When Is Swimming From Spawn Faster Than Super-Jumping?

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 69

  • @chemizmatyk1644
    @chemizmatyk1644 9 หลายเดือนก่อน +174

    On a side note, one thing I've seen in a japanese short, if you launch yourself before super-jumping from spawn, you gain the respawn armour, which just might save you from dying. (it also takes roughly the same amount of time as doing it normally)

    • @bodyofwater99
      @bodyofwater99 9 หลายเดือนก่อน +26

      This really only works if you have 3 pures of qsj

    • @chemizmatyk1644
      @chemizmatyk1644 9 หลายเดือนก่อน +24

      @@bodyofwater99 I tested it in recon and you're right, you need at least 2 mains (and one sub I think) of qsj for this to have an effect. I guess in the video I saw it was a bit of a meme pick, but it sure can surprise people

    • @_hret
      @_hret 9 หลายเดือนก่อน +2

      ​@@bodyofwater99 even without qsj, it can save you from dying to booyah bombs or tristrikes while in midair if your jump is being camped

  • @jawaduddin4244
    @jawaduddin4244 9 หลายเดือนก่อน +113

    Quick tip for super jumping back to spawn:
    If you hold down the Down button on the D-pad, then press X and then A (in that order), you can execute a fast super jump to spawn out of any bad situation.

    • @hfcred5242
      @hfcred5242 9 หลายเดือนก่อน +24

      Additionally, your jump will start sooner if you're holding down ZL

    • @metalridleyz
      @metalridleyz 9 หลายเดือนก่อน +13

      One more tip: Try to look for your team backline's arrow key when the game start (it's usually the right key).
      More often you only need to jump towards teammate instead of spawn to not entirely disengage.

    • @holyelephantmg8838
      @holyelephantmg8838 9 หลายเดือนก่อน +4

      @@metalridleyzuntil they attack your backliner due to the person stopping them from attacking just super jumped out, leading to your jump getting camped

    • @jeffreysherman8224
      @jeffreysherman8224 9 หลายเดือนก่อน +4

      I've seen Latias do this so fast you can't even see the map on the video in real time! The video is in 60fps and the map is on screen for *2 frames!*

    • @SimoneBellomonte
      @SimoneBellomonte 9 หลายเดือนก่อน

      @@hfcred5242 Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿

  • @jeffreysherman8224
    @jeffreysherman8224 9 หลายเดือนก่อน +14

    The amount of squidiots in X-rank superjumping into enemy ink and their instant death is astounding to me. The last part should have been the main body of this video essay. No matter how much time you save by superjumping in, it's completely taken away and made much worse if you jump into traffic and die immediately. Instead of gaining 2 seconds you lose 10 or more!

  • @skadi2911
    @skadi2911 9 หลายเดือนก่อน +25

    It's true for almost every decisive action you take in the game, like engaging in a fight, pushing, going back to anchor your team... But especially before you super jump, it's always mandatory to look at the different advantage states of the game. Who has numbers advantage ? Special advantage ? Who has paint control ? Are you in defense or in a push ? Looking at all of that and acting accordingly is the whole difference between a smart superjump and a dumb one.
    Also pay attention to your abilites of course. As a Hydra main, i don't run stealth jump, which means i always look especially at these informations before jumping in. If an opponent has a booyah, a tristrike or a zooka ready, i always choose to swim back, even across the whole map. As i go down only 2 or 3 times per game, i especially don't want to ruin my returns to play since they're supposed to be pretty rare.

  • @goombasinastack6625
    @goombasinastack6625 9 หลายเดือนก่อน +5

    little known fact is that you can actually super jump while in squid form climbing a wall! this is much faster and often safer than dropping to the floor, since people just. don’t expect you up there

  • @JakoBpyroTech
    @JakoBpyroTech 9 หลายเดือนก่อน +8

    This topic is something I've put a fair amount of thought into, and something I'd like to say I have a good feel for. Also, Sub Power Up on beakons can make closer to base placements more worthwhile, though Beakons deep in spawn probably still aren't worth it.

