Here’s a tip for all chargers: RELAX. Don’t get too worked up on trying to do fast camera flicks, instead focus more on keeping a consistent and steady aim. I have found myself being able to land so many more kills just by doing this.
As an eliter main, this, fancy trick shots are cool to see but it’s not what your doing all the time, just take a deep breath, focus, and don’t get mad if you don’t get as many splats as you want, some games will go better than others :D. Also try messing with the motion sensitivity it might steady your aim!
I have missed so many times trying to flick read people's movement and they just stand there. Just aim at them and shoot and you will hit more than you expect.
For Brellas, especially Undercover, remember the beach safety of "the Buddy System." Undercover can recover its canopy, when it gets a splat. THIS INCLUDES ASSIST SPLATS. Know when to pair with your teammates, so you can benefit each other.
General tip that can help pretty much any weapon: don't be afraid to try different sensitivities for different weapons. If you commonly play shooters but want to try sniping, a lower sens can help keep your aim more steady. On the opposite side, if you play slower backlines but want to try shooters or dualies, a higher sens can help you spin the camera faster and (hopefully) react more quickly to immediate threats.
And this can be expanded on with the freshest fits. You save all your options to them too, including camera sens. So you can make a freshest fit for, say charger or splatling with a slower sens, and one for a splattershot or dualies with a higher sens
For the L-3 Nozzlenose, you actually don't want to mash the trigger like you would with a slosher or squeezer. You want to time each trigger press right when its ready. This lets you shoot faster, and its much easier on the finger.
@@sherbertshortkake6649 true, it does take some practice. I've been using L-3 since 2 so I have that practice already, but I still think its worth it, and I still practice it in the lobby all the time.
The tip for tetras is great people don’t realize how much time they get stuck in place in turret mode. Turret mode isn’t bad though and is very use in the right Situation
yeah the endlag is brutal, once you dodgeroll in a fight you're basically locked into rolling as your only form of movement, so make sure you can either win the fight or retreat before you run out of rolls
I love how he described the tip for my main flingza roller. He just sounds so defeated talking about how the weapon should turf and launch missles like it's Splatoon 2 2.
I actually think the most important tip for Bamboo is to remember your shots have the same range regardless of charge and a full charge + tap shot does enough to kill.
I found that when using motion controls, its easier to flick the right stick up and down to shake the Fizzy Bomb, since it doesn't move the camera but you still get the effect.
For spamming fizzy, you can also mash L and the side D-pads (side d-pads only work if you are using Joy-cons. If you're on a Pro Controller it will input a "This Way!" almost consistently for some weird reason.)
Tip for the Rapids: Don’t use Run speed on them. It sounds like it would help a lot but the curve is a lot different then weapons like Zap or Splatlings so you need to have a whole bunch to make a big difference and you still need IA and SSU
@@Bangerz12 Yeah but you still jump out of swim form usually for the first shot for extra mobility so it can still be useful. Definitely not as important as other blasters though
For weapons that uses Big Bubbler, if an enemy gets in the bubble, use the base as a shield. You can splat enemies while they can't hit you because the base is preventing them from hitting you.
Range blaster tip: make sure that your distanced from your oppponent where you can hit indirects. This makes it much safer to fight since you can combo indirects instead of needing to hit a direct, especially if your fighting something like a splattershot
Tip for everyone: assess the situation before doing anything. Even if it’s a split second decision, take that second to see where the objective is at and where your teammates are. If your team doesn’t have objective, don’t go spawn camping. If your team is pushing, don’t hold back and get into a defensive stance. Also, always look at where enemy players are inking on the map to make sure there isn’t a flank or if there’s a charger on a perch. For instance, if you see a long line of enemy ink on the map then that means the enemy charger is at their post and use that to make a plan
Tip for any anchor weapon, but especially Splat chargers and E-litres: do not over extend. The most important thing when playing an anchor weapon is DO NOT DIE. You are meant to stop the enemy team from pushing and scoring points, not activating a push yourself, if you over extend you will almost certainly die, and now your team is at a 4v3 disadvantage. It takes a lot of discipline and patience to learn to do this, but once you do you will be significantly more helpful to your team.
Splatana tip: Torpedo comboes well with your low damage, a direct blast from the torpedo and a direct swing up close is a kill, however you shouldn't use torpedoes just to do this, instead keep it in mind when a torpedoed opponent approaches you instead because then you are in a severe advantageous position.
My tip for the Mini: Run Speed Up is godly, being able to dance around your opponents with the Mini is incredible. For only 1 main and 2 subs, you move faster than default running speed WHILE YOURE FIRING. it is so useful
@@edsweet2858 Did you know you can put run speed on your splatfest tee at murch? It only takes 6 chunks and you get them all back if you decide to swap main abilities.
@@edsweet2858 Hydra player here with a counterpoint: Even with a bunch of run speed, you're not particularly likely to dodge anything by strafing with this weapon, and often you're just going to camp in anchor positions and use your superior range. I realized how little I was actually using my run speed and switched it for swim speed, which makes rotating between good positions so much smoother, helps me react to the many specials the Hydra attracts, and gets me back into fights faster. It generally feels a lot better than run speed on a map like Mincemeat Metalworks, Undertow Spillway, or Hammerhead Bridge. However, run speed can be useful if you believe you will need to move around more while firing, like if you want to engage on the low ground of Eeltail Alley where being able to circle around cover quickly can help you make the most of each volley.
Tip for splattershots: Splattershot is a multitool, it's amazing at slaying distracting and claming turf, suction bomb will cause displacement and trizooka wil threaten kills. Use it for everything.
as a hero shot main, i really do need to learn to actually use the bombs to paint. i usually get like 10+ kills and around 600p, so i definitely need to improve on that
@@BerylliumPants true! i almost never get kills with it, so i usually say "this way" so another slayer goes more to the front, and i go to a high place and start terrorizing them. it's fun lmao
For undercover, I will say one thing: if you think your shield will break but you'll get the kill after, go for it. It immediately recharges when you get splats, which can be helpful if you get cornered by two or more enemies (you'll probably end up splatted anyways, but it takes their focus away from the rest of your team for longer)
Yeah I’ve got a nasty gear setup where I have 26 Sub Ink Saver points (2 main, 2 sub) and 1 main Special Saver point with a couple ink recovery up and special charge up subs and I can brutally pressure people with two splat bombs. And when I’m really desperate I throw 2 splat bonus, trigger bubbler, and then immediately throw two more. It is easily my best set up for Tower.
For Dapple Dualies: consider running a sub or two of Sub Power Up, and learn how to effectively place beakons. Place 1 or 2 on your way to the front lines after the game begins. I personally run 1 main and 2 subs of SPU, which is probably overkill, but it works for me in soloq.
For splatlings: Here is your tip since chara couldn’t provide one. Remember to use your partial charges. The amount of times I’ve killed people from not even fully charging the first circle(it fills up 2if I’m not mistaken) is insane. So many shooters think they can rush you down unless you have a full charge but even a small one, especially with the heavy, is good at keeping people from rushing you and is more beneficial than worrying about using sprinkler or running. Also if you’re stacking run speed, as suggested with most splatlings(and by the video) it makes it a little easier for spacing and landing your shots. The weapon kills fast, it’s all about landing your shots.
Tri-Stringer tip: The arrows actually reach max damage once you have charged only the first ring. If you are trying to shred a Big Bubbler and such, only charge to the first level, not fully. (Tri-Stringer has one of the best DPSs with this method)
I love using this against Bubblers. Tri-Stringer can hit the top disc of the Bubblers much more reliably than most other weapons. Jump shots actually have a really concentrated landing point when you aim a little upwards, even at just a single-ring of charge, so it's possible to have all three arrows hit the disc if you know the angle and distance you need and do it pretty quick. I've seen Bubblers go down with as little as two clean charge shots to the disc, or otherwise be left on the verge of breaking. It's also part of why I like Object Shredder on this weapon sometimes. Makes the weapon even more reliable for this purpose and it's a nice edge in Rainmaker, too.
