Competitive:Neo Splash-o-matic

Unofficial

Splatoon 2
Like the Splash-o-matic, the Neo Splash-o-matic is a lightweight, short-ranged, rapid firing weapon with the best accuracy among all shooters — tied only with the Squeezer's semiautomatic mode. However, its kit provides it even more mobility and versatility than its Vanilla variant, allowing its user to flex their role within its team's composition during battle.

Use
While primarily a slayer's weapon, the Neo Splash-o-matic has supportive elements that aid its flexibility: The Neo Splash-o-matic has a few weaknesses its user has to account for: The instant explosion and good ink efficiency of Burst Bombs offer a Neo Splash-o-matic user plenty of uses: The Suction-Bomb Launcher is designed to either help push into a highly contested area or help repel the opponent's push:
 * Its greatest asset is its perfect accuracy; its shots never deviate from the inner reticle — even while airborne. This opens up a host of possibilities for a Neo Splash-o-matic user:
 * While nominally having a shorter range (110.03 DU) than some other short-ranged weapons — such as the Splattershot and the N-ZAP (both 116.99 DU), the Neo Splash-o-matic's perfect accuracy while jumping allows its user to shoot further and higher targets more reliably.
 * The perfect accuracy while jumping also provides its user another reliable means to close in on longer-ranged opponents, further enhancing their already great mobility.
 * Of course, the accuracy, high rate of fire, and Burst Bombs make it very efficient at splatting opponents within its range.
 * Its lightweight nature and Burst Bombs make its user very mobile — more so than with the Splash-o-matic in, allowing them to more effectively pursue, flank, and flee their opponents and evade their attacks.
 * The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it a great turfing weapon, enabling its user to more easily maintain map control, capture Splat Zones, and build up its special gauge for Suction-Bomb Launcher.
 * Its base damage (28 HP) is low for a slayer's weapon — tied in with both the Splattershot Jr. and the N-ZAP. Fortunately, it can be increased up to 33.3 HP with a reasonable amount of ability points of Main Power Up (unlike the Dualie Squelchers, for example), providing room for other abilities.
 * Its short range usually puts its user at a disadvantage against opponents with longer-ranged weapons, such as the Tetra Dualies (132.5 DU), the L-3 Nozzlenose (141.36 DU), and the Dualie Squelchers (160.396 DU). This can be offset by either jumping (to exploit your perfect accuracy) or relying more on flanking and sharking to sneak up to longer-ranged opponents.
 * The lack of lethal bombs in its kit hinders its user's ability to either zone out opponents or deny space.
 * These weaknesses put together give a Neo Splash-o-matic user difficulty in specific matchups, particularly against an opposing Kensa .52 Gal user and their Splash Wall. Whenever possible, refrain from engaging these opponents head-on and focus on other tasks, such as supporting your teammates with Burst Bombs and turfing.
 * Their quick damage makes them suitable for leading off attacks, breaking opponents' Ink Armor, or finishing off injured opponents who attempt to flee. The Neo Splash-o-matic can perform a quick combo with Burst Bombs, shortening its splatting time.
 * They effectively extend the range at which their user can quickly damage their opponents, allowing a Neo Splash-o-matic user to poke at opponents from a safer distance.
 * They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
 * They also restrict your opponents' mobility and reduce their sharking opportunities, making Burst Bombs particularly effective against opponents whose weapons depend on map control to be effective – most rollers, Squiffers, and Nautiluses. Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
 * Using Suction-Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
 * Remember that each bomb can be charged by holding before releasing to launch it further, enabling the Suction-Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
 * Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it can help finish off opponents who have been weakened by the bombs.
 * Suction-Bomb Launcher can also be used to either secure control of or prevent the opposing team from gaining control of the objective, such as a Splat Zone, the Tower, or the Rainmaker.
 * Suction-Bomb Launcher can cover the Tower and its surroundings with multiple bombs for a long period, whereas a Booyah Bomb has a shorter duration after launch, and a Sting Ray covers less area. However, the need to remain within launching distance means that a Suction-Bomb Launcher user has a greater risk of getting splatted.
 * Suction-Bomb Launcher is great for either popping or preventing the opponents from popping the Rainmaker shield.
 * Launched bombs can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within a bomb's explosion will get damaged or splatted.
 * It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.
 * An opponent's Splashdown, Booyah Bomb, or Ultra Stamp will defuse any bombs it touches, so hold off on activating Bomb Launcher until after their special weapon finishes whenever possible.

