Inkling

132 moves31 changed by HDR101 vanillainternal inkling
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-52.581°22 fixed-93160, 1, 2shoulderl, arml
3-52.5Sakurai15 / 20-93top
hdr
Jab
2-42.580°25 fixed-112170, 1, 2legr, kneer, footr
2-42.580°25 fixed-113top
hdr
Jab
4-6450°40 / 90-164250, 1, 2legl, kneel, footl
Attack100Start vanilla
Jab
no hitboxes2
vanilla•¶
Jab
1, 2, 4, 6, 8, 10, 12, 140.4Sakurai12 / 1010top
1, 2, 4, 6, 8, 10, 12, 140.4Sakurai7 / 101top
hdr
Jab
6-72Sakurai50 / 100-326420, 1, 2, 3top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-10860°35 / 112-208350top
11-17650°25 / 120-180top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-108Sakurai42 / 99-207340shoulderr
7-109Sakurai42 / 99-201, 2handr
hdr
Up Tilt
7-118108°50 / 90-187320, 1legl
12-157103°45 / 95-140, 1legl
hdr
Down Tilt
5-8320 fixed-235320kneel
5-83190°25 fixed-231kneel
12-15740°45 / 80-140, 1kneer

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Smash
no hitboxes61
hdr
Forward Smash
16-1816Sakurai36 / 98-2916560, 1top
16-1812Sakurai35 / 93-310, 1top
hdr
Up Smash
no hitboxes61
hdr
Up Smash
9-102100°90 fixed-479600top
9-102120°90 fixed-471top
18-191690°59 / 77-310top
18-191090°55 / 66-340top
18-191290°55 / 70-331top
18-19690°55 / 66-361top
vanilla
Down Smash
no hitboxes61
hdr‡¶
Down Smash
11-1212.532°40 / 82-3411540top
11-121032°35 / 75-350top
13-15732°40 / 85-350top
13-15532°35 / 75-360top
20-211130°40 / 82-250top
20-21930°35 / 75-270top
22-24630°40 / 85-260top
22-24430°35 / 75-270top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-13755°50 / 85-263171-2, 27–0, 1, 2head, legl, legr
hdr
Forward Air
8-1010Sakurai30 / 115-284091-3, 33–0hip
8-1012Sakurai30 / 118-11, 2kneel, kneer
11-177Sakurai30 / 95-40, 1, 2hip, kneel, kneer
hdr
Back Air
6-10750°23 / 118-363481-5, 29–0, 1, 2arml, shoulderr, armr
6-109Sakurai23 / 118-23, 4haver
hdr
Up Air
7-124.570°33 / 30-474381, 39–0, 1, 2kneer, hip
7-124.5366°33 / 30-43, 4, 5kneer, hip
16-216.580°30 / 158-30, 1, 2kneel, hip
hdr
Down Air
14-1512270°30 / 55-31443111-5, 33–0, 1, 2shoulderr, haver
16-23965°10 / 100-50, 1, 2shoulderr, haver

Special Attacks

49 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelCancelIDHitbox
vanilla•‡
Neutral Special
no hitboxes11
vanilla
Neutral Special
no hitboxes
SpecialNFireU vanilla
Neutral Special
no hitboxes
SpecialNFireD vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
3-5565°75 / 55-133211-23, 4haver
vanilla•‡
Neutral Special
no hitboxes11
vanilla
Neutral Special
no hitboxes
SpecialAirNFireU vanilla
Neutral Special
no hitboxes
SpecialAirNFireD vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
3-5565°75 / 55-133211-23, 4haver
vanilla
Side Special
no hitboxes16
vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes36
vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes20
vanilla
Side Special
no hitboxes16
SpecialSStartEmpty vanilla
Side Special
no hitboxes16
SpecialSWalkEmpty vanilla
Side Special
no hitboxes
SpecialSStopWall vanilla
Side Special
no hitboxes34
vanilla
Side Special
no hitboxes36JC 12
vanilla
Side Special
no hitboxes15
vanilla
Side Special
no hitboxes16
vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes16
SpecialAirSStartEmpty vanilla
Side Special
no hitboxes16
SpecialAirSWalkEmpty vanilla
Side Special
no hitboxes
SpecialAirSStopWall vanilla
Side Special
no hitboxes34
vanilla
Side Special
no hitboxes36JC 12
vanilla
Side Special
no hitboxes40C 8
vanilla
Up Special
no hitboxes12
hdr
Up Special
1-67.5Sakurai75 / 55-71150head
7-147.580°75 / 55-10head
hdr
Up Special
no hitboxes36
SpecialHiStopCeil vanilla
Up Special
no hitboxes18
vanilla
Up Special
spawns splash136
vanilla
Up Special
no hitboxes1226
vanilla•‡
Down Special
no hitboxes27
vanilla
Down Special
no hitboxes42
vanilla
Down Special
no hitboxes37
vanilla
Down Special
no hitboxes40
SpecialLwEmpty vanilla
Down Special
no hitboxes45
vanilla•‡
Down Special
no hitboxes27
vanilla
Down Special
no hitboxes45
vanilla
Down Special
no hitboxes39
vanilla
Down Special
no hitboxes43
vanilla
Down Special
no hitboxes39
vanilla
SpecialInkChargeStart
spawns squid115
vanilla↛•
SpecialInkCharge
spawns squid1
vanilla
SpecialInkChargeEnd
spawns squid130