Being a tri-stringer main I have a few tips for yall. Note I am not a pro just found that using these tips helped me. I have seen lots of players not using the Tri-stringer to its full potential. 1. Tri-stringer fully charged is a lot like charger with the added bonus of having no lazer on your line of sight. Use this to your advatage to get easy splats on unexpecting players from a distance. If you do not have direct line of sight on enemies, fire over walls, or in the general direction where you think a player is. I have found that a lot of times when I do that I can get either a direct one shot (still don't know how I managed to do that) or chip damage. 2. Use your sub AND special. Ink mist isn't the best sub but can come in handy slowing down enemies that try to get into your base or are pushing the objective. Not to metion that it helps your team and yourself out by slowing and draining their ink tanks. Killer whale can also come in handy for moving players off towers or moving long ranged weponds like chargers that may have more range than you, from their postitions. 3. Tri-stringer is OP on tower control and splatzones. Wait to have the first circle is charged (there should be a charge sound effect) and three exploding arrows can fire out onto the tower or splatzone for chip damage (there is two of these sound ques, one for the first circle and another for the second). You can use this to easily regain control of splatzones within seconds as well as get chip damage on any enemies for an easy push by your teammates if used correctly. Tower control you want to fire them onto the tower itself causing enemies to either flee or to risk getting splatted if they pop out of their ink. 4. Try not to jump when firing (unless your painting a wall). I found that horizontal shots have gotten me a lot more splats and just overall feel a whole lot better than vertical shots in my opinion. 5. Don't panic when your within shooting range of an enemy, throw an ink mist in between you an the enemy to get some distance. 6. and finally, don't worry about trying to get perfect one shots or the most splats. Your not gonna get that every time using the tri-stringer. It can be used as an aggressive back-line on it's own with the exploding arrows and killer whale, but don't get to far away from your teammates or high ground as that doesn't end very well for you.
Im gonna give one more tip for the Tri-Stringer since Chara's provided tip has already been mentioned. DONT. FORGET. PARTIAL CHARGES. Learn the timing of the first charge, how far it goes, where they set up, and start playing Demoman TF2. People become easy to read when they're surrounded by bombs, which gives you time to make your next move. Play around with your weapons unique strengths!
Ive been a Slosher main the last two games, but I've come to really appreciate the Splattershot Jr. kit this game! Having such quick access to bombs gives it a lot of room to control where the enemy goes and hold people back. I've had a lot of games where I'm fighting 4ks and hydras from across the map because I'll pop a shield in the middle and just pepper them with splat bombs. Such a fun weapon!
Another tip for Undercover Brella is that if you get a kill while your shield is broken you’ll get it back. It should be noted that the shield has to break _before_ you kill an enemy for it to work. I’ve had times where the shield breaks right as an enemy dies and it doesn’t come back. It’s gonna be harder to pull off because of Under’s Low damage, but it has saved my hide more than a few times and can sometimes give you room to sacrifice your shield in order to escape.
Tip for Normal Sloshers: Play around your teammates, you deal 70 damage instantly if there is no falloff and a lot of weapons can 2 or even 1 shot players after that 70 damage. Most times if there is falloff it goes mostly around 60 damage so its still useful, just not as likely for teammates to one shot.
general tip: just play salmon run ! being forced to play a weapon lets you know its strengths and weaknesses (even if sr works differently than normal play). knowing those are super helpful and you can apply that knowledge to the main modes.
Can concurr. Hated any weapon that took forever to charge, but salmon run forced me to use chargers and splatlings enough to the point that at least the team no longer consisted of only three people anymore. Yes, it was that bad. The handicap was that severe if you put either one in my hands. It took months to begrudgingly get used to them. Dynamo still sucks though. The windup takes forever and doesn't have the damage to make up for it. Even the big swig still feels better than that... thing.
Tips for Bloblobber players: use plenty of ink saver main and if you're being chased and you're in front of a wall shoot at the wall!! The blobs will go through you and if the enemy is directly behind you they'll get got! Speaking of walls, if you hit them at an angle your shots will bounce off at an angle so if you see an enemy a ways off but near a wall, bouncing your shots off that nearby wall can splat them. And if you're behind a short wall and you know someone is on the other side, make sure to aim above the wall and jump for extra height because people don't expect blobs from above especially on wahoo world splat zones
If your a roller main, I recommend 2 slots of intensify action in your gear. It makes a huge difference. Swim speed also helps, but it's optional ( this is for EU server) Also, more than 2-3 slots does not feel different to having 5 slots.
It helps to do squid rolls, so like when you go through the curling bomb to get closer to enemy base, squis rolls are useful. But this may just be for me
Inkbrush Tip: Become more aware Inkbrush has the shortest ranged attack in the game so it's important to learn when to commit to an approach, when to support your teammates, when to hide and track where enemies can potentially be hiding. Use the map during downtime, like for example when you're locked out and can only throw Splat Bombs, and focus on creating an opening using Killer Wail and bomb combos
tip for reeflux, the game treats any form of charge whatsoever as a threshold for a one shot, the only difference is how far apart the arrows themselves are spread out with the least spread occurring at full charge, so the weapon has absurd object damage if you can get right next to something with a large hitbox like big bubbler.
This is so useful and actually made me understand some weapons I have a hard time adapting to much better, ty man. Really looking forward for the counter video because I have a headache playing against chargers and splatlings and I'm just lost on how to deal with those effectively :")
As an Inkbrush main, running to the enemy base and getting the enemies to follow me has helped my team secure wins in turf wars multiple times! I also like killer wail as a special in tower control, but I'm also not super competitive so I don't play it very often (highest I've ever gotten was B+ rank)
For Splatana stampers, the tip about using the regular horizontal slash is great especially since if they are running two subs of sub defense if wont work with the indirect hit. Since you're also using the same button to fire you wont have to adjust your hands and the primary slash often flies faster than a burst bomb anyway securing your kills easier. Great video Chara!
As a Sploosh main, good advice. My favorite is to toss out a bomb at snipers so they start shooting at the bomb and I'm flanking them in the mean time. Very sneaky sneaky splooshy wooshy.
The dualie squelcher tip is nice, but don’t forget to back up sometimes, too! You have the most range of any dualies. Don’t always be aggro! Back up and turf areas for your back liners if you need to.
Yes I would definitely like a video on tips of what NOT to do with every weapon. I've been getting more accustomed to the Hydra and would like to know some tips on how to avoid dying as much (besides just simply "avoid close combat, that's obvious, obviously lol). Thanks for the video!
Octobrush tip: Rolling into your enemy combos with two swings, but it's not actually a better tactic than swinging three times. Just keep this in mind for the very rare chance it becomes useful.
