Steve vs Inkling

Inkling Matchup (Steve)

Steve vs Inkling

Steve-specific notes on slowing Inkling down with blocks, buying mining time, and converting gear advantage into ledge kills.

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Matchup Summary (Win Condition and Game Plan)

Inkling pressures Steve early with speed, low profiling, and Roller threat, so greedy mining without cover usually turns into immediate corner pressure. The matchup changes once Steve puts even a single block in front of himself. That wall narrows dash timing, forces jump-ins, and makes Roller much harder to force through on reaction. Inkling still has several safe aerials, but forward air, forward tilt, up tilt, dash attack, and many grounded commitments are all punishable by Steve’s up smash, nair, or grab after shield. Steve’s defensive reward is real here. The win condition is to take short, safe mining windows, upgrade to at least stone, then convert anti-air hits from block pressure into minecart, uair, or anvil juggles. At the ledge, keep minecart and TNT covering jump and high recovery instead of overextending offstage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSteve OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+2)
Jab 22-16
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
Jab 34-21
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (+2)
  • Up B (+2)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Forward Tilt8-17
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
Up Tilt7-16
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
Down Tilt5/12-13
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+2)
Dash Attack8-16
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
Forward Smash16-25/-24
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Up Smash9/18-44/-29/-32
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Down Smash11/20-29/-21
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (+2)
  • Up B (+2)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (+2)
  • OOS Fair (+3)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
  • OOS Nair (+3)
Down Air16-5/-6
  • None
  • OOS Nair (+1)
  • OOS Uair (+2)
  • Up Smash (+3)
Neutral B12/16/20/24-6
  • OOS Nair (6f)
  • OOS Uair (+1)
  • Up Smash (+2)
Side B16-15 to -12
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+3)
Up B12**/-29/-30
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not start by hard mining in place; first build a low block that interrupts dash and Roller lanes
  • When Inkling jumps over the wall, meet it with up tilt, uair, or nair and keep the advantage instead of resetting to mine immediately
  • After blocking fair, ftilt, utilt, dash attack, or side B, take the punish with up smash or nair so Inkling cannot mindlessly dash back in
  • Once stone or better tools are online, use minecart and anvil to cover ledge jump and higher recovery routes together
  • If the ink meter is high, disengage behind blocks and reset the screen rather than swinging out of pressure

Actions to Avoid

  • Mining in place with no block cover and letting dash pressure or Roller hit both Steve and the setup
  • Trading in center stage with weak tools for too long and giving up the gear advantage Steve is supposed to build
  • Retreating only by walking backward after Inkling clears the wall and allowing the landing trap to continue
  • Chasing too deep offstage and giving away a strong ledge trap just to force one extra hit

Reference Links

Related Pages