Everyone complaining about the Roller doesn’t understand the Devs thought process behind designing it. The Roller isn’t designed to be some regular special it’s SUPPOSED to be a good move. In the actually Splatoon games the Roller is meant to be feared. It covers a lot of turf, 90% of the time it’ll kill you instantly, & it’s very wide so the hitbox is decently big. Now you may be thinking “Uhderr yeah that’s broken” But this is where you look at the downsides. It’s slow, once you start rolling you’re committed to it, it’s easy to see coming therefore it’s easy to dodge. This isn’t meant to be a mean spirited “git gud” Comment, but all you have to do is Jump, block it & punish or, if you can, Parry it which grants an even bigger punish. Tl;dr don’t be scared of the Roller
NixUniverse the issue is that it’s relatively low risk for inkling with incredible reward. If the opponent properly reacts to the roller, big deal, you get hit with an aerial or something. But if they fail to react to the roller and get buried, they’re either eating a TON of damage, or flat out losing the stock. Not to mention the free jump they get with it when off stage.
Shoo hoo “if the opponent properly reacts to the Roller, big deal” “It doesn’t matter what happens when people do what they’re supposed to do, if you do the wrong thing something bad will happen”
Rollers in splatoon are complete garbage tho and easy pickings for anyone running something besides an aerospray. I think the bury mechanic should only start to happen at 100-120%
Here are the best inkling combos from my experience: Side B into Up smash Side B into F smash Side B into Down smash Side B into Down B Side B into Up tilt Side B into Down tilt Side be into F tilt Side B into F air Side B into Back air Side B into Up air Side B into Down air Side B into Side B Yea side B into pretty much anything sense it keeps you grounded for so long! :D
I appreciate how much effort was put into this compared to others that I've seen. An actual edited video instead of just a stream clip, voice over of well written script with relevant clips playing that were recorded or gathered separately, and it's all coming from someone who obviously knows their stuff. Nice.
Great vid man! Something I never see people talk about in regard to roller… The ink on the ground slows your opponents down QUITE A BIT. One of the weaknesses of Roller is that it’s a pretty strong commitment. You want to be sure that you’re getting the hit, or at least that you’re not just hitting shield, or getting naired while you’re doing it. Against faster characters that like to dash dance, or run away, this can almost feel impossible at times if they’re just “playing around roller” similar to how Melee players will play around grab against IC’s, or Smash 4 players will play around Monkey Flip against “Diddy Kong.” A way to negate this against fast ground based opponents (Roy for example), is to actually ink the stage with roller. This turns your opponents dash dance into mush. The timing changes completely for them, and the speed and distance are also nerfed. This allows whiff punishing to become much easier. You can either whiff punish their grounded moves (because you actually move FASTER on the inked stage), or you can now predict their aerials, as they can’t get a running start, and it’s basically the only thing you now have to watch out for. This also opens up more opportunities to get a grounded Roller, because you can simply dash dance an attack, and then whiff punish…WITH ROLLER lol This character is dumb…and my current favorite in the game. lol -B
I officially made the decision to main Inkling yesterday because of how fun it was for me and how quickly I suprisingly learned to play as her, but not even a quarter way into the video, and I already learned more about how to play Inkling, so thanks :D
How to Play Inkling: -At low percents make sure to use cookie-cutter true combos like up throw, nair, nair or down-throw fair to build percent while also inking the opponent. As you proceed to mid percent you may have to start fishing for combos. However, at kill percent try up-throw upair for kill confirms or make a hard read into roller F-smash or Up-smash!- *(1) Ink the Opponent (2) Profit*
The inkling matches near perfectly with their games. They have the set of tools to handle any situation, but it's very easy to mess up the timing, positioning, and chaining of these actions. It's still fun because it's colorful, quick, and unique.
Super useful stuff and very helpful info; been wanting to mess around with Inkling and those ways to cancel out of the roller I didn't really know about. Might help me settle on a good 7-10 characters to focus playing around before narrowing it down to a sort of personal top 3 I use more seriously.
