Matchup Summary (Win Condition and Game Plan)
Inkling breaks grounded reactions with the low-profile dash, ink shots, and Roller, then extends advantage with Back Air and Up Air traps. If Lucario tries to match that chase speed directly, his lighter weight and weaker close-range defense show first, and he often gets pushed to the ledge before Aura matters.
The upside is that Inkling’s grounded pressure has real stop points. Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Side B, and the landing from Up B all lose to Lucario’s shield answers built around OOS Dair (7f), Grab (10f), and OOS Fair (10f). Simply blocking the jab string or Roller and cashing out already cuts both the burst pressure and the time Inkling gets to refill ink.
By contrast, Neutral Air, Back Air, Up Air, Down Air, and Neutral B are mostly safe on shield. If Lucario insists on mashing back immediately, Inkling can re-drift the landing or reset into another dash-in, so after shielding these options it is better to track the landing spot and the retreat line toward ink refill instead of forcing the instant punish. Aura Sphere works better here as a cue that makes Inkling stop and choose jump or shield than as a pure long-range fireball war.
For kills, it is more stable to cash out through Up Throw, Back Air, Up Air, and ledge traps than to fish for one huge center-stage read. At kill percent, getting hit by Roller makes the loss condition spike immediately, so keep the shield discipline even near the edge and finish through ledge continuation instead of overchasing offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Lucario OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 2 | -16 |
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| Jab 3 | 4 | -21 |
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| Rapid Jab | 4/7/10… | ** | ||
| Rapid Jab Finisher | 6 | -38 |
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| Forward Tilt | 8 | -17 |
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| Up Tilt | 7 | -16 |
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| Down Tilt | 5/12 | -13 |
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| Dash Attack | 8 | -16 |
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| Forward Smash | 16 | -25/-24 |
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| Up Smash | 9/18 | -44/-29/-32 |
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| Down Smash | 11/20 | -29/-21 |
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| Neutral Air | 6 | -2 |
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| Forward Air | 10 | -8/-9 |
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| Back Air | 7 | -2/-3 |
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| Up Air | 12/17 | -3/-3 |
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| Down Air | 16 | -5/-6 |
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| Neutral B | 12/16/20/24 | -6 |
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| Side B | 16 | -15 to -12 |
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| Up B | 12 | **/-29/-30 |
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| Down B | 20—40 | ** | ||
| Grab | 8 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not chase the low-profile dash in a footrace. Use walk-shield and Aura Sphere charge feints to force Inkling into jump or shield first, then decide where the next touch will happen.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Forward Air, Side B, or the landing from Up B, punish immediately with OOS Dair (7f), Grab (10f), or OOS Fair (10f) so Inkling does not get to refill ink or reset the burst.
- After blocking Neutral Air, Back Air, Up Air, Down Air, or Neutral B, do not mash in place. Track the landing and the retreat instead, then take the second touch that sends Inkling to the ledge.
- At kill percent, do not overfish with raw Aura-powered swings in center stage. Close stocks through Up Throw, Back Air, Up Air, and ledge traps while keeping shield ready for Roller.
Actions to Avoid
- Chasing the low-profile dash too far and walking yourself into Down Tilt, Dash Attack, or Roller range.
- Blocking the jab string, tilts, Dash Attack, Forward Air, or Side B but still giving Inkling time to refill ink and reset spacing.
- Swinging immediately after shielding Neutral Air, Back Air, Up Air, Down Air, or Neutral B and letting Inkling’s landing drift or re-entry win the next guess.
- Overchasing offstage for the kill, dropping Roller discipline, and exposing Lucario’s lighter weight and shakier recovery first.