@@Feeble_Weeble Octobrush has more range and Zipcaster is actually really good for a brush, so there are reason why some people (including Chara, from what I've seen) prefer the Octobrush. (Also you don't need to be as good at mashing lol)
@@SomeGalNamedEve I was joking but I do think inkbrush is honestly a bit better, especially considering you can't take damage when going through enemy ink. I used to use octobrush but inkbrush just feels so much better imo
Tip for Mini Splatling: get good with the ultra stamp, seriously, sometimes the mini just doens't have enough kill power and you need another option. I found myself doing big plays just by using the Ultra Stamp correctly, because it can easily Wipeout an entire team or at least get around 2-3 splats in good hands. Tips for getting good at the Ultra Stamp: 1 - know the location of your enemies (most important) it's very common to see people just activating it and stamping everything around then to try to get a kill, but then, they get killed and complain about how "bad" it is. 2 - be sneaky, you can swim with it. 3 - know all the moves it can make. Swing = (jump + ZR): it's the fastest move, but it doesn't give you any protection in the front, good if you are being sneaky. Stampede - (ZR): the one everyone knows, not as fast as the Swing but offers protection in the front and more range. Throw, aka as Yeet (R): has good range, requires good aim to kill and you must do it everytime the special is ending, even if you don't need to. 4 - If you are being shot while Stampeding, don't keep stamping, turn around and try to get then in surprise, you can throw it too or just escape the gander by swimming if you can, it's faster than stampeding.
FINALLY a tip for Splatanna Wiper other than "just stop lol" You don't know how many different Splatoon channels I've gone through to find something like that thanks
for dynamo, you should actually press the shoot button first maybe a few frames before squid rolling to do the horizontal flick, and is way more consistent for me than trying to do both at the EXACT same time.
For carbons: Really take good use of your autobomb, while it isn't as good as a burst bomb it is really good at applying pressure when heading into a fight and you're trying to splat someone, since they have to decide between trying to avoid it, or trying to both avoid it AND splat you, alongside catching anyone possibly sharking. It's also useful to throw an autobomb right in front of your feet or right in front of you to prevent an enemy from moving in or cause an enemy to run straight into it while attempting to chase you down.
Best advice I've got- especially for other Flingza mains- is *use your ink mines*. Ik a lot of people think they suck, but I've gotten a surprising amount of splats with them in the time that I've played the weapon. Placing them at the base of ramps up into turf (or one at the bottom and one at the midpoint/top) seems to deter a good few when they step into the range and make it explode. Even better if you can get into the enemy base and place them on their ramps.
Carbon Roller + Ninja Squid Tip: Flank your opponents but always have a escape route ready. When you splat someone, if there are no nearby opponents to splat or players to assist, retreat immediately.
Tri-Stringer player with over 100Ws here, best way to move with Tri-Stringer is to jump, shoot at a upward angle then at your feet, in the same jump. It will create a line of ink a little longer then the standard splatter shot in range. You then link them together as you move.
Can confirm, this saved my butt many times when I gotta retreat. I'm glad I found it early on too (did it while goofing off in the lobby) cuz tri-stringer is one of my favorite weapons
The guidelines for Splattershot usually apply alongside Hero Shot Replica, as well. This is because both weapons rely on the same sub and special, as supposed to other weapons. Due to this, there's still a bit to expect, whether if you've beaten the story mode first or not, that the physics still apply.
I did not expect that validation from this video but thank you. I hear everyone scream about run speed on splatlings and as a Nautilus main I always find myself not feeling like I need it. So hearing "Use run speed on all of them *but Nautilus* " made me happy.
Since it wasn’t out at the time, here’s my piece for the Nova You’re essentially the team’s scouter. Your point sensors cost almost nothing, and the killer wail special locks onto targets. So you can alert your whole team to where everybody on the other side is at nearly every moment. The weapon itself has weak damage and low accuracy, but it has range that almost rivals Jet Squelcher. You can use that range and little chip of damage from far away to finish off a weakened opponent that escaped from a teammate, or at least scare them away from the objective point while they’re trying to recover. You can also use it to poke people out of hiding spots for your teammates to eliminate. It’s essentially a support shooter that aims for assists and keeping track of the enemy for stronger weapons to seek and destroy.
Something to help with Explosher is to have Thermal Ink gear. If it is a bit difficult to pull up the map after each hit, thermal ink can help you find the inkling you just hit. It does not count for indirect hits, and you still can see them when they are swimming in ink, so you still have up pull up the map a bit, but this makes it less often.
I like thermal ink on explosher, too, but don't forget it only helps you. Point sensor will reveal opponent's locations to everybody on your team, so don't forget to use it to help teammates.
Thanks for the tips! My main is an undercover umbrella but I mainly use the ink-mines to mark players and ink places, really fun to just see the enemy run from the bombs only for the smallest amount of ink to land of them and mark them
Sprinkler features & tips: -This sub really shines in turf and splat zones but it holds up decently well in the other competitive modes -It can stay out indefinitely unless it takes enough damage, you throw another, or you get splatted -Sprinkler and suction bomb are the only subs that stick to walls and ceilings. Try throwing it high up directly above the action and see what could happen -It will shoot slower after being out for a while but with the game's pacing you'll quickly need a new sprinkler somewhere else -Great for thowing on/near a team mate's super jump spot to give cover or on an opponent's to splat/set up -Can make a potential neat trap at the bottom of a wall that an opponent will jump down from -The danger of repeated 30 damage per hit for the 1-time ink cost is big in Splatoon. Most of the series' main weapons take 1-4 hits to splat someone and since MPU isn't in Splatoon 3, chip damage is the next best thing. The heavy splatling has a high fire rate, can go from needing 4 hits to just 3 or maybe less and takes the most hits out of all the sprinkler kits to splat someone -Opponents either have to take time to shoot it or avoid because of it's constant damage and inking, making it a good way to bolster the frontline, cut off escapes or set up splats -Can ink far off spots that your team/opponents are not or cannot pay attention to for turf war or special charge. Your base isn't the only place you can get free turf or special charge
Tip for blaster, if you are in your bubbler and a slayer pushes inside it and you cant hit a direct well, try if, you have enough ink, throwing a bomb and then shooting at the floor to chip them down. It sounds very dumb but can sabe you. Also consider throwing auto bombs at anchors before pushing them so they might not expect you.
im really impressed that you managed to give such genuinely useful tips for every single weapon class! none of the information felt redundant or too obvious, great job
For dynamo roller (technically 96 and heavy as well) the sprinkler can be used as a mini burst bomb painting the ground or wall on impact, u can use it to escape dangerous situations in combination with an instant squid roll How to counter the dynamo: the R button.
another pretty obvious tip for dualies is to USE THE ROLLS. rolling back and forth in front of an enemy can not only help you avoid getting hit, but it can waste their ink and give you some time to splat them while they’re defenseless
During the splatfest, I actually picked up the sloshing machine as I’ve only used it once or twice during regular turf before hand. in between rounds, I would constantly practice my shots at the bumpers in order to understand the limits of my weapon, and used it throughout the entirety of the second half, so seeing the tip for machine in this video reflect my own conclusions before hand told me at least I was doing something right 😅 good video with great advice! P.s, in my main team, “plan b” with me on ink brush just means “become a nuisance” works every time LOL!
4:25 Thank you for letting others dynamo players know this. I main it so I instantly knew it would be a cool mechanic that I’d pick up instantly when I played the test fire(trust me when I say I love this weapon and made sure of you could combo the Squid Surge with the horizontal flick).It’s great to use it and know you have extra movement and a devastating large hit-box. Tip 1.) Take advantage of the dynamo’s range . Don’t always try to close the gap between you and the opponent if they are a slayer with a fast kill time Tip 2.) Try to practice and understand the Squid Roll timing with the horizontal flick. Sometimes I mess up and accidentally do a vertical which is a bit slower from how I see it.
In 2 I only used about 3 weapons, and the ones that weren't octobrushes I also barely used, but, although I still love octobrush and E Liter and Splattershot Pro the most (although the .56 gallon might be overtaking that last one, what a fun weapon!), I also rlly love bouncing around between all sorts of weapons from all sorts of sloshers to splatling to sploosh to turbo, it's been super refreshing even if I haven't always been...winning... but I'm getting better and that's all that matters!
