Roy vs Inkling

Inkling Matchup (Roy)

Roy vs Inkling

In Roy vs Inkling, the key is to stop getting stranded at sword-tip range, get all the way inside before Inkling's movement can reset the spacing, and convert shield punishes into corner pressure and kills.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Roy gets solid reward when Inkling actually has to hit shield. Jab 1-3, Rapid Jab Finisher, tilts, Dash Attack, smash attacks, Forward Air, Side B, and the grounded end of Up B all leave openings for OOS Uair (8f), OOS Nair (9f), Up B (9f), Grab (10f), OOS Bair (11f), or Up Smash (12f).
The matchup becomes worse when Roy stops at sword-tip range for too long. Inkling’s run speed, low profile, Nair/Bair whiff punishes, splat pressure, and Roller threat all make it easy to reset outside Roy’s strong hilt zone if Roy never fully commits to getting inside.
Roy should use walking and dash timing to meet Inkling’s movement path early, then enter with Nair, Jab, Grab, or Down Tilt and keep the sequence going into juggles and ledge pressure. Once Roy gets that close-range hit, the matchup should shift immediately toward Bair, Forward Tilt, and Up Smash kill routes instead of letting Inkling circle back out.
Inkling’s recovery and ledge options are stubborn, but the actual kill threat is still concentrated around Roller and corner mix. Roy should not panic into oversized swings. Holding stage control and punishing the escape options is the more reliable route.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRoy OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Jab 22-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Jab 34-21
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Tilt8-17
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Up Tilt7-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Down Tilt5/12-13
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Dash Attack8-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Forward Smash16-25/-24
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up Smash9/18-44/-29/-32
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Smash11/20-29/-21
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up B (+1)
  • Grab (+2)
  • OOS Bair (+3)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
Down Air16-5/-6
  • None
  • OOS Uair (+3)
Neutral B12/16/20/24-6
  • None
  • OOS Uair (+2)
  • OOS Nair (+3)
  • Up B (+3)
Side B16-15 to -12
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
Up B12**/-29/-30
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • After blocking Inkling’s Jab 1-3, Rapid Jab Finisher, tilts, Dash Attack, smash attacks, Forward Air, Side B, or grounded Up B, punish with OOS Uair (8f), OOS Nair (9f), Up B (9f), Grab (10f), OOS Bair (11f), or Up Smash (12f).
  • Do not linger only at sword-tip distance. Use walking and dash timing to meet Inkling’s movement early and get fully into Roy’s close range.
  • Once Roy gets in, continue into juggling and ledge pressure instead of resetting neutral after one touch.
  • Keep stage control and be ready for Roller without overcommitting to huge callouts.

Actions to Avoid

  • Staying at outer spacing long enough for Inkling’s run speed and low profile to reset the matchup repeatedly.
  • Swinging too big in response to splat pressure or Roller and getting whiff-punished.
  • Giving up pressure right after a close-range hit instead of turning it into Roy’s real advantage state.
  • Overchasing offstage and exposing Roy’s own recovery weakness for no reason.

Reference Links

Related Pages