Great video as always, loving the series so far! The illustration of kiting with Tetras was enlightening, and also explains why they never really called to me since my aim is not _that_ good lol I was historically confused about some dualies mechanics*, so I wanted to summarize the details, inclduing some that weren't comprehensively covered in the video, in case anyone is left uncertain. (*It also didn't help that I mainly played squelchers, which are very different from the others, especially with the moving in turret mode, lol) - All dualies have increased accuracy in turret mode. All shots fire toward the inner reticle (normally they are gradually more likely to fire toward the outer reticle/bracket as you keep firing). Splat Dualies have no shot spread, while the others have less shot spread than standard (dual-reticle) mode. - Splat Dualies, Dapples, and Tetras have increased fire rate in turret mode. Gloogas and Squelchers do not. - Gloogas have higher damage per shot _and_ slightly longer range in turret mode, both traits unique to them. - The start lag (roll animation length, time before you can start firing for non-Tetras) and end lag (time before you can move to exit turret mode, though I don't know _exactly_ how it applies to Squelchers) varies slightly for each weapon. - The ink consumption of the roll varies between weapons. Tetras are the lowest at 3%, Dapples are 5%, Splat Dualies are 7%, and Gloogas and Squelchers are the highest at 8%. - And of course, you can stay in turret mode indefinitely, until you either move or stop firing! (Don't worry, the game doesn't make this super clear, and I didn't really understand it for a while either lol) Note this is all based on Splatoon 2 numbers from Inkipedia, so some values could have changed slightly for 3, but I think the overall behavior is the same. Hope this is useful to anyone looking for more details! Let me know if I got something wrong.
Oh yeah, before anyone asks: I chose my screen name in 2010 when signing up for a forum for an old RTS, because I played a lot of the "skirmish" (vs. AI) mode. The fact that I happen to enjoy playing the eponymous role in competitive shooter games is completely coincidental. :P
@@solarflarecj1067 I second this comment... >:v At first i thought i just didn't put them in decent spots, but if they weren't in decent spots, the enemies would've taken them out after a while right?? Regardless, it becomes clear in some matches that no one on my team checks the maps (or they don't know how to jump to them)
You all getting the KO on the top players is a great example of the idea that you shouldn't lose confidence or get psyched out from names. Keeping a cool head and just following the mission of your weapon lead to great results! And just for the record they weren't playing their mains, but neither were you!
Another great example here is one time I was playing with a couple friends who are in B+, but bc im in S+ we got matched against Bagel. And we also got a KO. It was crazy
13:48 I've always wondered why I love the dapples so much but describing it as living in their walls and being a rat is making me realize that it's perfect for me bc that's the exact sort of chaos gremlin I revel in being
I never knew just how satisfying it is to be able to do that. I'm not even that great most of the time but there are some games where I'm just in the enemy spawn for the entirety of the match as they respawn and continue to get mowed down one after the other until I finally die. I don't even like that kind of role in other games but there's something about the Dapples in Splatoon specifically that makes the "be incredibly annoying and hard to hit" playstyle extremely fun.
I know this isn't relevant to most of the video but- Seeing top players in ranked is both terrifying and incredibly exciting. Feels amazing when you can beat em
the most annoying part of playing dualies is your absolute weakness to the wavebreaker sure, you can roll to get out of the way of every single other special, but if you try to roll through a wave, you are guaranteed to get hit meaning to avoid a wave, you either have to stop moving, or stop shooting, to avoid getting hit
I have started practicing how to jump while firing (i.e. neutral stick) with dualies partly because of this (it also helps for hopping short ledges while pumping ink into an area). Definitely a tricky manuever, but dualie play is already pretty heavy on muscle memory, it's just another mechanic to keep in mind.
"im not gonna run main saver on the squelchers im just gonna run last ditch effort" (proceeds to run out of ink repeatedly and almost every death is from a result of him running out of ink)
Been loving dapples for zones, giving safe jumps to my teammates and the occasional boost from tacticooler makes me feel more important than I may be in the outcome of a game.
Good vid, as a dialie main for several years you did a good job at describing what rolls are, and more what firing modes are without the hyper simplistic “look at this thing exists. Okay bye”
Quick clarification and other tips you left out: a) Dualies can be extremely ink hungry because dodge rolls do consume ink so LDE is generally a good option for any dualie b) Only vanilla dualies get perfect accuracy in turret mode c) While tetra has the best mobility and gets to fire during rolls, they are the most inaccurate of the dualies (and in the whole game i think) and have the most dodge roll end lag d) You can throw a sub between dodge rolls without interrupting turret mode (mainly useful for glooga) and that's it! As a dualie main since splatoon 2, I'm happy to see the dualies recieve the love they deserve!
Hi, fellow Dualie Squelchers main, I have a question. I’ve been looking at gear builds for Dualie Squelchers, and I’ve been seeing Run Speed a lot, apparently because it increases the speed of the Dualie Squelchers’ dodge rolls. Do you think any run speed is worth the trouble? Thanks in advance, καdσ
@@kado-2323 Hello, so it seems you have a minor misconception about rsu (run speed up), rsu doesn't increase the speed of the dodge roll, it increases the speed at which you slide when going out of a dodge roll. To be honest, I don't actually know how significant the effect is for running rsu on dualie squelchers, but even so, I don't think it would be very helpful. if you slide out of a dodge roll, you miss the opportunity to do the jump tech, and with the way you should be skirmishing your opponents, I don't think it's that significant if you can slide a little faster. Some helpful abilities you could run instead are last ditch effort (lde) and intesify action (ia). Dualie squelchers are easily the most ink hungry weapon of the dualies which lde really helps with, and ia helps a lot with the jump tech. As for how ia you should run, I can't say for sure as i've actually long since moved away from the dualie squelchers, but there is a discord server for squelcher dualie mains full of ppl far more qualified to answer your questions than I am. You can find the said discord server in the weapons crosswalk server that Gem posted in # resources a while ago (if you haven't joined the squid school discord server you should it's a really cool place!). I hope you found this helpful!