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –1410grab
hdr
Pivot Grab
10-11– / –1370grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡¶
Forward Throw
1350°70 / 602335120
1-213Sakurai60 / 1000
225Sakurai30 fixed-80top
hdr
Back Throw
1945°55 / 971737200
1-363Sakurai40 / 1000
vanilla
Up Throw
1390°70 / 752236140
1-203Sakurai40 / 1000
213Sakurai80 / 30-110top
hdr
Down Throw
1668°60 / 901433190
1-123Sakurai40 / 1000
131Sakurai30 fixed-170top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla↛•
Spot Dodge
spawns squid127
vanilla↛•
Forward Roll
spawns squid134
vanilla↛•
Back Roll
spawns squid134
hdr↛•
Air Dodge
spawns squid15710
hdr↛•
Air Dodge
spawns squid15710
vanilla
Ledge Attack
18-20945°90 / 20-3218570top
vanilla
Get-Up Attack
15-16748°80 / 48-3115520top
25-26748°80 / 48-210top
vanilla
Get-Up Attack
15-16748°80 / 48-3115520top
25-26748°80 / 48-210top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes39

Other

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Dash
spawns squid120
vanilla
TurnDash
spawns squid122
vanilla↛◆•
Run
spawns squid1
vanilla
RunBrakeR
spawns squid120
vanilla↛•
TurnRun
spawns squid127
vanilla↛•
FallSpecial
spawns squid1
vanilla
Landing
spawns squid130
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

4 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Inkbullet

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-20.1–0.345°6 fixed0top
3+0.1–0.3Sakurai0 / 00top

Roller

9 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Side Special (Walk)
1+460°60 / 800, 1neck
hdr
Side Special (WalkNoInk)
1+250°50 / 500, 1neck
hdr
Side Special (Dash)
4-5860°25 / 900neck
4-5880°95 / 801neck
6-15880°95 / 800, 1neck
hdr
Side Special (DashNoInk)
4-15550°60 / 800, 1neck
hdr
Side Special (Run)
1+1175°90 / 800, 1neck
hdr
Side Special (RunNoInk)
1+850°60 / 800, 1neck
hdr
Side Special (Air, Walk)
1+460°60 / 800, 1neck
hdr
Side Special (Air, Dash)
4-15875°100 / 600, 1neck
hdr
Side Special (Air, Run)
1+1175°90 / 800, 1neck

Splash

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Normal
1-2850°60 / 300, 1top
3-4650°60 / 300, 1top

Splashbomb

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Loop
1+0Sakurai0 / 00top
hdr
Explode
1-410–16Sakurai60 / 470top

Attributes

Weight & Size

Weight
94
Jostle Weight
6
Shield Radius
10.3

Ground Movement

Walk Speed
1.134
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.525
Run Speed
1.875
Run Accel (mul)
0.0825
Run Accel (add)
0.02
Traction
0.0585

Jumps

Jumpsquat
3
Jump Initial Y
11.7975
Full Hop Height
33
Short Hop Height
12.2
Air Jump Height
33
Jump Count
2
Horizontal Jump Speed
1.6
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.095
Air Accel (add)
0.018
Air Accel (mul)
0.05
Air Friction
0.0125
Gravity
0.095
Fall Speed
2.05

Landing Lag

Nair
7
Fair
9
Bair
8
Uair
8
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (49 -> 32 frames).Run
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Down Special (Start), Down Special (Middle), Down Special (Max), Down Special (Air, Start), Down Special (Air, Middle), Down Special (Air, Max), Down Special (Air, Empty), Forward Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Rapid Jab, Rapid Jab Finisher, Forward Smash, Up Smash, Down Smash, Neutral Special (End), Forward Throw
HDR removes this move’s hitboxes.
  • CliffEscape
Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • Each bullet deals 0.1–0.3%, which its script does not state: it passes 0 and the engine sets the power from its params (param_inkbullet.last_attack, param_inkbullet.default_attack). It leaves the muzzle at default_attack and falls to last_attack as it slows over its life.Inkbullet: Fly
  • The explosion deals 10–16%, which its script does not state: it passes 0 and the engine sets the power from its params (param_splashbomb.min_attack, param_splashbomb.max_attack). Charging the throw is what raises it.Splashbomb: Explode
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns squid — the engine's name for it, and there is no table for it here.Dash Attack, Dash Grab, Pivot Grab, Back Throw, Up Throw
  • Damage comes from squid — the engine's name for it, and there is no table for it here.Spot Dodge, Forward Roll, Back Roll, Air Dodge, Air Dodge (Directional), Dash, TurnDash, Run, RunBrakeR, TurnRun, FallSpecial, LandingFallSpecial, SpecialInkChargeStart, SpecialInkCharge, SpecialInkChargeEnd
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Splash — see Projectiles & Articles below.Up Special (Landing)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Dash), Side Special (StartEmpty), Side Special (Air, Start), Side Special (Air, Dash), Side Special (Air, StartEmpty), Up Special (Start), Up Special (Top), Up Special (Air, Start), Down Special (Start), Down Special (Air, Start), TurnRun, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (FireN), Neutral Special (FireU), Neutral Special (FireD), Neutral Special (Air, FireN), Neutral Special (Air, FireU), Neutral Special (Air, FireD), Side Special (Run), Side Special (Walk), Side Special (WalkEmpty), Side Special (Air, Run), Side Special (Air, Walk), Side Special (Air, WalkEmpty), CatchWait, Run, FallSpecial, DamageFall, SpecialInkCharge, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 26 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.