Kirby vs Inkling

Inkling Matchup (Kirby)

Kirby vs Inkling

Kirby vs Inkling is decided by making Roller and burst movement miss with low profile spacing, then cashing out on Inkling's light weight and straight recovery at the ledge.

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Matchup Summary (Win Condition and Game Plan)

Kirby vs Inkling gets rough whenever Inkling’s run speed, low-profile dash, Neutral Air, Back Air, and Roller keep control of the horizontal lane, because Kirby’s short reach makes it easy to get pushed into ledge and landing traps before he ever gets his own turn.
Kirby still has the tiny hurtbox, crouch, and low Nair/Bair drift to make Inkling’s burst entries miss, and the table shows Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, Side B, and Up B can all be taken back cleanly with OOS Bair (9f) or Grab (10f).
Neutral Air, Back Air, Up Air, Down Air, and Neutral B are not good instant punish spots for Kirby, so it is steadier to shift the landing and dash route with walk, short hops, and multiple jumps, then take the second touch after Inkling commits again.
The win condition is to stop the ink snowball before it grows, carry Inkling to the ledge, and finish with Bair, Fair, or Up Smash instead of overfocusing on Roller defense alone. Inkling’s recovery is long but very linear, so the offstage route can still be covered by Bair or Fair once Side B or Up B becomes visible.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKirby OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Jab 22-16
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Jab 34-21
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (+2)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Forward Tilt8-17
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Up Tilt7-16
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Down Tilt5/12-13
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Dash Attack8-16
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Forward Smash16-25/-24
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Up Smash9/18-44/-29/-32
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Down Smash11/20-29/-21
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (+2)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • None
  • OOS Bair (+1)
  • Grab (+2)
  • OOS Nair (+3)
  • OOS Uair (+3)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
Down Air16-5/-6
  • None
Neutral B12/16/20/24-6
  • None
  • OOS Bair (+3)
Side B16-15 to -12
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
Up B12**/-29/-30
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use crouch, walk, and low Nair/Bair to make Inkling’s dash entries miss, and do not stay planted in the main run lane for long.
  • After blocking Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Side B, or Up B, answer with OOS Bair (9f) or Grab (10f) and refuse to let Inkling keep the close-range turn for free.
  • After blocking Neutral Air, Back Air, Up Air, Down Air, or Neutral B, do not mash. Cover the landing and horizontal drift with Bair, Up Smash, or Fair and take the second touch instead.
  • Do not let ink stack up while playing long center-stage neutral. Once Kirby lands a touch, use forward throw plus aerial carry to push Inkling to the ledge and narrow the non-Roller kill routes.
  • Offstage, do not chase blindly. Read the Side B or Up B start point, place Bair or Fair on the recovery line, and still be ready to convert back into ledge pressure if Inkling gets past.

Actions to Avoid

  • Repeating spot-dodge or neutral landing timings until Roller and Up Smash become easy guesses for Inkling.
  • Swinging after every blocked Neutral Air, Back Air, or Neutral B and losing the whiff to dash burst and another landing trap.
  • Escaping upward too often and giving Inkling easy up-throw and Up Air juggles.
  • Chasing so deep offstage that Kirby runs into returning Bair or Up B hitboxes and throws away a winning ledge trap.

Reference Links

Related Pages