@@nicolasdevincentis6381 Thanks for clarifying that. Hopefully Dualie Squelchers get buffs to compensate for the lack of MPU in S3, just like some other weapons have been getting recently (Zink Mini Splatling, Nautilus, Bamboozler).
I only ever really played duallies in salmon run. I normally play splattershot and jr. But since new weapons are coming out I decided to get 1 star in a bunch of weapons to get licenses ended up really liking the squelchers a lot. Hard to hate a mobile weapon with long ass range and a splat bomb
Hi Gem, great video as usual! A Dualie Squelchers main here with a few comments. I feel like you, and NA youtubers in general, put way too much importance on the DS jump tech. Jump teching is a really nice cross up that good opponents have to respect. The flipside though is that you're generally going to be jumping just up/down; jump teching while strafing left/right requires really precise/awkward button inputs so that you jump before you move, and you don't accidentally perform a second roll. Your DS gameplay reflected that as well. I see you tried to jump tech early, but as the game progressed your gameplay started to realize there were a couple of factors made you play differently. One is how worrying about ink consumption is much much more of a key factor to good DS play. And two/similarly, how non-rolling and just shooting+kiting is so powerful as a value per ink-consumed perspective -- I've seen a number of high S+ DS users who are extremely conservative with their rolls. One DS and maybe even general dualies tech I've seen a japanese Rank X 2800 player showcase back in Splatoon 2 is left/right dancing. If you quickly move between left and right while you shoot (non-roll), you can time your two reticle's shots and hit all of your shots to one precise target. The theoretical downside to this is you can miss all your shots instead, but in practice I have found this technique really useful (maybe this also helps with my split-second aim fixing??). Overall, I think DS has a lot of handy techniques to practice that can add a lot of value, and that speaks to how flexible DS are and how the weapon allows for a wide range of play styles. NA is a little but close-minded in that we glorify jump-teching too much, and I don't think this is any better or worse than the range of different tricks and techniques playable by this weapon.
one of the reasons i like the squelchers is just how well their kit works together. the bomb is good for defense when you can't push the way they'd like, and they let you hold space while repositioning or refilling. the wavebreaker is the best special it could ask for imho because it makes it even better at taking fights with shorter range weapons (like other dualies) while making your main fire a 2-shot to anything hit with the wave. and because your range is so huge you can basically punish anywhere in the wavebreakers range from one side of it. weapon is a ton of fun
My favourite weapon class, and home of my Splatoon 2 main and Splatoon 3 co-main, the Gloogas (specifically formerly a very bad Glooga Deco one trick in 2 lol)! Excellent analysis of the underrated rolling daredevils themselves! I can’t predict the future, but I'd say definitely do not underestimate this class, even the weaker ones like Dapples and Gloogas could definitely rise up to potent heights if the meta ever favours them! And of course, Tetras and Squelchers are as powerful as ever!
One great use for dapples' beakon is that the enemy is forced to deal with them if it's in their backlines, as it's very dangerous having a backdoor to your base. They let you continue to draw aggro even after being splatted. If the enemies don't deal with the beakons then enjoy your free splats/clams 🙃
I honeslty think that's one of the biggest weaknesses of the weapon. If for some miraculous reason they ever decide to buff this weapon, I'd hope they'd make the falloff slightly better somehow
@@ambiguousparadox its a reference to glue guns heating up to 52.5 celsius or something, i forget. but theres a reason its a such a specific number, so i doubt theyll change it sadly.
@@floonmeeple2371 Yeah ik. still sucks tho. my other idea would be that they could buff its range slightly, but I think theyre really worried about overbuffing it. Which is kinda fair because it can be a really strong when used right as is, I still think it could use something to set itself apart more tho
Also this “bonkers” dps he says the dapples have is actually the third fastest in the game behind the short range ballpoint and hydra splatlings. As far as both shooters and dualies go, it can kill the fastest. So keep in mind that if you get in range of an opponent and look at them funny itll hit em with enough force to send em back to spawn
As a former aerospray main (i know, I know - still fun for turf war every so often) I love the dapple duallies now, and I’m SUPER excited for the new dapples - I almost don’t even care what the special is. A couple chunks of Intensify Action on dapples just makes dodge-rolling with them *bonkers* and I’ve been having a blast ever since I grabbed them on a whim
a tip for the explain-y bit at the start, about enemy ink: you can use the copy machine with bombs to make a big old splotch of enemy ink very useful to demonstrate dodge rolling in enemy ink
That is not correct, the dapples have more range than a sploosh, both in actual range and effective range, as they are significantly more accurate, even without the dodgeroll. I think part of the reason that game was such a good victory was because of your beakons. Some people tend to forget to place them, because they underestimate the pressure they can put on the enemy team when you can just jump back in for free. You don't necessarily have to just pop the tacticooler in the enemy base. One trick I like to do is to abuse the QSJ you can get from it. I place a beakon in a hidden spot in the enemy base, and then go and try to get as much attention as possible, so they dont notice the beakon, then back up to the middle of my team and pop cooler. You then abuse the instant superjump to jump to the beakon, which you've just baited the enemy team in front of, often putting them in a bad position where they're fighting you on the back side, and your team from the front. Even if they're good about eradicating beakons in their base, you can still abuse the tacticooler qsj if you place beakons in farther back positions that allow you to quickly jump horizontally across the map, and just appear at flank positions without warning. And that's not even to mention how fast your team can get back in from a death when they have tacticooler + sub power beakons. Oh, and I just remembered, you can also abuse beakon's ability to track enemies on the map. You can place beakons in really aggressive positions, and pop open your map briefly to see how the enemies are moving on top of ledges, or on the other sides of walls. It can be quite useful, plus, if they forget to destroy it, it can often be a free ticket back into their walls. I particularly like using them when I'm in their spinner on Museum.