Yeah, I think Roller is busted. Along with that I know many things that most people don't know about Inkling. Using it out of a run isn't actually optimal and I'm not saying that because I don't like it that way. I'm saying that based off of years of research.
Im excited you have interest in smash ultimate. I never played much melee but I really enjoyed watching your peach! This guide is the most indepth guide i have seen for ultimate i love it!
I'm not sure how in the hell this guide went under my radar because I definitely love some Inkling when I get to play Ultimate. *Puts head down and continues watching*
But with a upsmash you can easily go under and hit the opponent with an upair which often times is a kill confirm.. I find that to be a lot safer especially if you’re not the best at ledge guarding
At low percents, I use the UpSmash while buried because it actually inks more than the FSmash, also I don't stale the kill confirm. At high percents, I use the FSmash to kill.
Good stuff! I'm trying to get better at Inkling so this was very helpful. I never had really thought about the crazy mind games that roller can bring about. Good to know. ;)
This is pretty helpful, even for a scrub like me. Inkling just doesn't "click" with me, and I think I know what to start learning to fix that now. I just didn't understand the special moves well, and they seem to be a pretty special-heavy character.
Top tip:when your opponent(s) are other a hundred percent, it will be a massive opportunity to ground the then a+tlt which is a 99% critical as the can not get out for around 4-3 seconds(you dont have to charge the attack and just tilting is quicker to the side :)
Another good tip to have better chances of landing a roller is to do it when someone’s about to land or when someone’s on the ground and is possibly going to roll back up.
Is this on an earlier patch? I've been trying to do the down throw combo strings at 12:15 and it's difficult to hit consistently. At 27% down throw on Marth brings Marth to 35.4% whereas it looks like Marth is 35.8% after the down throw in your video. I'm on 1.2.1.
Can someone tell me what he says at 3:20 ? “People missing ?????? on purpose...” I don’t know why it’s sometimes hard to understand some of his words. I guess I’m just missing the smash lingo...
Kenneth Funes He goes further to explain that some people miss the tech on purpose so that they don’t get hit by a roller, which could happen if they did tech.
When they miss a tech, those two jabs are jab locking the opponent. You need to give a brief pause (wait for the jab animation to end) and then f smash. They won’t be able to react since they’ll be locked from the jab lock
While watching this video, I found a pretty cool little combo with bombs and squid jump (the up special), that can lead into even more attacks. What you want to do, is up throw, throw a splat bomb under your opponent, then land an up special to hit your opponent to the right, making them hit the splat bomb. If they areat low percents, you can try to see if you can land the falling hitbox of squid jump onto them once they have been hit by the bomb. It works at high percents as well. Need to still test if its a true combo though, or if you can di out of it.
Not even off a bury either. They found if an enemy genuinely mashes to the best of their ability, its possible to get out before you can even jumpcancel into any smashes, all the way up to like 130%
Roller has been significantly nerfed since the creation of this video soon after Smash released, so opponents can usually get out at low percents or if Inkling doesn't get on them right away, though it is still pretty much a certain stock at high percents.
I saw Coney jump and airdodge down and back out of the roller in order to get back to their grounded opponent. It looked REALLY quick and the upsmash that came out of it happened really quickly. How does that compare to the other methods of canceling the roller that you described (jumping and just canceling it with Z)? It looked like it is faster than just the Z cancel.
Really great guide, thank you so much! But I want to ask for one thing; more information about the up throw up air. I tried it many times, but can't seem to get the timing right? And are these the percents the enemy has to be before or after the up throw? And what if the enemy is inked? All that stuff is very confusing to me, so a bit more clarification would be really nice!
Ink doesnt affect knockback. Percents are for BEFORE throw, you can also pummel to the necessary percentage. Remember that rage is a thing and will eventually affect the percentage range when you're high damage. Now for the timing. The Boo Yah is so damn hard to do, its almost frame perfect it feels like, but once you get it its not so bad. While you're in the animation for upthrow, HOLD jump to buffer it. As you jump, halfway, press jump AND upair at the SAME time. Practice this in training mode. doublejump should come out at about third line. Combo counter will read 4 if its true (more if you pummel ofc). Using slow motion at first may help. Good luck!
