Richter vs Inkling

Inkling Matchup (Richter)

Richter vs Inkling

Richter vs Inkling is won by shaping her dash and jump lanes with axes, cross, and holy water so she cannot enter for free, then punishing every close-range commitment immediately.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

smashwiki frames Richter as a lane-control zoner with long-range whip normals and Inkling as a fast, low-profile rushdown character built around mobility, ink pressure, and repeated advantage-state extensions.
Because Inkling can slip through lazy projectile patterns, Richter cannot win this matchup by mindless zoning alone. The projectiles have to be placed to pin down the dash and jump routes that Inkling actually wants, so whip tipper spacing stays intact before she reaches close range.
The matchup is won by punishing every blocked jab string, tilt, dash attack, Fair, splat-bomb setup, and roller approach with the fastest answer available, especially Up B, then resetting the fight back to midrange or ledge control immediately.
What loses it is panicking at roller, over-shielding in place, or giving up stage after finally forcing Inkling back out.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRichter OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (+3)
  • Up Smash (+3)
Jab 22-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
Jab 34-21
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Forward Tilt8-17
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Up Tilt7-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
Down Tilt5/12-13
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (+3)
  • Up Smash (+3)
Dash Attack8-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
Forward Smash16-25/-24
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Up Smash9/18-44/-29/-32
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Down Smash11/20-29/-21
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • Up B (6f)
  • Grab (+2)
  • OOS Nair (+3)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
  • Up B (+3)
Down Air16-5/-6
  • None
  • Up B (+1)
Neutral B12/16/20/24-6
  • Up B (6f)
Side B16-15 to -12
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
Up B12**/-29/-30
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use axe, cross, and holy water to shape Inkling’s real dash and jump lanes instead of throwing them out on autopilot.
  • After blocking Jab 1, Jab 2, Down Tilt, Side B, Neutral B, Fair, and similar pressure, choose the fastest guaranteed punish first, especially Up B.
  • Once Inkling is pushed back out, do not hard-chase; hold the lane with whip tip range and walk her toward the ledge.
  • At the ledge, prioritize stable trap spacing with holy water and whip coverage over reckless close pursuit that gives her a side switch.

Actions to Avoid

  • Spamming projectiles carelessly and letting Inkling low-profile or burst straight through the gap.
  • Freezing in shield because of roller and allowing grab and aerial pressure to become equally dangerous.
  • Missing obvious punishes on jab strings, Fair, or roller pressure and giving away the one chance to reset distance.
  • Overcommitting at the ledge, getting crossed up, and forcing yourself to rebuild midrange from scratch.

Reference Links

Related Pages