Editing Inkling (SSBU)

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<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
'''Inkling''' ({{ja|インクリング|Inkuringu}}, ''Inkling'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Although the default costume is female, both of the genders associated with this character are playable. They were the first character that was teased to appear in the then-unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced as a newcomer in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer], alongside {{SSBU|Daisy}} and {{SSBU|Ridley}}. Inkling is classified as [[Fighter number|Fighter #64]], the first fighter number of the [[newcomer]]s.
'''Inkling''' ({{ja|インクリング|Inkuringu}}, ''Inkling'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Although the default costume is female, both male and female versions of this character are playable. She was the first character that was teased to appear in the then-unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced as a newcomer in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer], alongside {{SSBU|Daisy}} and {{SSBU|Ridley}}. Inkling is classified as [[Fighter number|Fighter #64]], the first fighter number of the [[newcomer]]s.


{{iw|inkipedia|Yuki Tsuji}} reprises his role as the voices of both the Inkling's male and female counterparts in all regions, albeit via recycled voice clips from ''{{iw|inkipedia|Splatoon}}'' and ''{{iw|inkipedia|Splatoon 2}}''.
{{iw|inkipedia|Yuki Tsuji}} reprises his role as the voice actor for both Inkling Girl and Inkling Boy in all regions, albeit via recycled voice clips from ''{{iw|inkipedia|Splatoon}}'' and ''{{iw|inkipedia|Splatoon 2}}''.


Inkling is currently ranked 49th out of 82 on the ''Ultimate'' [[tier list]], placing her in the B- tier. Inkling boasts an incredibly potent neutral game due to her high mobility, deceptive [[hurtbox]]-shifting dash, and several projectiles that complement an offensive repertoire that is characterized by fast frame data and combo potential. Several of her attacks are fast enough to combo into themselves, and [[back aerial]] in particular offers great power and a disjoint that can be used for spacing, combos, and combo confirms. Inkling's most unique trait is the ability to cover the enemy in {{b|Ink|status}}, applying the enemy with a damage multiplier that makes her combos even more devastating, and she can apply Ink through several attacks that are some of her most potent tools such as her [[neutral attack]]. She further sports a powerful recovery that allows her to return from anywhere off-stage, and a highly versatile [[grab]] game comprised of disjointed pivot and dash grabs, a forward throw that applies Ink, a back throw that KOs at high percentages, and an up throw that can confirm into both combos, as well as a KO confirm off of her [[up aerial]] at certain percentages.
Inkling is currently ranked 49th out of 82 on the ''Ultimate'' [[tier list]], placing her in the B- tier. Inkling boasts an incredibly potent neutral game due to her high mobility, deceptive [[hurtbox]]-shifting dash, and several projectiles that complement an offensive repertoire that is characterized by fast frame data and combo potential. Several of her attacks are fast enough to combo into themselves, and [[back aerial]] in particular offers great power and a disjoint that can be used for spacing, combos, and combo confirms. Inkling's most unique trait is the ability to cover the enemy in {{b|Ink|status}}, applying the enemy with a damage multiplier that makes her combos even more devastating, and she can apply Ink through several attacks that are some of her most potent tools such as her [[neutral attack]]. She further sports a powerful recovery that allows her to return from anywhere off-stage, and a highly versatile [[grab]] game comprised of disjointed pivot and dash grabs, a forward throw that applies Ink, a back throw that KOs at high percentages, and an up throw that can confirm into both combos, as well as a KO confirm off of her [[up aerial]] at certain percentages.