What determines the amount of time you are stuck into inkling's roller attack? Does damage matter, or do you have to press some buttons to break away faster?
HELPPPP! Why do I have trouble making doing the down throw to nair to nair combo a true combo? Is there a trick I don’t know about or is it a frame perfect thing?
I think y'all overrate the roller. It's bad at long range, and at close range, it starts on frame 16 and can be cancelled on frame 31, plus jumpsquat, so that's what, a 34 frame commitment? If you keep it in mind, you can probably punish it fairly consistently on shield, making it a high risk high reward move. Edit: just labbed it out, it's more like a 48 frame commitment because you're locked into the jump animation for so long. It's also got only 6 frames of shield stun not accounting for hit lag, so assuming it hits on frame 16, that leaves around 26 frames to punish, 9 before the jump.
Wait, you have a youtube channel? I knew about you from documentaries on competitive smash (binge watched a few of them) XD So you're like one of the "5 gods" from mele right? XD Damn, lemme subscribe rn, im glad your video popped out in my recommended, I didn't even know you had a channel XD I think I'll go watch much of your old content too.
I'm not confident at all in challenging off-stage as any character because I'm scared that I'll mess up and just end up looking like an idiot or get spiked out of no where, so as an inkling I just stay at the edge and try to use my bombs to apply some sort of pressure, however eventually people easily know this habit after a while, so I wondered if anyone has some tips for off-stage combat? And when I should or should not try to get the spike or combo aerial because I genuinely want to improve not as an inkling player, but a general smash player.
so i hear up throw + up air is a kill confirm, but i cant manage to actually land the hits. every time i try to use it, they air dodge the up air. what am i doing wrong?
Means judging which direction they're going to tech into (You can hold a direction or remain in one place when you tech) and follow up before they can and react. It's like knowing where someone's going to roll to and hitting them, keeping them in a disadvantageous state.
I've been practicing the downthrow -> Nair -> Nair combo on Marth at 27% (@12:00) but I can never land the 2nd nair. any tips? I can't even hit the first nair 75% of the time :( watched many times even at 0.25 speed.
You may have to buffer your Nair. There will be plenty of videos online explaining how to do this. Buffering ensures your Nair comes out the first frame possible after your initial jump animation. This means, in some cases you can get an extra aerial move in before landing. Practicing a buffered up air with mario is a good way to improve this technique. As without buffering he can only do one up air before landing. But when the first up air is buffered, you can get two in before landing.
Wish that was the standard for people making content on fighting games. Even Melee has differences across regions (and within America IIRC) without patches being a thing.. Smash Ultimate apparently patched in new Shulk stuff and jump cancel water gun charge for Squirtle in the initial pre-release patch so things are bound to change.
It’s insane how quickly the salem-related memes became unfunny. Half the comments on this video are just cringey attempts at a joke ;( great video armada, sorry you have to deal with all these repetitive “jokes”
@@ECamp77 oh my god, I just got epic trolled. I said that I didn't like the meme and then you said it to get me goat. And my goat was got, nicely done gamer.
Skill Z the timing is right but when you upthrow hold jump to buffer a jump at the earliest time possible then time the up air perfect without accidentally making it a short hop
Hey guys, am I the only one who has some trouble pulling out the F-Smash instead of the 3rd jab in a jab lock situation? Is the execution of F-Smash more restrictive in this scenario?
Jack Richards I’m struggling with figuring out that mechanic, how exactly do you use z to cancel the roller? I’ve tried pressing it after rolling a character down and holding it durning the side b and neither seems to work for me
Guys if you still read the comments a very very good/helpful move is grab jab jab forward throw into spam jabs. There actually combos and works even at pretty high percentages. I hate he didnt include that..
