Competitive:Foil Squeezer

Unofficial

Splatoon 2
Like the Squeezer, the Foil Squeezer has two modes of fire: a powerful, long-ranged, semiautomatic mode and a short-ranged, fully automatic mode intended for turfing. While it takes a good amount of practice to get used to its mechanics, its user will be rewarded with the ability to quickly splat opponents from afar. Unlike the Vanilla variant, this weapon has a more versatile kit, providing its user the means to either poke at their opponents or push their way back into a contested area.

Use
The Foil Squeezer's has traits of both a slayer's and support weapon: The Splat Bomb is a powerful, versatile sub weapon with a variety of purposes suited for any player: The Bubble Blower can launch up to three bubbles, which have a number of applications if used wisely:
 * Its semiautomatic mode (tapping ) has a long range (187.39 DU) that exceeds that of all other slayer's weapons, most other support weapons, and even some anchor's weapons, such as the H-3 Nozzlenose D, the Dualie Squelchers (both 160.396 DU), and the Nautilus 79 (165 DU).
 * It also has perfect accuracy – even while airborne – and high damage (38 HP). These traits, combined with the aforementioned long range, allow its user to easily zone out their opponents.
 * However, the semiautomatic mode requires its user to have a rapid trigger finger, more accuracy than with an automatic shooter, and the ability to lead their shots in order to compensate for both its longer range and slightly slower shot velocity (32 DU/f versus the Splattershot Pro's 38.33 DU/f).
 * In contrast, the fully automatic mode (holding ) has a short range (118.064 DU), a wide shot spread (8 degrees deviation on the ground, 13 degrees in midair), and a mediocre firing rate (7 frames between shots), making it no better than either a Splattershot or an N-ZAP '85 (both 116.99 DU, 6-12 degrees, 5-6 frames). Use this mode primarily for turfing and farming Bubble Blower.
 * The Foil Squeezer has two main weakness: low ink efficiency and slow firing rate:
 * Its ink efficiency in semiautomatic mode (2.2%) is worse than that of the Splattershot Pro (2.0%). This will also limit your opportunities to use Splat Bombs. Always check the ink tank and avoid getting caught in the middle of opposing ink.
 * Its slow firing rate (7-8 frames) can be exploited by opponents using quicker firing weapons when they get too close. Therefore, keep your opponents at a safe distance, look out for flankers and be wary of any sharks lurking in opposing ink.
 * It can be used for poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or denying opponents safe access to important areas of the stage, such as the Tower, that might not be easy to fire at with the main weapon.
 * Carefully lobbing a Splat Bomb at an opposing anchor positioned on their snipe will hinder their ability to control space with their range.
 * If a shorter-ranged opponent gets too close, either dropping a Splat Bomb at your feet or rolling it like a bowling ball can provide time and space to escape.
 * A Splat Bomb 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 the Splat 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 (see below).
 * A Bubble Blower user is vulnerable at close range. Create some distance from your opponents before activating Bubble Blower.
 * While the main weapon cannot be used, sub weapons can still be used, allowing one to instapop their bubbles (see below).
 * Morphing into squid or octopus form (by pressing ) during the bubble blowing animation will cancel its end lag, allowing you to launch bubbles more quickly and reduce vulnerability time.
 * Since Version, each successive bubble is larger than the previous one.
 * Upon being blown, a bubble will either inflate and eventually burst when hit with your team's weapons or deflate and diffuse when hit with your opponents' weapons:
 * Players will inflict 20% more damage to their team's bubbles than will their opponents. As long as you are not outnumbered, you should be able to inflate or sustain your team's bubbles more easily than your opponents can defuse them.
 * Bombs – either your team's or your opponents' – can respectively inflate or deflate your bubbles quickly. Any bombs and blaster shots that come in contact with bubbles will also instantly detonate, splatting their respective user's opponents. Thus, be aware of your teammates' and opponents' positions whenever using Bubble Blower.
 * Blowing bubbles can protect their user and any teammates from incoming opposing fire whether during a push or while stalling an opposing push.
 * The Foil Squeezer is one of a few weapons to have both Bubble Blower and throwable bombs in its kit, enabling its user to instapop their bubbles – with both Object Shredder and enough ability points of Special Power Up – to push into a contested area:
 * Roll a Splat Bomb slowly toward the opponent or contested area.
 * Activate Bubble Blower and launch a bubble or two toward the Splat Bomb, which will detonate and enlarge the bubble(s).
 * Remembering that activating any special instantly reloads the ink tank, throw a second Splat Bomb towards the bubble(s) to pop it/them.
 * Launch any remaining bubbles to push the opponent further back.

