How to train an Inkling amiibo in Super Smash Bros. Ultimate

A complete summary of Inkling’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, quirks in artificial intelligence, and an archive of tournament representation and results.

Recommended Training

An amiibo becomes strongest when it is mirror matched all the way to Level 50 with its Learn button switched on. For more information on effectively raising an amiibo, follow this link. Here is a complete breakdown of Inkling’s moveset and which options to focus on during training:

  • Neutral: Inkling’s rapid jab racks up damage at low percentages, making it a solid neutral tool. Forward tilt and up tilt can also be used. Down throw is another option to consider, as it leads into a neutral aerial (and both of the aforementioned tilts). Be sure to replenish ink as often as possible; the AI often forgets to do this and needs to be taught.
  • On-stage KOs: As with most fighters, Inkling relies on its smash attacks to KO opponents on-stage. Forward smash is Inkling’s strongest grounded kill move, while up smash serves as a strong aerial punish. Down smash should be used in moderation; overuse of the move will result in the AI learning to spam it.
  • Above-stage: Inkling can use up tilt and up smash to juggle aerial opponents. If it is launched above the stage, it can try and secure a landing with neutral aerial, forward aerial, or back aerial.
  • Off-stage: Forward, back, and down aerials are all solid gimping tools. Thanks to an excellent recovery, Inkling can afford to go off-stage, so make every effort to do so.
  • Moves to avoid: Splat Roller should generally be avoided. The AI tends to run off-stage and to its death. Splat Bombs should also be kept in check so that they do not use up Inkling’s ink.

    Stats & Spirit Effects

By all accounts, the best Spirit effects in the game are Super Armor, Slow Super Armor, Armor Knight, and Autoheal. Unfortunately, most (if not all) of these bonuses are prohibited in competitive play; indeed, most of these effects work well with Inkling. For trainers looking to participate in tournaments where these Spirit effects are banned, here are a handful of alternate options: Air Attack ↑, Weapon Attack ↑, and Toss & Meteor. In terms of stat spreads, setups between 2400 / 1800 and 2100 / 2100 are viable options to consider.

If you would like to read more guides, please follow this link. This guide was written by Cloud.





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