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 Move | Startup | On Shield | Mega Man 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 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.