Inkling

132 moves31 changed by HDR101 vanillainternal inkling
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-52.581°22 fixed-9316–0, 1, 2shoulderl, arml
3-52.5Sakurai15 / 20-93top
hdr
Jab
2-42.580°25 fixed-11217–0, 1, 2legr, kneer, footr
2-42.580°25 fixed-113top
hdr
Jab
4-6450°40 / 90-16425–0, 1, 2legl, kneel, footl
Attack100Start vanilla•
Jab
no hitboxes–2––
vanilla•¶
Jab
2-16 (every 2)0.4Sakurai12 / 10–2––0top
2-16 (every 2)0.4Sakurai7 / 10–1top
hdr
Jab
6-72Sakurai50 / 100-32642–0, 1, 2, 3top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛
Dash Attack
8-10860°35 / 112-20835–0top
11-17650°25 / 120-180top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-108Sakurai42 / 99-20734–0shoulderr
7-109Sakurai42 / 99-201, 2handr
hdr‡
Up Tilt
7-118108°50 / 90-18732–0, 1legl
12-157103°45 / 95-140, 1legl
hdr
Down Tilt
5-835°20 fixed-23532–0kneel
5-83190°25 fixed-231kneel
12-15740°45 / 80-140, 1kneer

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-1816Sakurai36 / 98-291656–0, 1top
16-1812Sakurai35 / 93-310, 1top
hdr•
Up Smash
no hitboxes–61––
hdr
Up Smash
9-102100°90 fixed-47960–0top
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 hitboxes–61––
hdr‡¶
Down Smash
11-1212.532°40 / 82-341154–0top
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 hitboxes–11––––
vanilla•
Neutral Special
no hitboxes––––––
SpecialNFireU vanilla•
Neutral Special
no hitboxes––––––
SpecialNFireD vanilla•
Neutral Special
no hitboxes––––––
hdr
Neutral Special
3-5565°75 / 55-13321–1-2–3, 4haver
vanilla•‡
Neutral Special
no hitboxes–11––––
vanilla•
Neutral Special
no hitboxes––––––
SpecialAirNFireU vanilla•
Neutral Special
no hitboxes––––––
SpecialAirNFireD vanilla•
Neutral Special
no hitboxes––––––
hdr
Neutral Special
3-5565°75 / 55-13321–1-2–3, 4haver
vanilla•
Side Special
no hitboxes–16––––
vanilla•
Side Special
no hitboxes––––––
vanilla
Side Special
no hitboxes–36––––
vanilla•
Side Special
no hitboxes––––––
vanilla
Side Special
no hitboxes–20––––
vanilla•
Side Special
no hitboxes–16––––
SpecialSStartEmpty vanilla•
Side Special
no hitboxes–16––––
SpecialSWalkEmpty vanilla•
Side Special
no hitboxes––––––
SpecialSStopWall vanilla
Side Special
no hitboxes–34––––
vanilla
Side Special
no hitboxes–36––JC 12–
vanilla
Side Special
no hitboxes–15––––
vanilla•
Side Special
no hitboxes–16––––
vanilla•
Side Special
no hitboxes––––––
vanilla•
Side Special
no hitboxes––––––
vanilla•
Side Special
no hitboxes–16––––
SpecialAirSStartEmpty vanilla•
Side Special
no hitboxes–16––––
SpecialAirSWalkEmpty vanilla•
Side Special
no hitboxes––––––
SpecialAirSStopWall vanilla
Side Special
no hitboxes–34––––
vanilla
Side Special
no hitboxes–36––JC 12–
vanilla
Side Special
no hitboxes–40––C 8–
vanilla•
Up Special
no hitboxes–12––––
hdr
Up Special
1-67.5Sakurai75 / 55-7115–––0head
7-147.580°75 / 55-10head
hdr•
Up Special
no hitboxes–36––––
SpecialHiStopCeil vanilla
Up Special
no hitboxes–18––––
vanilla➔
Up Special
spawns splash136––––
vanilla•
Up Special
no hitboxes–1226–––
vanilla•‡
Down Special
no hitboxes–27––––
vanilla
Down Special
no hitboxes–42––––
vanilla‡
Down Special
no hitboxes–37––––
vanilla‡
Down Special
no hitboxes–40––––
SpecialLwEmpty vanilla
Down Special
no hitboxes–45––––
vanilla•‡
Down Special
no hitboxes–27––––
vanilla
Down Special
no hitboxes–45––––
vanilla‡
Down Special
no hitboxes–39––––
vanilla‡
Down Special
no hitboxes–43––––
vanilla‡
Down Special
no hitboxes–39––––
vanilla↛
SpecialInkChargeStart
spawns squid115––––
vanilla↛•
SpecialInkCharge
spawns squid1–––––
vanilla↛
SpecialInkChargeEnd
spawns squid130––––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr↛
Dash Grab
9-10––– / ––141–0grab
hdr↛
Pivot Grab
10-11––– / ––137–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡¶
Forward Throw
1350°70 / 60–2335120–
1-213Sakurai60 / 100–0–
225Sakurai30 fixed–0top
hdr↛
Back Throw
1945°55 / 97–1737200–
1-363Sakurai40 / 100–0–
vanilla↛
Up Throw
1390°70 / 75–2236140–
1-203Sakurai40 / 100–0–
213Sakurai80 / 30–0top
hdr
Down Throw
1668°60 / 90–1433190–
1-123Sakurai40 / 100–0–
131Sakurai30 fixed–0top

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 / 20-321857–0top
vanilla
Get-Up Attack
15-16748°80 / 48-311552–0top
25-26748°80 / 48-210top
vanilla
Get-Up Attack
15-16748°80 / 48-311552–0top
25-26748°80 / 48-210top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–39––

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 hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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; one cycle is 16 frames. 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.