Pressing shield + b is too technical for me I prefer to just SD
This is why my special button is x
I'm assuming you mean shield down by sd and tbh that would be way worse than holding shield + b
@evan aragon I believe he meant Self Destruct, although I may be wrong.
Cant sd in online play that would get you banned from online play sadly
@@r.r815 samee
Thanks for the guide Armada! This sounds like it must have taken *years of research*
After what happened recently, I'm laughing really hard on the inside
Koopa Troopa what happened?
8:40 "We're gonna link you to a shart"
lol, I just scrolled down to see if anyone else posted this. It honestly just makes him even more likeable, imo.
It's like when Pewdiepie says "chair"
Everyone complaining about the Roller doesn’t understand the Devs thought process behind designing it.
The Roller isn’t designed to be some regular special it’s SUPPOSED to be a good move. In the actually Splatoon games the Roller is meant to be feared. It covers a lot of turf, 90% of the time it’ll kill you instantly, & it’s very wide so the hitbox is decently big. Now you may be thinking “Uhderr yeah that’s broken”
But this is where you look at the downsides.
It’s slow, once you start rolling you’re committed to it, it’s easy to see coming therefore it’s easy to dodge.
This isn’t meant to be a mean spirited “git gud” Comment, but all you have to do is Jump, block it & punish or, if you can, Parry it which grants an even bigger punish.
Tl;dr don’t be scared of the Roller
NixUniverse the issue is that it’s relatively low risk for inkling with incredible reward. If the opponent properly reacts to the roller, big deal, you get hit with an aerial or something. But if they fail to react to the roller and get buried, they’re either eating a TON of damage, or flat out losing the stock. Not to mention the free jump they get with it when off stage.
@@supershoo4518 isn't this move the same as DK's headbutt and zsS's divekick? But nobody complains about those hmmmm 🤔
Shoo hoo
“if the opponent properly reacts to the Roller, big deal”
“It doesn’t matter what happens when people do what they’re supposed to do, if you do the wrong thing something bad will happen”
Errybody bitched about rollers in Splatoon as well, then they realized you can just walk backward and shoot at the same time lel, or jump
Rollers in splatoon are complete garbage tho and easy pickings for anyone running something besides an aerospray. I think the bury mechanic should only start to happen at 100-120%
Armada should definitely keep doing guides, looks so natural, I liked it a lot, he even makes me want to main inkling
Pretty good video for someone who isn't a part of the Smash community
TunaCashMoney I’m assuming it took you *years of research* to deduce this?
toxic much
TunaCashMoney weeeeeeeb
Zohair Shakir wooooosh
The amount of jargon in this video is annoying.
Here are the best inkling combos from my experience:
Side B into Up smash
Side B into F smash
Side B into Down smash
Side B into Down B
Side B into Up tilt
Side B into Down tilt
Side be into F tilt
Side B into F air
Side B into Back air
Side B into Up air
Side B into Down air
Side B into Side B
Yea side B into pretty much anything sense it keeps you grounded for so long! :D
Instructions unclear. Got Side B into roll 4 times.
Daniel Thomley yea I know I’m only joking because people are making memes about the side B
“Sense” lol it’s since
Hahaaimdefinitelynotabeginnerwhodoesntunderstandanything
@@lousershits1615 Imcompletelywithyouivedefinetlybeenplayingsmashforalongtime
I appreciate how much effort was put into this compared to others that I've seen. An actual edited video instead of just a stream clip, voice over of well written script with relevant clips playing that were recorded or gathered separately, and it's all coming from someone who obviously knows their stuff. Nice.
Great vid man! Something I never see people talk about in regard to roller…
The ink on the ground slows your opponents down QUITE A BIT. One of the weaknesses of Roller is that it’s a pretty strong commitment. You want to be sure that you’re getting the hit, or at least that you’re not just hitting shield, or getting naired while you’re doing it. Against faster characters that like to dash dance, or run away, this can almost feel impossible at times if they’re just “playing around roller” similar to how Melee players will play around grab against IC’s, or Smash 4 players will play around Monkey Flip against “Diddy Kong.”