However, Inkling is weighed down by several factors that prove problematic to her. Her well-rounded neutral and advantage are almost entirely offset by the borderline fatal flaw of having no reliable KO options. All of her [[smash attack|Smash attacks]] (as well as the [[Splat Roller]]) are difficult to score clean hits with and highly punishable on block or whiff, the [[sweet spot (hitbox)|sweet spot]] of her [[forward aerial]] is similarly precise, and her back aerial is prone to [[stale-move negation|staling]] due to its frequent usage. This makes her reliant on [[edgeguarding]], [[predicting|reads]] and situational moves like up aerial and back throw for a lot of KOs; things she can perform decently with but none of which she particularly excels at compared to other characters. Her up throw KO confirm only partially alleviates this issue, as it has varying percentage windows depending on character and stage, and it is further influenced by [[rage]]. Moreover, the KO confirm highlights another issue, which is Inkling's linear game plan. Despite having a strong combo game, it is almost entirely centered on Inkling having to grab the opponent since she lacks in the way of reliable combo starters, making her options fairly predictable. Her [[out of shield]] options are also sub-par due to awkward hitbox coverage, meaning she plays weaker when on the defensive.
However, Inkling is weighed down by several factors that prove problematic to her. Her well-rounded neutral and advantage are almost entirely offset by the borderline fatal flaw of having no reliable KO options. All of her [[smash attack|Smash attacks]] (as well as the [[Splat Roller]]) are difficult to score clean hits with and highly punishable on block or whiff, the [[sweet spot (hitbox)|sweet spot]] of her [[forward aerial]] is similarly precise, and her back aerial is prone to [[stale-move negation|staling]] due to its frequent usage. This makes her reliant on [[edgeguarding]], [[predicting|reads]], and situational moves like up aerial and back throw for a lot of KOs; things she can perform decently with but none of which she particularly excels at compared to other characters. Her up throw KO confirm only partially alleviates this issue, as it has varying percentage windows depending on character and stage, and it is further influenced by [[rage]]. Moreover, the KO confirm highlights another issue, which is Inkling's linear game plan. Despite having a strong combo game, it is almost entirely centered on Inkling having to grab the opponent since she lacks in the way of reliable combo starters, making her options fairly predictable. Her [[out of shield]] options are also sub-par due to awkward hitbox coverage, meaning she plays weaker when on the defensive.


While Inkling was initially believed to be an early top tier contender for the game thanks to strong performances from players such as {{Sm|Cosmos}} and {{Sm|Space}}, the character saw stagnation as her weaknesses grew more apparent in light of other characters flourishing, leading to a dwindling player base. Currently, Inkling is considered a speedy jack-of-all-trades who requires more maintenance to do well with under pressure situations than others of her archetype. Despite this, Inkling is still considered a viable character in competitive play, and retains a modest base thanks to the efforts of players such as {{Sm|Shirayuki}} and {{Sm|showers}}.
While Inkling was initially believed to be an early top tier contender for the game thanks to strong performances from players such as {{Sm|Cosmos}} and {{Sm|Space}}, the character saw stagnation as her weaknesses grew more apparent in light of other characters flourishing, leading to a dwindling player base. Currently, Inkling is considered a speedy jack-of-all-trades who requires more maintenance to do well with under pressure situations than others of her archetype. Despite this, Inkling is still considered a viable character in competitive play, and retains a modest base thanks to the efforts of players such as {{Sm|Shirayuki}} and {{Sm|showers}}.
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Inkling is a character that excels greatly in many areas but is typically defined by quick, slippery movement and fast attack speed. As a result, most attributes are overall consistent with combo-heavy middleweights, with a focus on a fast-approach "footsies" playstyle: she has fast overall mobility due to her high initial dash (16th highest) and [[dash]]ing speeds (22nd highest), alongside high [[air speed]] (12-16th fastest, tied with {{SSBU|Sonic}}, {{SSBU|Mario}}, {{SSBU|Little Mac}} and {{SSBU|Donkey Kong}}). However, the rest of Inkling's traits are mostly average, with middling [[air acceleration]], [[fall speed]], [[walk]]ing speed, average [[weight]], and low traction. As a result, she can easily traverse large distances very quickly, but can have issues changing directions in midair; additionally, the combination of middling weight and fast fall speed do not give much of an advantage when escaping combos.
Inkling is a character that excels greatly in many areas but is typically defined by quick, slippery movement and fast attack speed. As a result, most attributes are overall consistent with combo-heavy middleweights, with a focus on a fast-approach "footsies" playstyle: she has fast overall mobility due to her high initial dash (16th highest) and [[dash]]ing speeds (22nd highest), alongside high [[air speed]] (12-16th fastest, tied with {{SSBU|Sonic}}, {{SSBU|Mario}}, {{SSBU|Little Mac}} and {{SSBU|Donkey Kong}}). However, the rest of Inkling's traits are mostly average, with middling [[air acceleration]], [[fall speed]], [[walk]]ing speed, average [[weight]], and low traction. As a result, she can easily traverse large distances very quickly, but can have issues changing directions in midair; additionally, the combination of middling weight and fast fall speed do not give much of an advantage when escaping combos.