That's why I love this weapon, it takes good precision in close range engagements, it has cool movement tricks, and when it's going well, it's almost impossible to remove you from the enemy's backline. Also, it and tent are the only weapons in the game that currently have beakon.
I’m loving this series! As someone who plays dapple, (but not one tricking it) the line about rats in their walls sent me because yes, that is indeed my strat. I think it’s extremely helpful for newer players to take advantage of squid beacons in turf wars too because it can stop the other team from camping near spawn, and other newer players aren’t looking for the squid beacons to break them either.
dualies main here Another reason we squid roll into dodge roll is to get into turret mode without sacrificing position. If you squid roll backwards then dodge roll forwards, you more or less get back to your original position, and you can also use your remaining dodge roll to push forward or backward to retain turret mode. This is especially useful for tetras that have more push space.
I'm very impressed at how you can play so many weapons decently well, and seeing you having some trouble in anarchy makes me feel less bad about when I get bodied lol
Hey! About that #1 Zone Inker award: The game may be gaslighting you! I discovered by playing with friends that multiple people can get that #1 Turf Zone Inker badge at end screen time, but if you go backl and look at your medals post match it will be 3 different badges and only 1 person actually got that gold.
Yeah I've seen the same thing. It's especially aggravating while doing a Series and trying to keep track of your points - the medal is definitely bugged.
Just a quick correction for the dualie squelchers, they do not have a increased fire rate in turret mode thus do not deal extra dps, (only single reticle and bullet size are changed) however switching modes sometimes is jank where it will put out the last shot it was doing then cancel to the next shot early (my theory is that it counts switching modes as stoping firing thus triggering the 3 frame initial shot instead of waiting 6 frames which is for continuous fire in both modes)
Look at this guy. Winning against 2 top-level players while trying to _Educate people._ I wouldn't even know I was in that kind of matchup, who are these people.
"Dapple Dualies aren't that great, they don't paint a lot and have low range" *beats a team of top-level players in the same match with dapple dualies*
as a dapple main, something i like to do is place a tacticooler, then immediately place a beacon, putting the beacon somewhat inside the tacticooler, and then when it is jumped to, your teammate gets a can without having to go out of there way for it
I play all dualies but the gloogas, and while I'm not going to start as it's still not my play style, this definitely made me have a little more respect for them. I started on tetras but don't play them as much anymore. The extra long end lag on dodges if you run out can be pretty damning, and all those extra rolls make it super easy to overdrain your ink. I may go back to them some day but right now I string myself out too hard.
Interestingly enough I've found much success with the dapples as a rider/semi-support in Tower control since the beakons allow you and your team to maintain pressure and the cooler allows you to effectively put up an unbreakable shield on the tower which can help while riding for a time, plus the short range, but high fire rate can deter or defeat opponents attempting to come onto the tower. The one downside of using ii though is that you are pretty much required to rely on your team to handle any backlines long range weapons for you if you're choosing to be a rider.
I love the Dualie Squelchers they're so much fun and the only weapon I've managed to perform consistently good with. Just today I was struggling to use them in Zones and this helped a lot to deferentiate what my goal in Zones as the Squelchers should be, thank you for unintentionally helping me out, Gem!
A thing that I noticed when using booyah bomb, even during the demonstration, is that some teammates don't help it charged. Some scenarios, like fighting, for example, may not help it charged since they're occupied, others don't help at all. Because of that I developed a technique where I use my right hand thumb to speed it quickly. I really recommend and practice to charging it by oneself by smashing it fast as it may come in handy in aggressive and dangerous situations. The less time spent charging it the better
I talk about using your right thumb in my video on D-Pad communication, definitely recommend everyone at least try it to see if it fits your hands well.
Duuude, until I saw you doing it in this video, I didn't know that you could stay in turret mode until your ink runs out. I always have my thumb pushing on the left stick, because I always want to be moving. So I thought you only had a second or so to use turret mode before you need to roll again.
I love the vanilla dualies. They’re the only dualies that get perfect accuracy in turret mode and I think they get a higher firerate buff as well, which makes them pretty comparable to Splash, and Crab Tank helps make up for their lack of range.
dapples promotes an insanely aggressive, "in your face" playstyle, which of i specialize in - most people do NOT like when you're right up in their face zooming at the speed of sound, which gives you an advantage against just about everything that isnt another dualies or someone who's got scary good accuracy. beacon n tacticooler is great for getting back into the action and murdering people faster lol. and yes, i will live behind enemy lines like a rat on occasion juuuust because i can ( AND THEY NEVER CHECK MAP!! MUAHAHAHAHA... )
Quick question about useful abilities to have for the Dualie Squelchers: How many slots of Ink Saver (Main) do you believe is too much for the weapon? I ask because, in going for a fashion-focused look-I just think Dualie Squelchers look neat with Pilot Goggles, Crimson Parashooter and Red Hammertreads-I've somehow ended up getting 1 main + 3 sub slots of Ink Saver (Main) and I'm wondering if I should trade one of the sub abilities out for something like Swim Speed Up or Sub Resistance UP (the other abilities on said kit are Sub Power Up and Special Charge Up for my other mains, 1 sub of Quick Respawn and Ink Resistance Up, plus 2 sub slots of both Ink Saver (Sub) and Ink Recovery Up)
I think it depends a lot on your personal play style. Too much ink saver does nothing, you only benefit from it if you actually run out of ink otherwise. If you find yourself saying "I would have had them if not for the ink running out" 41:35 (if I had a penny for each time I've said that!) then try adding more, if not then try removing some.
Glooga main here. I think the main reason Gloogas aren't played competitively is becuase they take a lot of practice to use. Aiming is challenging at first, and people would much rather pick up the .52 Gal with a worse special because it is easy to use. Gloogas have a unique place as one of the longest range slayers in the game, and really stand out once you combine techniques like squid roll!! with dodge rolls and throwing the wall after the first dodge roll to get in more.