A way to negate this against fast ground based opponents (Roy for example), is to actually ink the stage with roller. This turns your opponents dash dance into mush. The timing changes completely for them, and the speed and distance are also nerfed. This allows whiff punishing to become much easier.
You can either whiff punish their grounded moves (because you actually move FASTER on the inked stage), or you can now predict their aerials, as they can’t get a running start, and it’s basically the only thing you now have to watch out for.
This also opens up more opportunities to get a grounded Roller, because you can simply dash dance an attack, and then whiff punish…WITH ROLLER lol
This character is dumb…and my current favorite in the game. lol
-B
I am so grateful you are making ultimate vids
I officially made the decision to main Inkling yesterday because of how fun it was for me and how quickly I suprisingly learned to play as her, but not even a quarter way into the video, and I already learned more about how to play Inkling, so thanks :D
We appreciate all you spicy bois putting out these guides.
Just learning that I can cancel out of the roller and refill ink from shield has made this video worthwhile.
Inkling is more Melee Fox rather than Brawl Meta Knight.
Skyline8180 lol
I agree. They both have the tools for many situations.
Skyline8180 it’s true tho. As an Respectful Inkling main who occasionally uses Roller it makes Inkling Melee Fox without shine.
ITT: People who don't know how technical, aggressive and frankly awesome to play Meta Knight was in Brawl.
I can't wait to master my multiroller
How to Play Inkling: -At low percents make sure to use cookie-cutter true combos like up throw, nair, nair or down-throw fair to build percent while also inking the opponent. As you proceed to mid percent you may have to start fishing for combos. However, at kill percent try up-throw upair for kill confirms or make a hard read into roller F-smash or Up-smash!- *(1) Ink the Opponent (2) Profit*
Long have we waited for this Inkling guide. 😍
The inkling matches near perfectly with their games. They have the set of tools to handle any situation, but it's very easy to mess up the timing, positioning, and chaining of these actions. It's still fun because it's colorful, quick, and unique.
Super useful stuff and very helpful info; been wanting to mess around with Inkling and those ways to cancel out of the roller I didn't really know about. Might help me settle on a good 7-10 characters to focus playing around before narrowing it down to a sort of personal top 3 I use more seriously.
Yeah, I think Roller is busted. Along with that I know many things that most people don't know about Inkling. Using it out of a run isn't actually optimal and I'm not saying that because I don't like it that way. I'm saying that based off of years of research.
lool
Mad-Dawg 27 the game hasn't even been out for more than a month
Yeah I know I'am not actually serious
10/10 lmaoo
Bro just defend youself from the roller. How is it busted? It can easily be avoided. Lmao
Im excited you have interest in smash ultimate. I never played much melee but I really enjoyed watching your peach! This guide is the most indepth guide i have seen for ultimate i love it!
I'm not sure how in the hell this guide went under my radar because I definitely love some Inkling when I get to play Ultimate. *Puts head down and continues watching*
way better than the half-assed guide from zero. good job
Generally, roller to up smash is better against light and medium weight characters, and roller fsmash is better against heavy characters.
But with a upsmash you can easily go under and hit the opponent with an upair which often times is a kill confirm.. I find that to be a lot safer especially if you’re not the best at ledge guarding
At low percents, I use the UpSmash while buried because it actually inks more than the FSmash, also I don't stale the kill confirm. At high percents, I use the FSmash to kill.
Good stuff! I'm trying to get better at Inkling so this was very helpful. I never had really thought about the crazy mind games that roller can bring about. Good to know. ;)
Dthrow Ftilt is great at lower percents and can even combo into a short hop nair on some characters
This is pretty helpful, even for a scrub like me. Inkling just doesn't "click" with me, and I think I know what to start learning to fix that now. I just didn't understand the special moves well, and they seem to be a pretty special-heavy character.
8:43 “we are gonna link you to a shart”
Yes. I am looking for shart?
