Competitive:Classic Squiffer: Difference between revisions

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(→‎Splatoon 2: Added link to source video regarding Slayer role in Infobox. Expanded on weaknesses and imported sub and special weapon segments to Use.)
(→‎Splatoon 2: Imported relevant sections – long range, low turfing, lack of bombs, and Ink Armor – to Synergy. (Can use help, particularly for the Splatoon 1 half.))
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* Try to use Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
* Try to use Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
* Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the [[Rainmaker (weapon)|Rainmaker]] or using either Baller or Booyah Bomb. Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
* Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the [[Rainmaker (weapon)|Rainmaker]] or using either Baller or Booyah Bomb. Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
** If you plan on carrying the Rainmaker, just before picking it up, farm Ink Armor and use it whenever possible.
** The Classic Squiffer is less capable than conventional slayer weapons of turfing paths and may instead be expected to carry the Rainmaker through said paths. If you plan on carrying the Rainmaker, whenever possible, farm Ink Armor and use it just before picking up the Rainmaker.


===Synergy===
===Synergy===
The Classic Squiffer's range and one-shot splat potential allow its user to maintain spatial control and pressure without having to thoroughly ink large swaths of turf.  However, its requirement to charge before firing leaves its user vulnerable at close range. Therefore, it is generally advised not to add more than one other long-ranged weapon to a team [[Community Glossary#Composition|composition]] for a few reasons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)">[https://www.youtube.com/watch?v=S1nk1nxrMlg {{YT}} "''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"] by Sendou, formerly of Team Olive</ref>
* 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 [[Community Glossary#Camping|spawn camp]].
* Longer-ranged weapons, such as the Foil Squeezer, are generally less effective at close range, so a team with too many of them is more prone to getting flanked and sharked than usual.
While quicker and more efficient at turfing than most other chargers, the Classic Squiffer still turfs less efficiently than many typical slayer weapons, such as the [[Competitive:Neo Splash-o-matic|Splash-o-matic]] and the [[Competitive:Kensa Splattershot|Splattershot]]. A team whose composition lacks sufficient turfing ability will struggle to maintain [[Community Glossary#Map control|map control]], which can make games seem like a constant uphill battle:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* 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 [[Community Glossary#Wipe|wiping]] out the other team.
It is also an undeniable fact that the Classic Squiffer lacks bombs — particularly either [[Competitive:Splat Bomb|Splat]] or [[Competitive:Suction Bomb|Suction Bombs]]. Lethal bombs provide their user's team a couple advantages over another team that has no lethal bombs in its composition:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* 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.
Given the Classic Squiffer's unique set of strengths and weaknesses, its user will benefit from having teammates with mobile, short-ranged weapons; quick-turfing weapons; and lethal bombs:<ref>[https://www.youtube.com/watch?v=DbYvEEBq2Wk {{YT}} "How To Build An AMAZING Team Comp (''Splatoon'') Ft. Dr. Prodigy"] by Chara, formerly of Prophecy and Climb</ref>
* The Neo Splash-o-matic, the Kensa Splattershot, and the [[Competitive:L-3 Nozzlenose D|L-3 Nozzlenose D]] are just a few slayer's weapons whose users can be of mutual benefit to a Classic Squiffer user. They all turf well, have bombs included in their kits, and are mobile enough to take advantage of the Classic Squiffer user's Point Sensors and Ink Armor.
* Having a second support player team up with a Classic Squiffer user can be valuable if the former is good at turfing and has bombs. These weapons can include the [[Competitive:Aerospray MG|Aerospray MG]], the [[Competitive:N-ZAP '85|N-ZAP '85]] (be wary of Ink Armor stacking, see below) or [[Competitive:N-ZAP '89|'89]], and the [[Competitive:Mini Splatling|Mini Splatling]].
While Ink Armor is a valuable global special weapon, having more than one reduces the number of unique special weapons your team can have. Plus, multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* If another teammate has Ink Armor, they should at least provide something that the Classic Squiffer is lacking. A friendly N-ZAP '85 or [[Competitive:Tri-Slosher|Tri-Slosher]] user are a couple good examples.
* Conversely, a [[Competitive:Rapid Blaster Pro Deco|Rapid Blaster Pro Deco]] or a [[Competitive:Custom Hydra Splatling|Custom Hydra Splatling]] would add a second long-ranged weapon without providing either enough turfing or a throwable bomb.
While special weapons used in combination are beneficial in general, a user of either [[Competitive:Inkjet|Inkjet]] or [[Competitive:Ultra Stamp|Ultra Stamp]] would particularly benefit from the added survivability provided by Ink Armor:
* An armored Inkjet pilot can fly more aggressively with less worry of getting splatted in one shot by an opponent's blaster, roller, or charger.
* An armored Ultra Stamp wielder is less vulnerable to attacks from either the sides or behind. However, they are easier to spot when submerged in their ink.


===Countermeasures===
===Countermeasures===

Revision as of 00:26, 4 June 2022

Unofficial!
This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
For information about the Classic Squiffer, see Classic Squiffer.