If what I call a charger veteran and I still found that tip very useful thanks I sometimes forget about trying to pressure an area because I’m trying to focus on kills while I needed a reminder for
I also feel like Hydra Splatling is one of the Splatlings that plays behind lines the best. I had a Clam Blitz game where our Hydra Splatling user played defense on our goal. Not only was he a very good defense that practically won us the game by keeping the enemy from scoring while we did the scoring on the enemy, if your goal is a little ways away from your spawning point like it is on some maps, this also means you can just jump straight to the Hydra Splatling player who is already playing defensively, meaning they'll probably try to keep you safe, or do so inadvertently. Autobomb is good for pesting oncoming enemies who would like to take the point, and Booyah Bomb is a good area denial tool for keeping enemies away from the point as well. Plus, if you're playing defensively and not getting into engagements all the time, chances are that you're going to stay alive longer and have more time for painting for Booyah Bomb, meaning that you'll practically always have it when you need it. Sometimes just HAVING the big guy with the big gun in front of the goal or behind the point can make a world of a difference.
Funny thing I noticed with splat brella is that the damage from the shield can help one shot if your at close range Sorry should of phrased that better..
ill help, if your opponent has already taken a good amount of chip damange u open close the brella to finish them off. popping open ur brella does the SMALLEST amount of chip but it can be huge.
A good tip for Sploosh: When ultra stamp is ready for use, make sure you have a good understanding of the enemy team in terms of matchups and placement before immediately using stamp, it expands solutions to the weapons that counter it; namely rollers, but also more tricky things like sloshers and bubbler. Curling bomb is also amazing in potentially giving stamp more smoother and mobile options to take before immediately rushing in.
A few gear tips for splatana wiper: run speed doesn’t work when strafing with them. So don’t use it. I personally recommend running Comeback QR on it as it is at it’s best when successfully taking aggressive positions and get key pics on the opponents. QR is great insurance in case you fail to do so.
tip for slosher - throw a bomb before using triple inkstrike. itll work as an extra tool in poking the enemy (or kind of extra inkstrike!), and it wont cost ink since youd be dishing your special before then^
Flingza is also really good for camping on the tower!! The long flicks can deter other players from getting in too close, and you can one-shot anyone trying to climb the tower. The only downside is that the special isn't nearly as good as the splat roller.
@@suncricket Specifically oh okay, makes sense, at least if you are on point or mid. If you were support or mid, fling spamming til you can missile the other team is just red flags for them. Of course, you'd never wanna be on the tower if that was your goal lol. I like bigbubble, but just not on something so limited in movement
squiffer tips: since the charge speed is so fast compared to other chargers its best to constantly be on the move and charge when needed rather than sit in one spot holding a charge but with how short your range is it helps to try and attack from off angles. If you're ever in a bind where you can't go for a OHK the charge is so fast it can reach over 50 damage almost instantly meaning partial tap, reposition, partial tap for a quick two hit. explosher tip: you always want to be attacking from some sort of elevated point as this makes it far easier to hit that 90 damage sweet spot combo, defend your elevated spot as well as you can too as being a backline weapon your teammates will often get alot out of jumping to you.
11:58 I’ve actually found I can combo into horizontal strike far more reliably than burst bomb for some reason (probably because I get multiple tries), and so I primarily use burst bomb to poke when I can’t safely get in a charge shot, in hopes of killing via chip damage teammates accrued or getting an enemy to temporarily retreat.
Tip for undercover brella don't forget to use mines and it's ok to use your shield to trigger bombs early to cover team mates who might be squid jumping to you or are in a good spot
Tip for Tri-Stringer when it comes to painting: use tap jump shots to paint vertically, a hood guide that helps me to know where the ink lands is use the tip top of the bow so that way you can paint a lil less awkward in tight hallways. And obviously slowly bring your camera down when shooting upwards to paint
if all three shots don't land to get the immediate kill with the reef-lux, particularly with a horizontal charge, you can quickly finish them off with a tap. if you need to escape from a close quarters 1v1, taps can also paint enough to slow down the opponent while painting your own feet and sometimes even turn a fight in your favour depending up the weapon matchup
5:56 "Do not forget to set up your mines." It's been over a month since I've been using the "Fun Ink Mine User" title. I've been strategic with them since the previous game.
as a daple dualie main, i found it so smart to be able to cancel the squid roll and then i tried it in game and realized that i was already doing it without even knowing it-
tip for most weapons: You can use the falloff damage to hit people behind walls to catch them off guard. Playing tri-stringer can help getting used to hitting falloff shots.
Undercover Brella:
Find a new weapon
As an undercover brella main, this is true
So true
Lol, yea.
If said that so often to my friend but he wound listen
True but there are some Undercover mains and I’m pretty sure they’re gonna get pissed if they got told to pick a different weapon.
Here’s a tip for all chargers:
RELAX. Don’t get too worked up on trying to do fast camera flicks, instead focus more on keeping a consistent and steady aim. I have found myself being able to land so many more kills just by doing this.
As an eliter main, this, fancy trick shots are cool to see but it’s not what your doing all the time, just take a deep breath, focus, and don’t get mad if you don’t get as many splats as you want, some games will go better than others :D.
Also try messing with the motion sensitivity it might steady your aim!
Relaxed bamboozler is so fun
Real
This is like the best tip I've found for reef-lux, and it's not even mainly for the reef-lux.
I have missed so many times trying to flick read people's movement and they just stand there. Just aim at them and shoot and you will hit more than you expect.
watching prochara videos is being continuously reminded that splatoon mechanics are way more nuanced than they seem
I learned more about the mechanics watching this one vid than any other splatoon vid so far. Changed the way I think about every weapon I use lol
You can tell Chara felt dirty encouraging passiveness and special spam with Flingza
Lol, especially as I use the Flingza all the time
Especially since it has missiles.
For Brellas, especially Undercover, remember the beach safety of "the Buddy System." Undercover can recover its canopy, when it gets a splat. THIS INCLUDES ASSIST SPLATS. Know when to pair with your teammates, so you can benefit each other.
General tip that can help pretty much any weapon: don't be afraid to try different sensitivities for different weapons. If you commonly play shooters but want to try sniping, a lower sens can help keep your aim more steady. On the opposite side, if you play slower backlines but want to try shooters or dualies, a higher sens can help you spin the camera faster and (hopefully) react more quickly to immediate threats.
And this can be expanded on with the freshest fits. You save all your options to them too, including camera sens. So you can make a freshest fit for, say charger or splatling with a slower sens, and one for a splattershot or dualies with a higher sens
iirc, Freshest Fits save those configurations.
@@maikerunezumi yeah that's what I said. Each freshest fit can save a different sens
@@neru8104 Yep! It's super helpful and I use it all the time for my mains.
What I’ve learned when playing this game for the first time: *max sensitivity go brr*
For the L-3 Nozzlenose, you actually don't want to mash the trigger like you would with a slosher or squeezer. You want to time each trigger press right when its ready. This lets you shoot faster, and its much easier on the finger.
Timing it is a lot harder than it looks though.
@@sherbertshortkake6649 true, it does take some practice. I've been using L-3 since 2 so I have that practice already, but I still think its worth it, and I still practice it in the lobby all the time.
This also applies to brush
As an Ex L3 main, thats rather easy
Very true, the same can be said for H-3 especially. I wouldn’t say reg slosher requires mashing. It can be said for tri slosher prolly.
The tip for tetras is great people don’t realize how much time they get stuck in place in turret mode. Turret mode isn’t bad though and is very use in the right Situation
yeah the endlag is brutal, once you dodgeroll in a fight you're basically locked into rolling as your only form of movement, so make sure you can either win the fight or retreat before you run out of rolls
I love how he described the tip for my main flingza roller. He just sounds so defeated talking about how the weapon should turf and launch missles like it's Splatoon 2 2.
