Fantendo - Game Ideas & More
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Inkling's are the Main Protagonist/Mascot of the Splatoon series of games, and a Unlockable Character in Super Smash Bros. Obliteration. This Male-Female Duo are known thorughout the Nintendo Universe for splatting the entire area around them with ink. Inkling's are known not to die and respawn within seconds after being splatted, some can even transform into a squid or kraken. Inkling's also have ways to change the color of their hair/skin as well as no bone connections inside their bodies. During the course of both Splatoon and Splatoon 2 they battle creatures such as Octaling's Octarian's and a giant fish known as the Great Zapfish. Ready to cover the competition with Ink, Inkling's are here to splat their way against multiple opponents, to the top of the Mountain of Smashers. Equipped with a moveset based around, Ink, Paint, Splat, and Kick attacks, Inkling's are ready to Splat anty opponent who dares to challange them from head to toe, in a true fight for the ages.


Attacks[]

Type Name Damage Description
Neutral (1% = paintbrush hits 1-3, 3% = ink punch, 4% = kick, 10% = total). Three paintbrush swipes are followed by an ink punch, and then a scissor kick, this attack has low knockback but is able to be easily followed up by either a dash or aerial attack if the Inkling's are close enough.
Forward Tilt (↗ = 5% = leader, 3% = partner, 8% = total),

(→ = leader = 4%, 2% = partner 6% = total), (↘ = 6% = leader, 3% = partner, 9% = total).

Throws a Burst bomb horizontally which automatically explodes upon impact, the throw and attack can easily be angled by movingthe control stick, has moderate knockback, decent power, and long range.
Up Tilt (6% = leader, 4% = partner, 10% = total/both hits connect). Fires a pair of waterpaint shots straight upward at opponents, this attack is not done in an arcing deliver but can deal up to 10% damage if both hits connect.
Down Tilt (7%) Performs a sweep kick similar to the likes of Mario, only with more power and shorter range, can be followed with a dash attack thanks to both Inkling's speed
Forward Smash Dynamo Roller (8% = leader, 6% = partner, 2% = ink, 16% = total/all hits connect) Swings a Dynamo Roller down. Strong knockback if hit by the roller, weaker knockback if hit by the ink.
Up Smash Luna Blaster (7% = leader contact, 4% = partner contact, 3% = pop, 14% = total/all hits connect). Fires a Luna Blaster upwards that explodes a short distance above the Inkling, If hit by the blob fired, deals strong knockback, otherwise the pop deals weaker knockback.
Down Smash (8% = leader fully charged, 6% = partner fully charged, 7% = leader half charged, 5% = partner half charged, 1.2% = loop). Charges up and then spins near the ground while crouching with their tentacle like hair, this attack has both high knockback and ending lag but easily can be followed up by a dash attack or aerial thanks to Inkling's speed.


Aerial Attacks[]

Type Name Damage Description
Neutral (4% = leader kicks 1-2, 2% = partner kicks 1-2, 12% = total/all hits connect). Both Inklings perform a pair of kicks at their opponent while airborne, the four kicks feature high knockback and endinglag, and can deal up to 12% damage if all hits connect,
Forward (15% = sweetspot, 10% = sourspot). Chucks the barrel of their splattershots straight at an opponent, this attack will have meteor damage if it is sweetspotted.
Back (10% = leader, 7% = partner, 17% = total). Create giant burst balls with their splattershots and then slam them behind themselves at an opponent while airborne, this is inklings strongest aerial, having great knockback and easily can be followed up by a ground attack thanks to both Inkling's speed.
Up (4% = leader hit 1, 3% = leader hit 2, 2% = partner hit 1, 1% = partner hit 2, 10% = total/all hits connect). Vertically swings a pair of ink brushes above their heads in the air, unlike Inkling's forward tilt, this attack hits vertically moving both forward and back with low ending lag but small knockback, and has the weakest power among Inkling's aerial attacks,
Down (18% = sweetspot, 13% = sourspot). The Leader uses his squid tentacles to slam the opponent while the partner shoots them with the splattershot as they slam the foe to the ground, this attack deals heavy damage if sweetspotted resulting in a meteor smash, the move also has low ending lag and high power as it is Inkling's strongest aerial attack, and can be followed easily by a dash or ground attack thanks to both

Inkling's speed.


Other Attacks[]

Type Name Damage Description
Floor Attack (Front) (6%) Swing Their Squid Tentacles In Both Forward/Back Directions, Whie Getting Up.
Floor Attack (Back) (5%)) Samae As Front Attack, Just With Less Power.
Floor Attack (Trip) (6%) Swing Their Squid Tentacles In Both Forward/Back Directions, Near The Ground.
Ledge Attack (7%) Perform a Squid Tentacle Thrust, While Climbing Up
Dash Attack (10% =clean, 8% = late) Charge forward performing a shoulder tackle at the opponent, has decent knockback and can be followed by a smash or ground attack thanks to the Inkling's speed.



Grabs/Throws[]

Type Name Damage Description
Grab (N/A) Grabs An Opponent.
Pummel (0.7% Slaps the foe with their tentacles, very weak but one of the fastest pummels in the game.
Forward (5% = leader shot 1, 3% = partner shot, 1% = throw, 10% = total). Pushes the foe ahead, and then shoots them at point blank range with their splattershots, this

move has moderate range but low knockback andending lag, making it easy for Inkling's to follow up with a dash or ground attack,

Back (8% = splattershot, 4% = throw, 12% = total). Kicks the opponent behind, then slams themwith the butt of the leader's splattershot, this

move, has the highest knockback and power of Inkling's throws but it also has the highest ending lag, making it tougher for Inkling's to follow up if the foe is thrown too far.

Up (3% = hit 1, 2% = throw, 5% = total). Throws the opponent upward and then vertically strikes them vertically with a inkbrush, this

move has very small knockback, power and is Inklings weakest throw.

Down (5% = leader burst ball, 4% = partner burst ball,2% = throw, 11% = total). Throws the foe to the ground and then each Inkling smashes the opponent point blank with one

burst ball each sending them flying, this attack has high knockback and can KO middle and heavyweight opponents starting at 110%.




Taunts[]

Up = Shoot 3 burst balls of ink upward into the air.

Side = Perform the c'mon shooter animation while smiling and looking into the camera.

Down = Turn into a pair of squids and then shoot up like fishes out of the water.


Special Moves[]

Type Name Damage Description
Neutral Special Splattershot (↗ = 18% = fully charged, 10% = half charged),

(→ = 18% = fully charged, 9% = half charged), (↘ = 22% = fully charged, 14% = half charged).

(Basic charged fused burst bomb shot from the Ink Blaster). Hold the special button to charge and angle the control stick change the trajectory, damage and power of the shot, the move only operates on either half charged or fully charged to initiate the attack.
Side Special Led Roller (11% = roller forward per hit, 17% = roller back per hit, 8% = stun, 5% = elevation contact). Inkling's equip an oversized paint roller and roll across the surface of a stage up to four times,

two forward and two back affecting multiple opponents at once, the roller is tall enough to reach up to 15 feet above a surface, and can do damage to opponents standing on ledges at or below that elevation, anyone directly flattened by the roller will be stunned for up to 10 seconds.

Up Special Chain Jump (17%) The leading Inkling throws the following Inkling in the air with a chain, The following Inkling then pulls the leader upwards. If there is a nearby edge, the following inkling will target it, leading to a safe recovery for both Inkling's, Each Inkling becomes helpless after the move is used, it is a slightly stronger version of the Ice Climbers "Belay" and is one of the strongest up specials in the game based on power.
Down Special Ink Barrier (2.1% = Reflected Projectiles) Use their splattershots to create an enormous diameter size ink ball, which protects the

Inkling's from any attacks or projectiles for up to 8 seconds, it can also reflect projectiles back at opponents, this is one of the strongest protection moves in the game and does more damage from reflected projectiles, than other shield based moves.


Final Smash[]

Type Name Damage Description
Final Smash Kraken (Kraken Ram = 25% per hit, Kraken Shots = 15% per hit). The two Inkling's turn into their squid forms and then fuse into a massive Kraken before

flying across the stage, the kraken can both ram opponents or shoot ink from a distance, the move lasts for 10 seconds before the Inkling's revert back to their normal forms, this attack is strong enough to kill any opponent starting at 75%, regardless of size or weight,

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