Matchup Summary (Win Condition and Game Plan)
The matchup gets slippery when Pikachu spends too long contesting Inkling’s run speed and low-profile movement directly on the ground, then gets clipped first by fair, bair, Dash Attack, or roller and pushed to the ledge. Pikachu is light enough that late-stock roller pressure and ledge guesses matter a lot, so repeated straight-line ground races raise the volatility in Inkling’s favor.
Even so, Pikachu’s small hurtbox and fast OOS game give him clear answers to Inkling’s grounded commitments. The frame table shows that the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Neutral B, Side B, and Up B all lose to OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), or Up Smash (10f). Neutral Air, Back Air, Up Air, and Down Air are the thinner retaliation spots, so it is more stable to chase the landing or the next dash path than to force a shield punish there.
The stable win condition is to use Thunder Jolt and low-profile movement to bend Inkling’s approach lane, then convert nair, bair, or grab into a landing trap. Inkling is very mobile, but not especially hard to edgeguard once pushed offstage, so Pikachu should keep the sequence going with bair, dair, and Quick Attack pressure before the reset back to center stage happens.
Stocks are more reliable through ledge bair, Up Smash, and edgeguards than through raw center-stage Up Smash guesses. The matchup feels much cleaner when Pikachu treats every touch as a chance to extend the landing trap or recovery pressure instead of giving Inkling room to start another speed loop.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pikachu 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
- Use Thunder Jolt and low-profile movement to bend Inkling’s dash lane, then start pressure with nair, bair, or grab.
- After blocking the jab string, any tilt, Dash Attack, any smash attack, Forward Air, Neutral B, Side B, or Up B, punish with OOS Nair, OOS Uair, OOS Bair, Grab, or Up Smash.
- Treat Neutral Air, Back Air, Up Air, and Down Air as reset-heavy spots, and cover the next landing or dash route instead of forcing a shield punish.
- Once Inkling is offstage, keep the edgeguard alive with bair, dair, and Quick Attack pressure before the recovery resets.
- Finish stocks through ledge bair, Up Smash, and edgeguards rather than extended center-stage roller guess battles.
Actions to Avoid
- Playing straight into Inkling’s ground-speed race and entering fair, bair, Dash Attack, or roller lanes head-on.
- Swinging OOS after every blocked nair or bair and giving Inkling free whiff-punish movement.
- Dropping the landing trap after one hit and letting Inkling immediately reset the dash game.
- Passing on edgeguard chances and taking another full ledge situation against roller pressure.
- Forcing panic kill attempts with raw Up Smash or other large commitments before the position is ready.