Gameboy224
Inkling Fleet Admiral
- Joined
- Sep 20, 2015
- Messages
- 549
- NNID
- Gameboy224
I'm pretty sure this thread has probably been made at one point, but I'm going to do this anyways.
The question is simple (actually not really).
With Inkling almost being a shoe in to make it into Smash whether it be a deluxe version or Smash 5 (I mean really, Splatoon has pretty much risen the ranks as one of Nintendo's star IPs), how do you think or want Inkling to play, function, appear, etc.?
For the sake of it I'm going to put a template for their moves. Custom special optional.
Neutral:
F Tilt:
U Tilt:
D Tilt:
Dash Attack:
F Smash:
U Smash:
D Smash:
N Air:
F Air:
B Air:
U Air:
D Air:
Grab/Pummel:
F Throw:
B Throw:
U Throw:
D Throw:
Recovery:
Edge Attack:
N Special:
S Special:
U Special:
D Special:
Final Smash:
My go at it.
Appearance: The default inkling design will be the expected orange, Splatoon 1 Inkling Girl with the same getup as her Amiibo. Alts will include:
Taunts:
S Taunt: The last part of the Roller win pose in Splatoon 1.
U Taunt: Inkling Girl's Splatoon 2 Splat Dualie win animation.
D Taunt: Turning into a squid for a second. Just turning into a squid. Will dive into your ink if you're standing on top of it.
Their default stance will be the typical holding a Shooter weapon stance and they'll always have a Splattershot as their default weapon.
Moves:
Other mechanics.
Ink:
Most of their attacks will cover the ground with ink.
Ink increases Inkling movement by 20%. Decreases any other enemies ground movements by 10%. Decreases their initial jump height by 20%.
If the Inkling is dashing over any significant amount of ink greater than 1/5 of Final Destination, they'll transform into a squid and swim through it. this will significantly decrease their vertical hitbox but there will still be a noticeable lump of ink where they're swimming so they aren't invisible.
Ink lasts about 4 seconds before it dissipates.
The question is simple (actually not really).
With Inkling almost being a shoe in to make it into Smash whether it be a deluxe version or Smash 5 (I mean really, Splatoon has pretty much risen the ranks as one of Nintendo's star IPs), how do you think or want Inkling to play, function, appear, etc.?
For the sake of it I'm going to put a template for their moves. Custom special optional.
Neutral:
F Tilt:
U Tilt:
D Tilt:
Dash Attack:
F Smash:
U Smash:
D Smash:
N Air:
F Air:
B Air:
U Air:
D Air:
Grab/Pummel:
F Throw:
B Throw:
U Throw:
D Throw:
Recovery:
Edge Attack:
N Special:
S Special:
U Special:
D Special:
Final Smash:
My go at it.
Appearance: The default inkling design will be the expected orange, Splatoon 1 Inkling Girl with the same getup as her Amiibo. Alts will include:
- Blue Inkling Boy, same appearance as Amiibo.
- Pink Splatoon 2 cover Inkling Girl with the bob cut.
- Green Splatoon 2 cover Inkling Boy with the spiked hair.
- Turquoise Inkling Girl with the new comb over hairstyle. Not sure the gear.
- Purple Inkling Boy with the new comb over hairstyle. Not sure the gear.
- Yellow Inkling Girl with the new knot hairstyle. Not sure the gear.
- Lime Inkling Boy with the new buzz cut hairstyle. Not sure the gear.
Taunts:
S Taunt: The last part of the Roller win pose in Splatoon 1.
U Taunt: Inkling Girl's Splatoon 2 Splat Dualie win animation.
D Taunt: Turning into a squid for a second. Just turning into a squid. Will dive into your ink if you're standing on top of it.
Their default stance will be the typical holding a Shooter weapon stance and they'll always have a Splattershot as their default weapon.
Moves:
Neutral: This is going to be weird, but a basic mix of short ranged punches and pistol whips. To be exacts, a jab with their left arm, followed by a punch from their Splattershot, a pistol whip, and finished by a kick.
F Tilt: A swipe with the Inkbrush.
U Tilt: An arc swipe with the Inkbrush.
D Tilt: A crouch swipe with the Inkbrush.
Dash Attack: Grab the Splat Rolling and do a forward roll with it. It might not as lethal as it is in Splatoon but it'll sure knock opponents away.
F Smash: Charge and hold back a Splat Roller, when released slam it down. The smash point will be point blank where the roller itself hit, the ink spread from it will have little smash power.
U Smash: Charge with a Slosher in their hand, when released they throw a vertical sploosh of ink straight up. Ink only has high smash power on the way up.
D Smash: Charge with the Inkbrush, when released do a circle slash (like Shulk's D Smash).
N Air: A horizontal twirl with the Inkbrush.
F Air: A forward swipe with the Inkbrush.
B Air: Four backwards under the leg shots with the Splat Dualies.
U Air: Swing the Slosher shooting ink above you in an abnormal odd arc.
D Air: A downward shot with the Blaster. This is a spike.
Grab/Pummel: Typical grab and pistol whips to pummel.
F Throw: Swipe them with an Inkbrush sending them flying forwards.
B Throw: Throw them back and fire a barrage of ink with the Heavy Splatling.
U Throw: Throw them straight up and fire a barrage of ink with the Splat Dualies.
D Throw: Throw them down and smash them with the Splat Roller.
Recovery: Inkling do a breakdance flare cause gotta be hip. The kicks will have ink surrounding them.
Edge Attack: Turn into a Kraken for a moment and do a spin jump attack on the ledge.
N Special: Ink Shot. Your basic Splattershot style firing ink type of attack. Bullet don't have super long range and will arc. The firing rate will not actually be exactly the same just for gameplay reasons, it will be more like Dual Squelcher firing rate. You can hold the special button and continue to fire while moving. Cannot hold it indefinitely.
F Tilt: A swipe with the Inkbrush.
U Tilt: An arc swipe with the Inkbrush.
D Tilt: A crouch swipe with the Inkbrush.
Dash Attack: Grab the Splat Rolling and do a forward roll with it. It might not as lethal as it is in Splatoon but it'll sure knock opponents away.
F Smash: Charge and hold back a Splat Roller, when released slam it down. The smash point will be point blank where the roller itself hit, the ink spread from it will have little smash power.
U Smash: Charge with a Slosher in their hand, when released they throw a vertical sploosh of ink straight up. Ink only has high smash power on the way up.
D Smash: Charge with the Inkbrush, when released do a circle slash (like Shulk's D Smash).
N Air: A horizontal twirl with the Inkbrush.
F Air: A forward swipe with the Inkbrush.
B Air: Four backwards under the leg shots with the Splat Dualies.
U Air: Swing the Slosher shooting ink above you in an abnormal odd arc.
D Air: A downward shot with the Blaster. This is a spike.
Grab/Pummel: Typical grab and pistol whips to pummel.
F Throw: Swipe them with an Inkbrush sending them flying forwards.
B Throw: Throw them back and fire a barrage of ink with the Heavy Splatling.
U Throw: Throw them straight up and fire a barrage of ink with the Splat Dualies.
D Throw: Throw them down and smash them with the Splat Roller.
Recovery: Inkling do a breakdance flare cause gotta be hip. The kicks will have ink surrounding them.
Edge Attack: Turn into a Kraken for a moment and do a spin jump attack on the ledge.
N Special: Ink Shot. Your basic Splattershot style firing ink type of attack. Bullet don't have super long range and will arc. The firing rate will not actually be exactly the same just for gameplay reasons, it will be more like Dual Squelcher firing rate. You can hold the special button and continue to fire while moving. Cannot hold it indefinitely.
- Custom 1: Blaster Shot. While the weapon you hold itself will not change, what it fires will. In this case changed to be like a Blaster. Shoot straight and explode, same rules as above apply. Cannot hold it indefinitely.
- Custom 2: Long Shot. Firing rate decreased to half but range of the shots doubled.
- Custom 1: E-liter 3K. Almost identical except the range is increased to the full length of Final Destination but the charge is increased by 1.5x.
- Custom 2: Classic Squiffer. Range of only half Final Destination but half the charge time.
- Custom 1: Tornado Jump. Turn into a squid and super jump but with less height. Leaves behind a spiral trail of ink which can damage foes.
- Custom 2: Roller Jump. Turn into a squid and super jump but with less height, however at the peak of your arc you will slam down with the Splat Roller.
- Custom 1: Burst Bomb. Thrown the same but these do explode on contact. Do not have significant smash power or damage.
- Custom 2: Curling Bomb. These will only slide on the floor, they travel faster horizontally that Splat Bombs. But will explode after a certain time similar to Splat Bomb.
- Idea 1: Inkstrike: Summon the inkstrike which fires into the air and quickly lands where the Inkling is creating an infinitely vertical pillar of ink.
- Idea 2: Splashdown. Plain and simple, it is Splashdown jump into the air and slam the ground causing the area around you to explode in ink of deadly power.
Other mechanics.
Ink:
Most of their attacks will cover the ground with ink.
Ink increases Inkling movement by 20%. Decreases any other enemies ground movements by 10%. Decreases their initial jump height by 20%.
If the Inkling is dashing over any significant amount of ink greater than 1/5 of Final Destination, they'll transform into a squid and swim through it. this will significantly decrease their vertical hitbox but there will still be a noticeable lump of ink where they're swimming so they aren't invisible.
Ink lasts about 4 seconds before it dissipates.
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