Inkling vs Zelda

Zelda Matchup (Inkling)

Inkling vs Zelda

Inkling vs Zelda is most stable when you stop playing directly into Zelda's Rapid Jab and Forward Air, punish Rapid Jab Finisher and Jab, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Inkling wants to stop Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt with OOS Nair (9f), Up Smash (9f), Grab (10f), and OOS Bair (10f), then force Zelda back outside Rapid Jab and Forward Air to keep stage control.
In Inkling vs Zelda, the stable plan is to avoid playing directly into Zelda’s Rapid Jab and Forward Air and take the landing or ledge route before Zelda can reset.
The table shows that Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt can be answered by Inkling’s OOS Nair (9f), Up Smash (9f), Grab (10f), and OOS Bair (10f), so those overcommitments should be cashed out immediately.
For Inkling, Zelda’s Rapid Jab and Forward Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldInkling OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Jab4/7-13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Forward Tilt12-13/-10
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+2)
  • OOS Fair (+3)
Up Tilt7-15
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
Down Tilt5-10
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+2)
  • OOS Fair (+3)
Dash Attack6-18
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+1)
Forward Smash16/18/20/22/24-16
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+3)
Up Smash9/13/17/21/25/29/34-25
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Smash5/13-24/-17
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+2)
Neutral Air6/10/14/18/22-10/-9
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up B (+3)
Forward Air6-8/-12
  • None
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+2)
Back Air6-8/-12
  • None
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+2)
Up Air14-6/-8
  • None
  • OOS Nair (+3)
  • Up Smash (+3)
Down Air14-6/-9
  • None
  • OOS Nair (+3)
  • Up Smash (+3)
Neutral B11…-25
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Side B44—70-18 to -10
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+2)
  • OOS Fair (+3)
Up B6/35-29 (ground) // -19 (air)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down B26/32/38/46/59-127-19 to -15
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Inkling should not play directly into Zelda’s Rapid Jab and Forward Air; wait for Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt and answer with OOS Nair (9f), Up Smash (9f), Grab (10f), and OOS Bair (10f).
  • After Inkling blocks Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt, pick the reachable option from OOS Nair (9f), Up Smash (9f), Grab (10f), and OOS Bair (10f) immediately.
  • Inkling should not mash after Zelda’s Rapid Jab and Forward Air; take the landing route, escape route, or ledge route first.
  • Inkling should finish stocks by breaking Zelda’s landing and recovery routes so Rapid Jab and Forward Air does not get more neutral reps.

Actions to Avoid

  • Letting Zelda start the exchange on Rapid Jab and Forward Air terms and giving Inkling’s stage control away for free.
  • Having Inkling block Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt but never answer with OOS Nair (9f), Up Smash (9f), Grab (10f), and OOS Bair (10f).
  • Sending Inkling too deep after Zelda’s Rapid Jab and Forward Air and letting the reset punish the chase back.
  • Panicking at the ledge as Inkling and simplifying Zelda’s Rapid Jab and Forward Air-driven advantage sequence.

Reference Links

Related Pages