  • @squidsurge71
    @squidsurge71 9 หลายเดือนก่อน +42

    If you are swimming and your kit allows it, throw a bomb somewhere in your spawn while you’re swimming back to the fight. Unless the enemy team is in your base, you will regenerate the ink lost from the bomb before reaching the fight and you will gain a little extra special charge

    • @ollimarz
      @ollimarz 8 หลายเดือนก่อน

      Wow I didn't know that! That's a very helpfull tip! But did you know that if you press the ZL button, you can turn into a squid or an octopus? From there, you can swim in your own ink, so that you can move around faster instead of just moving normally. Its quite the powerfull move that all of the good players use.

    • @shybandit521
      @shybandit521 8 หลายเดือนก่อน +6

      ​@@ollimarzit's a nice tip that a lot people won't have considered, you don't need to be an annoying little nerd about it.

  • @TCEvie
    @TCEvie 9 หลายเดือนก่อน +12

    Also think of the following, in roughly descending order of importance
    1. How relevant is the area you're going to be superjumping into for your weapon? If your best superjump is still 5 seconds swim distance away from a relevant position for your weapon, eg a heavy splatling jumping to a range blaster and needing to back up and climb a ramp, then consider that too. A jump that's worthwhile for a vdualies player may not be worth it for a splat charger player.
    2. How well can your weapon defend itself if its jump is camped? Do you have tetras? Or maybe custom blaster with splashdown ready to go? Are you a splatana that can oneshot on landing? Drop roller ballpoint? Are you an explo? Dapples? Dynamo? These weapons all will have different times defending themselves
    3. If you're jumping to a wall weapon, can you call out on comms for them to protect your jump? Eg. asking your mate on .52 to wall your jump and move away to draw aggression or stall
    4. As dumb as it is, was super chump or screen just popped in the area or about to be popped? It's kind of gimmicky, but it does genuinely work to hide jumps sometimes

    • @trickygamer555
      @trickygamer555 8 หลายเดือนก่อน +1

      5: do you just want to use splashdown or are you genuinely thinking you should be superjumping to that location?

  • @vthedragonprince
    @vthedragonprince 9 หลายเดือนก่อน +12

    Lol I'm mostly worried about launch time

    • @rubberchickensfoot8912
      @rubberchickensfoot8912 9 หลายเดือนก่อน

      What does this have to do with speed of leaving spawn

    • @vthedragonprince
      @vthedragonprince 9 หลายเดือนก่อน

      @@rubberchickensfoot8912 for the randoms that launch then jump

  • @marietrans8950
    @marietrans8950 9 หลายเดือนก่อน +6

    Thanks gem my brain did not do the think for me

  • @stevieie2837
    @stevieie2837 9 หลายเดือนก่อน +1

    "The Haggle sponge" is very shallow.
    This swim time is also offset by you swinging the roller and falling. If the goal is to compare swim speed and super jump, then your comparison should involve you swimming for more frames than you're in the air for.

  • @Whoeverheis11
    @Whoeverheis11 9 หลายเดือนก่อน +1

    I've been curious about this for a while, but I kinda want to figure it out myself. I'm still gonna play out the video for the algorithm, I just won't be listening to it.

  • @SoftestPuffss
    @SoftestPuffss 9 หลายเดือนก่อน +1

    3:37 Tower passing jump marker: Watch this.

  • @Terotrous
    @Terotrous 8 หลายเดือนก่อน +2

    Don't forget that if you're jumping to a beacon, and the beacon placer has Sub Power Up (which many beacon players carry), your jump is faster than normal, which would skew the equation. Most competent beacon placers will also tend to place them in spots that are fairly protected, which in theory should make the jump a little safer as well.