Inkling's greatest strength is, fittingly, fast general movement and attack speed. Inkling's dash is notable for shifting their entire hurtbox during movement, which in some cases allows them to low-profile through certain attacks, and its obscure animation - which shares a visual similarity with her spot dodge animation - as well as their strong initial dash gives the character one of the strongest and most deceptive [[dash-dance]]s in the entire game. While the range on many of their attacks is rather lacking, this is made up for by decently fast frame data (although many of her moves have noticeable lag), which allows Inkling to put their fast mobility to good use and rush opponents down in a flurry of moves. Additionally, Inkling boasts a strong ground and aerial offense, with many moves being capable of stringing together, particularly when coupled with an [[up throw]], which is an effective combo initiator until high [[percent]]s and can even [[KO]] through its setups. As a result, opponents can have a tough time finding openings in her offense, since their high speed and low landing lag allow their to weave around any foe very easily and an extremely potent [[combo]] ability easily turns any mistake on their end into a potential combo starter.
Inkling's greatest strength is, fittingly, fast general movement and attack speed. Inkling's dash is notable for shifting her entire hurtbox during movement, which in some cases allows her to low-profile through certain attacks, and its obscure animation - which shares a visual similarity with her spot dodge animation - as well as her strong initial dash gives the character one of the strongest and most deceptive [[dash-dance]]s in the entire game. While the range on many of her attacks is rather lacking, this is made up for by decently fast frame data (although many of her moves have noticeable lag), which allows Inkling to put her fast mobility to good use and rush opponents down in a flurry of moves. Additionally, Inkling boasts a strong ground and aerial offense, with many moves being capable of stringing together, particularly when coupled with an [[up throw]], which is an effective combo initiator until high [[percent]]s and can even [[KO]] through its setups. As a result, opponents can have a tough time finding openings in her offense, since her high speed and low landing lag allow her to weave around any foe very easily, and an extremely potent [[combo]] ability easily turns any mistake on their end into a potential combo starter.


The character's damage racking potential is further enhanced by the unique {{b|ink|status}} mechanic, lifted from their origin series. Select moves - such as [[Splattershot]] - will cover opponents in ink, which increases damage dealt to them up to a maximum of 1.5×, though this will wear off over time. When an opponent is fully inked, many combos are capable of effectively dishing out surprising amounts of damage over a short period on careless opponents. Because of these traits, alongside aforementioned ones, Inkling sports what is commonly believed by many to be the best [[neutral attack]] in the game. It has respectable startup due to it coming out on frame 3. It sports good range and its rapid jab to finisher can occasionally apply enough ink to reach the ink's full damage multiplier, which sets up the opponent for massive [[damage]] strings. As a downside, ink also affects the power of certain moves, such as the aforementioned neutral attack infinite, [[forward throw]], [[special move]]s and [[smash attack]]s, which lose significant KO power or damage when the ink tank is empty (with some moves being rendered completely unusable). Due to this, Inkling has to recharge the ink tank by going into a "charging" stance once the ink tank is completely depleted. As this leaves Inkling wide open to attacks with no escape options till the charge animation ends, managing the ink supply with care is crucial, and it is important to keep a safe distance from the opponent when recharging.
The character's damage racking potential is further enhanced by the unique {{b|ink|status}} mechanic, lifted from her game of origin, ''Splatoon''. Select moves - such as [[Splattershot]] - will cover opponents in ink, which increases damage dealt to them up to a maximum of 1.5×, though this will wear off over time. When an opponent is fully inked, many combos are capable of effectively dishing out surprising amounts of damage over a short period on careless opponents. Because of these traits, alongside aforementioned ones, Inkling sports what is commonly believed by many to be the best [[neutral attack]] in the game. It has respectable startup due to it coming out on frame 3. It sports good range, and its rapid jab to finisher can occasionally apply enough ink to reach the ink's full damage multiplier, which sets up the opponent for massive [[damage]] strings. As a downside, ink also affects the power of certain moves, such as the aforementioned neutral attack infinite, [[forward throw]], [[special move]]s and [[smash attack]]s, which lose significant KO power or damage when the ink tank is empty (with some moves being rendered completely unusable). Due to this, Inkling has to recharge the ink tank by going into a "charging" stance once the ink tank is completely depleted. As this leaves Inkling wide open to attacks with no escape options till the charge animation ends, managing the ink supply with care is crucial, and it is important to keep a safe distance from the opponent when recharging.


