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 Move | Startup | On Shield | Steve 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 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