Was disappointed at 8:44 when he said he was going to show a shart and instead it was just a list.
thankU aramada I really like this video with some edition to it, I hope to see more like this in the future
I love you Armada. This guide is informative.
Top tip:when your opponent(s) are other a hundred percent, it will be a massive opportunity to ground the then a+tlt which is a 99% critical as the can not get out for around 4-3 seconds(you dont have to charge the attack and just tilting is quicker to the side :)
Another good tip to have better chances of landing a roller is to do it when someone’s about to land or when someone’s on the ground and is possibly going to roll back up.
Is this on an earlier patch? I've been trying to do the down throw combo strings at 12:15 and it's difficult to hit consistently. At 27% down throw on Marth brings Marth to 35.4% whereas it looks like Marth is 35.8% after the down throw in your video. I'm on 1.2.1.
Can someone tell me what he says at 3:20 ? “People missing ?????? on purpose...” I don’t know why it’s sometimes hard to understand some of his words. I guess I’m just missing the smash lingo...
Kenneth Funes He goes further to explain that some people miss the tech on purpose so that they don’t get hit by a roller, which could happen if they did tech.
How does he do double jab f-smash?When i try i do all 3 jabs
When they miss a tech, those two jabs are jab locking the opponent. You need to give a brief pause (wait for the jab animation to end) and then f smash. They won’t be able to react since they’ll be locked from the jab lock
sunayoru thx
I'll never become a good inkling main, even on how hard i try.
Update?
Thank you Armada, I really needed the edge guard tip, I always try it and die, it's because I was always using the same thing, or most of the time
Can't wait for Armada to be part of the Smash community, specially at a Tournament. Can you imagine winning one being out of the community? 😱
if inkling down throws you center stage she can combo two nairs in to a short hop down air spike at around 30 percent, it is very strong
While watching this video, I found a pretty cool little combo with bombs and squid jump (the up special), that can lead into even more attacks. What you want to do, is up throw, throw a splat bomb under your opponent, then land an up special to hit your opponent to the right, making them hit the splat bomb. If they areat low percents, you can try to see if you can land the falling hitbox of squid jump onto them once they have been hit by the bomb. It works at high percents as well. Need to still test if its a true combo though, or if you can di out of it.
Tbh, this is best used at 20 or higher, bc if its less than that, and they don't miss the tech, you can easily get punished.
Calling this the Bomb Jump Combo
No way this is true. The labbers at the discord tried all sorts of bomb combos and none work on account of the bomb just taking too long to come out.
Not even off a bury either. They found if an enemy genuinely mashes to the best of their ability, its possible to get out before you can even jumpcancel into any smashes, all the way up to like 130%
When I roller my brother. He spams the controller, which sounds really funny. And gets out before I can hit him
Roller has been significantly nerfed since the creation of this video soon after Smash released, so opponents can usually get out at low percents or if Inkling doesn't get on them right away, though it is still pretty much a certain stock at high percents.
Its also called mashing. It can be mashed iut of
why is your youtube in dutch at 13:55?
I saw Coney jump and airdodge down and back out of the roller in order to get back to their grounded opponent. It looked REALLY quick and the upsmash that came out of it happened really quickly. How does that compare to the other methods of canceling the roller that you described (jumping and just canceling it with Z)? It looked like it is faster than just the Z cancel.
Thanks dude this helped me learn more on my favorite character and the dash grab and up is a good combo for people who use grabs and dashing
Im having a hard time with the Ink bomb. What buttons you press to launch it?
I still don’t get the roller-cancel... do you hold down Z or A then jump? How do you just “stop” it because I’m having some serious trouble with it.
Btw thx Armada for helping me make my inkling better
My school has a smash club now and so my friend was gonna help me with inkling but this really helped with it
12:20 that's so clean
I never knew you had a TH-cam channel. Nice video!
Such a great guide!
Really great guide, thank you so much!
But I want to ask for one thing; more information about the up throw up air.
I tried it many times, but can't seem to get the timing right?
And are these the percents the enemy has to be before or after the up throw?
And what if the enemy is inked?