Inkling also has powerful offstage capability due to their attributes. Despite having a relatively linear [[recovery]], Inkling is able to vary it by [[double jump]]ing out of [[Splat Roller]] in combination with the very long-reaching [[Super Jump]], allowing the recovery to be less predictable and allowing their to stay airborne for extended periods. Inkling's Super Jump also has a very generous [[edge sweetspot]] range, making it hard for certain characters to [[2 frame punish]] them, and due to its deceptive startup hitbox, it can be used to [[gimp]] off-stage opponents or even [[stage spike]] them in some cases. Coupled with the sheer speed of the moves, this makes it difficult to challenge Inkling with an offstage [[edgeguard]]. Inkling also has one of the best [[air speed]]s to supplement this and likewise can edgeguard very proficiently through strong usage of [[aerial]]s. Among the most notable is their [[back aerial]], which is one of her safest moves not only offstage but also in the [[neutral game]], as it sports a notable [[disjoint]] - making it one of Inkling's safest moves on [[shield]] if properly [[spacing|spaced]] - and is able to combo into itself at mid-percents, which can lead to a [[wall of pain]] in certain situations. Their [[forward aerial]] exchanges the disjoint and overall versatility for strength, having stronger [[knockback]] when [[sweet spot (hitbox)|sweetspotted]] which can lead to guaranteed off-stage KOs at mid-to-high percents and its [[sourspot]] can make for a decent gimping tool on select characters. Inkling's [[Splat Bomb]]s are a crucial tool both in neutral and when covering the [[edge]]; while the bomb can be thrown off-stage to intercept the opponent, the angle and awkward timer of the bomb also makes for a powerful frame trapping tool, particularly on opponents that are recovering on the ledge.
Inkling also has powerful offstage capability due to her attributes. Despite having a relatively linear [[recovery]], Inkling is able to vary it by [[double jump]]ing out of [[Splat Roller]] in combination with the very long-reaching [[Super Jump]], allowing the recovery to be less predictable and allowing her to stay airborne for extended periods. Inkling's Super Jump also has a very generous [[edge sweetspot]] range, making it hard for certain characters to [[2 frame punish]] them, and due to its deceptive startup hitbox, it can be used to [[gimp]] off-stage opponents or even [[stage spike]] them in some cases. Coupled with the sheer speed of the moves, this makes it difficult to challenge Inkling with an offstage [[edgeguard]]. Inkling also has one of the best [[air speed]]s to supplement this and likewise can edgeguard very proficiently through strong usage of [[aerial]]s. Among the most notable is her [[back aerial]], which is one of her safest moves not only offstage but also in the [[neutral game]], as it sports a notable [[disjoint]] - making it one of Inkling's safest moves on [[shield]] if properly [[spacing|spaced]] - and is able to combo into itself at mid-percents, which can lead to a [[wall of pain]] in certain situations. Her [[forward aerial]] exchanges the disjoint and overall versatility for strength, having stronger [[knockback]] when [[sweet spot (hitbox)|sweetspotted]] which can lead to guaranteed off-stage KOs at mid-to-high percents, and its [[sourspot]] can make for a decent gimping tool on select characters. Inkling's [[Splat Bomb]]s are a crucial tool both in neutral and when covering the [[edge]]; while the bomb can be thrown off-stage to intercept the opponent, the angle and awkward timer of the bomb also makes for a powerful frame trapping tool, particularly on opponents that are recovering on the ledge.


Even with a solid set of strengths, the character is not without several weaknesses. Despite having high damage racking potential, most of Inkling's strongest KO moves are all comparatively unsafe - particularly Splat Roller and several smash attacks - often forcing the character to rely on [[read]]s, edgeguarding, and immaculate spacing in order to guarantee a KO at earlier percents. While this issue is partially alleviated by Inkling being one of the few characters in the game to have a [[Kill confirm|KO confirm]] off of a [[grab]], the percentage windows vary from character to character - with the confirm being borderline impossible on a select few characters - and it is also affected by [[rage]]. The ink mechanic also forces Inkling to be resourceful with many of their moves, as without ink, they lose access to several crucial attacks such as Splat Roller and Splat Bomb. Despite Inkling's strong aerial combo game, it is highly centralized around grabs due to their lacking a reliable grounded combo starter. This is further compounded by Inkling's mediocre regular ground attacks; despite sporting disjointed hitboxes on her [[forward tilt]] and [[down tilt]], they possess little utility outside of spacing due to neither leading into any follow-ups. Finally, Inkling also suffers from dubious hitbox placements, notably in their [[up tilt]] which lacks decent horizontal coverage, as well as their [[neutral aerial]], meaning that, despite their good aerial speed, they possess neither the most reliable landing options at a disadvantage, nor the best [[out of shield]] options.
Even with a solid set of strengths, the character is not without several weaknesses. Despite having high damage racking potential, most of Inkling's strongest KO moves are all comparatively unsafe - particularly Splat Roller and several smash attacks - often forcing the character to rely on [[read]]s, edgeguarding, and immaculate spacing in order to guarantee a KO at earlier percents. While this issue is partially alleviated by Inkling being one of the few characters in the game to have a [[Kill confirm|KO confirm]] off of a [[grab]], the percentage windows vary from character to character - with the confirm being borderline impossible on a select few characters - and it is also affected by [[rage]]. The ink mechanic also forces Inkling to be resourceful with many of her moves, as without ink, she loses access to several crucial attacks such as Splat Roller, and Splat Bomb. Despite Inkling's strong aerial combo game, it is highly centralized around grabs due to her lacking a reliable grounded combo starter. This is further compounded by Inkling's mediocre regular ground attacks; despite sporting disjointed hitboxes on her [[forward tilt]] and [[down tilt]], they possess little utility outside of spacing due to neither leading into any follow-ups. Finally, Inkling also suffers from dubious hitbox placements, notably in her [[up tilt]] which lacks decent horizontal coverage, as well as her [[neutral aerial]], meaning that, despite her good aerial speed, she possesses neither the most reliable landing options at a disadvantage, nor the best [[out of shield]] options.


