Competitive:Splashdown

Unofficial

Splatoon 2
Splashdown is an offensive special typically paired with slayer weapons.

Use
Splashdown sends the user into the air before crashing down with an explosion. This is more of a "selfish" special designed to benefit the user more than their team, allowing them to inflict damage on their opponents to either soften them up for a final blow, or splat the opponent outright.
 * Be careful when using this special, as competent opponents can shoot you out the air before you attack. In general, avoid "panicking" the Splashdown, or using it in response to being shot at by surprise.
 * Using the Splashdown from a higher place increases the size of the direct hit, which does 180 damage, in addition to making it harder to be cancelled. Note that this does not increase the splash damage radius, however.
 * Pressing before or at the apex of the Super Jump will execute Splashdown immediately upon landing, while pressing  after the Super Jump apex will delay the Splashdown. While the former method is quicker, the latter provides the flexibility of holding onto Splashdown in case it is not needed. Super Jump Splashdowns can surprise an unaware opponent intending to camp the Super Jump marker.
 * Certain weapons can follow up easily after a successful Splashdown to finish off opponents, such as a Splattershot throwing Burst Bombs at the opponent, a .96 Gal Deco hitting the opponent once, or a Kensa Sloshing Machine using a mix of Fizzy Bombs or the main weapon.
 * Splashdown can be used to counter certain specials, such as Bubble Blower, Baller, Booyah Bomb, or any Bomb Launcher.
 * Booyah Bomb armor will either be completely shattered or heavily damaged from a Splashdown; either way, it only takes a few more attacks from the main weapon to splat the opponent.
 * Using Splashdown on the objective in Ranked Modes can either delay an enemy push or give your team control:
 * Due to the large explosion from the Splashdown, it can be used to cap a Splat Zone, or at least neutralize it. Coordinate with your teammates, particularly their own specials, to ensure the zone gets capped.
 * Splashdowning on the Tower in Tower Control can secure possession of it.
 * The Rainmaker shield will instantly get popped by a Splashdown.
 * Splashdown will instantly destroy Ballers, because of this, Splashdown can be used to stop a Baller push.

Countermeasures

 * Before the battle begins, pay attention to the opposing team's composition to check how many and which opponents have Splashdown.
 * Keep an eye on the HUD to know when the opponent has Splashdown ready to use, and be ready for activation when fighting that opponent.
 * If you have good aim, you can try to shoot the Splashdown out of the air to prevent getting damaged by it, or prevent your team's specials from getting destroyed.
 * Short-ranged weapons, such as the Inkbrushes or Sploosh-o-matics, or slower weapons, such as the Dynamo Rollers or Exploshers, will struggle to do so, in which case it is best to back off instead.
 * To practice aiming at Splashdowns, you can go into the Shooting Range and practice flicking your aim upwards at the dummies on the grates.
 * Watch out for any suspicious Super Jump markers. If a Super Jump marker appears in a risky spot, such as on the front lines, it is likely that the opponent is attempting to use a Splashdown mid-Super Jump. Instead of camping it with your main weapon, toss a bomb over to the marker instead if you have one.
 * If you are in a Baller and the opponent uses Splashdown, you can begin detonation to prevent the Baller from getting destroyed. If timed properly, you can even explode right as the opponent finishes the Splashdown, splatting them instead.
 * Baller also can be used as last resort if underneath a Splashdown about to land, as the Baller will prevent all damage done to you. The downside of this is that the Baller is instantly destroyed, preventing you from using it to splat the Splashdowning player.