Mobility

Mobility refers to the movement of player characters.

Jump
Players are able to jump to reach surfaces and have another mobility option during combat. In, players can jump with , and in and , players can jump with.

Super Jump


The Super Jump is an ability that allows Inklings and Octolings to jump high in the air in order to land somewhere else. Super Jumps can be quicker in online battles with the Quick Super Jump ability.

Running and swimming


In humanoid form, the player can run on flat surfaces, as long as those surfaces are not covered with a color of ink that does not match the player's. Run speed can be increased in online battles with the Run Speed Up ability.

In swim form, the player can swim and jump quickly through ink of the same color, even using this mechanic to swim up walls and through wire fences and grates into areas that are not typically reachable. Swim speed can be increased in online battles with the Swim Speed Up ability.

Weapon speed type
In Splatoon games, during online battles, swim speed and run speed are tied to the weapon the player has equipped.

Weapon speed types, colloquially known as "weight", are categories that main weapons belong to based on how fast Inklings and Octolings can run and swim with the weapon equipped.

Splatoon
The weapon speed type mechanic was not used extensively in Splatoon. At first, it was only applied to the Rainmaker, which reduces swim speed by 20% and reduces run speed by 60%. The mechanic was first applied to main weapons in version of Splatoon.

In addition to stacking with the speed modifiers Swim Speed Up, Run Speed Up, Ninja Squid, and Disruptors, the weapon speed penalties listed here also stack with each other. For example, an E-liter player that picks up the Rainmaker will move slower than a Splattershot player that picks up the Rainmaker.


 * Notably, the weapons under the slow type have large metallic designs.

Splatoon 2
The weapon speed type mechanic was expanded in Splatoon 2 to affect run speed based on the main weapon equipped in addition to affecting swim speed. A new fast type was added to allow increases in mobility. Weapon movement speed modifiers do not stack with each other, so if a player picks up the Rainmaker, their main weapon's movement speed modifier will be replaced with the Rainmaker's movement speed penalty. The speed modifier still stacks with Swim Speed Up, Run Speed Up, Ninja Squid, and Toxic Mist.

In Octo Expansion, slow-type weapons are normal instead. However, the Rainmaker's speed type is unchanged in this mode.

Special weapons
In version of, mobility specifications for the Baller were added regarding the equipped main weapon.


 * When a fast-type weapon is equipped (the Aerospray RG, Luna Blaster, Inkbrush Nouveau, and Undercover Sorella Brella), the Baller has increased acceleration on the ground to allow the player to move more quickly.
 * When a slow-type weapon is equipped (the Custom Explosher), the maximum speed of the Baller is reduced by roughly 14%.

Splatoon 3
The weapon speed type mechanic returns in Splatoon 3.

Dodge Rolls
Dodge Rolls are a mechanic introduced in.

They can be performed by pressing the jump button while shooting a dualie-type weapon or, when the player has Drop Roller equipped, by tilting the upon hitting the ground at the end of a Super Jump or landing an Inkjet or Zipcaster.

After Dodge Rolling with dualies, there is a brief period of immobility, except when rolling with the Dualie Squelchers. A player can perform up to two consecutive Dodge Rolls, except when using the Tetra Dualies, which allow for four consecutive rolls. In Salmon Run Next Wave, a player loaned the Grizzco Dualies can perform up to nine consecutive rolls.

Squid Roll


"And did you know that you're semiprotected by an ink vortex after performing a Squid Roll or a Squid Surge? Don't get overconfident though—you can still take a hit from an exceptionally powerful splash of ink and if you switch back to Inkling or Octoling form too quickly."

- @SplatoonNA on Twitter

The Squid Roll is a movement technique introduced in that allows the player to leap and twirl out of their ink. The player is also able to reduce a small amount of damage while acting, though excess damage will be received anyway, akin to Ink Armor. A Squid Roll can be performed while swimming through ink at top speed by pressing while simultaneously flicking  in a different direction.

The directions possible to squid roll encompass a 180° semicircle behind the player. Effectively, this allows them to roll backwards, to either direction 90°, or any angle in between.

A few techniques exist to perform a Squid Roll in the direction the player is already going. This is referred to a Squid Dash or a Forward Squid Roll by some players.


 * Method 1: Swim at a 45° angle left or right of the intended direction, then press while flicking  into the opposite side 45° angle. The player can then Squid Roll again, a total of three times in a row, moving in a zig-zag pattern.
 * Method 2: Swim forward, and sub-strafe backwards by holding and momentarily letting go of  while changing direction, before Squid Rolling forwards with  and . This method is much more difficult to pull off, but it can be used quickly and repeatedly in any direction.

The Squid Roll can also be used to perform a wall jump. To perform a wall jump, hold against a wall, and press  while flicking  in the opposite direction.

The Squid Roll can be cancelled into weapon attacks by pressing ,, or mid-roll. Doing so performs the corresponding attack, bringing the player out of swim form and ending the Ink Armor effect while retaining the momentum of the Squid Roll.

The Squid Roll can also be cancelled entirely before it is even performed, by firing a weapon immediately before inputting the jump command. A full-cancelled Squid Roll causes the player to reverse momentum and jump as if they performed a Squid Roll, but in kid-form without the accompanying Ink Armor effect. Cancelling the roll in this way will perform the grounded version of attacks, such as a horizontal Roller-flick, or a long-range shot of the S-BLAST '92.

Squid Surge


The Squid Surge is a movement technique introduced in that allows the player to climb walls and jump up high into the air. It can be performed by holding while swimming up a wall, and then releasing.

The longer that is held before releasing, the faster the Squid Surge will be, and the higher the player will be launched at the peak. The maximum speed and height are reached after the player's eyes glint, with an accompanying sound.

Like the Squid Roll, the Squid Surge can be cancelled into weapon attacks by pressing the corresponding attack button. The Squid Surge can also be canceled into a Squid Roll by pressing and flicking  away from the wall at the same time.

The charge time of the Squid Surge can be decreased with the Intensify Action ability.