In splatoon 2 I'm absolutely horrible with any dualies I use... I even struggle fighting them bc they have such high power.. And the dodge roll was a nightmare for me to even try to use.. I'm a jumper not a roller lol. Now on splatoon 3 I'm learning your drills with my wrists and picking my battles and MAIN WITH DAPPLE DUALIES!!! XD I even manage a bit ok with dark tetra dualies.. Ironically its with dapple dualies that made me break tunnel vision and learning to pick my own fights while also acting as support with beacons. I'm still gonna keep trying to practice more.
I really enjoy gloogas on tower and rainmaker as they can be really good at making picks (especially on tower). my biggest problem is they feel inconsistant, like you said. a lot of times when i feel i should be killing, i dont. sometimes it just feels like what should be a 2 or 3 shot kill, takes 3-5
I feel like Bloblobber's turf output is super overrated. It can do it from a hilarious distance and from behind dozens of corners and ledges, but the actual amount of turf in any given area isn't that much compared to a lot of other weapons. I also think the Glooga turf output is fairly underrated; the main reason it doesn't paint much is because it doesn't want to be focusing on painting, not so much that it can't paint.
could you do a video on knowing when to dive back into your ink during a fight please? i have a habit of staying out too long and I end up losing my opponent while im still in the open.
@@SquidSchool That’s a good idea. Unfortunate then that the big sip was announced after the roller vid. Are you thinking about making a a video for just that weapon?
top of the top of high level competitive players. some of the best in the game. they're not playing their main weapons in this game though and aren't on a team together (afaik...?) the players with sy in their tags (sy.q and sy.sun) are on sayonara though and DO play together
You explained DPS, but what is... "feeding"? That sounds like a DOTA term for dying, but unlike in DOTA, the enemy team doesn't directly grow in power from your death...?
Hey! I'm a charger playing and I've been having trouble with people who sub-strafe to avoid getting damaged. Do you think you can make a video on how to use chargers and how to splat people who sub-strafe?
The Tacticooler also serves as a makeshift barrier (blocks your ink, but also blocks theirs), which can occasionally come in handy. Plus, if you're trying to jump right after spawning, you'd have to first launch out of the spawner so you can put the cooler on the ground, which burns a little time. It might be a reasonable tradeoff if you're trying to stay stealthy? I don't know.
@@Skirmisher2048 well, you’d need to build special for the tacticooler before jumping, right? So it’d be better to play it like 1 build special in base (I said spawn in my original comment, but “base” makes more sense for where you’d build special) 2 drop cooler where your team can potentially use the buff 3 super jump to Beakon 4 get epic frags 5 get sent back to spawn Since it’s unlikely you’ll respawn with all your special meter, assuming you don’t build it back up before the buff runs out
Great video as always, loving the series so far! The illustration of kiting with Tetras was enlightening, and also explains why they never really called to me since my aim is not _that_ good lol
I was historically confused about some dualies mechanics*, so I wanted to summarize the details, inclduing some that weren't comprehensively covered in the video, in case anyone is left uncertain. (*It also didn't help that I mainly played squelchers, which are very different from the others, especially with the moving in turret mode, lol)
- All dualies have increased accuracy in turret mode. All shots fire toward the inner reticle (normally they are gradually more likely to fire toward the outer reticle/bracket as you keep firing). Splat Dualies have no shot spread, while the others have less shot spread than standard (dual-reticle) mode.
- Splat Dualies, Dapples, and Tetras have increased fire rate in turret mode. Gloogas and Squelchers do not.
- Gloogas have higher damage per shot _and_ slightly longer range in turret mode, both traits unique to them.
- The start lag (roll animation length, time before you can start firing for non-Tetras) and end lag (time before you can move to exit turret mode, though I don't know _exactly_ how it applies to Squelchers) varies slightly for each weapon.
- The ink consumption of the roll varies between weapons. Tetras are the lowest at 3%, Dapples are 5%, Splat Dualies are 7%, and Gloogas and Squelchers are the highest at 8%.
- And of course, you can stay in turret mode indefinitely, until you either move or stop firing! (Don't worry, the game doesn't make this super clear, and I didn't really understand it for a while either lol)
Note this is all based on Splatoon 2 numbers from Inkipedia, so some values could have changed slightly for 3, but I think the overall behavior is the same.
Hope this is useful to anyone looking for more details! Let me know if I got something wrong.
Oh yeah, before anyone asks: I chose my screen name in 2010 when signing up for a forum for an old RTS, because I played a lot of the "skirmish" (vs. AI) mode. The fact that I happen to enjoy playing the eponymous role in competitive shooter games is completely coincidental. :P
The end lag from rolls still applies to Squelchers, you just slide during that time, still can't run or swim during it.
pinned for containing a bunch of useful corrections and clarifications. Another correction to add to the list: dapples (slightly) do outrange sploosh
Glad I could help! The quirks of the dualies are numerous and varied, so I don't blame anyone for leaving things out haha
Can't believe you're covering 10 weapons in 1 video
not to mention 12 different rolls.
If this was reddit I'd have given you gold
@@enriquej.beltran171 wholesome 100 reddit chungus keanu moment
@@richardcanter9860 i see what u did there…
Man is so efficient he did it in 5 games as well
“You can live in their walls” made me interested in the dapple
Come to the dark side, become rät
The ratples
Dapples is a good test to see if your enemies open their map…your teammates too >:(
@@solarflarecj1067 I second this comment... >:v
At first i thought i just didn't put them in decent spots, but if they weren't in decent spots, the enemies would've taken them out after a while right??
Regardless, it becomes clear in some matches that no one on my team checks the maps (or they don't know how to jump to them)
the weapon wielded by us rat bastards
You all getting the KO on the top players is a great example of the idea that you shouldn't lose confidence or get psyched out from names. Keeping a cool head and just following the mission of your weapon lead to great results!
And just for the record they weren't playing their mains, but neither were you!