Overall, Inkling is a rounded character with solid mobility stats and solid damage racking capability overall. Their deceptive traits and a strong set of attacks make her a versatile fighter that excels both at defensive and offensive play. However, their lack of easy KO options relative to the upper-tier cast forces the character to maintain strong consistency in her play, as she can occasionally struggle to score KOs and make up [[stock]] deficits, particularly against opponents who have a much easier time KOing or stuffing out their movement options. In addition, Inkling's potential in [[doubles]] was noted by [[Masahiro Sakurai]] himself as being one of the character's strengths, allowing teammates to rack up damage even faster.  
Overall, Inkling is a rounded character with solid mobility stats and solid damage racking capability overall. Her deceptive traits and a strong set of attacks make her a versatile fighter that excels both at defensive and offensive play. However, her lack of easy KO options relative to the upper-tier cast forces the character to maintain strong consistency in her play, as she can occasionally struggle to score KOs and make up [[stock]] deficits, particularly against opponents who have a much easier time KOing or stuffing out her movement options. In addition, Inkling's potential in [[doubles]] was noted by [[Masahiro Sakurai]] himself as being one of the character's strengths, allowing teammates to rack up damage even faster.  


==Update history==
==Update history==
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|fsmashname=Inkbrush ({{ja|パブロ|Paburo}}, ''Pablo'')
|fsmashname=Inkbrush ({{ja|パブロ|Paburo}}, ''Pablo'')
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (ink, bristles), {{ChargedSmashDmgSSBU|14}} (ink, handle), {{ChargedSmashDmgSSBU|12}} (no ink)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (ink, bristles), {{ChargedSmashDmgSSBU|14}} (ink, handle), {{ChargedSmashDmgSSBU|12}} (no ink)
|fsmashdesc=Swings an {{iw|inkipedia|Inkbrush}} horizontally, which covers opponents in ink. Has a sweetspot at the brush's bristles, but the sourspot takes priority over it. The hitbox does not cover the splatter of paint from the Inkbrush. KOs at 90% at the edge of {{SSBU|Final Destination}} (with ink available), making it a very potent KO option, especially with its disjoint. Without enough ink, the move is weaker. This move being high damaging is unlike ''Splatoon'' in which it usually did little damage.
|fsmashdesc=Swings an {{iw|inkipedia|Inkbrush}} horizontally, which covers opponents in ink. Has a sweetspot at the brush's bristles, but the sourspot takes priority over it. The hitbox does not cover the splatter of paint from the Inkbrush. KOs at 90% at the edge of {{SSBU|Final Destination}} (with ink available), making it a very potent KO option, especially with its disjoint. Without enough ink, the move is weaker.
|usmashname=Blaster ({{ja|ホットブラスター|Hotto Burasutā}}, ''Hot Blaster'')
|usmashname=Blaster ({{ja|ホットブラスター|Hotto Burasutā}}, ''Hot Blaster'')
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2, ink, center), {{ChargedSmashDmgSSBU|10}} (hit 2, ink, outer) {{ChargedSmashDmgSSBU|10}} (hit 2, no ink, center) {{ChargedSmashDmgSSBU|6}} (hit 2, no ink, outer)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2, ink, center), {{ChargedSmashDmgSSBU|10}} (hit 2, ink, outer) {{ChargedSmashDmgSSBU|10}} (hit 2, no ink, center) {{ChargedSmashDmgSSBU|6}} (hit 2, no ink, outer)
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
<!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
<!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
*Lands with a splash of ink in squid form then transforms into humanoid form and flaps both arms excitedly before wielding the Splattershot. This is directly based on the Inklings' entrance animation from the series' single-player campaigns.
*Lands with a splash of ink in squid form then transforms into humanoid form and flaps both arms excitedly before wielding the Splattershot. This is {{iw|inkipedia|Agent 3}}'s entrance animation in [[inkipedia:Octo Valley (mode)|Octo Valley]].
<gallery>
<gallery>
InklingOnScreenAppearanceSSBU.gif|Inkling's on-screen appearance.
InklingOnScreenAppearanceSSBU.gif|Inkling's on-screen appearance.
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===[[Victory pose]]s===
===[[Victory pose]]s===
All of Inkling's animations are based on the victory poses when using particular weapons in ''Splatoon'' and ''Splatoon 2''. The animations all vary slightly between both genders.
All of Inkling's animations are based on the victory poses when using particular weapons in ''Splatoon'' and ''Splatoon 2''. The animations all vary slightly between the girls and boys.
