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A what if moveset of Inklings.

By AuraGuardian on January 8, 2016
2 views

So, I had the burning passion to come up with a moveset for the Inklings if they were to be a fighter in the NX Smash Bros game, when ever that happens. So, here is a general idea of a moveset. Obviously not perfect, and that is fine. I'd like to get some feedback, even what you think the Inklings could play like.

In terms of weight, they would be light weight, with heavy gravity. Decent walk and meh run. Decent Jump. A kit that focuses on projectile play.

Standard B: Splat Bomb. Throw out a Splat Bomb that explodes after 1 second when it touches the ground. Using in the air would make it take longer. Maybe decent knockback, doing around 8-10% damage.
-(Custom 1): Burst Bomb. Throws a Burst Bomb that has weak damage, about maybe 3-5%, and little knockback, but explodes on contact and can throw about maybe two or three.
-(Custom 2): Suction Bomb. Throws out Suction Bomb, capable of sticking onto surfaces and enemies. After 2 seconds of coming into contact with something, it explodes. Maybe around 10-14% damage and decent knockback.
Side B: Splat Roller. Inkling would swing out the Splat Roller, staring above the head and slamming it down. The slam causes ink to fly out. The ink itself has little KO potential, but can cause some damage, maybe 6%. Getting hit by the roller would deal about 15% damage and have good knockback. However, the attack ain't super fast.
-(Custom 1): Carbon Roller. Same motion, only the ink splash is weaker, doing 3%. Getting hit by the Carbon Roller would only cause about 8% and has less KO power, but is significantly faster.
-(Custom 2): Dynamo Roller. Same motion, but significantly slower. The Ink would do about 12%. Getting hit by the Roller would do about 30% damage and has great knockback.
Up B: Super Jump. The Inkling turns into a Squid, quickly propelling him/herself with a stream of ink. The Inkling's Squid body is an active hit box, dealing 9% damage early, 6% mid way through the attack, with 3% late. The direction can be influenced upon activation. 
-Custom 1: Ink Stream. The Inkling turns into a Squid, spews Ink to propel him/herself in a much more controllable direction. The distance is longer, but deals no damage.
-Custom 2: Inksplosion. Same as Super Jump, but travels less farther. In return, the Ink explosion deals 5% damage, with the Squid body dealing 16%.
Down B: Heavy Spatling. The Inkling brings said weapon that can be charged up for some heavy Inkpower. Charging is slow in the air, but decent on the ground, about 6 seconds for a full charge. Charges don't hold. Once fully charged, or prematurely fired, the Heavy Splatling fires many rounds of ink. The direction of fire can be altered up or down while firing, each blob doing about 2%, perhaps dealing 28% if all shots hit, able to put some heavy damage to shields. Can be used for some edge guarding.
-Custom 1: Mini Splatling. Takes 2 seconds to fully charge on the ground, but is slow to charge in the air. Each shot deals 2%, dealing 14% when all shots connect. Fires half the distance of the Heavy Splatling.
-Custom 2: Hydra Splatling. Takes 12 seconds to fully charge on the ground, being slow in the air. Each blob does 2%, dealing 60% with all hits connecting. Can shieldbreak after 7 seconds of charging. The distance it fires is about 50% farther than the Heavy Splatling after 6 seconds of charging. 
Ground Attacks:
Nuetral: A quick fire of three ink blobs from the Splattershot. Each blob deals 3% damage.
F-Tilt: The Lunar Blaster is used to shoot a powerful blast. The splash damage deals 3%, with a direct hit causing 13% damage, with good knockback.
D-Tilt: The Inkling swipes the Inkbrush at the floor, near their feet. The move can be used numerous times, dealing about 2% each hit. Has about a 30% chance of tripping fighters.
Up-Tilt: The Inkling uses the Slosher to quickly throw a mass of ink in a slightly arced fashion. Deals 8% damage.
F-Smash: The Inkling pulls out a Splat Charger, firing a concentrated shot of ink. A quick fire deals 4%, barely traveling far. A slight charge doesn't travel further, but deals 7%. A mid charge goes slightly farther, dealing 10%. A near full charge deals 15% damage, goes a nice distance, and has decent knockback. A full charge deals 30% damage, has high knockback, and can break shields. The charge for this Smash attack is longer than most.
D-Smash: The Inkling uses the Inkbrush to swing around in a circular motion once. Deals 13% early, with 9% late.
Up-Smash: The Inkling uses the Splattershot to fire a steady stream of ink above the Inkling, dealing 15% damage if the entire attack connects.
Their Grab will probably be sorta short range.
Pummel: A bash from the bottom of the Splattershot. 3% and kinda slow.
F-Throw: Fires a quick round from the Splattershot. Deals 8%, little knockback.
D-Throw: A quick toss to the ground, with a few quick shots from the Splattershot. Toss (3%). Splattershot rounds (10%). Little Knockback.
B-Throw: The Inkling quickly, while turning into a squid, jumps to the fighters head. Gripping onto the head with their tentacles, they suplex the fighter into the ground. Deals 13% damage with nice knockback. Potential kill throw near the ledge.
Up-Throw: A toss into the air, with a quick shot from the Lunar Blaster. Toss (2%) Direct Hit (13%) Splash Damage (5%). A potential kill throw.
Dash Attack: The Inkling quickly turns into a Squid, short hopping into the air and performing a corkscrew spin attack. Deals 7 hits.
Hit 1-6 (0.7%) Hit 7 (4%)
Edge Attack: Fires a shot from the Splattershot as he/she gets back up. (5%)
Aerial Attacks:
N-Air: Uses the Inkbrush to perform a cartwheel motion in the air. 8% damage.
F-Air: Throws Ink with the Slosher, traveling farther than the Up-Tilt. 6% Damage.
D-Air: Uses the Octobrush to quickly fling Ink beneath the Inkling. The Ink causes 2% damage. Getting hit by the Octobrush deals 14% damage and can Meteor Smash.
B-Air: A shot from the Lunar Blaster, slightly propelling the Inkling forward. Direct Hit (15%) With good knockback. Splash Damage (4%)
Up-Air: Uses the Octobrush to Sweep in an arcing motion above the Inkling's head. (10%)
Final Smash:
Kraken: The Inkling transforms into the All powerful Kraken. Like in Splatoon, the Inkling is capable of traveling upon any surfaces, including the sides of stages. Hitting the attack button cause the Inlikng to perform a Spin Attack, dealing nice damage and great knockback. The Inkling is still Capable of performing Super Jump, stronger and keeping it's strength throughout the animation. They are invincible to damage and flinching, but can be pushed back with attacks that have good knockback.
So what do you all think?

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