Another great example here is one time I was playing with a couple friends who are in B+, but bc im in S+ we got matched against Bagel. And we also got a KO. It was crazy
Pro tip: Just don’t remember top players’ names
pro tip: i forgot...
Pro tip: I lose confidence knowing damn well i will lose against them
HAHA omg I was the explosher from 41:00
Crazy to see myself pop up! Good game 💪🏻😎❤️
Fitting that his name is Gem bc that's exactly what this channel is
aw shucks x>
13:48 I've always wondered why I love the dapples so much but describing it as living in their walls and being a rat is making me realize that it's perfect for me bc that's the exact sort of chaos gremlin I revel in being
I never knew just how satisfying it is to be able to do that. I'm not even that great most of the time but there are some games where I'm just in the enemy spawn for the entirety of the match as they respawn and continue to get mowed down one after the other until I finally die. I don't even like that kind of role in other games but there's something about the Dapples in Splatoon specifically that makes the "be incredibly annoying and hard to hit" playstyle extremely fun.
That game where you just happened to be with a load of top players was very funny
I know this isn't relevant to most of the video but-
Seeing top players in ranked is both terrifying and incredibly exciting. Feels amazing when you can beat em
I had a blast fighting Dude in Splatoon 2 purely by chance
the most annoying part of playing dualies is your absolute weakness to the wavebreaker
sure, you can roll to get out of the way of every single other special, but if you try to roll through a wave, you are guaranteed to get hit
meaning to avoid a wave, you either have to stop moving, or stop shooting, to avoid getting hit
I seriously think rolling should at least seriously reduce damage from waves and remove the locating effect of it
The amount of times I have rolled into a wave breaker's wave when I meant to jump is too much
I have started practicing how to jump while firing (i.e. neutral stick) with dualies partly because of this (it also helps for hopping short ledges while pumping ink into an area). Definitely a tricky manuever, but dualie play is already pretty heavy on muscle memory, it's just another mechanic to keep in mind.
Probably just one or the other, but I do think it’s probably fine as its good to have counterplay
Just jump? You can even jump over the wave and then roll back to the floor. It's quite easy to jump while shooting.
Tetra Dualies are basketball shoes because you use them to break the opponent's ankles.
"im not gonna run main saver on the squelchers im just gonna run last ditch effort" (proceeds to run out of ink repeatedly and almost every death is from a result of him running out of ink)
Too lazy to change gear. I get that way sometimes tbh
me early days with the squelchies
One thing you didn't mention is that the Gloogas' range also increases slightly after a dodge roll.
Hey, it gets that sweet sweet damage boost as well
Been loving dapples for zones, giving safe jumps to my teammates and the occasional boost from tacticooler makes me feel more important than I may be in the outcome of a game.
Good vid, as a dialie main for several years you did a good job at describing what rolls are, and more what firing modes are without the hyper simplistic “look at this thing exists. Okay bye”
Quick clarification and other tips you left out:
a) Dualies can be extremely ink hungry because dodge rolls do consume ink so LDE is generally a good option for any dualie
b) Only vanilla dualies get perfect accuracy in turret mode
c) While tetra has the best mobility and gets to fire during rolls, they are the most inaccurate of the dualies (and in the whole game i think) and have the most dodge roll end lag
d) You can throw a sub between dodge rolls without interrupting turret mode (mainly useful for glooga)
and that's it! As a dualie main since splatoon 2, I'm happy to see the dualies recieve the love they deserve!
spray-shooters are definitely less accurate than tetras, and it gets much better in turret mode but yeah it's pretty bad in dual reticle mode.
Hi, fellow Dualie Squelchers main, I have a question. I’ve been looking at gear builds for Dualie Squelchers, and I’ve been seeing Run Speed a lot, apparently because it increases the speed of the Dualie Squelchers’ dodge rolls. Do you think any run speed is worth the trouble? Thanks in advance, καdσ
@@kado-2323 Hello, so it seems you have a minor misconception about rsu (run speed up), rsu doesn't increase the speed of the dodge roll, it increases the speed at which you slide when going out of a dodge roll. To be honest, I don't actually know how significant the effect is for running rsu on dualie squelchers, but even so, I don't think it would be very helpful. if you slide out of a dodge roll, you miss the opportunity to do the jump tech, and with the way you should be skirmishing your opponents, I don't think it's that significant if you can slide a little faster. Some helpful abilities you could run instead are last ditch effort (lde) and intesify action (ia). Dualie squelchers are easily the most ink hungry weapon of the dualies which lde really helps with, and ia helps a lot with the jump tech. As for how ia you should run, I can't say for sure as i've actually long since moved away from the dualie squelchers, but there is a discord server for squelcher dualie mains full of ppl far more qualified to answer your questions than I am. You can find the said discord server in the weapons crosswalk server that Gem posted in # resources a while ago (if you haven't joined the squid school discord server you should it's a really cool place!). I hope you found this helpful!
@@nicolasdevincentis6381 Thanks for clarifying that. Hopefully Dualie Squelchers get buffs to compensate for the lack of MPU in S3, just like some other weapons have been getting recently (Zink Mini Splatling, Nautilus, Bamboozler).
I only ever really played duallies in salmon run. I normally play splattershot and jr. But since new weapons are coming out I decided to get 1 star in a bunch of weapons to get licenses ended up really liking the squelchers a lot. Hard to hate a mobile weapon with long ass range and a splat bomb
Hi Gem, great video as usual! A Dualie Squelchers main here with a few comments.
I feel like you, and NA youtubers in general, put way too much importance on the DS jump tech. Jump teching is a really nice cross up that good opponents have to respect. The flipside though is that you're generally going to be jumping just up/down; jump teching while strafing left/right requires really precise/awkward button inputs so that you jump before you move, and you don't accidentally perform a second roll.
Your DS gameplay reflected that as well. I see you tried to jump tech early, but as the game progressed your gameplay started to realize there were a couple of factors made you play differently. One is how worrying about ink consumption is much much more of a key factor to good DS play. And two/similarly, how non-rolling and just shooting+kiting is so powerful as a value per ink-consumed perspective -- I've seen a number of high S+ DS users who are extremely conservative with their rolls.
