Dr. Mario vs Inkling

Inkling Matchup (Dr. Mario)

Dr. Mario vs Inkling

Dr. Mario vs Inkling is most stable when you stop chasing the low profile, shield Roller on purpose, and punish the jump forced by pills.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

The matchup gets ugly when Dr. Mario tries to track Inkling’s dash and low profile directly. That usually turns into a whiff, a punish, and then a Roller threat layered over the next defensive guess. Dr. Mario needs to make Inkling come upward or into shield instead of trying to follow every lateral movement.
Pills are best here when they stop the run and force jump or shield. Once that happens, Up Air, Up Smash, and Up B start to matter because Inkling’s evasive ground movement is temporarily gone. Roller is the other major checkpoint: it is much stronger to shield it on purpose sometimes than to panic-jump and hand over Back Air or landing pressure.
The table shows strong punish windows on Up Smash, Rapid Jab Finisher, Up B, Down Smash, and Forward Smash, and those should be answered with Up B, OOS Nair, OOS Uair, or OOS Bair. Neutral Air and Back Air are usually better handled by taking the next landing and ledge routes first.
Stocks are most repeatable through Up B after a defended Roller, Up Smash on landing, and Bair or Down B once Inkling is finally cornered.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDr. Mario OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Jab 22-16
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (+1)
  • OOS Fair (+3)
Jab 34-21
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Forward Tilt8-17
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (+2)
Up Tilt7-16
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (+1)
  • OOS Fair (+3)
Down Tilt5/12-13
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Dash Attack8-16
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (+1)
  • OOS Fair (+3)
Forward Smash16-25/-24
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Up Smash9/18-44/-29/-32
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Down Smash11/20-29/-21
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Neutral Air6-2
  • None
  • Up B (+1)
Forward Air10-8/-9
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (+1)
  • Up Smash (+1)
  • Grab (+2)
Back Air7-2/-3
  • None
  • Up B (+1)
Up Air12/17-3/-3
  • Up B (3f)
  • OOS Nair (+3)
Down Air16-5/-6
  • Up B (3f)
  • OOS Nair (+1)
  • OOS Uair (+2)
Neutral B12/16/20/24-6
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (+1)
  • OOS Bair (+3)
  • Up Smash (+3)
Side B16-15 to -12
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Up B12**/-29/-30
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use pills to stop the dash, then punish the jump or shield that comes next.
  • After blocking Up Smash, Rapid Jab Finisher, Up B, Down Smash, and Forward Smash, punish immediately with Up B, OOS Nair, OOS Uair, or OOS Bair.
  • Do not mash after Neutral Air or Back Air; take the landing and ledge routes first.
  • Finish stocks through defended Roller into Up B, Up Smash on landing, and ledge pressure with Bair or Down B.

Actions to Avoid

  • Chasing the low-profile dash directly and giving Inkling the easy whiff punish.
  • Jumping in fear of Roller every time and handing over Back Air or anti-air space.
  • Swinging after every blocked Neutral Air or Back Air and letting Inkling restart the landing loop.
  • Overcommitting for the kill and getting the stage flipped by speed alone.

Reference Links

Related Pages