Inkling vs Kazuya

Kazuya Matchup (Inkling)

Inkling vs Kazuya

Inkling vs Kazuya is most stable when you stop standing in front of crouch dash, drift around the Electric line with low profiling and movement, and keep punishing the landing.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Kazuya only needs one real close-range touch to make the matchup explode, so Inkling’s win condition starts with refusing that straight-on range in the first place. If you keep standing in front of crouch dash, the whole game becomes a bad Electric guess.
The stable plan is to use low profile, dash speed, and route changes to make the forward burst whiff, then punish the landing with back air, grab, and ledge pressure. Once Kazuya is above or offstage, it is better to keep the trap going than to brawl again in center.
The table shows reliable shield punishes on Jab (6), Jab (1), Jab (5), Jab (3), and Jab (4), with OOS Nair, Up Smash, Grab, and OOS Bair available when Kazuya overextends up close.
The dangerous part is overpressuring at point-blank range. Instead of forcing your way through every shield situation, shrink the landing route, cover the escape, and make the next grounded entry miss.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldInkling OOS Candidate MovesBarely Missed Moves
Jab 1 (1)6-11
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+1)
  • OOS Fair (+2)
Jab 1 (2)29Unblockable
Jab 27-15
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
Jab 37-20
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab (1)10-25
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab (2)12-23
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab (3)23-24
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab (4)15-24
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab (5)18-25
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab (6)16-26
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Tilt12-17
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+2)
Up Tilt9/24-14/-18
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+1)
Down Tilt16-15
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
Dash Attack15-19
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Smash25-16/-13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Up Smash12-22
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Smash17-16
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+3)
Up B5+15-22
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)

Win Condition Checklist

  • Do not stay in front of crouch dash; move in and out of Electric range with low profiling and lateral movement.
  • After blocking Jab (6), Jab (1), Jab (5), Jab (3), and Jab (4), answer immediately with OOS Nair, Up Smash, Grab, or OOS Bair.
  • After launching Kazuya, keep the landing trap and ledge trap going instead of resetting to a fresh center-stage brawl.
  • Use ledge control as the main kill plan, and only chase offstage when the recovery path is already committed.

Actions to Avoid

  • Standing directly in front of crouch dash and taking the close-range guess on Kazuya’s terms.
  • Forcing pressure through shield at point-blank range and losing to armored or invincible answers.
  • Overchasing for the kill before the weak landing and recovery have been fully trapped.
  • Betting everything on Roller at the ledge and giving up coverage on jump or normal getup.

Reference Links

Related Pages