Super Splat Bros Inkling Guide

Saber

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Speaking of struggling with kill options--how the heck do I finish off people with inkling anyway?!

It feels like my most consistent KOs are just due to them being unable to recover back on stage. And without me having to impede them too--I don't know how to chase them off stage. T_T
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

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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!
 

Saber

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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!
-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
 

Ansible

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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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