I actually think the most important tip for Bamboo is to remember your shots have the same range regardless of charge and a full charge + tap shot does enough to kill.
I found that when using motion controls, its easier to flick the right stick up and down to shake the Fizzy Bomb, since it doesn't move the camera but you still get the effect.
Dude WHAT? I never even thought to try that. Genius.
Yeah this is the best way I've found
For spamming fizzy, you can also mash L and the side D-pads (side d-pads only work if you are using Joy-cons. If you're on a Pro Controller it will input a "This Way!" almost consistently for some weird reason.)
BRUH i wish i knew this
Tip for the Rapids: Don’t use Run speed on them. It sounds like it would help a lot but the curve is a lot different then weapons like Zap or Splatlings so you need to have a whole bunch to make a big difference and you still need IA and SSU
Is SSU special saving up, so I’m speed up or something else I am forgetting?
@@farbencut Swim Speed Up
@@key81885 ok, thank you!
Actually disagree that you need IA for rapid. Rapid users should be strafing more than jumping so IA isn’t that helpful imo
@@Bangerz12 Yeah but you still jump out of swim form usually for the first shot for extra mobility so it can still be useful. Definitely not as important as other blasters though
For weapons that uses Big Bubbler, if an enemy gets in the bubble, use the base as a shield. You can splat enemies while they can't hit you because the base is preventing them from hitting you.
This gives me PTSD of showering in the Splash Wall from Splatoon 1.
@scarybirbman9256 I DIDNT KNOW OTHER PEOPLE DID THAT??? ID NEVER SEEN ANYONE ELSE MENTION IT BEFORE 😊
For those looking for dualies, they got mixed into the brush chapter
Range blaster tip: make sure that your distanced from your oppponent where you can hit indirects. This makes it much safer to fight since you can combo indirects instead of needing to hit a direct, especially if your fighting something like a splattershot
Blaster tip in general.
And pray that no ninja squid is coming
Tip for everyone: assess the situation before doing anything. Even if it’s a split second decision, take that second to see where the objective is at and where your teammates are. If your team doesn’t have objective, don’t go spawn camping. If your team is pushing, don’t hold back and get into a defensive stance. Also, always look at where enemy players are inking on the map to make sure there isn’t a flank or if there’s a charger on a perch. For instance, if you see a long line of enemy ink on the map then that means the enemy charger is at their post and use that to make a plan
Tip for any anchor weapon, but especially Splat chargers and E-litres: do not over extend. The most important thing when playing an anchor weapon is DO NOT DIE. You are meant to stop the enemy team from pushing and scoring points, not activating a push yourself, if you over extend you will almost certainly die, and now your team is at a 4v3 disadvantage. It takes a lot of discipline and patience to learn to do this, but once you do you will be significantly more helpful to your team.
i need to remember this when i play nautilus, ty haha
Splatana tip: Torpedo comboes well with your low damage, a direct blast from the torpedo and a direct swing up close is a kill, however you shouldn't use torpedoes just to do this, instead keep it in mind when a torpedoed opponent approaches you instead because then you are in a severe advantageous position.
My tip for the Mini: Run Speed Up is godly, being able to dance around your opponents with the Mini is incredible. For only 1 main and 2 subs, you move faster than default running speed WHILE YOURE FIRING. it is so useful
Splatling player from 2 here. Confirmed
Hydra player here! Playing without run speed is pure agony, I also need to get shoes or a hat with run speed for Splatfests
@@edsweet2858 Did you know you can put run speed on your splatfest tee at murch? It only takes 6 chunks and you get them all back if you decide to swap main abilities.
@@edsweet2858 Hydra player here with a counterpoint: Even with a bunch of run speed, you're not particularly likely to dodge anything by strafing with this weapon, and often you're just going to camp in anchor positions and use your superior range. I realized how little I was actually using my run speed and switched it for swim speed, which makes rotating between good positions so much smoother, helps me react to the many specials the Hydra attracts, and gets me back into fights faster. It generally feels a lot better than run speed on a map like Mincemeat Metalworks, Undertow Spillway, or Hammerhead Bridge. However, run speed can be useful if you believe you will need to move around more while firing, like if you want to engage on the low ground of Eeltail Alley where being able to circle around cover quickly can help you make the most of each volley.
Mini main here: if I'm not outrunning a cheetah on steroids it's not enough run speed lol
Tip for splattershots: Splattershot is a multitool, it's amazing at slaying distracting and claming turf, suction bomb will cause displacement and trizooka wil threaten kills. Use it for everything.
as a hero shot main, i really do need to learn to actually use the bombs to paint. i usually get like 10+ kills and around 600p, so i definitely need to improve on that
Another thing I do is I use the trizooka to cause panic and disorientation in the enemy team, I rarely use it aggressively.
@@BerylliumPants true! i almost never get kills with it, so i usually say "this way" so another slayer goes more to the front, and i go to a high place and start terrorizing them. it's fun lmao
The dynamo roller squid roll tip is SO useful. We needed this
I was wondering how good dynamo players seem worlds better than decent ones. Now I know
For undercover, I will say one thing: if you think your shield will break but you'll get the kill after, go for it. It immediately recharges when you get splats, which can be helpful if you get cornered by two or more enemies (you'll probably end up splatted anyways, but it takes their focus away from the rest of your team for longer)
Tip 1: get good
Truly one of the tips of all time
HA! Lol thanks man, I needed that.
Tip 2: study for the test
fr, ahem tri-stringers ahem
What’s tip three though
The bomb tip on the Jr. is super helpful. Most of the splats I get with Jr. come from my bombs.
If you have Ink Saver (Sub) and Ink Recovery Up, you practically have a slower version of Bomb Rush.
As someone who loves Dynamo Roller, Jr. mains spamming bombs is the most annoying shit I swear
Yeah I’ve got a nasty gear setup where I have 26 Sub Ink Saver points (2 main, 2 sub) and 1 main Special Saver point with a couple ink recovery up and special charge up subs and I can brutally pressure people with two splat bombs. And when I’m really desperate I throw 2 splat bonus, trigger bubbler, and then immediately throw two more. It is easily my best set up for Tower.
For Dapple Dualies: consider running a sub or two of Sub Power Up, and learn how to effectively place beakons. Place 1 or 2 on your way to the front lines after the game begins. I personally run 1 main and 2 subs of SPU, which is probably overkill, but it works for me in soloq.
For splatlings:
Here is your tip since chara couldn’t provide one. Remember to use your partial charges. The amount of times I’ve killed people from not even fully charging the first circle(it fills up 2if I’m not mistaken) is insane. So many shooters think they can rush you down unless you have a full charge but even a small one, especially with the heavy, is good at keeping people from rushing you and is more beneficial than worrying about using sprinkler or running. Also if you’re stacking run speed, as suggested with most splatlings(and by the video) it makes it a little easier for spacing and landing your shots. The weapon kills fast, it’s all about landing your shots.
Tri-Stringer tip: The arrows actually reach max damage once you have charged only the first ring. If you are trying to shred a Big Bubbler and such, only charge to the first level, not fully. (Tri-Stringer has one of the best DPSs with this method)
Thermal ink works surprisingly god
I love using this against Bubblers. Tri-Stringer can hit the top disc of the Bubblers much more reliably than most other weapons. Jump shots actually have a really concentrated landing point when you aim a little upwards, even at just a single-ring of charge, so it's possible to have all three arrows hit the disc if you know the angle and distance you need and do it pretty quick. I've seen Bubblers go down with as little as two clean charge shots to the disc, or otherwise be left on the verge of breaking.