Synergy
The Foil Squeezer's long range and high DPS allow its user to provide support fire, maintain ranged pressure, and quickly splat opponents from afar. However, its slow firing rate and poor ink efficiency leave its user vulnerable at close range. Therefore, it would generally be redundant for its user to have more than one other long-ranged weapon on their team's composition for a few reasons: While the Foil Squeezer is not particularly poor at turfing, it is still outclassed in this role by traditional support weapons, such as the N-ZAP '85 or the Splattershot Jr.. A team whose composition lacks sufficient turfing ability will struggle to maintain map control, which can make games seem like a constant uphill battle: Due to its aforementioned strengths and weaknesses, a Foil Squeezer user would both complement and be complemented by any teammate using an ink efficient, rapid-firing weapon: Bubble Blower is great for either initiating a push into contested territory or repelling the opponents' push. However, it is neither a very reliable means of turfing territory – such as a Splat Zone – nor always a dependable means to splat opponents — particularly ones with longer-ranged weapons. Therefore, it would be redundant to have two Bubble Blower users in a team composition: Besides providing protection while pushing the objective, the Bubble Blower works well in conjunction with other special weapons: Remember, teammates of a Bubble Blower user can assist by either keeping the bubbles inflated or bursting them, thanks to their 20% bonus damage inflicted on them:
 * A team with too many long-ranged weapons will have fewer mobile weapons that can quickly capture turf and wrest control of the objective, hindering its ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's spawn camp.
 * Longer-ranged weapons, including the Foil Squeezer, are generally less effective at close range, so a team with too many long-ranged weapons is more prone to getting flanked and sharked by the opponent than usual.
 * A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
 * A lack of turfing also makes it difficult to alter the course of a game, even after wiping out the other team.
 * A teammate with a mobile, quick-turfing slayer – such as the Neo Splash-o-matic, the Kensa Splattershot, or the L-3 Nozzlenose D – can turf and confront opponents at closer range, while the Foil Squeezer user provides support fire from a safe distance.
 * Conversely, the user of a support weapon – such as a Splattershot Jr., an N-ZAP '85, or a Kensa Splattershot – can help turf the area around a Foil Squeezer user while still having enough ink to provide support fire with bombs.
 * Bomb Launcher and Booyah Bomb are more reliable means of turfing territory.
 * Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than is Bubble Blower.
 * During a push or counter-push, bubbles provide an extra layer of protection for a team already using Ink Armor.
 * Bubbles can provide cover for a teammate using certain mobile special weapons, such as a Baller.
 * Players who have Bubble Blower but no bombs in their kit will likely need more help sustaining their bubbles than those who have both Bubble Blower and a bomb.
 * A well-placed Ink Storm can help sustain bubbles before eventually bursting them in an explosion of ink, pushing the opponents back.

Countermeasures

 * The Foil Squeezer's long range, perfect accuracy, and high damage all make its user difficult for most opponents to challenge in a straight one-on-one matchup. Therefore, users of most other weapons have to rely other means to defeat an opposing Foil Squeezer user:
 * When using a shorter-ranged weapon, flank, shark, or outmaneuver (e.g., via dodge rolling) the opposing Foil Squeezer user to exploit their slow firing rate.
 * If a Splat Brella or Tenta Brella user can get within range, they can pose a problem for the slow-firing opposing Foil Squeezer user.
 * When attacking with Bombs, try to throw them behind the opposing Foil Squeezer user to force them closer.
 * Try to exploit the opposing Foil Squeezer's poor ink efficiency by containing them with friendly ink, using sub weapons and teammates whenever possible.
 * Most chargers, some splatlings, the Custom Jet Squelcher, the Bloblobber, and the Explosher all outrange the Foil Squeezer, allowing their users to fire upon an opposing Foil Squeezer user with impunity — as long as they keep their opponent at bay.
 * When pursuing an opposing Foil Squeezer, be wary of any Splat Bombs the opponent might drop while retreating, such as around a corner or after climbing a ledge.
 * Keep an eye on the HUD to know when an opposing Foil Squeezer user has Bubble Blower ready, and when they do, keep a safe distance from them to avoid getting caught in an instapop.
 * Picking off an opponent using Bubble Blower too close will stop the production of bubbles outright.
 * Trying to diffuse an opponent's bubbles is usually an exercise in futility since the opponents can damage their own bubbles more quickly than your team can damage theirs. Unless your team grossly outnumbers the opposing Bubble Blower user, keep a safe distance from their bubbles and try to work around them.
 * Bombs and blasters can still damage opponents hiding inside them via splash damage.
 * Splashdown and Ultra Stamp are usually the quickest means to destroy an opponent's bubbles. However, getting caught in the bubbles' explosions is very likely. The Booyah Bomb and an explosion from the Baller can be safer alternatives.
 * Tenta Missiles can both track opponents hiding underneath bubbles and destroy the bubbles.
 * If activated early enough, Ink Storm can quickly defuse any opponent's bubbles that travel underneath the cloud.