Synergy
While one or two users of short-ranged weapons, such as the Neo Splash-o-matic, might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons: While Burst Bombs have excellent synergy with the Neo Splash-o-matic, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition: Due to the Neo Splash-o-matic's set of strengths and weaknesses, it is recommended to team its user with at least one teammate with a lethal bomb in their kit, one longer-ranged weapon user, and one teammate with a means of neutralizing an opposing Kensa .52 Gal user's walling and farming strategy. Some weapons are capable of filling more than one of these roles: The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team composition will limit a team's arsenal of weapons: Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:
 * An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
 * The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
 * 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.
 * Both the Kensa Splattershot and N-ZAP '89 have lethal bombs and Tenta Missiles needed to push back an opposing Kensa .52 Gal user.
 * The N-ZAP '85 provides Suction Bombs, along with Ink Armor, which can make it easier for a Neo Splash-o-matic user to push into opposing turf with Suction-Bomb Launcher.
 * The Jet Squelcher, the Bamboozler 14 Mk I, and the Mini Splatling provide both longer range and Tenta Missiles to counter an opposing Kensa .52 Gal user.
 * A Neo Splash-o-matic user would benefit from – and be of benefit to – a teammate wielding a longer-ranged, lesser-turfing slayer's weapon that comes with useful bombs, particularly if the latter has a less reliable special weapon (i.e., harder to farm, less versatile, or both). The Kensa Rapid Blaster, the Soda Slosher, and the Kensa Sloshing Machine are all good examples.
 * Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
 * Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than is a Bomb Launcher.
 * Ink Armor can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that can farm Ink Armor, it might pay off to wait until they activate it.
 * Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
 * Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures
An opposing Neo Splash-o-matic user is accurate, mobile, and damaging (with enough Main Power Up) — an already deadly combination. Their ability to support their team with efficient turfing and Suction-Bomb Launcher adds to their threat level. Understand and respect these strengths in order to be able to exploit their few weaknesses.
 * Both Bomb Defense Up DX and Ink Resistance Up – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:
 * Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP) from the Suction-Bomb Launcher.
 * Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
 * A competent Neo Splash-o-matic user will likely attack their opponents through either flanking or sharking:
 * Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
 * Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
 * The Neo Splash-o-matic's perfect accuracy enables its user to jump while firing at targets that are either further or higher:
 * Avoid getting too close to ledges. Otherwise, an opposing Neo Splash-o-matic user lurking beneath can jump up and fire at you.
 * Anticipate when an opposing Neo Splash-o-matic user will jump and adjust your aim accordingly.
 * The Neo Splash-o-matic has a shorter range than some other typical slayer's weapons:
 * All variants of the .52 Gal, the Tetra Dualies, the L-3 Nozzlenose, and the Dualie Squelchers outrange the Neo Splash-o-matic without sacrificing too much in firing rate.
 * All sloshers and some blasters not only outrange but also overpower the Neo Splash-o-matic. Just take care not to let an opposing Neo Splash-o-matic user get too close.
 * However, do not overlook the opposing Neo Splash-o-matic user's perfect accuracy and Burst Bombs, both which provide its user more range than expected.
 * The Neo Splash-o-matic's relatively low damage and lack of lethal bombs can be a liability for its user if they were to confront either a Splash Wall or a brella user:
 * A Kensa .52 Gal user can soft counter an opposing Neo Splash-o-matic user, limiting where the latter can travel, turf, and throw Burst Bombs.
 * A skilled Brella user, namely a Splat or Tenta Brella user, can pose a matchup problem for an opposing Neo Splash-o-matic user.
 * However, once the opposing Neo Splash-o-matic user has their Suction-Bomb Launcher ready, the tables can be turned, so pay attention to the HUD to avoid getting caught off guard.
 * Any long-ranged weapon, such as chargers and splatlings, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
 * If you happen to get within range of an opposing Neo Splash-o-matic user while they are using Suction-Bomb Launcher, then take them out quickly to interrupt their special.
 * Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate the opponents' bombs if timed properly.
 * A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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. A Neo Splash-o-matic user is usually expected to lead pushes towards their opponents' side, which puts them at risk of damage from opposing bombs and special weapons. Introduced in Version, Bomb Defense Up DX will not only reduce the nonlethal damage taken from opponents' sub and special weapons but will also reduce the tracking duration of opponents' Ink Mines and Point Sensors, allowing the user of this ability to evade detection more easily. Just three ability points, or one sub, offer plenty of utility:
 * The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
 * It prevents its user from being exposed on their opponents' map by the splash damage of most single bombs.
 * Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
 * The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP, enabling one to survive two hits from any of these specific means of special weapon damage.