  • @MrMalix
    @MrMalix 9 หลายเดือนก่อน +2

    0:27 While that is normally true, I would like to argue my case for the perfectly viable build of running 3 mains 9 subs of sub power up. The UI navigation + miniscule jump time is faster than jumping back to spawn with Down+X+A. I would appreciate refraining from pointing out any flaws in my reasoning

  • @robostew
    @robostew 9 หลายเดือนก่อน +2

    3:36 "if you jump though, you are 100% going to land on that spot no matter what happens in the next three seconds"
    (unless the tower scares away your jump point)

  • @KorotasGeckoGamingCorner
    @KorotasGeckoGamingCorner 9 หลายเดือนก่อน +3

    I feel like having beacons near spawn would only be useful in Clam Blitz, and that wouldve been better back in S2 where you'd lose clams if you jumped directly to your spawn point

  • @MegaManNeo
    @MegaManNeo 9 หลายเดือนก่อน +2

    My rule of thumb for super jumps is... is the area safe?

  • @m30w7h
    @m30w7h 9 หลายเดือนก่อน +1

    I never see anyone discussing sub power up on beacons. I always make sure its a main so people can see it in the quick view on the map screen... and I still have people jumping directly to me when I'm 2 feet from a beacon 😅

    • @Ashsams
      @Ashsams 8 หลายเดือนก่อน

      Do your teammates check the quick view? It's a good idea but idk if it's worth it in solo, especially because the benefits of Sub Power Up for beacons drops off after 2 subs due to diminishing returns.

  • @epicsause21
    @epicsause21 9 หลายเดือนก่อน +4

    Also, if your spawn isn't completely in your color, you can gain special meter by swimming

  • @lloyd2226
    @lloyd2226 9 หลายเดือนก่อน +2

    I use sub power up with my beacons to make them give my teamates superjump. Thus I sometimes make close beacons that are faster to superjump, though many don't know this and don't use them

    • @trickygamer555
      @trickygamer555 8 หลายเดือนก่อน

      I'm not going to check everyone's abilities just to see if I should superjump to someone's beacons.

  • @brain_cell
    @brain_cell 9 หลายเดือนก่อน +2

    As someone who really likes using beacons, I seriously hate how small and narrow most of the maps are

  • @galaxy2856
    @galaxy2856 9 หลายเดือนก่อน +1

    Any tips for beating smurfs in low elo?
    im new to splatoon and rank C and i keep getting a duo of smurfs

    • @Colindalugia
      @Colindalugia 9 หลายเดือนก่อน +1

      Assuming you are playing Open, which has less strict matchmaking parameters. So you can be ranked with people who are higher than you.
      If you want to avoid duos and want to rank up, Series is the option you want to go for

  • @dylswerb7492
    @dylswerb7492 9 หลายเดือนก่อน +1

    Jokes on you, I run 3 pures of qsj

  • @hallaloth3112
    @hallaloth3112 9 หลายเดือนก่อน

    >.> Guard your teammates jumps if you are able. And PLEASE look at the map before jumping. If there is ink spattering around someone, don't jump there. I HATE watching 2 people jump to a spot where I just go pinched.

  • @X-A-Z
    @X-A-Z 9 หลายเดือนก่อน

    Good video as usual but lol, I don't even think about jump speed most of the time. If there's no safe jumps I don't jump. Please, if you're playing Hammerhead Bridge and you're the last one alive, please find some cover and provide a safe jump for your team.