It's also part of why I like Object Shredder on this weapon sometimes. Makes the weapon even more reliable for this purpose and it's a nice edge in Rainmaker, too.
Tristring is also super good against the rainmaker shield for the same reason
I agree, I think reef lux has the highest dps in the game.
@@VirtualMarmalade I always use my tri, but never on rainmaker. You are always being targeted by the rainmaker.
Being a tri-stringer main I have a few tips for yall. Note I am not a pro just found that using these tips helped me. I have seen lots of players not using the Tri-stringer to its full potential.
1. Tri-stringer fully charged is a lot like charger with the added bonus of having no lazer on your line of sight. Use this to your advatage to get easy splats on unexpecting players from a distance. If you do not have direct line of sight on enemies, fire over walls, or in the general direction where you think a player is. I have found that a lot of times when I do that I can get either a direct one shot (still don't know how I managed to do that) or chip damage.
2. Use your sub AND special. Ink mist isn't the best sub but can come in handy slowing down enemies that try to get into your base or are pushing the objective. Not to metion that it helps your team and yourself out by slowing and draining their ink tanks. Killer whale can also come in handy for moving players off towers or moving long ranged weponds like chargers that may have more range than you, from their postitions.
3. Tri-stringer is OP on tower control and splatzones. Wait to have the first circle is charged (there should be a charge sound effect) and three exploding arrows can fire out onto the tower or splatzone for chip damage (there is two of these sound ques, one for the first circle and another for the second). You can use this to easily regain control of splatzones within seconds as well as get chip damage on any enemies for an easy push by your teammates if used correctly. Tower control you want to fire them onto the tower itself causing enemies to either flee or to risk getting splatted if they pop out of their ink.
4. Try not to jump when firing (unless your painting a wall). I found that horizontal shots have gotten me a lot more splats and just overall feel a whole lot better than vertical shots in my opinion.
5. Don't panic when your within shooting range of an enemy, throw an ink mist in between you an the enemy to get some distance.
6. and finally, don't worry about trying to get perfect one shots or the most splats. Your not gonna get that every time using the tri-stringer. It can be used as an aggressive back-line on it's own with the exploding arrows and killer whale, but don't get to far away from your teammates or high ground as that doesn't end very well for you.
Im gonna give one more tip for the Tri-Stringer since Chara's provided tip has already been mentioned.
DONT. FORGET. PARTIAL CHARGES. Learn the timing of the first charge, how far it goes, where they set up, and start playing Demoman TF2. People become easy to read when they're surrounded by bombs, which gives you time to make your next move. Play around with your weapons unique strengths!
Ive been a Slosher main the last two games, but I've come to really appreciate the Splattershot Jr. kit this game! Having such quick access to bombs gives it a lot of room to control where the enemy goes and hold people back. I've had a lot of games where I'm fighting 4ks and hydras from across the map because I'll pop a shield in the middle and just pepper them with splat bombs. Such a fun weapon!
Another tip for Undercover Brella is that if you get a kill while your shield is broken you’ll get it back. It should be noted that the shield has to break _before_ you kill an enemy for it to work. I’ve had times where the shield breaks right as an enemy dies and it doesn’t come back.
It’s gonna be harder to pull off because of Under’s Low damage, but it has saved my hide more than a few times and can sometimes give you room to sacrifice your shield in order to escape.
Tip for Normal Sloshers: Play around your teammates, you deal 70 damage instantly if there is no falloff and a lot of weapons can 2 or even 1 shot players after that 70 damage. Most times if there is falloff it goes mostly around 60 damage so its still useful, just not as likely for teammates to one shot.
general tip: just play salmon run ! being forced to play a weapon lets you know its strengths and weaknesses (even if sr works differently than normal play). knowing those are super helpful and you can apply that knowledge to the main modes.
Can concurr. Hated any weapon that took forever to charge, but salmon run forced me to use chargers and splatlings enough to the point that at least the team no longer consisted of only three people anymore. Yes, it was that bad. The handicap was that severe if you put either one in my hands. It took months to begrudgingly get used to them.
Dynamo still sucks though. The windup takes forever and doesn't have the damage to make up for it. Even the big swig still feels better than that... thing.
I love how not only is there good advice in the video, but others sharing advice in the comments! What a fantastic community!
Tips for Bloblobber players: use plenty of ink saver main and if you're being chased and you're in front of a wall shoot at the wall!! The blobs will go through you and if the enemy is directly behind you they'll get got! Speaking of walls, if you hit them at an angle your shots will bounce off at an angle so if you see an enemy a ways off but near a wall, bouncing your shots off that nearby wall can splat them. And if you're behind a short wall and you know someone is on the other side, make sure to aim above the wall and jump for extra height because people don't expect blobs from above especially on wahoo world splat zones
If your a roller main, I recommend 2 slots of intensify action in your gear. It makes a huge difference. Swim speed also helps, but it's optional ( this is for EU server) Also, more than 2-3 slots does not feel different to having 5 slots.
what does intensify action do for roller? i assume it's cause you want to use squid rolls?
Yeah, squid rolls and when on certain maps and you want to do a 'instant attack' it's quite useful
Really? I found no difference wirh intensify action. I use 2 mains of swim speed it’s way more useful and helps you cut through partially inked areas
It helps to do squid rolls, so like when you go through the curling bomb to get closer to enemy base, squis rolls are useful. But this may just be for me
@@melonthealpha ok, ill try it on a build thx!
Explosher/Blobber tip: Ink Saver/Special gauge up are both very good, as both use a lot of ink
Inkbrush Tip: Become more aware
Inkbrush has the shortest ranged attack in the game so it's important to learn when to commit to an approach, when to support your teammates, when to hide and track where enemies can potentially be hiding. Use the map during downtime, like for example when you're locked out and can only throw Splat Bombs, and focus on creating an opening using Killer Wail and bomb combos
My favorite thing about this video is that you never said “play X weapon instead”. Actionable advice for everyone!
tip for reeflux, the game treats any form of charge whatsoever as a threshold for a one shot, the only difference is how far apart the arrows themselves are spread out with the least spread occurring at full charge, so the weapon has absurd object damage if you can get right next to something with a large hitbox like big bubbler.
This is so useful and actually made me understand some weapons I have a hard time adapting to much better, ty man. Really looking forward for the counter video because I have a headache playing against chargers and splatlings and I'm just lost on how to deal with those effectively :")
As an Inkbrush main, running to the enemy base and getting the enemies to follow me has helped my team secure wins in turf wars multiple times! I also like killer wail as a special in tower control, but I'm also not super competitive so I don't play it very often (highest I've ever gotten was B+ rank)
For Splatana stampers, the tip about using the regular horizontal slash is great especially since if they are running two subs of sub defense if wont work with the indirect hit. Since you're also using the same button to fire you wont have to adjust your hands and the primary slash often flies faster than a burst bomb anyway securing your kills easier.
Great video Chara!
that “tips against every weapon” video idea sounds dope yo
As a Sploosh main, good advice. My favorite is to toss out a bomb at snipers so they start shooting at the bomb and I'm flanking them in the mean time. Very sneaky sneaky splooshy wooshy.
Tri Stringer: Get used to flicking upwards as you fire because those popsicles will get stuck on EVERYTHING you try and use as cover.
The dualie squelcher tip is nice, but don’t forget to back up sometimes, too! You have the most range of any dualies. Don’t always be aggro! Back up and turf areas for your back liners if you need to.
Part of what I love about NZap is that it can support AND kill, shocked to hear how passive others are
Gotta say, one of your best recent videos. I really enjoy weapon analysis.