*'''Left:''' Hops happily twice, spins around and poses with the Splattershot. Based on the victory animation when using a Shooter-type weapon in ''Splatoon 2''. The initial animation is based on the male Inkling's animation with a weapon of the same type in ''Splatoon''. This pose is altered for them and resembles the artwork seen [[:File:Inkling Male.png|here]].
*'''Left:''' Hops happily twice, spins around, and poses with the Splattershot. Based on the victory animation when using a Shooter-type weapon in ''Splatoon 2''. The initial animation is based on the Inkling boy's animation with a weapon of the same type in ''Splatoon''. This pose is altered for the Inkling boy, and resembles the artwork seen [[:File:Inkling Male.png|here]].
*'''Up:''' Sways the Splat Roller from side to side, before striking a pose while resting the Roller's handle against the shoulder. This victory pose combines the victory animations in ''Splatoon'' and ''Splatoon 2'' when the Inkling uses a Roller-type weapon. The male Inkling rests his hand on his hip.
*'''Up:''' Sways the Splat Roller from side to side, before striking a pose while resting the Roller's handle against the shoulder. This victory pose combines the victory animations in ''Splatoon'' and ''Splatoon 2'' when the Inkling uses a Roller-type weapon. The Inkling boy rests his hand on his hip.
*'''Right:''' Tosses the Slosher upward with the right arm and catches it in the left while spinning, then tosses it upward a second time, posing with the left arm on the hip while the Slosher spins on the right index finger. Based on the female Inkling's victory animation when using a Slosher-type weapon in ''Splatoon''. The male Inkling holds his head back slightly farther than the girl does.
*'''Right:''' Tosses the Slosher upward with the right arm and catches it in the left while spinning, then tosses it upward a second time, posing with the left arm on the hip while the Slosher spins on the right index finger. Based on the Inkling girl's victory animation when using a Slosher-type weapon in ''Splatoon''. The Inkling boy holds his head back slightly farther than the girl does.


[[File:SplatoonSeriesVictoryThemeUltimate.ogg|thumb|A remix of "{{iw|inkipedia|Battle Victory}}" used in ''Splatoon''.]]
[[File:SplatoonSeriesVictoryThemeUltimate.ogg|thumb|A remix of "{{iw|inkipedia|Battle Victory}}" used in ''Splatoon''.]]
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-64Inkling.jpg|thumb|Finding Inkling in World of Light|left]]
[[File:WoL-64Inkling.jpg|thumb|Finding Inkling in World of Light|left]]
The Inklings of both genders were among the fighters that were summoned to fight the army of [[Master Hand]]s.
The Inklings (both female and male) were among the fighters that were summoned to fight the army of [[Master Hand]]s.


During the opening cutscene, the Inklings were present on the cliffside when [[Galeem]] unleashed his beams of light. They decided to submerge in a puddle of their ink to hide in the hopes they might not be imprisoned. However, this proved ineffective when the beams of light destroyed the cliff they were on and vaporized them in the process. Both were then placed under Galeem's imprisonment alongside the rest of the fighters, except for {{SSBU|Kirby}}.
During the opening cutscene, the Inklings were present on the cliffside when [[Galeem]] unleashed his beams of light. They decided to submerge in a puddle of their ink to hide in the hopes they might not be imprisoned. However, this proved ineffective when the beams of light destroyed the cliff they were on and vaporized them in the process. Both were then placed under Galeem's imprisonment alongside the rest of the fighters, except for {{SSBU|Kirby}}.
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==[[Spirit]]s==
==[[Spirit]]s==
The female Inkling's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Inkling has been unlocked. Unlocking Inkling in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. The male Inkling has a fighter spirit of his own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Inkling Girl's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Inkling has been unlocked. Unlocking Inkling in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Inkling Boy has a fighter spirit of his own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, the Squid form of the default Inkling appears as a support spirit.
Additionally, the Squid form of the default Inkling appears as a support spirit.
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|{{Head|Inkling|g=SSBU|s=50px|cl=Indigo}}
|{{Head|Inkling|g=SSBU|s=50px|cl=Indigo}}
|}
|}
==[[List of Super Smash Bros. Ultimate character trailers#Inkling|Reveal trailer]]==
{{#widget:YouTube|id=w3Gt42kVgCw}}


