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|overview= {{StockIcon|SSBU|Inkling}} is a character in SSBU. (Placeholder) |
|overview= {{StockIcon|SSBU|Inkling}} is a character in SSBU. (Placeholder) |
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|summary= is an evasive hit-and-run character who excels at whiff punishing and chipping their opponents away. |
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|summary= does things (Placeholder) |
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|pros= |
|pros= |
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*'''Quick, High Damage:''' Because of Ink, Inkling's attacks easily rack up damage. |
*'''Quick, High Damage:''' Because of Ink, Inkling's attacks easily rack up damage. |
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*'''Extremely Evasive:''' Inkling's dash lowers their hurtbox a lot, making them very hard to hit when used properly. This is further enhanced by their great aerial mobility, allowing them to swap between pressure in the air and almost nonexistent hurtbox on the ground. |
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*'''Low Profile Dash:''' |
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*'''Crazy Edgeguarding:''' Inkling's good aerial mobility coupled with their {{clr|aerial|F-Air}} and {{clr|aerial|B-Air}} allows them to chase the opponent quite far offstage. |
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*'''Tech Chase Menace:''' Inkling's {{clr|special|Splat Bomb (Down-B)}}, and ground mobility allows them to cover most options in tech chases. |
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*'''Good Recovery:''' Inkling's aforementioned mobility as well as their {{clr|special|Super Jump (Up-B)}}, jump cancelleable {{clr|special|Splat Roller (Side-B)}}, and b-reversible {{clr|special|Splattershot (Neutral-B)}} for stalling lets them recover from most positions offstage and bait out ledge options. |
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|cons= |
|cons= |
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*'''Struggles to Kill:''' Even though Inkling can easily rack up damage, they struggle to get kills as they |
*'''Struggles to Kill:''' Even though Inkling can easily rack up damage, they struggle to get kills as the typical killing {{clr|aerial|F-Air}} and/or {{clr|aerial|B-Air}} most characters have is instead used for gimping with the extended hitbox and safe pressure respectively. On top of that, they only have one true consistent kill confirm of a grab in Booyah, and their best oos option, {{clr|smash|Up Smash}}, needs to land a specific hitbox or it will sour spot. |
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*'''Resource Management:''' Running out of Ink greatly hinders Inkling's gameplan, as all of their special moves become much worse. It also greatly reduces their killpower. |
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*'''Inconsistent Moves:''' Occurrences such as {{clr|special|Splat Bomb (Down-B)}} sending in the opposite direction and {{clr|tilt|D-Tilt}} not connecting into the second hit happen frequently enough to be notable, so being aware and reacting can allow you to potentially remedy situations that otherwise would tilt the game in the opponent's favor. |
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|weight = 94 |
|weight = 94 |
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|spotDodge = 25F (3~17F intangible) |
|spotDodge = 25F (3~17F intangible) |
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|airDodge = 3~29F intangible (Neutral)<br>3~21F intangible (Directional) |
|airDodge = 3~29F intangible (Neutral)<br>3~21F intangible (Directional) |
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|fastestOOS = {{clr|aerial| |
|fastestOOS = {{clr|aerial|N-Air}} (9F) <br> {{clr|smash|Up Smash}} (9F) |
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|unique_mechanic1_name= |
|unique_mechanic1_name=Ink |
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|unique_mechanic1= |
|unique_mechanic1= |
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[[File:SSBU |
[[File:SSBU Inkling InkedChara.png|200px|center]] |
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<center> Mario after being inked for {{tt|2 seconds|120 frames}} by Inkling </center> |
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Every move that involves Inkling using their Ink gives the opponent the Ink status on contact. After a character is inked, the ink begins to deteriorate if the character is not hit by another ink move for 120F(2s). Ink only gets removed over time, and is fully removed when characters are KO'd. When inked, characters take more damage, up to a maximum multiplier of 1.5×. Ink does not affect the knockback of hits, nor damage dealt to shields. |
Every move that involves Inkling using their Ink gives the opponent the Ink status on contact. After a character is inked, the ink begins to deteriorate if the character is not hit by another ink move for 120F(2s). Ink only gets removed over time, and is fully removed when characters are KO'd. When inked, characters take more damage, up to a maximum multiplier of 1.5×. Ink does not affect the knockback of hits, nor damage dealt to shields. |
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|unique_mechanic2_name=Squid Form |
|unique_mechanic2_name=Squid Form |
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|unique_mechanic2= |
|unique_mechanic2= |
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[[File:SSBU |
[[File:SSBU Inkling Dash.png|center|300px]] |