Yes I would definitely like a video on tips of what NOT to do with every weapon. I've been getting more accustomed to the Hydra and would like to know some tips on how to avoid dying as much (besides just simply "avoid close combat, that's obvious, obviously lol). Thanks for the video!
Octobrush tip: Rolling into your enemy combos with two swings, but it's not actually a better tactic than swinging three times. Just keep this in mind for the very rare chance it becomes useful.
Octobrush tip: just switch to inkbrush
@@Feeble_Weeble Octobrush has more range and Zipcaster is actually really good for a brush, so there are reason why some people (including Chara, from what I've seen) prefer the Octobrush. (Also you don't need to be as good at mashing lol)
@@SomeGalNamedEve I was joking but I do think inkbrush is honestly a bit better, especially considering you can't take damage when going through enemy ink. I used to use octobrush but inkbrush just feels so much better imo
@@Feeble_Weeble Yeah, but here's the thing...
Inkbrush takes skill. Octobrush doesn't.
@@sherbertshortkake6649 me when Octobrush gets Zipcaster and not Inkbrush
Tip for Mini Splatling: get good with the ultra stamp, seriously, sometimes the mini just doens't have enough kill power and you need another option. I found myself doing big plays just by using the Ultra Stamp correctly, because it can easily Wipeout an entire team or at least get around 2-3 splats in good hands.
Tips for getting good at the Ultra Stamp:
1 - know the location of your enemies (most important)
it's very common to see people just activating it and stamping everything around then to try to get a kill, but then, they get killed and complain about how "bad" it is.
2 - be sneaky, you can swim with it.
3 - know all the moves it can make.
Swing = (jump + ZR): it's the fastest move, but it doesn't give you any protection in the front, good if you are being sneaky.
Stampede - (ZR): the one everyone knows, not as fast as the Swing but offers protection in the front and more range.
Throw, aka as Yeet (R): has good range, requires good aim to kill and you must do it everytime the special is ending, even if you don't need to.
4 - If you are being shot while Stampeding, don't keep stamping, turn around and try to get then in surprise, you can throw it too or just escape the gander by swimming if you can, it's faster than stampeding.
FINALLY a tip for Splatanna Wiper other than "just stop lol"
You don't know how many different Splatoon channels I've gone through to find something like that thanks
3:33 “What’s with these squidos splattin’ my girl?”
for dynamo, you should actually press the shoot button first maybe a few frames before squid rolling to do the horizontal flick, and is way more consistent for me than trying to do both at the EXACT same time.
For carbons: Really take good use of your autobomb, while it isn't as good as a burst bomb it is really good at applying pressure when heading into a fight and you're trying to splat someone, since they have to decide between trying to avoid it, or trying to both avoid it AND splat you, alongside catching anyone possibly sharking. It's also useful to throw an autobomb right in front of your feet or right in front of you to prevent an enemy from moving in or cause an enemy to run straight into it while attempting to chase you down.
Best advice I've got- especially for other Flingza mains- is *use your ink mines*. Ik a lot of people think they suck, but I've gotten a surprising amount of splats with them in the time that I've played the weapon. Placing them at the base of ramps up into turf (or one at the bottom and one at the midpoint/top) seems to deter a good few when they step into the range and make it explode. Even better if you can get into the enemy base and place them on their ramps.
Carbon Roller + Ninja Squid Tip: Flank your opponents but always have a escape route ready. When you splat someone, if there are no nearby opponents to splat or players to assist, retreat immediately.
Tri-Stringer player with over 100Ws here, best way to move with Tri-Stringer is to jump, shoot at a upward angle then at your feet, in the same jump. It will create a line of ink a little longer then the standard splatter shot in range. You then link them together as you move.
Can confirm, this saved my butt many times when I gotta retreat. I'm glad I found it early on too (did it while goofing off in the lobby) cuz tri-stringer is one of my favorite weapons
The guidelines for Splattershot usually apply alongside Hero Shot Replica, as well. This is because both weapons rely on the same sub and special, as supposed to other weapons. Due to this, there's still a bit to expect, whether if you've beaten the story mode first or not, that the physics still apply.
the hero shot replica is just a reskin of the splattershot, so i think that’s why chara didn’t separate them both :)
I did not expect that validation from this video but thank you.
I hear everyone scream about run speed on splatlings and as a Nautilus main I always find myself not feeling like I need it. So hearing "Use run speed on all of them *but Nautilus* " made me happy.
As a sploosh-o-matic main, I NEVER knew that! Thanks so much, now I won’t look like a fool when I don’t jump.
Since it wasn’t out at the time, here’s my piece for the Nova
You’re essentially the team’s scouter.
Your point sensors cost almost nothing, and the killer wail special locks onto targets.
So you can alert your whole team to where everybody on the other side is at nearly every moment.
The weapon itself has weak damage and low accuracy, but it has range that almost rivals Jet Squelcher.
You can use that range and little chip of damage from far away to finish off a weakened opponent that escaped from a teammate, or at least scare them away from the objective point while they’re trying to recover.
You can also use it to poke people out of hiding spots for your teammates to eliminate.
It’s essentially a support shooter that aims for assists and keeping track of the enemy for stronger weapons to seek and destroy.
as someone who switches between weapons based on the mode, this is really helpful :)
Something to help with Explosher is to have Thermal Ink gear. If it is a bit difficult to pull up the map after each hit, thermal ink can help you find the inkling you just hit. It does not count for indirect hits, and you still can see them when they are swimming in ink, so you still have up pull up the map a bit, but this makes it less often.
I like thermal ink on explosher, too, but don't forget it only helps you. Point sensor will reveal opponent's locations to everybody on your team, so don't forget to use it to help teammates.
Thanks for the tips! My main is an undercover umbrella but I mainly use the ink-mines to mark players and ink places, really fun to just see the enemy run from the bombs only for the smallest amount of ink to land of them and mark them
Sprinkler features & tips:
-This sub really shines in turf and splat zones but it holds up decently well in the other competitive modes
-It can stay out indefinitely unless it takes enough damage, you throw another, or you get splatted
-Sprinkler and suction bomb are the only subs that stick to walls and ceilings. Try throwing it high up directly above the action and see what could happen
-It will shoot slower after being out for a while but with the game's pacing you'll quickly need a new sprinkler somewhere else
-Great for thowing on/near a team mate's super jump spot to give cover or on an opponent's to splat/set up
-Can make a potential neat trap at the bottom of a wall that an opponent will jump down from
-The danger of repeated 30 damage per hit for the 1-time ink cost is big in Splatoon. Most of the series' main weapons take 1-4 hits to splat someone and since MPU isn't in Splatoon 3, chip damage is the next best thing. The heavy splatling has a high fire rate, can go from needing 4 hits to just 3 or maybe less and takes the most hits out of all the sprinkler kits to splat someone
-Opponents either have to take time to shoot it or avoid because of it's constant damage and inking, making it a good way to bolster the frontline, cut off escapes or set up splats
-Can ink far off spots that your team/opponents are not or cannot pay attention to for turf war or special charge. Your base isn't the only place you can get free turf or special charge
Tip for blaster, if you are in your bubbler and a slayer pushes inside it and you cant hit a direct well, try if, you have enough ink, throwing a bomb and then shooting at the floor to chip them down. It sounds very dumb but can sabe you. Also consider throwing auto bombs at anchors before pushing them so they might not expect you.
im really impressed that you managed to give such genuinely useful tips for every single weapon class! none of the information felt redundant or too obvious, great job
For dynamo roller (technically 96 and heavy as well) the sprinkler can be used as a mini burst bomb painting the ground or wall on impact, u can use it to escape dangerous situations in combination with an instant squid roll
How to counter the dynamo: the R button.