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. Ever since its introduction in Version, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily. While this is a useful ability for any player, a Foil Squeezer user – who is often a target of their opponents' bombs and Tenta Missiles to counter their Bubble Blower – would definitely want it as part of their gear. 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.

While a Foil Squeezer user generally remains a further distance from their opponents then do users of most other weapons, they can still expect to come in contact with the opponent's ink on various surfaces – usually from opposing bombs and Tenta Missiles – which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.

The low ink efficiency of the Foil Squeezer limits the opportunities its user can use Splat Bombs. Ink Saver (Sub) reduces the ink consumption per Splat Bomb, which not only enables its user to throw Splat Bombs more often but also conserves ink for the main weapon.
 * Just six ability points, or two subs, reduce the ink consumption per Splat Bomb from 70% to 65.39%.
 * Its effect also combines with those of Last-Ditch Effort (see below): with six ability points, its user's ink consumption per Splat Bomb will decrease to 59.98% when the opposing team reaches the 56 point (44 points remaining) mark — 54.9% when the opponents are at 64 points (36 points remaining).

Last-Ditch Effort is a Headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities: These abilities only begin to take effect under either of the following conditions: Because they have both an ink-thirsty main weapon and a spammable sub weapon, a Foil Squeezer user stands to greatly benefit from both the overall reduced ink consumption and increased ink recovery, making Last-Ditch Effort used in over 50% of 522 Foil Squeezer builds submitted to Sendou.ink.
 * There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 ability points will be granted for each of the above abilities.
 * In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.

An ability exclusive to shoes, Object Shredder provides a Foil Squeezer user three specific benefits:
 * It increases their damage dealt to bubbles – both friendly and opposing – by 30%, allowing for quicker growing and popping of bubbles.
 * It triples the amount of damage inflicted onto armored opponents, allowing a Foil Squeezer user to break an opponent's Ink Armor in one hit.
 * It enables them to pop the Rainmaker shield more quickly with either their main weapon or Splat Bombs, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump, helping its user escape unfavorable situations more quickly. While a Foil Squeezer player matches up well in most one-on-one battles, there will be situations in which quickly retreating and preserving precious special gauge progress would be wiser than risking getting splatted.
 * One sub, or 3 ability points, 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 Bubble Blower. Since Versions 5.2.0 and have increased the special gauge requirement for the Foil Squeezer's Bubble Blower, the value of this gear ability has increased, as it allows a Foil Squeezer user to more readily have Bubble Blower available to initiate pushes and counter-pushes against the opponent.
 * Just six ability points, or two subs, are enough to reduce the special gauge requirement from 200p to 190p.

Special Power Up increases bubbles' size upon launching as well as their blast radius. The former trait enables bubbles to withstand more damage from the opponents before defusing, providing their user and their teammates a longer duration of protection. Foil Squeezer builds submitted to Sendou.ink tend to have 15-19 ability points of Main Power Up.

While Swim Speed Up can enable a short-ranged weapon user to close the distance towards their opponents, conversely, it can also help a Foil Squeezer user to maintain a safe distance from their opponents or escape unfavorable situations, as well as more quickly respond to an opponents' push.
 * Just six ability points – two subs – increase the swim speed from 1.92 to 2.01 DU/f.
 * Ten ability points – one main – increase the swim speed to 2.07 DU/f.

In competitive play
The Foil Squeezer upon release wouldn't be as strong. The main weapon itself was not as strong so the weapon was not used quite often. The weapon would be ranked moderately high by competitive player Sorin because of the weapon's potential. However at Version the weapon would drop. The weapon at Version would be ranked at a similar spot than before. The weapon itself while in the same tier, is considered better than the Forge Splattershot Pro because of its slightly better range and being less gear dependent.

However once at Version the Foil Squeezer would start to be on the rise. The weapon would be placed very high and could be considered "a top three weapon". The weapon has more range the Splattershot Pro and can instapop bubbles constantly, meaning the weapon is very deadly. Once at Version the weapon would drop slightly as it wouldn't be as strong as it was before. The weapon would still be strong, but more counters to the weapon had developed, meaning the weapon wouldn't be as efficient as it was before. Now at Version 5.5.0, the weapon is considered to be, along with the Kensa .52 Gal, the best weapons in the game as they define the meta and, thus, which other weapons are used.