Competitive:Cherry H-3 Nozzlenose

Unofficial

Splatoon
The Cherry H-3 Nozzlenose in Splatoon is considered one of the best weapons in the game. While Splash Wall may not be the best, the weapon's cheap Bubbler and losing only 40% of the Special gauge when getting splatted makes the weapon very strong.

Use
The Cherry H-3 Nozzlenose is also a very capable support weapon because of its range and turf coverage: As a burst-fire shooter, the Cherry H-3 Nozzlenose requires a higher level of skill than an automatic shooter to be effective: The primary weaknesses of the Cherry H-3 Nozzlenose are its poor ink efficiency, slow mobility while firing, and long lag between firing bursts:
 * Its relatively high damage per shot (41 HP) guarantees a three-hit splat, or a one-burst splat, unless falloff damage is being used (minimum 20.5 HP).
 * Damage Up can increase the damage per shot up to 49.9 HP of damage — nearly a two-hit splat.
 * Its medium range is close to that of the Splattershot Pro, the .96 Gal, and exceeds those of other typical slayer and support weapons, such as the Splattershot and the N-ZAP '85, allowing it to both zone them out and turf from a safer distance.
 * Because the maximum angle its shots – whether fired from the ground or while midair – can ever deviate is 1 degree, the Cherry H-3 Nozzlenose is one of the most accurate weapons in the game.
 * Its ink coverage is very efficient for turfing, which helps maintain map control and quickly build up the special gauge.
 * Its range allows its wielder to safely provide support fire for teammates and poke at and zone out opponents during the neutral phase.
 * 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 their shots in order to maximize the damage per burst.
 * Its ink consumption (1.6% per shot, 4.8% per burst) is worse than that of the Splattershot Pro (1.9%). Watch your ink tank and do not travel too deep into the opponent's turf.
 * While firing, its movement speed while firing (0.45 units per frame) is slower than most slayer weapons and most other support weapons, which, combined with the lag between firing, can leave it vulnerable to attack.
 * If either poorly aimed or mindlessly fired, its long lag between firing bursts is easy to punish at close range — especially by flankers and sharks.

When placed properly, a Splash Wall can provide great utility, even in stages and areas that are more open: The Bubbler is a very useful special and can easily turn the tables of a battle:
 * Splash Walls allow the user to play more aggressively than the Splat Charger, but when the time comes, it can still play defensively.
 * Any bombs thrown by an opponent that hit a Splash Wall will instantly explode, potentially splatting the Splash Wall's user or their teammates.
 * Refrain from either showering in or rushing through the wall until it is certain that the opponent has no bombs available in the area.
 * Do not throw a Splash Wall behind a teammate, as an opponent's bomb thrown into the wall can instantly splat them.
 * Defensively, it can allow its user to evade a pursuing opponent or hinder the opponents' push, blocking both their movement and their fire.
 * Offensively, a Splash Wall can restrain the opponents' movement, allowing its user and their teammates to push forward or gain map control.
 * Throwing a Splash Wall behind an opponent can prevent them from fleeing.
 * In Splatoon, the Tower will go through a Splash Wall it collides into, forcing opponents to leave the tower.
 * The Bubbler will grant the user 4.5 seconds of invincibility, meaning to can be a great panic button if under fire.
 * While under the effect of the Bubbler, the user can attack enemies without worrying if they will get splatted, unless near water or an abyss.
 * Before the Bubbler runs out, the Bubbler will flash, indicating the user that the Bubbler will end soon. Use the remaining time to escape, as the Cherry H-3 Nozzlenose cannot fight back efficiently after it ends.
 * Bubbler can be shared with teammates by getting close to them. This can be useful to allow two players to be under the effect of Bubbler and push, or to save someone from getting splatted.
 * Although the Bubbler is invincible, its one weakness is the knockback it receives. Simply shooting at a Bubbler will either push or hold them back.
 * Be careful of any bombs, as they will push the player back farther than with just the main weapon.
 * Unlike Kraken, the Bubbler user still can use their main weapon, which they can use to attack the opponent or to escape.

Synergy
The Cherry H-3 Nozzlenose has good range and thorough turfing but is not very mobile while firing and is vulnerable up close due to its long lag in between firing bursts. Be sure to include some shorter-ranged weapons in the team composition. Otherwise, a team with too many longer-ranged weapons will have some glaring drawbacks: Therefore, the Cherry H-3 Nozzlenose makes a good complement to – and is well complemented by – a a more rapid firing slayer's or support weapon, such as a Splattershot, an N-ZAP '85, or a Splash-o-matic.
 * The lack of mobility will make it difficult for such a team to mount a push.
 * The reduced ability to battle in close range will make the team vulnerable to a well-timed flank or a well-positioned shark.

While Splash Walls can protect a team, they cannot inflict lethal damage, making them less versatile than most bombs. Therefore, it is advised for at least one teammate of a Cherry H-3 Nozzlenose user to have lethal bombs in their kit. Splat or Suction Bombs provide its user's team many advantages over another team that has no lethal bombs in its composition:
 * Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
 * Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
 * The turf inked by the resulting explosion contributes to both maintaining map control and building up the special gauge.

Countermeasures

 * The .96 Gal has the same range as the Cherry H-3 Nozzlenose but also has a lower special gauge requirement and less firing lag.
 * Mobile, quick firing weapons, such as the Splattershot, once within range, can exploit the Cherry H-3 Nozzlenose's slow mobility and long lag after firing.
 * Any long-ranged weapon, such as a charger or most splatlings, can fire upon a Cherry H-3 Nozzlenose with impunity. Some of these weapons even outmaneuver a Cherry H-3 Nozzlenose; however, do not allow one to get too close.
 * Keep an eye on a Cherry H-3 Nozzlenose user to see if they have Bubbler ready to use, and both watch and listen for when it is activated.
 * The best way to prevent the opponent from using Bubbler is to splat the opponent with the Cherry H-3 Nozzlenose (or any other Bubbler-equipped weapon). A charger or long-ranged splatling user can prioritize an opposing Cherry H-3 Nozzlenose user and exploit their low mobility during the long firing lag, or a slayer can attempt to pick off an unwary Cherry H-3 Nozzlenose.

Gear Abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here. Damage Up increases the damage of the main and sub weapon. Damage Up can help with making the Cherry H-3 Nozzlenose close to a two-hit splat if the opponent has been damaged by ink. Damage Up can also negate Defense Up to guarantee a three-hit splat.

While the weapon inks well, the user is expected to come into contact with enemy ink often. Ink Resistance Up helps with mobility while touching enemy ink, and the damage taken when stepping on it.