Competitive:H-3 Nozzlenose D

Unofficial

Quick facts
A.k.a.: H-3

Role: Support

Strengths: Range, turfing, damage, Ink Armor

Weaknesses: requires good accuracy and the ability to lead shots, slow mobility (while firing), very ability dependent

Use

 * The H-3 Nozzlenose D is a medium ranged support weapon with a diverse array of abilities.
 * It outranges a number of other weapons, such as the Splattershot and the N-ZAP '85, allowing it to both zone them out and turf from a safer distance.
 * Its ink coverage and Suction Bombs are very efficient for turfing, which helps maintain map control and quickly build up the special gauge.
 * Main Power Up can increase its damage per shot, maxing out at 49.9 with 42 ability points - equal to three mains and four subs - as of Version 4.5.0. 30 ability points – or three mains – are enough to exceed 48.5 hit points of damage.
 * As a burst-fire shooter, the H-3 Nozzlenose D requires a higher level of skill than an automatic shooter to be effective:
 * Its user must be more accurate with aiming, due to the long delay between bursts.
 * A user of any burst-fire shooter has to be able to lead shots in order to maximize the damage per burst.
 * The primary weaknesses of the H-3 Nozzlenose D are its slow mobility while firing and long lag between firing bursts:
 * While firing, it is less mobile than most slayer's and most other support weapons, which, combined with the lag between firing, can leave it vulnerable to attack.
 * The long lag between firing bursts is easy to punish if the H-3 Nozzlenose D is either poorly aimed or mindlessly fired.
 * Suction Bombs can be used similarly as Splat Bombs, including clearing areas, such as perches or the Tower, of opponents. However, there are key differences:
 * They can attach to surfaces, allowing both more room for error when aiming and the planting of craftier traps, such as underneath a grate.
 * They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb.
 * They inflict more damage from a direct hit and have a larger overall radius of damage.
 * Ink Saver (Sub) will reduce the ink consumption per Suction Bomb use. However, a high investment will be required to spam Suction Bombs.
 * Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
 * Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds.
 * Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
 * Special Charge Up can hasten the process of building up the special gauge for Ink Armor, particularly to overcome the very high special gauge requirement.

Countermeasures

 * Other Ink Armor-based support weapons each have at few advantages over the H-3 Nozzlenose D, including a lower special gauge requirement and less firing lag:
 * The Splattershot Jr. has faster turfing and a larger ink tank, the latter which more easily enables bomb spamming.
 * The Splattershot Jr., the N-ZAP '85, and the Kensa Undercover Brella all have more mobility when firing than the H-3 Nozzlenose D has.
 * The .96 Gal overpowers and slightly outranges the H-3 Nozzlenose D.
 * The Kensa Undercover Brella has a shield for protection and Torpedoes for both zoning and distracting opponents.
 * Mobile, quick firing weapons, such as the Splat Dualies, once within range, can exploit the H-3 Nozzlenose D's slow mobility and long lag after firing.
 * Brellas can pose a problem for the H-3 Nozzlenose D due to the latter's slow mobility and lag between bursts, but beware of Suction Bombs.
 * Any long-ranged weapon, such as a charger or most splatlings, can fire upon an L-3 Nozzlenose with impunity. Some of these weapons even outmaneuver an H-3 Nozzlenose D; however, do not allow one to get too close.
 * When pursuing a opposing H-3 Nozzlenose D, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner.
 * Keep an eye on the HUD to know when the opponent's H-3 Nozzlenose D has Ink Armor ready to use, and both watch and listen for when it is activated.
 * The best way to prevent the opponent from using armor is to splat the opponent with the H-3 Nozzlenose D (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unwary H-3 Nozzlenose D.
 * Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
 * Object Shredder allows a player to inflict three times damage onto armored opponents, as long as the armor is active. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.