr.
U-Air - The Inkling fires a blaster shot that carries people upward slightly before exploding on them. High knockback on the explosion.
D-Air - The Inkling fires a .96 Gal shot downward that spikes. It's strong but has a fair bit of windup.
Grab - The Inklings try to grab with both arms in a clinch like animation.
Pummel - Inklings pistol whip the person they have grabbed with a Splattershot Jr.
Neutral Special: Splattershot Jr: The Inkling will release a steady stream of fire while the button is held. While the button is held, players can strafe left or right as well as angle the stream of their shots with the control stick. While strafing, the character loses midair jumps and can only jump once off the ground while firing. The distance is low but the rate of fire is high.
Neutral Special 2: Splattershot: Same as above but the rate of fire is decreased for greater range.
Neutral Special 3: Splatterscope: The Inkling will not be able to move with this custom, however they are now able to KO from any range with this attack. It also shoots ink the longest distance forward. You can manually aim in one direction slowly by holding up and down on the control stick or you can "quick aim" by flicking the stick in the direction after they've gotten into stance.
Forward Special: Sub Weapon (Grenades): Throws a grenade forward that detonates after a short amount of time. You can angle the toss by holding B and aiming with the control stick.
Forward Special 2: Sub Weapon (Suction Bombs): The inkling will throw a bomb that latches onto nearby ground, walls or ceilings. After a short time, it detonates with a bigger explosion than the grenades.
Forward Special 3: Sub Weapon (Seekers): Deploys a seeker that travels forward on the ground laying ink. If it comes into contact with an opponent, it detonates on them.
Down Special: Squid Mode: The Inkling assumes squid form and has a reduced figure
Down Special 2: Ninja Squid: While standing on ink trails using this allows you to "teleport" to the furthest end of the ink patch laid down under your feet with a flick left or right. If the puddle is small, you can use this to simply avoid an oncoming attack.
Down Special 3: Fast Squid: Traveling through the ink trails is much faster than before.
Up Special: Super Jump: Inkling will charge then rocket upward before descending in humanoid form.
Up Special 2: Ninja Jump: Same as above, but the Inkling will attempt to land in the nearest ink patch on the ground. If it lands in ink, it will submerge itself for a moment (unable to be hit) before re-emerging.
Up Special 3: Fast Jump: The charge time is decreased by half but the travel distance is reduced slightly.
Final Smash: Inkstrike: The Inkling reclines in mid air in the background and pulls out a touch panel to guide the rocket. Using the control stick, you choose where the rocket is deployed to on the stage via a reticle that hovers over the stage.
Victory Theme: First few seconds of the "won a match" jingle or Zapfish Acquired.
Legitimately the only thing I don't know what to do for are their jabs. :lol
Jab -
F-Tilt - The Inkling swipes their paintbrush horizontally leaving a streaky trail of ink
U-Tilt - The Inkling swings their paintbrush in a wide overhead arc from in front of themselves to behind themselves.
D-Tilt - The Inkling mops the floor in front of themselves quickly.
F-Smash - The Inkling raises their roller to charge then flashes the roller down on the ground in front of themselves in a smashing motion.
U-Smash - The Inkling rolls the paint roller forward before raising it over their head in a strong upward arc. (Think the raising of the roller before using its melee attack.)
D-Smash - Inklings spin in place painting the ground at their feet in a full circle with the roller.
N-Air - The Inkling fires a stream of ink at a down forward angle as they descend out of the air with the Aerospray RG
F-Air - The Inkling fires a .52 Gal blast that stops their momentum somewhat in the air when fired. Has a wide splatter area.
B-Air - The Inkling quick spins three times blasting ink fire on each spin from a Splattershot Jr.
U-Air - The Inkling fires a blaster shot that carries people upward slightly before exploding on them. High knockback on the explosion.
D-Air - The Inkling fires a .96 Gal shot downward that spikes. It's strong but has a fair bit of windup.
Grab - The Inklings try to grab with both arms in a clinch like animation.
Pummel - Inklings pistol whip the person they have grabbed with a Splattershot Jr.
Neutral Special: Splattershot Jr: The Inkling will release a steady stream of fire while the button is held. While the button is held, players can strafe left or right as well as angle the stream of their shots with the control stick. While strafing, the character loses midair jumps and can only jump once off the ground while firing. The distance is low but the rate of fire is high.
Neutral Special 2: Splattershot: Same as above but the rate of fire is decreased for greater range.
Neutral Special 3: Splatterscope: The Inkling will not be able to move with this custom, however they are now able to KO from any range with this attack. It also shoots ink the longest distance forward. You can manually aim in one direction slowly by holding up and down on the control stick or you can "quick aim" by flicking the stick in the direction after they've gotten into stance.
Forward Special: Sub Weapon (Grenades): Throws a grenade forward that detonates after a short amount of time. You can angle the toss by holding B and aiming with the control stick.
Forward Special 2: Sub Weapon (Suction Bombs): The inkling will throw a bomb that latches onto nearby ground, walls or ceilings. After a short time, it detonates with a bigger explosion than the grenades.
Forward Special 3: Sub Weapon (Seekers): Deploys a seeker that travels forward on the ground laying ink. If it comes into contact with an opponent, it detonates on them.
Down Special: Squid Mode: The Inkling assumes squid form and has a reduced figure
Down Special 2: Ninja Squid: While standing on ink trails using this allows you to "teleport" to the furthest end of the ink patch laid down under your feet with a flick left or right. If the puddle is small, you can use this to simply avoid an oncoming attack.
Down Special 3: Fast Squid: Traveling through the ink trails is much faster than before.
Up Special: Super Jump: Inkling will charge then rocket upward before descending in humanoid form.
Up Special 2: Ninja Jump: Same as above, but the Inkling will attempt to land in the nearest ink patch on the ground. If it lands in ink, it will submerge itself for a moment (unable to be hit) before re-emerging.
Up Special 3: Fast Jump: The charge time is decreased by half but the travel distance is reduced slightly.
Final Smash: Inkstrike: The Inkling reclines in mid air in the background and pulls out a touch panel to guide the rocket. Using the control stick, you choose where the rocket is deployed to on the stage via a reticle that hovers over the stage.
Victory Theme: First few seconds of the "won a match" jingle or Zapfish Acquired.
Legitimately the only thing I don't know what to do for are their jabs. :lol
This particular moveset is meant to work without the need of bringing the ink mechanics from Splatoon into Smash.
A: Inkling will fire the Splattershot straight ahead at short range. Keep holding A to keep firing, but the range will decrease periodically and the ink will eventually run out.
Side A: Inkling will do a quick slice with the inkbrush.
Down A: Inkling will morph into squid form and splat ink in front of her.
Up A: Inkling will do a quick swipe with the Inkbrush upwards.
Dash Attack: Inkling will pull out the Splatroller and run with it for a couple of seconds. Anyone hit with it will be caught in the move until it launches the opponent in the last hit.
Neutral Air: Inkling will morph into squid form and spin around while squirting ink. Hits everyone around her.
Forward Air: Inkling will do a forward swipe with the Inkbrush.
Back Air: Inkling will fire the Splattershot behind her. Long range, but doesn’t do much damage or knock the opponent too far.
Up Air: Inkling does a twirling motion with the Splatroller that hits multiple times.
Down Air: Inkling uses the Splatroller to do a single hit below her. Powerful move that spikes, but has some start lag.
Side Smash: Inkling pulls out the Slosher and throws a splat of ink in front of her.
Down Smash: Inkling pulls out the Inkbrush and does a twirling motion, similar to Shulk’s Down Smash.
Up Smash: Similar to Up Air, Inkling will do a twirling motion with the Splatroller.
Grab: Inkling will morph into squid form a latch to the opponent’s head. The grab hit is done by Inkling using her tentacles to press the opponent’s head.
Forward Throw: Inkling will morph back to human form and shoot the opponent forward with the Splattershot.
Back Throw: Same as Forward Throw, but to the back side.
Up Throw: Same as Forward Throw, but straight up.
Down Throw: Still in squid form, Inkling will do a drill motion to hit the opponent multiple times against the ground.
Neutral B1: Inkling will pull out the Luna Blaster and fire a single powerful shot forward with big KO power. Can be charged for full power, but will fire automatically at max.
Neutral B2: Inkling will pull out the Splat Charger and fire a single shot forward. Has less range and power than the Luna Blaster, but charges faster and goes through opponents.
Neutral B3: Inkling will pull out the Heavy Splatting and charge it to fire multiple shots. Takes the longest to charge and has no knockback, but deals the most damage if all shots hit.
Side B1: Inkling will throw a Splat Bomb straight forward. It will do a few bounces and explode after a few seconds. It won’t explode if it hits an opponent but will do damage and bounce back. There can only be one Splat Bomb on the screen at a time from the same Inkling.