==Gallery==
==Gallery==
<gallery>
<gallery>
Inkling Trailer.png|The female Inkling with the Smash symbol in their eye, as seen during ''Ultimate''{{'}}s first teaser trailer.
Inkling Trailer.png|Inkling Girl with the Smash symbol in her eye, as seen during ''Ultimate''{{'}}s first teaser trailer.
Inkling amiibo (Smash Series).png|Inkling's [[amiibo]].
Inkling amiibo (Smash Series).png|Inkling's [[amiibo]].
SSBU Inkling Number.png|Inkling's fighter card.
SSBU Inkling Number.png|Inkling's fighter card.
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Inkling poster.jpg|Inkling character poster, as posted on the official ''Splatoon'' Twitter account.
Inkling poster.jpg|Inkling character poster, as posted on the official ''Splatoon'' Twitter account.
Inkling artwork.jpg|Inkling artwork, as posted on the official English Nintendo Versus Twitter account.
Inkling artwork.jpg|Inkling artwork, as posted on the official English Nintendo Versus Twitter account.
SSBUWebsiteInkling1.jpg|The female Inkling on [[Moray Towers]].
SSBUWebsiteInkling1.jpg|Inkling Girl on [[Moray Towers]].
SSBUWebsiteInkling2.jpg|The male Inkling using his forward smash on {{SSBU|Luigi}} at [[Luigi's Mansion]].
SSBUWebsiteInkling2.jpg|Inkling Boy using his forward smash on {{SSBU|Luigi}} at [[Luigi's Mansion]].
SSBUWebsiteInkling3.jpg|Dodging {{SSBU|Squirtle}}'s [[Water Gun]] on [[Pokémon Stadium 2]].
SSBUWebsiteInkling3.jpg|Dodging {{SSBU|Squirtle}}'s [[Water Gun]] on [[Pokémon Stadium 2]].
SSBUWebsiteInkling4.jpg|The male Inkling using down smash on [[3D Land]].
SSBUWebsiteInkling4.jpg|Inkling Boy using down smash on [[3D Land]].
SSBUWebsiteInkling5.jpg|A pair of Inklings on Moray Towers.
SSBUWebsiteInkling5.jpg|Two Inklings on Moray Towers.
SSBUWebsiteInkling6.jpg|The female Inkling using [[Splat Roller]] on {{SSBU|Link}}, {{SSBU|Samus}} and {{SSBU|Mario}} on [[Mario Circuit (SSBB)|Figure-8 Circuit]].
SSBUWebsiteInkling6.jpg|Inkling Girl using [[Splat Roller]] on {{SSBU|Link}}, {{SSBU|Samus}} and {{SSBU|Mario}} on [[Mario Circuit (SSBB)|Figure-8 Circuit]].
SSBUWebsiteJoker6.jpg|With {{SSBU|Isabelle}} and {{SSBU|Joker}} in his school outfit on [[Delfino Plaza]].
SSBUWebsiteJoker6.jpg|With {{SSBU|Isabelle}} and {{SSBU|Joker}} in his school outfit on [[Delfino Plaza]].
SSBUWebsiteYoungLink4.jpg|The female Inkling excitedly watching {{SSBU|Young Link}} drink [[Lon Lon Milk]] on [[Temple]].
SSBUWebsiteYoungLink4.jpg|Inkling Girl excitedly watching {{SSBU|Young Link}} drink [[Lon Lon Milk]] on [[Temple]].
SSBUWebsiteRathalos4.jpg|The female Inkling, Link, {{SSBU|Pikachu}} and {{SSBU|Bowser}} being attacked by [[Rathalos]] on [[Tortimer Island]].
SSBUWebsiteRathalos4.jpg|Inkling Girl, Link, {{SSBU|Pikachu}} and {{SSBU|Bowser}} being attacked by [[Rathalos]] on [[Tortimer Island]].
InklingScreenKO.png|The female Inkling getting [[Screen KO]]'d on Moray Towers.
InklingScreenKO.png|Inkling Girl getting [[Screen KO]]'d on Moray Towers.
8-PlayerSSBU 1.jpg|The female Inkling with Mario, {{SSBU|Donkey Kong}}, Link, Samus, {{SSBU|Ice Climbers}}, {{SSBU|Pit}} and {{SSBU|Villager}} on {{SSBU|Battlefield}}.
8-PlayerSSBU 1.jpg|Inkling Girl with Mario, {{SSBU|Donkey Kong}}, Link, Samus, {{SSBU|Ice Climbers}}, {{SSBU|Pit}} and {{SSBU|Villager}} on {{SSBU|Battlefield}}.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Mario, Link, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Mario, Link, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield.
</gallery>
</gallery>
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*Inkling is the only character to have an alternate costume character appear in the World of Light introduction cutscene, as Inkling Boy appears alongside Inkling Girl.
*Inkling is the only character to have an alternate costume character appear in the World of Light introduction cutscene, as Inkling Boy appears alongside Inkling Girl.
*When Inkling is KO'd in [[Stamina Mode]] or [[instant KO]]'d, a ghostly squid can be seen drifting out of the KO explosion. In ''Splatoon'', this occurs when an Inkling's health is depleted (known in that game as being "splatted").