  • @amberzephyr
    @amberzephyr 9 หลายเดือนก่อน +1

    Wouldn't you be able to do a back-of-the-envelope calculation using the super jump time and swim speed in units per frame provided by sendou's build analyzer? There are other factors like weapon start up to paint, acceleration, and that paths to mid are non-linear, but this is a guesstimate anyway. These factors for swimming trend towards slowing you down, so I predict that super jumps are a little faster than estimated by virtue of being a simple and linear point A to point B route.
    For example, if you want to equate the distance for a given speed and super jump time, you could do swim speed * 60 frames * super jump time to get the distance where they'd be about the same time. Like on a light weapon with no chunks of swim speed and 1 sub of QSJ, it'd be 2.016*60*3.267=395.18, or about 7.90 training room intervals. So a jump would only be worth at the edge of most spawns and beyond. If you run more swim speed, even more so. If you run a lot of QSJ, it becomes a little more worth it, but a full QSJ build with 3 utility + stealth jump would become 5.44 instead of 7.90. So, it is probably more worth it to run swim speed if you're a weapon that can get around quickly.
    I'm assuming that 50 distance units (because 5.0 doesn't make sense to me given the speed and map sizes) is equal to each interval in the training room as it says on the wiki and that sendou's speed is given in DUs/frame. It's a little unclear but I think that's correct.

    • @SquidSchool
      @SquidSchool  9 หลายเดือนก่อน +3

      I mean, you could, but no one knows how long distance units are, and explaining it would only allow people to visualize it in the same way as "it's about as far as this sponge" but with extra steps.

  • @Breeze926
    @Breeze926 9 หลายเดือนก่อน

    In maps that don't really have many beakon spots or when my team has been pushed back a lot sometimes I do place Beakons near spawn since I use Sub Power Up and it's quicker to jump to them than to the spawn point. It is definitely one of my last options for beakon placing though.

  • @Winner1270
    @Winner1270 8 หลายเดือนก่อน

    When is swimming from spawn faster than super jumping?
    Any time your jump gets you splatted.

  • @slyllamademon2652
    @slyllamademon2652 9 หลายเดือนก่อน

    Swimming from spawn is faster when you’re defending. Or if you have swim speed.

  • @Kattail_
    @Kattail_ 8 หลายเดือนก่อน

    my general rule of thumb is usually just swim in on defense, jump in on offense, with some exceptions. This is potentially a flawed method, and there are some more nuanced cases, but this has been what's worked for me so far

  • @harmless9336
    @harmless9336 9 หลายเดือนก่อน

    If you are jumping right into the other teams loving arms (and readied bombs) maybe its also better to swim.

  • @mocliamtoh573
    @mocliamtoh573 9 หลายเดือนก่อน +1

    When i run beacons, i usually drop one as I’m leaving spawn, but i also wear at least a main of sub power up. I have no idea if that’s viable competitively, but i don’t play beacon kits when I’m in serious mode

  • @SuperShesh2
    @SuperShesh2 9 หลายเดือนก่อน

    What about sub power up for the beacon??? That affects everyones super jump speed to the beacon
    According to Sendou, 1 sub of sub power up is 4 AP, 1 more AP than a sub of quick super jump which affects anyone using the beacon. It feels like a big oversight to ignore that part when the trigger for this discussion was beacons in spawn.

    • @SuperShesh2
      @SuperShesh2 9 หลายเดือนก่อน +1

      Actually on that point, do your allies QSJ stack with your sub power up super jump?? That would make that one sub of QSJ to a beacon even more effective if they stack (effectively 7 AP of QSJ to a beacon). Quick research doesn't say whether the effects stack

  • @TB26
    @TB26 8 หลายเดือนก่อน

    When everyone is wipedout.

  • @LoveBystroem
    @LoveBystroem 9 หลายเดือนก่อน

    Thank you for doing the think, I try to avoid it

  • @Your_average_phighter
    @Your_average_phighter 9 หลายเดือนก่อน

    bro is smarter than my last brain cell💀

  • @TheInterDan
    @TheInterDan 9 หลายเดือนก่อน

    Disagree on beacons near spawn being useless. Depending on the match, I may place a beacon near spawn to have a faster return point in case I have to jump out of a sticky situation (I usually wear enough sub power up habilites so jumping to a beacon is way faster than a normal superjump). I may also place it there for recon, as it shows enemy placement near the area, just in case there's a sneaky roller camping the ledge or something
    (I know that wasn't really the point of the video but just wanted to point that out because i really like beacons)