One DS and maybe even general dualies tech I've seen a japanese Rank X 2800 player showcase back in Splatoon 2 is left/right dancing. If you quickly move between left and right while you shoot (non-roll), you can time your two reticle's shots and hit all of your shots to one precise target. The theoretical downside to this is you can miss all your shots instead, but in practice I have found this technique really useful (maybe this also helps with my split-second aim fixing??).
Overall, I think DS has a lot of handy techniques to practice that can add a lot of value, and that speaks to how flexible DS are and how the weapon allows for a wide range of play styles. NA is a little but close-minded in that we glorify jump-teching too much, and I don't think this is any better or worse than the range of different tricks and techniques playable by this weapon.
2:46 I literally never knew you can stay in the single fire mode 💀💀💀
one of the reasons i like the squelchers is just how well their kit works together. the bomb is good for defense when you can't push the way they'd like, and they let you hold space while repositioning or refilling. the wavebreaker is the best special it could ask for imho because it makes it even better at taking fights with shorter range weapons (like other dualies) while making your main fire a 2-shot to anything hit with the wave. and because your range is so huge you can basically punish anywhere in the wavebreakers range from one side of it. weapon is a ton of fun
I just wish it would charge a little quicker. I tend to use it too conservatively because it takes so long to charge.
you get a like for that intro alone. that was amazing
My favourite weapon class, and home of my Splatoon 2 main and Splatoon 3 co-main, the Gloogas (specifically formerly a very bad Glooga Deco one trick in 2 lol)! Excellent analysis of the underrated rolling daredevils themselves! I can’t predict the future, but I'd say definitely do not underestimate this class, even the weaker ones like Dapples and Gloogas could definitely rise up to potent heights if the meta ever favours them! And of course, Tetras and Squelchers are as powerful as ever!
One great use for dapples' beakon is that the enemy is forced to deal with them if it's in their backlines, as it's very dangerous having a backdoor to your base. They let you continue to draw aggro even after being splatted. If the enemies don't deal with the beakons then enjoy your free splats/clams 🙃
31:30 you DID get two hits in turret mode, but the SLIGHTEST dropoff damage makes the gloogas a 3-shot
Such is the fate of the 52.5 damage...
I honeslty think that's one of the biggest weaknesses of the weapon. If for some miraculous reason they ever decide to buff this weapon, I'd hope they'd make the falloff slightly better somehow
@@ambiguousparadox its a reference to glue guns heating up to 52.5 celsius or something, i forget. but theres a reason its a such a specific number, so i doubt theyll change it sadly.
@@floonmeeple2371 Yeah ik. still sucks tho. my other idea would be that they could buff its range slightly, but I think theyre really worried about overbuffing it. Which is kinda fair because it can be a really strong when used right as is, I still think it could use something to set itself apart more tho
Also this “bonkers” dps he says the dapples have is actually the third fastest in the game behind the short range ballpoint and hydra splatlings. As far as both shooters and dualies go, it can kill the fastest. So keep in mind that if you get in range of an opponent and look at them funny itll hit em with enough force to send em back to spawn
"You can turbo-feed". That's a new term I officially love.
As a former aerospray main (i know, I know - still fun for turf war every so often) I love the dapple duallies now, and I’m SUPER excited for the new dapples - I almost don’t even care what the special is.
A couple chunks of Intensify Action on dapples just makes dodge-rolling with them *bonkers* and I’ve been having a blast ever since I grabbed them on a whim
Does intensify action even affect dualie dodge rolls? I thought it only affected Squid Rolls, Surges, and jump RNG.
@@Cheezmonka welp am dum, it does nothing!
I’ve been playing for a while doesn’t mean I know the game xD
@@EclipseAtDusk I thought the same thing for like a month tbh. The terminology is a little silly.
this is my new favorite video from this channel! dualies are my favorite weapon type, and this will definitely help me improve at them :D
I am the hydra in the dualie squelchers match, nice playing with you
gg!
When you can't pick an opening gag so you just use all 3.
a tip for the explain-y bit at the start, about enemy ink:
you can use the copy machine with bombs to make a big old splotch of enemy ink
very useful to demonstrate dodge rolling in enemy ink
That is not correct, the dapples have more range than a sploosh, both in actual range and effective range, as they are significantly more accurate, even without the dodgeroll.
I think part of the reason that game was such a good victory was because of your beakons. Some people tend to forget to place them, because they underestimate the pressure they can put on the enemy team when you can just jump back in for free.
You don't necessarily have to just pop the tacticooler in the enemy base. One trick I like to do is to abuse the QSJ you can get from it. I place a beakon in a hidden spot in the enemy base, and then go and try to get as much attention as possible, so they dont notice the beakon, then back up to the middle of my team and pop cooler. You then abuse the instant superjump to jump to the beakon, which you've just baited the enemy team in front of, often putting them in a bad position where they're fighting you on the back side, and your team from the front.
Even if they're good about eradicating beakons in their base, you can still abuse the tacticooler qsj if you place beakons in farther back positions that allow you to quickly jump horizontally across the map, and just appear at flank positions without warning.
And that's not even to mention how fast your team can get back in from a death when they have tacticooler + sub power beakons.
Oh, and I just remembered, you can also abuse beakon's ability to track enemies on the map. You can place beakons in really aggressive positions, and pop open your map briefly to see how the enemies are moving on top of ledges, or on the other sides of walls. It can be quite useful, plus, if they forget to destroy it, it can often be a free ticket back into their walls. I particularly like using them when I'm in their spinner on Museum.
That's why I love this weapon, it takes good precision in close range engagements, it has cool movement tricks, and when it's going well, it's almost impossible to remove you from the enemy's backline.
Also, it and tent are the only weapons in the game that currently have beakon.