*When Inkling is KO'd in [[Stamina Mode]] or [[instant KO]]'d, a ghostly squid can be seen drifting out of the KO explosion. In ''Splatoon'', this occurs when an Inkling's health is depleted (known in that game as being "splatted").
*Unlike in their home games, if an Inkling steps into ink of a different color, they will not steadily take damage.
**Both male and female Inklings use a higher pitched version of one of their KO voice clips when KO'd by reaching 0 HP during their final stock in Stamina Mode. They share this trait with {{SSBU|Young Link}}.
**Both male and female Inklings use a higher pitched version of one of their KO voice clips when KO'd by reaching 0 HP during their final stock in Stamina Mode. They share this trait with {{SSBU|Young Link}}.
*Some of Inkling Boy's animations are altered from Inkling Girl, including his idle animation, the first hit of his neutral attack, his victory poses, and his [[screen KO]]. The female version of {{SSBU|Byleth}} is a similar case.
*Some of Inkling Boy's animations are altered from Inkling Girl, including his idle animation, the first hit of his neutral attack, his victory poses, and his [[screen KO]]. The female version of {{SSBU|Byleth}} is a similar case.
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*During Final Smash standby, Inkling's head will uniquely glow with a colored aura equivalent to that of the selected ink color. This is a reference to how the same thing happens when an Inkling maxes out their Special Gauge in ''Splatoon'', except that the animation in ''Smash'' lacks the tentacles flailing about.
*During Final Smash standby, Inkling's head will uniquely glow with a colored aura equivalent to that of the selected ink color. This is a reference to how the same thing happens when an Inkling maxes out their Special Gauge in ''Splatoon'', except that the animation in ''Smash'' lacks the tentacles flailing about.
*Inkling, {{SSBU|Meta Knight}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the fighters who use their walking animation when navigating through the map in [[World of Light]]. In Inkling's case, this is likely due to her dashing animation using her squid form.
*Inkling, {{SSBU|Meta Knight}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the fighters who use their walking animation when navigating through the map in [[World of Light]]. In Inkling's case, this is likely due to her dashing animation using her squid form.
*Inkling, {{SSBU|Snake}}, and {{SSBU|Steve}} are the only characters who cannot angle their shield by holding the special move button while shielding. In Inkling's case, this is due to the shield and special button combination being used to refill her ink gauge.
*Inkling and {{SSBU|Snake}} are the only characters who cannot angle their shield by holding the special move button while shielding. In Inkling's case, this is due to the shield and special button combination being used to refill her ink gauge.
*If an Inkling opponent gets KO'd in either a Horde Battle or in [[Mob Smash]], her ink gauge will not be shown at zero, unlike in all other modes.
*If an Inkling opponent gets KO'd in either a Horde Battle or in [[Mob Smash]], her ink gauge will not be shown at zero, unlike in all other modes.
*Inkling has a simple but easily repeatable visual glitch where, while charging an emptied ink tank and stopping at the exact frame it reaches full capacity, the frame of the ink tank graphic next to her character portrait will be her ink color instead of the usual black outline. Continuing to charge or losing a stock will not fix this, but using an ink-based attack will.
*Inkling has a simple but easily repeatable visual glitch where, while charging an emptied ink tank and stopping at the exact frame it reaches full capacity, the frame of the ink tank graphic next to her character portrait will be her ink color instead of the usual black outline. Continuing to charge or losing a stock will not fix this, but using an ink-based attack will.

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