Great vid! Just wanted to let you know that there's no timestamp for the dualie section
another pretty obvious tip for dualies is to USE THE ROLLS. rolling back and forth in front of an enemy can not only help you avoid getting hit, but it can waste their ink and give you some time to splat them while they’re defenseless
During the splatfest, I actually picked up the sloshing machine as I’ve only used it once or twice during regular turf before hand. in between rounds, I would constantly practice my shots at the bumpers in order to understand the limits of my weapon, and used it throughout the entirety of the second half, so seeing the tip for machine in this video reflect my own conclusions before hand told me at least I was doing something right 😅 good video with great advice!
P.s, in my main team, “plan b” with me on ink brush just means “become a nuisance” works every time LOL!
4:25 Thank you for letting others dynamo players know this. I main it so I instantly knew it would be a cool mechanic that I’d pick up instantly when I played the test fire(trust me when I say I love this weapon and made sure of you could combo the Squid Surge with the horizontal flick).It’s great to use it and know you have extra movement and a devastating large hit-box.
Tip 1.) Take advantage of the dynamo’s range . Don’t always try to close the gap between you and the opponent if they are a slayer with a fast kill time
Tip 2.) Try to practice and understand the Squid Roll timing with the horizontal flick. Sometimes I mess up and accidentally do a vertical which is a bit slower from how I see it.
In 2 I only used about 3 weapons, and the ones that weren't octobrushes I also barely used, but, although I still love octobrush and E Liter and Splattershot Pro the most (although the .56 gallon might be overtaking that last one, what a fun weapon!), I also rlly love bouncing around between all sorts of weapons from all sorts of sloshers to splatling to sploosh to turbo, it's been super refreshing even if I haven't always been...winning... but I'm getting better and that's all that matters!
A good Hydra tip is that sometimes just holding the Booyah bomb is scarier than actually throwing it
If what I call a charger veteran and I still found that tip very useful thanks I sometimes forget about trying to pressure an area because I’m trying to focus on kills while I needed a reminder for
I also feel like Hydra Splatling is one of the Splatlings that plays behind lines the best. I had a Clam Blitz game where our Hydra Splatling user played defense on our goal. Not only was he a very good defense that practically won us the game by keeping the enemy from scoring while we did the scoring on the enemy, if your goal is a little ways away from your spawning point like it is on some maps, this also means you can just jump straight to the Hydra Splatling player who is already playing defensively, meaning they'll probably try to keep you safe, or do so inadvertently.
Autobomb is good for pesting oncoming enemies who would like to take the point, and Booyah Bomb is a good area denial tool for keeping enemies away from the point as well. Plus, if you're playing defensively and not getting into engagements all the time, chances are that you're going to stay alive longer and have more time for painting for Booyah Bomb, meaning that you'll practically always have it when you need it. Sometimes just HAVING the big guy with the big gun in front of the goal or behind the point can make a world of a difference.
11:45 Lucifer Thomas XD
Great vid, thanks for the array of tips! I'm encouraged to dabble more in different weapons.
Funny thing I noticed with splat brella is that the damage from the shield can help one shot if your at close range
Sorry should of phrased that better..
ill help, if your opponent has already taken a good amount of chip damange u open close the brella to finish them off. popping open ur brella does the SMALLEST amount of chip but it can be huge.
Extra tip for the splat brella -
One hit and a poke with the brella is a kill if the enemy has no ink resistance.
A good tip for Sploosh:
When ultra stamp is ready for use, make sure you have a good understanding of the enemy team in terms of matchups and placement before immediately using stamp, it expands solutions to the weapons that counter it; namely rollers, but also more tricky things like sloshers and bubbler. Curling bomb is also amazing in potentially giving stamp more smoother and mobile options to take before immediately rushing in.
After all these years I never knew you could throw a sub in between Dualie rolls! That's especially useful, thanks for mentioning it.
A few gear tips for splatana wiper: run speed doesn’t work when strafing with them.
So don’t use it.
I personally recommend running Comeback QR on it as it is at it’s best when successfully taking aggressive positions and get key pics on the opponents.
QR is great insurance in case you fail to do so.
Does it work on stamper tho?
The explosher one shocked me, i had no idea that explo can turn into a mini stingray that let you see people from the map
tip for slosher - throw a bomb before using triple inkstrike. itll work as an extra tool in poking the enemy (or kind of extra inkstrike!), and it wont cost ink since youd be dishing your special before then^
More advice for weapons when you’re using them in salmon run (I.e. not caring about specials), would be awesome!
Flingza is also really good for camping on the tower!! The long flicks can deter other players from getting in too close, and you can one-shot anyone trying to climb the tower. The only downside is that the special isn't nearly as good as the splat roller.
Did i read that right or did you just say the big bubbler is better than tentamissles? Lol.
@@ChiePet_ :?
Yeah, I found that using a big bubbler on the tower itself comes in clutch a lot more than tenta missiles.
@@suncricket Specifically oh okay, makes sense, at least if you are on point or mid. If you were support or mid, fling spamming til you can missile the other team is just red flags for them. Of course, you'd never wanna be on the tower if that was your goal lol. I like bigbubble, but just not on something so limited in movement
squiffer tips: since the charge speed is so fast compared to other chargers its best to constantly be on the move and charge when needed rather than sit in one spot holding a charge but with how short your range is it helps to try and attack from off angles.
If you're ever in a bind where you can't go for a OHK the charge is so fast it can reach over 50 damage almost instantly meaning partial tap, reposition, partial tap for a quick two hit.
explosher tip: you always want to be attacking from some sort of elevated point as this makes it far easier to hit that 90 damage sweet spot combo, defend your elevated spot as well as you can too as being a backline weapon your teammates will often get alot out of jumping to you.
I’m testing out the Dynamo squid rolling. It feels like you need to input the flick a moment before you squid roll, not directly at the same time
Never been a roller guy but Flingza's vertical feels so good
11:58 I’ve actually found I can combo into horizontal strike far more reliably than burst bomb for some reason (probably because I get multiple tries), and so I primarily use burst bomb to poke when I can’t safely get in a charge shot, in hopes of killing via chip damage teammates accrued or getting an enemy to temporarily retreat.
Tip for undercover brella don't forget to use mines and it's ok to use your shield to trigger bombs early to cover team mates who might be squid jumping to you or are in a good spot
Tip for Tri-Stringer when it comes to painting: use tap jump shots to paint vertically, a hood guide that helps me to know where the ink lands is use the tip top of the bow so that way you can paint a lil less awkward in tight hallways. And obviously slowly bring your camera down when shooting upwards to paint
if all three shots don't land to get the immediate kill with the reef-lux, particularly with a horizontal charge, you can quickly finish them off with a tap. if you need to escape from a close quarters 1v1, taps can also paint enough to slow down the opponent while painting your own feet and sometimes even turn a fight in your favour depending up the weapon matchup
5:56 "Do not forget to set up your mines."
It's been over a month since I've been using the "Fun Ink Mine User" title. I've been strategic with them since the previous game.
A good tip for N-zap or any tacticooler weapons You can use you cooler as a shield, the hitbox is rlly big
Tip for Reef-lux: don’t
counter-tip: *yes*
@@chebas_ counter tip: no
@@Ihonestlydek counter tip : YES
Missiles 😭
as a daple dualie main, i found it so smart to be able to cancel the squid roll and then i tried it in game and realized that i was already doing it without even knowing it-
tip for most weapons:
You can use the falloff damage to hit people behind walls to catch them off guard. Playing tri-stringer can help getting used to hitting falloff shots.