Splatoon 2

Classic Squiffer

Classic Squiffer

Abbreviations Squiffer, Charger
Sub Point Sensor
Special Ink Armor
Base damage 40–80 (Partial charge)
140 (Full charge)
Base duration
Ink consumption 1.9% (No charge)
10.5% (Full charge)
Special points 170p
Special depletion
Role Slayer[1]/Support[2][3][4]/Anchor Flex
Strengths Range, one-shot splat, mobility from midair charging and charge storing, Ink Armor farming[3][4][5]
Weaknesses Less range than other chargers, vulnerable at close range

The Classic Squiffer is a charger that, compared to the Splat Charger, has a shorter charge time and more ink efficiency at the cost of some range and damage. Compared to its other variants, it has a kit – including Ink Armor with the lowest special gauge requirement in all of Splatoon 2 – that enables its user to also play a supportive role on their team.[3][4][5]

Use

While the Squiffer series can flex between slayer's and anchor's weapons, the Classic Squiffer comes with a supportive kit:

  • Like most other chargers, it can fire three different types of shots that vary in charge time, base range from the muzzle, and damage:
Shot type Charge time
(frames)
Charge
time (s)
Range
(DU)[6]
Damage
(HP)
Tap 0 0 93 40
Partially
charged
0 - 45 0 - 0.75 93-167.65 40-80
Fully
charged
45 0.75 167.65 140
  • In general, use tap shots for turfing, partially charged shots for close quarters combat, and fully charged shots for sniping.
  • Like most other chargers without a scope, the Classic Squiffer can store a full charge while submerged in ink, providing its user more mobility and making left-side peeking more viable in Splatoon 2.[7]
  • Unique to the Squiffer series is the ability to charge a shot at full speed while in midair, allowing a Squiffer user to snipe at opponents from underneath a short ledge — a position more associated with slayers.[1][4][5]

The Classic Squiffer has a couple weaknesses:

  • It has the shortest range among all chargers — 167.65 DU versus the Bamboozler's 195.64 DU and the Splat Charger's 240.37 DU. Not only does this put the Classic Squiffer at a disadvantage against conventional chargers and other longer-ranged weapons (e.g., versus the Jet Squelcher at 212.64 DU),[6] but it also leaves less room for error when sniping against opposing shorter-ranged weapon users.[1]
  • While not as immobile or slow-charging as most other chargers, the Classic Squiffer is still poor at close range compared to a rapid-firing weapon. Keep your distance from opponents and always watch for any flanking attempts by the opposing team.

While unable to inflict any damage onto opponents, the Point Sensor can aid its user and their teammates if used wisely:

  • It temporarily makes an opponent an easier target to snipe or for more mobile teammates to pursue.
  • It can check around corners for flanking opponents and scan behind obstacles or within suspicious puddles of the opponents' ink for any sharking opponents.
  • If you are about to get splatted or fall into an unfavorable situation, marking an opponent provides your teammates the opportunity to, at best, provide assistance or, at worst, give them a chance for a revenge splat.

Ink Armor enables its user's team to either push into opposing turf more aggressively or more staunchly hold its ground, such as while locking out the opponent:

  • Time the activation of Ink Armor carefully so that you and your teammates receive its protection before engaging the opponent.
  • Try to use Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
  • Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the Rainmaker or using either Baller or Booyah Bomb. Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
    • The Classic Squiffer is less capable than conventional slayer weapons of turfing paths and may instead be expected to carry the Rainmaker through said paths. If you plan on carrying the Rainmaker, whenever possible, farm Ink Armor and use it just before picking up the Rainmaker.

Synergy

The Classic Squiffer's range and one-shot splat potential allow its user to maintain spatial control and pressure without having to thoroughly ink large swaths of turf. However, its requirement to charge before firing leaves its user vulnerable at close range. Therefore, it is generally advised not to add more than one other long-ranged weapon to a team composition for a few reasons:[8]

  • 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, such as the Foil Squeezer, are generally less effective at close range, so a team with too many of them is more prone to getting flanked and sharked than usual.

While quicker and more efficient at turfing than most other chargers, the Classic Squiffer still turfs less efficiently than many typical slayer weapons, such as the Splash-o-matic and the Splattershot. A team whose composition lacks sufficient turfing ability will struggle to maintain map control, which can make games seem like a constant uphill battle:[8]

  • 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.

It is also an undeniable fact that the Classic Squiffer lacks bombs — particularly either Splat or Suction Bombs. Lethal bombs provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[8]

  • 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.

Given the Classic Squiffer's unique set of strengths and weaknesses, its user will benefit from having teammates with mobile, short-ranged weapons; quick-turfing weapons; and lethal bombs:[9]

  • The Neo Splash-o-matic, the Kensa Splattershot, and the L-3 Nozzlenose D are just a few slayer's weapons whose users can be of mutual benefit to a Classic Squiffer user. They all turf well, have bombs included in their kits, and are mobile enough to take advantage of the Classic Squiffer user's Point Sensors and Ink Armor.
  • Having a second support player team up with a Classic Squiffer user can be valuable if the former is good at turfing and has bombs. These weapons can include the Aerospray MG, the N-ZAP '85 (be wary of Ink Armor stacking, see below) or '89, and the Mini Splatling.

While Ink Armor is a valuable global special weapon, having more than one reduces the number of unique special weapons your team can have. Plus, multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.[8]

  • If another teammate has Ink Armor, they should at least provide something that the Classic Squiffer is lacking. A friendly N-ZAP '85 or Tri-Slosher user are a couple good examples.
  • Conversely, a Rapid Blaster Pro Deco or a Custom Hydra Splatling would add a second long-ranged weapon without providing either enough turfing or a throwable bomb.

While special weapons used in combination are beneficial in general, a user of either Inkjet or Ultra Stamp would particularly benefit from the added survivability provided by Ink Armor:

  • An armored Inkjet pilot can fly more aggressively with less worry of getting splatted in one shot by an opponent's blaster, roller, or charger.
  • An armored Ultra Stamp wielder is less vulnerable to attacks from either the sides or behind. However, they are easier to spot when submerged in their ink.

Countermeasures

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.

References