All that stuff is very confusing to me, so a bit more clarification would be really nice!
Ink doesnt affect knockback. Percents are for BEFORE throw, you can also pummel to the necessary percentage. Remember that rage is a thing and will eventually affect the percentage range when you're high damage. Now for the timing. The Boo Yah is so damn hard to do, its almost frame perfect it feels like, but once you get it its not so bad. While you're in the animation for upthrow, HOLD jump to buffer it. As you jump, halfway, press jump AND upair at the SAME time. Practice this in training mode. doublejump should come out at about third line. Combo counter will read 4 if its true (more if you pummel ofc). Using slow motion at first may help. Good luck!
6:50 SPLAT BOMBS
But how do the roller setups you've described change with the February patch decreasing the burying effect?
Can u do double jab into the other smash attacks?
What determines the amount of time you are stuck into inkling's roller attack? Does damage matter, or do you have to press some buttons to break away faster?
But how many years of research did you put into this?
To add to Inkling’s bomb, if you charge it all the way, it actually knocks your opponent towards you, leading to some nice follow ups.
HELPPPP! Why do I have trouble making doing the down throw to nair to nair combo a true combo? Is there a trick I don’t know about or is it a frame perfect thing?
I think frame perfect
As an inkling main, I aproove
I think y'all overrate the roller. It's bad at long range, and at close range, it starts on frame 16 and can be cancelled on frame 31, plus jumpsquat, so that's what, a 34 frame commitment? If you keep it in mind, you can probably punish it fairly consistently on shield, making it a high risk high reward move.
Edit: just labbed it out, it's more like a 48 frame commitment because you're locked into the jump animation for so long. It's also got only 6 frames of shield stun not accounting for hit lag, so assuming it hits on frame 16, that leaves around 26 frames to punish, 9 before the jump.
very informative guide
If the piranha plant is a character why not a goomba? Or a Koopa!
3:02 "top weekly donator: mrbeast6000 - $1001"
wait what
yeah he donated.
Armada also has a vid about it
How much will let him teach me how to play smash--beast
$1000--chat
I'll pay more just in case--beast
Wait, you have a youtube channel?
I knew about you from documentaries on competitive smash (binge watched a few of them) XD
So you're like one of the "5 gods" from mele right? XD
Damn, lemme subscribe rn, im glad your video popped out in my recommended, I didn't even know you had a channel XD
I think I'll go watch much of your old content too.
I'm not confident at all in challenging off-stage as any character because I'm scared that I'll mess up and just end up looking like an idiot or get spiked out of no where, so as an inkling I just stay at the edge and try to use my bombs to apply some sort of pressure, however eventually people easily know this habit after a while, so I wondered if anyone has some tips for off-stage combat? And when I should or should not try to get the spike or combo aerial because I genuinely want to improve not as an inkling player, but a general smash player.
Jtails just posted a really good guide on offstage play: th-cam.com/video/IdNoSa63NjI/w-d-xo.html
Where is the chart for which characters to up smash in roller?
so i hear up throw + up air is a kill confirm, but i cant manage to actually land the hits. every time i try to use it, they air dodge the up air. what am i doing wrong?
Either you're acting too slow out of the upthrow, Or they are out of kill percent.
8:43 shart
What're some good approach options for Inkling?
Awesome guide Armada!
Where can I join bootcamps to practice?
Very good video,
That helped me to main inkling :)
I’m relatively new to competitive, what does “tech chase” mean exactly? (I know what teching is) just hitting them before they tech?
Means judging which direction they're going to tech into (You can hold a direction or remain in one place when you tech) and follow up before they can and react. It's like knowing where someone's going to roll to and hitting them, keeping them in a disadvantageous state.
@@SamWeltzin awesome. Thank you very much for responding
What buttons do you press to dash?
Oh thank God, a badass guide to my favorite character.
Why does her Up-Special have a hitbox? It was never like that in her games.
how do you do 2 nairs in a row from a short hop? the down throw + short hop + nair + nair combo isnt working for me.