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Inkling has a unique form where they transform into their squid form when dashing, spot dodging and replenishing ink. This shrinks their hurtbox down for a few frames, allowing them to {{term|low profile}} attacks |
Inkling has a unique form where they transform into their squid form when dashing, spot dodging and replenishing ink. This shrinks their hurtbox down for a few frames, allowing them to {{term|low profile}} attacks |
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}} |
}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Tilt |
|attack=Down Tilt |
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|specificHits= |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Dash Attack |
|attack=Dash Attack |
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|specificHits= |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Smash |
|attack=Up Smash |
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|specificHits= |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Smash |
|attack=Down Smash |
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|specificHits= |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Air |
|attack=Forward Air |
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|specificHits= |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Air |
|attack=Down Air |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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}} |
}} |
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==Special Moves== |
==Special Moves== |
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=== {{clr|special| |
=== {{clr|special|Splattershot}} === |
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<big>{{Prompt|B}}</big> |
<big>{{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Splattershot |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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=== {{clr|special| |
=== {{clr|special|Splat Roller}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Splat Roller |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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=== {{clr|special| |
=== {{clr|special|Super Jump}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Super Jump |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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}} |
}} |
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=== {{clr|special| |
=== {{clr|special|Splat Bomb}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Splat Bomb |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*Hold down {{Prompt|B}} to throw the bomb further |
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}} |
}} |
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Latest revision as of 14:24, 29 May 2023
![](http://static.miraheze.org/dragdownwiki/thumb/b/b9/SSBU_Inkling_Stock.png/25px-SSBU_Inkling_Stock.png)
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Pros | Cons |
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![](http://static.miraheze.org/dragdownwiki/thumb/c/cf/SSBU_Inkling_InkedChara.png/200px-SSBU_Inkling_InkedChara.png)
Every move that involves Inkling using their Ink gives the opponent the Ink status on contact. After a character is inked, the ink begins to deteriorate if the character is not hit by another ink move for 120F(2s). Ink only gets removed over time, and is fully removed when characters are KO'd. When inked, characters take more damage, up to a maximum multiplier of 1.5×. Ink does not affect the knockback of hits, nor damage dealt to shields.
As Inkling uses moves that inflict Ink, their Ink Tank drains. If Inkling lacks sufficient ink for a move, it will inflict less damage and knockback.Some moves will have no effect at all. The red line on the tank indicates the minimum amount of ink needed to throw a Splat Bomb. Inkling can refill their Ink Tank by holding the shield and special button at once.
For more information on ink, you can check it out on SSBWiki here.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Jab 1 | 2.0 | 3-4 | 20 | 361/180 | -13 to -12 | N/A |
Jab 2 | 2.0 | 2-3 | 22 | 361 | -16 to -15 | N/A |
Jab 3 | 3.5 | 4-5 | 30 | 361 | -21 to -20 | N/A |
Rapid Jab | 0.4 | 3/5/7/9/11/13/15/3/5/7/9/11/13/15 | 18 | 361 | NaN | N/A |
Rapid Jab Finisher | 2.5 | 6-7 | 49 | 361 | -38 to -37 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 25/15 | 30/25/20 | N/A | N/A | 3 | ||||||||
Jab 2 | 28/25 | 30/25/20 | N/A | N/A | 3 | ||||||||
Jab 3 | 60 | 70 | N/A | N/A | 4 | ||||||||
Rapid Jab | 12/7 | 10 | N/A | N/A | 3 | ||||||||
Rapid Jab Finisher | 60 | 106 | N/A | N/A | 4 |
Forward Tilt
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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10.0 | 8-10 | 35 | 361 | -16 to -14 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
64 | 66 | N/A | N/A | 10 |
Up Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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6.0 | 10-9 | 30 | 94 | -13 to -14 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
55 | 95 | N/A | N/A | 6 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Hit 1 | 3.0 | 5-8 | 32 | 50/160 | -22 to -19 | N/A |
Hit 2 | 6.0 | 12-15 | 32 | 45 | -13 to -10 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 20 FKB/25 FKB | 100 | N/A | N/A | 4 | ||||||||
Hit 2 | 35 | 100 | N/A | N/A | 6 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Clean | 8.0 | 8-9 | 36 | 60 | -16 to -15 | N/A |
Late | 6.0 | 10-13 | 36 | 60 | -16 to -13 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 110 | 43 | N/A | N/A | 11 | ||||||||
Late | 100 | 43 | N/A | N/A | 9 |