I’m loving this series! As someone who plays dapple, (but not one tricking it) the line about rats in their walls sent me because yes, that is indeed my strat. I think it’s extremely helpful for newer players to take advantage of squid beacons in turf wars too because it can stop the other team from camping near spawn, and other newer players aren’t looking for the squid beacons to break them either.
That is if your team jumps to them lmao
dualies main here
Another reason we squid roll into dodge roll is to get into turret mode without sacrificing position. If you squid roll backwards then dodge roll forwards, you more or less get back to your original position, and you can also use your remaining dodge roll to push forward or backward to retain turret mode. This is especially useful for tetras that have more push space.
I'm very impressed at how you can play so many weapons decently well, and seeing you having some trouble in anarchy makes me feel less bad about when I get bodied lol
Hey! About that #1 Zone Inker award: The game may be gaslighting you! I discovered by playing with friends that multiple people can get that #1 Turf Zone Inker badge at end screen time, but if you go backl and look at your medals post match it will be 3 different badges and only 1 person actually got that gold.
Yeah I've seen the same thing. It's especially aggravating while doing a Series and trying to keep track of your points - the medal is definitely bugged.
Just a quick correction for the dualie squelchers, they do not have a increased fire rate in turret mode thus do not deal extra dps, (only single reticle and bullet size are changed) however switching modes sometimes is jank where it will put out the last shot it was doing then cancel to the next shot early (my theory is that it counts switching modes as stoping firing thus triggering the 3 frame initial shot instead of waiting 6 frames which is for continuous fire in both modes)
Look at this guy. Winning against 2 top-level players while trying to _Educate people._
I wouldn't even know I was in that kind of matchup, who are these people.
Bruh. I’ve been playing Dapples to 4 Stars now and never knew you could hold the Dodge-fire…
"Dapple Dualies aren't that great, they don't paint a lot and have low range"
*beats a team of top-level players in the same match with dapple dualies*
as a dapple main, something i like to do is place a tacticooler, then immediately place a beacon, putting the beacon somewhat inside the tacticooler, and then when it is jumped to, your teammate gets a can without having to go out of there way for it
Just realized something. When Gem plays each match, he explains his thought process while playing, just like how Bob Ross talks while painting.
I play all dualies but the gloogas, and while I'm not going to start as it's still not my play style, this definitely made me have a little more respect for them.
I started on tetras but don't play them as much anymore. The extra long end lag on dodges if you run out can be pretty damning, and all those extra rolls make it super easy to overdrain your ink. I may go back to them some day but right now I string myself out too hard.
Dually player shoots his whiskey. "I got two guns, one for each of ya"
“Give a guy a gun, and he’s Superman; give him two, and he’s God.”
Interestingly enough I've found much success with the dapples as a rider/semi-support in Tower control since the beakons allow you and your team to maintain pressure and the cooler allows you to effectively put up an unbreakable shield on the tower which can help while riding for a time, plus the short range, but high fire rate can deter or defeat opponents attempting to come onto the tower. The one downside of using ii though is that you are pretty much required to rely on your team to handle any backlines long range weapons for you if you're choosing to be a rider.
why did I hear boss music during that dapples match?
I love the Dualie Squelchers they're so much fun and the only weapon I've managed to perform consistently good with. Just today I was struggling to use them in Zones and this helped a lot to deferentiate what my goal in Zones as the Squelchers should be, thank you for unintentionally helping me out, Gem!
Its time for you to meet my friends right gun and left gun *dodge rolls off the map*
A thing that I noticed when using booyah bomb, even during the demonstration, is that some teammates don't help it charged. Some scenarios, like fighting, for example, may not help it charged since they're occupied, others don't help at all. Because of that I developed a technique where I use my right hand thumb to speed it quickly. I really recommend and practice to charging it by oneself by smashing it fast as it may come in handy in aggressive and dangerous situations. The less time spent charging it the better
I talk about using your right thumb in my video on D-Pad communication, definitely recommend everyone at least try it to see if it fits your hands well.
Duuude, until I saw you doing it in this video, I didn't know that you could stay in turret mode until your ink runs out. I always have my thumb pushing on the left stick, because I always want to be moving. So I thought you only had a second or so to use turret mode before you need to roll again.
i once saw a dapple with one pure of special charge and 2 pures of qr, they were living the turbo feeder 9000 lifestyle
If I already like playing splash, would playing Vanilla Dualies be a good way to learn dualies in general?
Yes! They're pretty good for beginners
Yes, they have the easiest learning curve out of all the dualies.
I love the vanilla dualies. They’re the only dualies that get perfect accuracy in turret mode and I think they get a higher firerate buff as well, which makes them pretty comparable to Splash, and Crab Tank helps make up for their lack of range.
The intro is literally my brain whenever I play dualies 😭
dapples promotes an insanely aggressive, "in your face" playstyle, which of i specialize in - most people do NOT like when you're right up in their face zooming at the speed of sound, which gives you an advantage against just about everything that isnt another dualies or someone who's got scary good accuracy. beacon n tacticooler is great for getting back into the action and murdering people faster lol. and yes, i will live behind enemy lines like a rat on occasion juuuust because i can ( AND THEY NEVER CHECK MAP!! MUAHAHAHAHA... )
That intro is perfect.
Quick question about useful abilities to have for the Dualie Squelchers:
How many slots of Ink Saver (Main) do you believe is too much for the weapon?
I ask because, in going for a fashion-focused look-I just think Dualie Squelchers look neat with Pilot Goggles, Crimson Parashooter and Red Hammertreads-I've somehow ended up getting 1 main + 3 sub slots of Ink Saver (Main) and I'm wondering if I should trade one of the sub abilities out for something like Swim Speed Up or Sub Resistance UP
(the other abilities on said kit are Sub Power Up and Special Charge Up for my other mains, 1 sub of Quick Respawn and Ink Resistance Up, plus 2 sub slots of both Ink Saver (Sub) and Ink Recovery Up)
sendou.ink/builds/dualie-squelchers
I think it depends a lot on your personal play style. Too much ink saver does nothing, you only benefit from it if you actually run out of ink otherwise. If you find yourself saying "I would have had them if not for the ink running out" 41:35 (if I had a penny for each time I've said that!) then try adding more, if not then try removing some.
