Even
Tippers give him a way to steal the game back after having his disadvantage abused
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Space's Chart Shirayuki's Chart Colorondo's Chart
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Bats Within is a great tool in getting out of strings and Boo Yah if not done properly
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Heaviest in the game, so hard to kill and can steal stocks very easily. Play keep away and don't over extend
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D-Tilt and Splattershot can knock him away from ledge without respawning Clown Cart
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Easy to steal stocks at low percents with gimps/D-tilt at ledge
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Hard to punish spaced pressure out of shield, but he also gets gimped and D-Tilted at ledge out of Up-B
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Can force options in neutral & heavily punish them. Annoying to get around minefield but once you get in his face theres not much he can do other than can which self harms
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Very hard to punish pressure out of shield and land, but dies super early therefore mitigating one of Inkling's weaknesses
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One of the most stage dependent mu's inkling has because of woosh out of shield>up tilt and plat camping
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Very hard to deal with two characters at once due to string based gameplan and lack of consistent tools to separate them, but once one is dealt with the other follows suit. Also can be gimped quite well
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One of the most unfuns mirrors of all time
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Use dash dance hurtbox shift to avoid EWGF in neutral, plat camp and zone. abuse offstage
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Deceptively fast Up Smash out of shield, armor on Up B, multiple jumps, disjoints, and being super heavy make this mu more difficult than it would seem on the surface
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Runs out of copy ability ink; can't recharge
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Like duck hunt, forces options in neutral & heavily punishes them. When you get in his face he can struggle but his nair and disjoints give him decent enough boxing tools to give you a run for your money
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Tippers give him a way to steal the game back after having his disadvantage abused
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Burst option kill move side b makes it slightly better for Dark Pit, but not enough to change the mu
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Easily the most annoying to deal with. Hard to punish oos. Use splattershot and bair to stuff out approaches
Can steal stocks early and force options with razor leaf, but mostly loses in neutral and vine whip recovery can be gimped
Also steals stocks early but mostly only with rage. Also mostly loses in neutral but watch out for fast and strong oos and massive kill moves
Can pokemon switch out of confirms, but leaves them vulnerable afterwards
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With a lead can stuff out approaches very well and can steal stocks with or without rage
Foresights out of strings and out frame datas in neutral; hard to punish oos
Both suffer from gimping hard, but Mythra less so. Can switch out of confirms without the PT vulnerability issues
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The hardest even Inkling has. Hard to punish spaced pressure out of shield, hard to get off ledge safely, can have stocks stolen by touch of deaths, hard to get stocks off edgeguarding due to multitude of stalling options, great amount of fuel, and heaviness. However, Inkling also has some strengths in the mu. R.O.B. is combo food and also struggles to deal with spaced pressure from bair and dash attack crossups out of shield. You can also use his gyro against him as an out of shield option or for ledgetrapping. Lastly TODs are still possible but harder to land thanks to inkling's small size
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Same weaknesses as Icies mu, but luma respawns. During the time its gone, however, you can abuse Rosa's big size super light weight and lack of hitbox on Up B to quickly take stocks.
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Chrom mu with more stock stealing and less gimping
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Ken mu but not forced to approach recklessly and better hadoken pressure
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R.O.B. mu with smaller hurtbox and better stage control, but much easier to gimp and punish out of shield
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R.O.B. mu with smaller hurtbox and better stage control, but much easier to gimp and punish out of shield
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Mix your approaches; Use low profiling to bait out angled down ftilt/side b spam and then use landing bair/nair to get advantage going for example
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One of the few mus where Inkling does the stock stealing. She's hard to punish out of shield, has super fast frame data, and really far reaching recovery with wall cling, but she's also super light and lacks disjoints to challenge inkling air to air. Sheik can also struggle to land her combos on Inkling because of their small size
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The epidemy of everything Inkling hates: Frame 1 kill confirm escaping with arts, stealing stocks with smash, safe pressure from massive disjoints, hard to edgeguard and ledgetrap unless you trade. It's still doable since Shulk is a difficult character to play at his peak.
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Using bair on the bottom half of his hurtbox won't activate the grenade if hes holding it. Mix up your approaches and abuse your small hurtbox
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Hit and run the mu. Sonic can be hard to catch when hes camping, but when you have the lead bair and roller are good at stuffing his approaches. Inkling also gets more from interaction wins then he does
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Gets pick looped so needs to mx sdi/di well and has stocks stolen, but has the tools to mix approaches on walls and abuse Steve's disadvantage until his resources are low. Dash hurtbox shifting makes his grab hard to land because of its arc
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Top MK Player Opinion: Has the benefits of fgc characters (high damage output and kill potential per interaction win) but without the weaknesses. Has spammable pressure that's hard to deal with and comeback mechanic that never runs out on a heavy, but gets mostly stuffed out by bair and gimped very early
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Essentials
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Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
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