Side B2: Inkling will throw a Burst Bomb straight forward. Explodes on contact with anything. There can only be one Burst Bomb on the screen at a time from the same Inkling.
Side B3: Inkling will throw a Seeker straight forward at ground level. Explodes on contact with anything. There can only be one Seeker on the screen at a time from the same Inkling.
Down B1: Inkling will set an Ink Mine on the ground leaving a puddle around. Will explode after a set time or when someone steps on it. If done in the air, Inkling will throw the mine straight down and will explode on contact.
Down B2: Inkling will place a Sprinkler on the ground to act as an obstacle that will shoot ink to other opponents nearby and cause minor damage. Will disappear after a while and can be destroyed with enemy projectiles.
Down B3: Inkling will place a Suction Bomb that will stick to the ground and explode after a set time. If hit hard enough by anyone it can be sent flying (Similar to Pac-Man’s hydrant) and physically hit opponents, but it will explode after a set time no matter what.
Up B1: Inkling will do a Super Squid Jump for massive vertical recovery. Doesn’t hit opponents and can’t be cancelled out.
Up B2: Inkling will take out the Killer Wail and fire it straight down. It will rocket Inkling straight upwards and damage those caught in the sound wave.
Up B3: Inkling will take out the Inkzooka and fire a single shot straight down. It has the same effect as Killer Wail but recovers less and does more damage.
Final Smash: Inkling will pull out a small tablet and fire an Inkstrike straight up. While going up and down, Inkling will remain in place unable to be hurt, and can use the analog stick to slightly change the angle and direction of the missile.
Entrance: Inkling will appear in one of the squid pods in squid form, and will morph into human form before the battle begins and the pod then disappears. When returning to battle after losing a stock, we get a quick look of Inkling’s “spirit” going into the floating platform before Inkling reappears and morphs back into human form.
Idle Animation: Inkling will normally stand holding the Splattershot with both hands in a “ready for war” pose. Occasionally, she will put one hand on her chin and look around. She will also hold the Splattershot in front of her and look at it (in a similar way as when she tries out a weapon in the Weapon Shop)
Crouch: Inkling changes into squid form when she crouches, and will remain in that form when she crawls.
Death: Like Mega Man, Inkling has a unique death. When dying on the side or the bottom of the screen, Inkling’s “spirit” will briefly float upwards before fading out. Also, when dying by drowning, Inkling’s clothes will float up to float up to the surface and then fade out, after she disappears from the screen.
Taunt 1: Inkling will do the “Stay Fresh” pose from the Squid Sisters.
Taunt 2: Inkling will do a fist pump similar to the “Booyah” pose.
Taunt 3: Inkling will disappear in a puddle of ink, reappear to peek around in squid form, then hide again, then reappear in human form.
Winning Pose 1: We see several puddles of ink, and Inkling will appear jumping from one puddle to another. Inkling will then morph into human form and do a pose while holding the Splattershot with one hand.
Winning Pose 2: There will be a Zapfish on screen, Inkling will appear and catch it, and show it to the camera.
Winning Pose 3: Inkling and Judd the Cat are seen on screen, both with very serious looks. Judd will then pull a flag that has a squid of the same color as the Inkling next to him, and Inkling will celebrate with a “Booyah!” pose.
A: Inkling will fire the Splattershot straight ahead at short range. Keep holding A to keep firing, but the range will decrease periodically and the ink will eventually run out.
Side A: Inkling will do a quick slice with the inkbrush.
Down A: Inkling will morph into squid form and splat ink in front of her.
Up A: Inkling will do a quick swipe with the Inkbrush upwards.
Dash Attack: Inkling will pull out the Splatroller and run with it for a couple of seconds. Anyone hit with it will be caught in the move until it launches the opponent in the last hit.
Neutral Air: Inkling will morph into squid form and spin around while squirting ink. Hits everyone around her.
Forward Air: Inkling will do a forward swipe with the Inkbrush.
Back Air: Inkling will fire the Splattershot behind her. Long range, but doesn’t do much damage or knock the opponent too far.
Up Air: Inkling does a twirling motion with the Splatroller that hits multiple times.
Down Air: Inkling uses the Splatroller to do a single hit below her. Powerful move that spikes, but has some start lag.
Side Smash: Inkling pulls out the Slosher and throws a splat of ink in front of her.
Down Smash: Inkling pulls out the Inkbrush and does a twirling motion, similar to Shulk’s Down Smash.
Up Smash: Similar to Up Air, Inkling will do a twirling motion with the Splatroller.
Grab: Inkling will morph into squid form a latch to the opponent’s head. The grab hit is done by Inkling using her tentacles to press the opponent’s head.
Forward Throw: Inkling will morph back to human form and shoot the opponent forward with the Splattershot.
Back Throw: Same as Forward Throw, but to the back side.
Up Throw: Same as Forward Throw, but straight up.
Down Throw: Still in squid form, Inkling will do a drill motion to hit the opponent multiple times against the ground.
Neutral B1: Inkling will pull out the Luna Blaster and fire a single powerful shot forward with big KO power. Can be charged for full power, but will fire automatically at max.
Neutral B2: Inkling will pull out the Splat Charger and fire a single shot forward. Has less range and power than the Luna Blaster, but charges faster and goes through opponents.
Neutral B3: Inkling will pull out the Heavy Splatting and charge it to fire multiple shots. Takes the longest to charge and has no knockback, but deals the most damage if all shots hit.
Side B1: Inkling will throw a Splat Bomb straight forward. It will do a few bounces and explode after a few seconds. It won’t explode if it hits an opponent but will do damage and bounce back. There can only be one Splat Bomb on the screen at a time from the same Inkling.
Side B2: Inkling will throw a Burst Bomb straight forward. Explodes on contact with anything. There can only be one Burst Bomb on the screen at a time from the same Inkling.
Side B3: Inkling will throw a Seeker straight forward at ground level. Explodes on contact with anything. There can only be one Seeker on the screen at a time from the same Inkling.
Down B1: Inkling will set an Ink Mine on the ground leaving a puddle around. Will explode after a set time or when someone steps on it. If done in the air, Inkling will throw the mine straight down and will explode on contact.
Down B2: Inkling will place a Sprinkler on the ground to act as an obstacle that will shoot ink to other opponents nearby and cause minor damage. Will disappear after a while and can be destroyed with enemy projectiles.
Down B3: Inkling will place a Suction Bomb that will stick to the ground and explode after a set time. If hit hard enough by anyone it can be sent flying (Similar to Pac-Man’s hydrant) and physically hit opponents, but it will explode after a set time no matter what.
Up B1: Inkling will do a Super Squid Jump for massive vertical recovery. Doesn’t hit opponents and can’t be cancelled out.
Up B2: Inkling will take out the Killer Wail and fire it straight down. It will rocket Inkling straight upwards and damage those caught in the sound wave.
Up B3: Inkling will take out the Inkzooka and fire a single shot straight down. It has the same effect as Killer Wail but recovers less and does more damage.
Final Smash: Inkling will pull out a small tablet and fire an Inkstrike straight up. While going up and down, Inkling will remain in place unable to be hurt, and can use the analog stick to slightly change the angle and direction of the missile.
Entrance: Inkling will appear in one of the squid pods in squid form, and will morph into human form before the battle begins and the pod then disappears. When returning to battle after losing a stock, we get a quick look of Inkling’s “spirit” going into the floating platform before Inkling reappears and morphs back into human form.
Idle Animation: Inkling will normally stand holding the Splattershot with both hands in a “ready for war” pose. Occasionally, she will put one hand on her chin and look around. She will also hold the Splattershot in front of her and look at it (in a similar way as when she tries out a weapon in the Weapon Shop)
Crouch: Inkling changes into squid form when she crouches, and will remain in that form when she crawls.
Death: Like Mega Man, Inkling has a unique death. When dying on the side or the bottom of the screen, Inkling’s “spirit” will briefly float upwards before fading out. Also, when dying by drowning, Inkling’s clothes will float up to float up to the surface and then fade out, after she disappears from the screen.
Taunt 1: Inkling will do the “Stay Fresh” pose from the Squid Sisters.
Taunt 2: Inkling will do a fist pump similar to the “Booyah” pose.
Taunt 3: Inkling will disappear in a puddle of ink, reappear to peek around in squid form, then hide again, then reappear in human form.
Winning Pose 1: We see several puddles of ink, and Inkling will appear jumping from one puddle to another. Inkling will then morph into human form and do a pose while holding the Splattershot with one hand.
Winning Pose 2: There will be a Zapfish on screen, Inkling will appear and catch it, and show it to the camera.
Winning Pose 3: Inkling and Judd the Cat are seen on screen, both with very serious looks. Judd will then pull a flag that has a squid of the same color as the Inkling next to him, and Inkling will celebrate with a “Booyah!” pose.
It really has been a wild ride, kids and squids. o7
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