Inkling vs Richter

Richter Matchup (Inkling)

Inkling vs Richter

Inkling vs Richter hinges on refusing to freeze at cross and holy water, using low profile to get inside the whip, and extending each touch into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Richter is strongest when cross and axe slow the approach, then holy water and the long whip finish the push to the ledge. If Inkling pauses at every projectile, the matchup stays at Richter’s preferred tip range before Inkling’s low profile and burst movement can matter.
The stable answer is to shift the lane with squid dash, enter before holy water gets planted, and keep the pressure on Richter himself with nair, grab, and back air once you are in. Winning the projectile exchange one shot at a time matters less than sustaining the advantage after the first clean touch.
The table shows clear shield punishes on Down Tilt (2), Rapid Jab Finisher, Down Smash, Dash Attack, and Side B, where OOS Nair, Up Smash, Grab, and OOS Bair can immediately take the turn back when Richter panics up close.
Forward Air, Back Air, and Up Air are still hard to punish on the spot, and Up B reversal remains fast enough to beat greedy shield pressure. After getting in, the safer plan is to cover landing, roll, and ledge first so Richter runs out of escape lanes.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldInkling OOS Candidate MovesBarely Missed Moves
Jab 15-21
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab 23-23
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Rapid Jab9/12/15…
Rapid Jab Finisher3-37
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Tilt12-8/-7
  • None
  • OOS Nair (+2)
  • Up Smash (+2)
  • Grab (+3)
  • OOS Bair (+3)
Up Tilt10-17
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+2)
Down Tilt (1)7-31
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Tilt (2)8-42/-28
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Dash Attack10/13/16/19/22/24-26
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Smash24-28/-26
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Up Smash16-27/-26
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Smash14/20-33/-30/-27/-24
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Neutral Air8…-12/-11
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+1)
  • OOS Fair (+2)
Forward Air14-6/-5/-8
  • None
Back Air14-6/-5/-8
  • None
Up Air14-6/-5/-8
  • None
Down Air13-21/-23
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Neutral B30-6
  • None
  • OOS Nair (+3)
  • Up Smash (+3)
Side B19-15
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
Up B6/9/…**
Down B18**
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not stop at every cross or axe; shift the projectile lane with squid dash and enter before holy water is placed.
  • After blocking Down Tilt (2), Rapid Jab Finisher, Down Smash, Dash Attack, and Side B, answer immediately with OOS Nair, Up Smash, Grab, or OOS Bair.
  • Once you get in, respect Up B reversal and trap landing, roll, and ledge before overpressuring shield again.
  • Take stocks by narrowing jump and neutral getup with back air and grab first, then cash in with Roller or a clean aerial.

Actions to Avoid

  • Stopping at every axe or cross and letting Richter complete the full holy water plus whip wall.
  • Continuing shield pressure after you get in and giving the turn back to Up B reversal or jump escape.
  • Mashing after every blocked Forward Air, Back Air, or Up Air and running into the next whip swing or projectile.
  • Overchasing offstage for the kill and losing stage control to axe and the whip on the way back.

Reference Links

Related Pages