![]() Similar to forward smash, Inkling's up smash also gets weakend when you run low on ink. To ensure a clean hit, make sure to hit the enemy with the 1st hit of up smash (the swinging animation that hits in front of Inkling). ![]() It has rather low knockback if you fail to land the clean hit. Inkling's Up Smash knocks enemies directly upward. The move also has a sweet spot at the tip which grants more knockback, but it can weaken if you run out of ink. Its quick startup and long lasting hitbox make it a great grounded option.Īt mid percents, it knocks back enemies slightly, and if they fail to tech, it can set up for a jab lock into a smash attack, so utilize this opportunity when it appears. Since it shifts Inkling's hurtbox close to the ground, it can be used to dodge an opponent's attack while delivering one of your own. Be careful as it can't hit enemies that are small or are lying close to the ground. Inkling up tilt can combo into itself at lower percents, and can easily be followed up by an aerial attack. The tip of the gun has a hitbox, making it useful for spacing out opponents. Inkling's forward tilt is a strong move with decent startup. It can cross up shields as well, making it a good mixup option for a shielding opponent with no backward facing OOS option. ![]() Inkling's dash attack is useful for chasing enemies that get knocked back horizontally, as well as a great techchase option. Anything past the 2nd hit has long endlag, so make sure to use a rapid jab after confirming that the 1st jab landed on the opponent. Inkling's Jab is fast and is an excellent move to use to apply ink to the enemy. ![]()
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