
Forward air, back air, and down air are all excellent off-stage - especially the former two.
Up air is most effective when used consecutively.
Both up smash and up air are useful for juggling and catching landings. Down smash is good for catching rolls and covering the opponent in ink. Of these two, forward tilt should be used more often, as forward smash is easily parried and incurs a high ending lag penalty. Forward tilt and forward smash are your main close-range moves. Here’s everything an optimal Inkling FP’s moveset includes: Fortunately, Inkling can at least afford to go off-stage, and we’ll discuss that in greater detail in just a moment. This is because Inkling’s AI often fails to fill up its tank, which weakens its best moves and leaves it vulnerable to attacks as a result. In addition to walking, parrying, and steering clear of taunts and charged smashes, its trainer must remember to refill ink at every possible moment. Training a competitive Inkling FP can be kind of tough. By the way, make sure its Spirit-type is Neutral before you start its training! To be honest, Inkling’s stats can be whatever you want for the most part, as long as your FP has stats, it’s going to be good enough. Regarding stat distribution, Inkling’s potential setups can go one of two ways: balanced (2100 / 2100) or more offensive (2500 / 1700). You’re probably better off using Physical Attack ↑ in this case as we’ll soon discuss, an optimal Raid Boss Inkling doesn’t use many attacks that involve weapons. Raid Boss bonuses: If you don’t want to use Armor Knight, you can use a setup of Move Speed ↑, Landing Lag ↓, and either Physical Attack ↑ or Weapon Attack ↑. Critical Healing & Metal is viable too, or you could forgo a bonus slot entirely and bank some extra stat points. For your remaining slots, you can include Air Defense ↑ and Critical-Health Stats ↑. For slot number one, pick either Weapon Attack ↑ or Physical Attack ↑ - both buff different moves. Tournament-legal bonuses: Inkling is rather tough to equip without the use of banned bonuses. Autoheal and Great Autoheal are decent options here Instadrop is worth investigating as well. Banned bonuses: Inkling’s strongest Support skill is Armor Knight, and it can be matched with Move Speed ↑ or Trade-Off Ability ↑ to great effect. Here are some Spirit effects that work particularly well on Inkling:
INKLING AMIIBO FULL
To sum it up quickly, though: give your FP its full Spirit team before you play a single match against it.
It includes additional ideas for setups and the effects of Spirits on training data, among other things. If you don’t know this already, we have a full Spirits guide that goes in-depth on how they work in this game. Special thanks to DoopFizzle for contributing Inkling’s training information! Otherwise, let’s jump right into today’s training! If you’d like to learn more about Inkling’s metagame history, you can do so over at its corresponding wiki page. Its main issue is that its AI doesn’t recharge its ink, and that’s probably all we have to say to make its low-tier placement make sense. In the present day, Inkling is still regarded as one of the worst fighters in tournament play, so it’s safe to say that not much has changed for our favorite squid kid. Inkling was initially regarded as one of the worst characters in the Super Smash Bros.