Smash Attacks
Forward Smash
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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14.0/16.0/12.021/24/18 charged | 16-17 | 52 | 361 | -25 to -24/-24 to -23/-27 to -26-21 to -20/-20 to -19/-23 to -22 charged | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
36/35 | 90/93 | N/A | N/A | 10/11/85/5/4 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop Hit | 4.06 charged | 9-10 | 58 | 125 | -44 to -43-43 to -42 charged | N/A |
Hit 2 | 15.0/10.022.5/15 charged | 18-20 | 58 | 88 | -29 to -27/-32 to -30-24 to -22/-29 to -27 charged | N/A |
No Ink, Scoop Hit | 4.0 | 9-10 | 58 | 125 | -43 to -42 | N/A |
No Ink, Hit 2 | 10.0/6.0 | 18-20 | 58 | 88 | -29 to -27/-33 to -31 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop Hit | 100 FKB | 100 | N/A | N/A | 43 charged | ||||||||
Hit 2 | 55 | 76 | N/A | N/A | 10/75/4 charged | ||||||||
No Ink, Scoop Hit | 100 FKB | 100 | N/A | N/A | 5 | ||||||||
No Ink, Hit 2 | 55 | 66 | N/A | N/A | 10/6 |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Hit, Clean | 12.5/10.018.75/15 charged | 11-12 | 50 | 32 | -29 to -28/-31 to -30-26 to -25/-28 to -27 charged | N/A |
Front HIt, Late | 7.0/5.010.5/7.5 charged | 13-15 | 50 | 32 | -30 to -28/-32 to -30-28 to -26/-30 to -28 charged | N/A |
Back Hit, Clean | 11.0/9.016.5/13.5 charged | 20-21 | 50 | 30 | -21 to -20/-22 to -21-18 to -17/-20 to -19 charged | N/A |
Back Hit, Late | 6.0/4.09/6 charged | 22-24 | 50 | 30 | -22 to -20/-23 to -21-20 to -18/-22 to -20 charged | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Hit, Clean | 40/35 | 82/75 | N/A | N/A | 9/75/4 charged | ||||||||
Front HIt, Late | 40/35 | 85/75 | N/A | N/A | 6/44/3 charged | ||||||||
Back Hit, Clean | 40/35 | 82/75 | N/A | N/A | 8/74/4 charged | ||||||||
Back Hit, Late | 40/35 | 85/75 | N/A | N/A | 5/43/3 charged |
Aerials
Neutral Aerial
Airborne
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 6-9 | 32 | 361 | -2 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
35 | 85 | 5 | ? | 3 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 10.0/12.0 | 10-11 | 42 | 361 | -8/-7 | N/A |
Late | 7.0 | 12-21 | 42 | 361 | -9 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 30 | 90 | 12 | ? | 4/5 | ||||||||
Late | 30 | 78 | 12 | ? | 3 |
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0/7.5 | 7-11 | 37 | 361 | -2/-3 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
17/18 | 91 | 6 | ? | 4/3 |
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.5 | 12-15 | 44 | 367 | -3 | N/A |
6.5 | 17-20 | 44 | 80 | -3 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30/15 | 20 | 6 | ? | 3 | ||||||||
30 | 140 | 6 | ? | 3 |
Down Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0/12.0 | 16-17 | 62 | 361/270 | -6/-5 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60/30 | 60/72 | 10 | ? | 4/5 |
Special Moves
Splattershot
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
0.3 per Splat | 12/16/20/24... | 36Min | ? | -6 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
? | ? | N/A | N/A | 2 |
Splat Roller
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground | 4.0/8.0/11.0 | 16+ | Active + 35 | 60/80 | -15 | N/A |
Aerial | 4.0/14.0/11.0 | 16+ | Active + 17 Jump Cancel | 60/80/63/75/68 | -12 | N/A |
No Ink | 2.0/5.0/8.0 | 16+ | N/A | 70/60 | -15 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | 60/100/25 | 80/40/90/105 | N/A | N/A | 5/8/10 | ||||||||
Aerial | 60/100/90 | 80/40/33 | N/A | N/A | 5/13/10 | ||||||||
No Ink | 50/60 | 50/80 | N/A | N/A | 3/6/8 |
Super Jump
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Landing, Close | 8.0 | 1-2 | 37 | 361 | -29 to -28 | N/A |
Landing, Far | 6.0 | 3-10 | 37 | 361 | -28 to -21 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Landing, Close | 70 | 25 | N/A | N/A | 3 | ||||||||
Landing, Far | 70 | 25 | N/A | N/A | 3 |
Splat Bomb
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Projectile | 0.0 | 1-60 | 61 | 361 | -58 to 1 | N/A |
Explosion | 0.0 | 1-4 | 5 | 361 | 2 to 5 | N/A |
- Hold down
to throw the bomb further
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Projectile | 0 | 0 | N/A | N/A | 2 | ||||||||
Explosion | 60 | 47 | N/A | N/A | 2 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 8-9 | 35 | N/A | N/A | N/A |
Dash | N/A | 9-10 | 42 | N/A | N/A | N/A |
Pivot | N/A | 10-11 | 38 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 22 | 40 | 361 | -11 | all invincible 1-23 |
3.0 | 23 | 40 | 50 | N/A | all invincible 1-23 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 FKB | 100 | N/A | N/A | 6 | ||||||||
70 | 60 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 17 | 37 | 45 | N/A | all invincible 1-17 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 70 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.0 | 21 | 37 | 361 | -11 | all invincible 1-22 |
3.0 | 22 | 37 | 90 | N/A | all invincible 1-22 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
80 | 30 | N/A | N/A | 4 | ||||||||
70 | 75 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 14 | 35 | 68 | N/A | all invincible 1-14 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 100 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 18-20 | 56 | 45 | -28 to -26 | all intangible 1-20 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 15-26 | 46 | 48 | -23 to -12 | all intangible 1-26 |
Facing Down | 7.0 | 15-26 | 46 | 48 | -23 to -12 | all intangible 1-26 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
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To edit frame data, edit values in SSBU/Inkling/Data. |
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder