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Super Splat Bros Inkling Guide

Discussion in 'The Crispy Calamari - Off-Topic Discussion' started by Saber, Dec 11, 2018.

  1. Saber

    Saber Inkling Fleet Admiral

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    The inkling kill options all work best at 120 percent but can work earlier at time if combined with ink and they are
    Up air (2nd hit)
    Back throw near ledge
    Up smash out of side b
    Side smash (or side smash with bomb for a early kill)
    Back air at high percent and inked
    And finally down air spike

    As for how to keep pressure off stage you can escort them to the blast zone with a f-air string (press a as you begin to jump and shorthop aka basically the shiek combo)
    Use bomb as mentioned near ledge if they are recovering to ledge or low, use f-air or b-air to punish a high recoveries
     
    Ansible and Enperry like this.
  2. Ansible

    Ansible Squid Savior From the Future
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    No idea what a shiek combo is and just now trying to figure out this short hop thing (i r smash babby).

    I'm also slowly learning my own timing and not pressing buttons due to whatever ridiculous buffering or delay this game possesses. So annoying!

    Is there any real difference between using the f-air an b-air? It seems learning this shorthop thing is a necessity as just a quick jump-attack still has me sailing over the heads of most characters. =\

    When going from roller to forward/up smash, is it better to jump cancel or ground cancel roller?

    And is the up-throw into up-air intended to be a 4-hit combo or two separate 2-hit combos? It has such a weird timing, to me!
     
  3. Saber

    Saber Inkling Fleet Admiral

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    -So foward air is a combo aerial whereas b-air is a kill move at certain precents (b-air I believe
    deals more dmg)

    -Look up esorted to the
    blast zone top 10 at least 1 will have the shiek string

    - From what I get the up throw to up air are 2 seperate combos but is considered unreactable because you can easily read out an airdodge or follow their DI, and since they are in hitstun the enemy can usually use their moves out of it

    -So what most people do for roller cancel is to jump cancel airdodge toward the enemy and quickly up smash... it is a little tricky to pull of but the best thing to do is to practice this in training near kill 100-120 percent


    So I am going to go over real quick so unique abilities that are present in this game

    Short hop
    Oringinally how it worked is you would have to lightly tap the jump button and then tap
    In order to make it easier pressing the jump and attack button in quick succession (or at the same time) you can immediately short hop attack with ease
    The disadvantage to this is that it has reduced dmg from a full hop
    ***if you drop off a platform into an aerial it will be counted as a full hop

    Dashing Smash/ tilt attack
    Press running then letting go of the joy stick and switching inputs then you can tilit or smash attack out of your dash attack
    Alot of players will dash, then crouch (which cancel the dash animation) and then input the attack you wish

    *** What I like to do in change the c-Stick to either keep smash attack or change it to tilit (based on character) and then use my control stick to dash and crouch and the c-stick to input the attack

    Also quick tip if you are changing inputs turn or the control stick tap jump...it make up tilits alot easier and prevents the jump misinputs

    Boosted grabs
    A cool tech the beefy smash doods posted
    Using dash pressing shield to roll and then quickly pressing a you can extend the range of your grab.
    Plus this doesn't cancel momentum like a regular grab it can catch player off guard
    (The grab range works best for certain character but is great for most fast, non-tether characters)


    Inkling roller glitch
    So apperently part of the reason why people forget how to recover is cuz the roller is actually glitched and messes with quite a few recoveries
    For example: King DDD and snake are sent to the stratosphere, while other recover is halved or loses all momentum the moment they touch ink, (peach and daisy also slide across the ink like a slip n slide)

    Really werid occurence and will be patched soon enough but give a plausible excuse and a few laughs when it does happen
     
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  4. Ansible

    Ansible Squid Savior From the Future
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    I think I'm improving? Slowly. But at least I've surpassed abject n00b level.

    I'm glad that Inkling feels like some sort of all-rounder character. The ink mechanic is teaching me not to spam special and smash attacks, and how to perform tilt attacks. Meanwhile the T-Rex arms length range of grabs and normal attacks are forcing me to learn proper spacing. >_<+

    Have picked up on some bad habits I need to break, like constantly jumping in, especially as an approach, especially in a game that doesn't seem to have a lot antiair moves. That and when playing other characters I suddenly hold shield+b then wait for the obvious to happen. lol
     

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