James T I get how to do it but I don’t understand how to make it a true combo
It’s never true they can di away and fuck the combo
Can i do this stuff without a gamecube controller?
Would cloud be able to spotdodge uptilt before the roller comes out?
Can inkling Dash under samus' charge ball smash?
I've been practicing the downthrow -> Nair -> Nair combo on Marth at 27% (@12:00) but I can never land the 2nd nair. any tips? I can't even hit the first nair 75% of the time :( watched many times even at 0.25 speed.
You may have to buffer your Nair. There will be plenty of videos online explaining how to do this. Buffering ensures your Nair comes out the first frame possible after your initial jump animation. This means, in some cases you can get an extra aerial move in before landing. Practicing a buffered up air with mario is a good way to improve this technique. As without buffering he can only do one up air before landing. But when the first up air is buffered, you can get two in before landing.
I haven’t made it through the whole video, but there is something I want to know. Does inklings 2nd jab keep people in jab lock?
Thomas Jeffperson ye
How do you get jab jab f-smash? I always get jab jab jab even when I input Smash attack
Probably c-stick/right stick
glad ultimate has reignited ur flame for smash :")
Woah this is pretty cool! I'm trying out inkling rn and this is really helpful!
This vid should probably mention the version of the game, just in case Sakurai's team pays attention
Wish that was the standard for people making content on fighting games. Even Melee has differences across regions (and within America IIRC) without patches being a thing..
Smash Ultimate apparently patched in new Shulk stuff and jump cancel water gun charge for Squirtle in the initial pre-release patch so things are bound to change.
would it be okay if you post a picture of the chart at 9:31 ? thank you in advance 🙏🏾
amazing guide man
is this guide still relevant? or has there been more optimized play styles of inkling
but what about the controls? i dont get it.
It’s insane how quickly the salem-related memes became unfunny. Half the comments on this video are just cringey attempts at a joke ;( great video armada, sorry you have to deal with all these repetitive “jokes”
I would like to see your research for your statement
How long did this research take you to make this deduction?
I didn’t really agree with this comment until I read the replies. This meme is terrible.
@@mattsmith457 I'm gonna need to see your research for your hypothesis of said meme being terrible. Please have multiple years worth of data.
@@ECamp77 oh my god, I just got epic trolled. I said that I didn't like the meme and then you said it to get me goat. And my goat was got, nicely done gamer.
I can’t get the booyah combo go remain true, how do I get this to work?
Skill Z the timing is right but when you upthrow hold jump to buffer a jump at the earliest time possible then time the up air perfect without accidentally making it a short hop
Idk know but the inklings jab is not shooting the gun anymore anyone know why?
Cherry Slurpee
You have to press A multiple times then hold for the Splattershot jab
Hey guys, am I the only one who has some trouble pulling out the F-Smash instead of the 3rd jab in a jab lock situation? Is the execution of F-Smash more restrictive in this scenario?
bibou B what i generally tend to do is to dash -> jab 1 -> dash forward-> jab 1 -> dash foward -> fsmash
9:37 How did they test Piranha Plant? lmao
His framedata is in the game, so I guess it's safe to assume based off of that.
No, it have nothing to do with framedatas, it's the size
I didn't know there is a "weak" and a "strong" backair etc. - could someone explain plz?
Aerial attacks done out of shorthop do less damage, and thus could be considered "weak"
yeah, but I mean he talks about both weak backair and a strong backair. both backairs, right?
thank you so much for telling me you can cancel roller with z i had no idea
Jack Richards I’m struggling with figuring out that mechanic, how exactly do you use z to cancel the roller? I’ve tried pressing it after rolling a character down and holding it durning the side b and neither seems to work for me
@@DylanKloch it takes a second to cancel, but other than that idk what you're doing wrong. It has to be ZL though.
Guys if you still read the comments a very very good/helpful move is grab jab jab forward throw into spam jabs. There actually combos and works even at pretty high percentages. I hate he didnt include that..
Amazing guide!