Any good slayer using a short-ranged weapon like the Neo Splash-o-matic is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce their mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.

The Neo Splash-o-matic is one of a few weapons whose damage can be increased with a reasonable amount of Main Power Up. Even support-minded players should invest in this ability for better self-sufficiency. 31 ability points – equal to one main and seven subs – are enough to reach the Neo Splash-o-matic's damage cap of 33.3 HP, which can also be obtained with either two mains and four subs (32 AP, the most common amount on Sendou.ink) or three mains and one sub (33 AP).

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Splash-o-matic user might have difficulty attacking some opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach these opponents. The mobile Neo Splash-o-matic user can afford the speed reduction more than users of less mobile weapons can.
 * As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.

An ability exclusive to shoes, Object Shredder provides its user three nonexhaustive benefits: The inclusion of Burst Bombs with the Neo Splash-o-matic minimizes the second benefit, and the latter requires having a teammate with Bubble Blower. However, it might help a Neo Splash-o-matic user to have one Rainmaker-specific loadout with Object Shredder to hasten popping the Rainmaker shield.
 * It enables them to pop the Rainmaker shield more quickly with any of their weapons, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.
 * It triples the amount of damage inflicted onto armored opponents, allowing one to break an opponent's Ink Armor in one hit.
 * It increases their damage dealt to bubbles – both friendly and opposing – by 30%, allowing for quicker growing and popping of bubbles.

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Neo Splash-o-matic users who include this ability will benefit in two ways since Quick Super Jump allows them to both return to the front lines more quickly and escape unfavorable situations more easily to preserve special gauge progress.
 * Just three ability points, or one sub, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. While the rapidly turfing Neo Splash-o-matic is quick at farming Suction-Bomb Launcher, its user might want to devote a few of their available ability points to Special Charge Up to have Suction-Bomb Launcher more readily available for pushes and counter-pushes.
 * Three ability points, or one sub, reduces the special gauge requirement from 210p to 205p.
 * Six ability points, or two subs, reduce the special gauge requirement further to 199p.

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.

To compensate for the main weapon's short range, Sub Power Up increases the throwing speed and, thus, the range of Burst Bombs, enabling a Neo Splash-o-matic user to challenge opponents from a farther, more safer distance.

As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * 16 ability points – one main and two subs – increase the swim speed from 2.02 DU/f to 2.19 DU/f.
 * Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid. Instead, a Neo Splash-o-matic user with Ninja Squid could devote just enough ability points (13 AP, or one main and one sub) to restore their swim speed to that of a middleweight class (1.92 DU/f).