Mega Man vs Inkling

Inkling Matchup (Mega Man)

Mega Man vs Inkling

Mega Man vs Inkling is won by not chasing the low-profile dash, cutting off lanes with projectiles, and turning blocked grounded pressure plus Roller into landing traps.

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Matchup Summary (Win Condition and Game Plan)

Inkling uses the low-profile dash, Nair, Bair, ink shot, and Roller to shake Mega Man’s ground space and shield, then extends that first touch into juggles and ledge pressure. If Mega Man tries to match the speed directly and chase on foot, he gets dragged into the close-range scramble right after the pellets are ducked under, which is exactly where his defense is thinnest.
The stable answer is to stop the grounded advance and refill timing with pellets, Metal Blade, and Crash Bomber, then force jump or shield before committing to Bair, Up Smash, or Fair. Inkling is light enough that one clean stop often turns into a full kill route once the next anti-air or ledge trap connects.
The table shows clear punishes on Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Roller, and the landed version of Up B with OOS Bair (7f), Up Smash (8f), Grab (10f), or OOS Nair (10f). By contrast, Nair, Bair, Uair, Dair, and Neutral B are mostly poor immediate punish spots, so after shielding them it is better to chase the landing, drift-out, or refill retreat than to force a swing on the spot.
For kills, it is more repeatable to finish with Bair, Up Smash, Forward Smash, and ledge projectile layers than to overforce Down Tilt or a raw hard call in center. Roller is the one reversal that can break the whole game flow, so Mega Man has to stay disciplined with shield timing and horizontal spacing once kill percent starts.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMega Man OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+1)
Jab 22-16
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 34-21
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Forward Tilt8-17
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Up Tilt7-16
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Down Tilt5/12-13
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+1)
Dash Attack8-16
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Forward Smash16-25/-24
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+2)
Up Smash9/18-44/-29/-32
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Down Smash11/20-29/-21
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+2)
  • OOS Nair (+2)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
Down Air16-5/-6
  • None
  • OOS Bair (+2)
  • Up Smash (+3)
Neutral B12/16/20/24-6
  • None
  • OOS Bair (+1)
  • Up Smash (+2)
Side B16-15 to -12
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+2)
Up B12**/-29/-30
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not chase the low-profile dash on foot. Use pellets, Metal Blade, and Crash Bomber first so Inkling has to jump or shield into Bair and Up Smash height.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Roller, or landed Up B, answer immediately with OOS Bair (7f), Up Smash (8f), Grab (10f), or OOS Nair (10f).
  • After stopping Nair, Bair, Uair, Dair, or Neutral B, do not swing big in place; read the drift-out jump, landing dodge, or refill retreat and use the second touch to push Inkling to ledge.
  • When ink is low or refill is coming, do not reset into a passive full-screen exchange. Keep the projectile layers active and punish the jump-out with Fair or Bair.
  • At kill percent, prioritize ledge traps and anti-airs, keep Roller covered with shield discipline, and finish with Bair, Up Smash, or Forward Smash.

Actions to Avoid

  • Do not keep chasing the low-profile dash and walk yourself into Down Tilt, Dash Attack, or Roller range.
  • Do not answer every blocked Nair, Bair, Uair, or Dair with a big button in place and lose to drift resets plus the next approach.
  • Do not block jab strings, tilts, Dash Attack, or Roller and still give Inkling time to reset pressure or refill ink.
  • Do not get impatient for the kill and tunnel on raw Down Tilt or Forward Smash in center while Roller is still the stronger reversal threat.
  • Do not overchase offstage and give up a ledge trap that was already enough to keep the advantage.

Reference Links

Related Pages