Matchup Summary (Win Condition and Game Plan)
Inkling uses run speed and low profiling to make Ryu’s checks miss, then turns forward air, back air, up throw, and Roller into corner carry and edge pressure. The more Ryu is forced to chase, the more the movement gap shows up, and the damage race gets worse once ink is applied.
The steadier version of this matchup is to stop chasing first, keep center with Hadoken and grounded buttons, and force Inkling to run into your wall instead. Do not lock only onto bomb and dash speed. You have to keep down tilt entries and Roller in mind at the same time, then rotate between shield and short hop so Inkling cannot farm one answer.
The frame table shows that jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, forward air, Neutral B, Roller, and the landing from Up B are all punishable with Up B (6f), OOS Nair (7f), OOS Uair (9f), Up Smash (9f), and Grab (10f). Simply refusing to let Roller and Super Jump land for free already cuts down a major part of Inkling’s kill flow and position resets.
Neutral air, back air, up air, and down air are the safer spots, so do not mash after every block. Kills are more repeatable when Ryu turns one punish into Shoryuken range or cashes out with back air and anti-air up tilt at the ledge instead of dragging the game into a long inked scramble.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ryu 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
- Keep center with Hadoken and grounded buttons so Inkling has to jump or shield first instead of making you chase.
- After blocking jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, forward air, bomb, Roller, or the landing from Up B, punish every time with Up B (6f), OOS Nair (7f), OOS Uair (9f), Up Smash (9f), or Grab (10f).
- Do not freeze only because Roller exists. Mix walk-shield and short hop so the ground bury and the air drift-in cannot both call out the same answer.
- After blocking neutral air, back air, up air, or down air, do not swing immediately. Read the landing drift, pullback step, or re-dash and take the second touch that corners Inkling.
- Prioritize Shoryuken confirms, ledge back air, and anti-air up tilt for kills so the set does not drift into a long inked game.
Actions to Avoid
- Chasing Inkling across the stage, giving up center, and then getting looped by forward air, back air, or up throw pressure.
- Overcommitting to shield just because Roller is scary and letting bomb, grab, or aerial drift-ins open you up instead.
- Blocking jab, down tilt, dash attack, Roller, or the landing from Up B but still giving Inkling the turn back for free.
- Mashing after every blocked neutral air or back air and getting clipped by Inkling’s pullback and whiff punish game.