  • @redi.c.e.6046
    @redi.c.e.6046 9 หลายเดือนก่อน

    Haven’t yet gotten through the whole video, just saying, I gave it a like the second I heard Gem say that placing beakons deep in spawn is ‘worse than useless’ 👍

  • @draconic1100
    @draconic1100 9 หลายเดือนก่อน

    I need to get into the habit of super jumping more, I used to main JR and my build didn't have stealth jump but now I'm using things like s-blast and machine and I'm making room for that so I can super jump in more often

  • @GreGuru
    @GreGuru 9 หลายเดือนก่อน

    Nice work! The only thing I’d add is that the break even point is probably a little further out than what you have because most of the time, if you’re respawning after death and trying to get back into mid, the path to get to mid from your base will likely be painted at least in your immediate base area. You took some time to flick down that paint with your roller, but I’m doubtful in most game situations that action is necessary.

  • @cirlu_bd
    @cirlu_bd 9 หลายเดือนก่อน

    Now do the hagglefish experiment on every map 😈

  • @stevep9177
    @stevep9177 9 หลายเดือนก่อน

    Different swim speeds for different weapons is news to me 😮

    • @kitsovereign4127
      @kitsovereign4127 9 หลายเดือนก่อน

      You won't notice it most of the time, because there's only three "weight classes" and most weapons fall in the middle. But some obviously light stuff like Wiper and N-ZAP get a speed buff, and heavy stuff like Hydra Splatling and Dynamo Roller get a speed nerf. And if you pick up the Rainmaker, it's slower than even the normal heavyweights.

  • @SoySauce-Games1
    @SoySauce-Games1 9 หลายเดือนก่อน

    I’m kfc L3o 😭

  • @LTPrototype
    @LTPrototype 9 หลายเดือนก่อน +2

    A pattern I've noticed when people put beacons around spawn is that they often try to hide them behind walls or drops, where an advancing enemy team would ideally not see them. They're basically giving themselves (and maybe their team) a way out in case they get spawncamped, hoping to set up flanks during fights in their own terrain. The obvious problem with this is that they go into the match assuming they're going to be on the back foot, having fights near their own spawn. The less obvious problem is that splatoon explicitly encourages checking your corners by giving you special meter for painting the ground, so these beacons invariably get seen and destroyed anyway. It's one of those b-rank strategies like faking someone out by dually dodging out and back into the same spot, in that it seems like a technical mind game and gets results at a certain skill level but completely ceases to function once your opponents are no longer surprised by new weapons and specials.

    • @thegoldenblob69
      @thegoldenblob69 9 หลายเดือนก่อน +1

      i would agree, but ive had several, SEVERAL matches in A+ and a tiny bit of S where people would just straight up ignore beakons and never try to take them down. People will even paint and completely miss it, which is something I have done before unfortunately. The only indication is it's sound and marker on the map, which in a game of a lot of sounds and fast-paced action can be very easy to miss if you're not super attentive

  • @samuelturner6076
    @samuelturner6076 9 หลายเดือนก่อน

    That's, interesting. I'd have thought swimming out would've been faster for a much larger distance but I guess not.

  • @wormpielars979
    @wormpielars979 9 หลายเดือนก่อน

    i have a pretty elaborate question, are the medals you get after finishing a ranked match, a decent metric to measure improving? (and also a way to check if you won/lost in part of your teammates, or because of them.)

    • @SquidSchool
      @SquidSchool  9 หลายเดือนก่อน +2

      It would be kind of inconsistent, but it's better than nothing. Some of them are worth more than others; number 1 tacticooler user when you're the only tacticooler isn't saying much but enemy splatter or turf inker might tell you you were doing your job as well as anyone on the team, depending on your weapon's role