You look like you had fun making that intro . . .
I hate TH-cam for not notifying me of this a week ago when I needed it. I got recommended the latest videos but not this one.
Glooga main here. I think the main reason Gloogas aren't played competitively is becuase they take a lot of practice to use. Aiming is challenging at first, and people would much rather pick up the .52 Gal with a worse special because it is easy to use. Gloogas have a unique place as one of the longest range slayers in the game, and really stand out once you combine techniques like squid roll!! with dodge rolls and throwing the wall after the first dodge roll to get in more.
Thank you so much for this video! Can't wait for the chargers!
If we had dualie splatanas, we could have named them “stab… and jab” **gets plopped of snow on the head**
In splatoon 2 I'm absolutely horrible with any dualies I use...
I even struggle fighting them bc they have such high power.. And the dodge roll was a nightmare for me to even try to use.. I'm a jumper not a roller lol.
Now on splatoon 3 I'm learning your drills with my wrists and picking my battles and MAIN WITH DAPPLE DUALIES!!! XD
I even manage a bit ok with dark tetra dualies..
Ironically its with dapple dualies that made me break tunnel vision and learning to pick my own fights while also acting as support with beacons. I'm still gonna keep trying to practice more.
"People who play Tetras tend to one trick them"
No need to call me out like that
I really enjoy gloogas on tower and rainmaker as they can be really good at making picks (especially on tower).
my biggest problem is they feel inconsistant, like you said. a lot of times when i feel i should be killing, i dont. sometimes it just feels like what should be a 2 or 3 shot kill, takes 3-5
gem has no idea what to do with the gloogas😭
I feel like Bloblobber's turf output is super overrated. It can do it from a hilarious distance and from behind dozens of corners and ledges, but the actual amount of turf in any given area isn't that much compared to a lot of other weapons. I also think the Glooga turf output is fairly underrated; the main reason it doesn't paint much is because it doesn't want to be focusing on painting, not so much that it can't paint.
I used to disrespect the Gloogas until I went up against one that got 36 kills. My attempts with it unfortunately have yet to be as successful
d-d-d-d-dualiessss man i love these guys
Dapple dualie mains rise up
Meee
Gloogas are the hardest.
Oh boy. I needed this.
could you do a video on knowing when to dive back into your ink during a fight please? i have a habit of staying out too long and I end up losing my opponent while im still in the open.
Flawless intro
I've got two guns, one's name is Right Gun, and the other one is named Susan
This makes me very happy
40:14 BURST BOMB MISSILES!!! :D
Hey, could you consider doing long-range shooters next?
I'm strongly considering waiting for the Nova to come out so I can take care of it at the same time
@@SquidSchool That’s a good idea. Unfortunate then that the big sip was announced after the roller vid. Are you thinking about making a a video for just that weapon?
@@lukejohnson29 It'll take time for them all to get figured out but I'll be keeping my finger on the pulse to see what people are doing with them.
Dualies are fun
i wish they would bring back splash bomb for splat dualies
If the sploosh is an insect, the dapples are a monsquito
I've been playing Dapples for like a month and I feel like a moron for not utilizing the Tacticooler as cover lmao
this is going to be good
Can anyone explain to me who Kyo and people are during the dapple dualies fight? I am not into competitive lmao
top of the top of high level competitive players. some of the best in the game.
they're not playing their main weapons in this game though and aren't on a team together (afaik...?) the players with sy in their tags (sy.q and sy.sun) are on sayonara though and DO play together
@@whobeme10 oh wow! That’s crazy
they are top 500 players who have competed(and won) in mayor tournaments before and are very well known troughout the competetive community.
14:14 this lobby scares me 🫣
10:44 you met splash right? Because dapples do have more range then sploosh
can you do brushes next? it's gonna be a quick vid
Dazzling Dapples :D
Dude the zone inker title is 100% broken, i kept fucking getting it on rapid blaster and i know theres no fucking shot i was getting it on that thing
splatlings next perhaps?
You explained DPS, but what is... "feeding"? That sounds like a DOTA term for dying, but unlike in DOTA, the enemy team doesn't directly grow in power from your death...?
I remember killing Kyo with Aerospray, maybe he wasn’t legit but I have no regrets even if he got me 5 times.
TURBO FEED
Hey! I'm a charger playing and I've been having trouble with people who sub-strafe to avoid getting damaged. Do you think you can make a video on how to use chargers and how to splat people who sub-strafe?
I know this seems like a stupid question. But how does one aim in different directions using the dulies?!
I want a Sploosh with tacticooler and Fizzy bomb
You've used the term "melee range" a lot lately; can you describe what you mean, in regards to Splatoon?
Don't know Gem's exact definition, but I'd say about the range where a splat roller horizontal flick can 1-shot.
Dapple dualies are the definition of in your face
Couldn’t you drop the tacticooler in spawn, *then* super jump to your Beakon with the dapples?
The Tacticooler also serves as a makeshift barrier (blocks your ink, but also blocks theirs), which can occasionally come in handy. Plus, if you're trying to jump right after spawning, you'd have to first launch out of the spawner so you can put the cooler on the ground, which burns a little time. It might be a reasonable tradeoff if you're trying to stay stealthy? I don't know.
@@Skirmisher2048 well, you’d need to build special for the tacticooler before jumping, right? So it’d be better to play it like
1 build special in base (I said spawn in my original comment, but “base” makes more sense for where you’d build special)
2 drop cooler where your team can potentially use the buff
3 super jump to Beakon
4 get epic frags
5 get sent back to spawn
Since it’s unlikely you’ll respawn with all your special meter, assuming you don’t build it back up before the buff runs out
Can you do the brellas next