Custom Jet Squelcher: Difference between revisions
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== Trivia == | == Trivia == | ||
* This weapon is tied with the [[Clash Blaster]], [[Dynamo Roller]], and [[Squeezer]] for the cheapest [[Sting Ray]] in the game (180p). | * This weapon is tied with the [[Clash Blaster]], [[Dynamo Roller]], and [[Squeezer]] for the cheapest [[Sting Ray]] in the game (180p). | ||
* | * In ''Splatoon'', this weapon shares its sub and special with the {{Weapon|S|Main|Aerospray PG}} and {{Weapon|S|Main|L-3 Nozzlenose D}}. | ||
==Names in other languages== | ==Names in other languages== |
Revision as of 19:58, 7 August 2020
The Custom Jet Squelcher is a main weapon in Splatoon and Splatoon 2. It is the Custom version of the Jet Squelcher.
Splatoon
Basic information | |
---|---|
Category | Main |
Class | Shooter |
Sub | Burst Bomb |
Special | Kraken |
Special depletion | 40% |
Range | |
Damage | |
Fire rate | |
Obtainable at | |
Level | 15 |
Cost | 7,900 |
Specifications | |
Base damage | 31 |
Ink consumption | 1.6% |
Other variant | Jet Squelcher |
The Custom Jet Squelcher is identical to the Jet Squelcher, but has the Burst Bomb as a sub weapon and the Kraken as a special.
Data
- The Custom Jet Squelcher is a middleweight weapon.
- Each shot consumes 1.6% of the ink tank capacity.
- This allows players to fire 62 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When firing continuously, it shoots a bullet every 8 frames (7.5 shots per second).
- When firing while moving, the player's movement speed is set to 0.6 units per frame.
- After firing, there is a 20 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 31.
- Shots travel straight for 8 frames. After that, they may lose damage. A shot will lose damage until it reaches 15.5 damage at frame 15.
- Shots have a radius of 2 units.
- The angle its shots can deviate while on the ground is 3 degrees.
- The angle its shots can deviate while in the air is 10 degrees.
- The outer reticle immediately expands after jumping. The outer reticle will finish shrinking after 60 frames.
- The chance to shoot towards the outer reticle instead of the inner reticle increases by 10% per shot, and maximizes at a 25% chance to shoot towards the outer reticle.
- This means that it takes 3 shots to reach minimum accuracy.
- When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
- Accuracy starts recovering 8 frames after the player stops shooting.
- Shots initially travel straight at a rate of 22 units per frame for 8 frames. Shots travel straight for 176 distance units.
- Ink droplets occur every 85 units.
- The frequency at which ink drips from a shot occurs at a rate of 3 droplets per shot.
- There are a total of 8 different droplet patterns that can be created while firing this weapon.
- Droplets that occur within 11 units of the player have a radius of 19.2 units.
- Droplets that occur when they travel past 200 units of the player have a radius of 18 units.
- All other ink droplets have a radius of 12 units.
Version history
Version | Adjustments |
---|---|
2.2.0 |
|
2.7.0 |
|
Quotes
Sheldon's Introduction
The Custom Jet Squelcher is just a Jet Squelcher with a custom appearance. No surprise there!
It comes with Burst Bombs to pin down your foes and the Kraken to let you deal the finishing blow!
If you like to keep your foes under pressure, this weapon set could be just what you're looking for!(NA)[a] |
“ | A custom Jet Squelcher. The sub weapon lets you corner your opponents, and the quirky special weapon makes for a tricky package. | ” | — In-Game Description
|
- Notes
- ↑ North America
Gallery
-
Promo image.
-
Official art of an Inkling holding the Custom Jet Squelcher.
-
An Inkling with the Custom Jet Squelcher equipped.
-
An Inkling holding the Custom Jet Squelcher in gameplay.
-
The Custom Jet Squelcher's range in the testing area.
Recommended Abilities
Ability | Purpose |
---|---|
Special Charge Up | Accelerates "farming" of Kraken. |
Damage Up | Allows weapon to do more damage. |
Demonstration
Splatoon 2
Basic information | |
---|---|
Category | Main |
Class | Shooter |
Sub | Burst Bomb |
Special | Sting Ray |
Special points | 180p |
Range | |
Damage | |
Fire rate | |
Obtainable at | |
Level | 27 |
Cost | 15,900 |
Specifications | |
Base damage | 32 |
Ink consumption | 1.6% |
Other variant | Jet Squelcher |
The Custom Jet Squelcher returns in Splatoon 2 looking identical to how it did in the first game. It was released on 3 November 2017 at 02:00 UTC[2]. It comes with Burst Bombs and Sting Ray.
Quick facts
A.k.a.: Jet
Strengths: Mobility, quicker draw than most other anchor's weapons
Weaknesses: less damage and range than chargers, less turfing than splatlings or Exploshers
Recommended Abilities
Ability | Purpose |
---|---|
Special Charge Up | Accelerates "farming" of Sting Ray. |
Sub Power Up | Allows Burst Bombs to be thrown farther. |
Use
- The long range and build of the Custom Jet Squelcher make it a backline anchor's weapon. While it lacks the one-hit-splat damage and range of a charger, the rapid turfing and firing rate of a splatling, and the heavy damage and turfing of an Explosher, the Custom Jet Squelcher's primary advantage over all three is its mobility.
- Burst Bombs allow for quicker movement around the stage, especially when fleeing an opposing slayer.
- The Custom Jet Squelcher fires at a much higher rate than an Explosher and, unlike a Charger or Splatling, does not need to charge, making it less vulnerable in close-quarters combat. Still, avoid close-quarters combat against a slayer's weapon.
- As with most anchor's weapons, Quick Super Jump and Tenacity can be beneficial to the Custom Jet Squelcher.
- The primary weaknesses of the Custom Jet Squelcher are its middling fire rate (no better than that of the Splattershot Pro), relatively low ink efficiency (worse than that of the .52 Gal), and mediocre turfing. Pay close attention to the ink tank, focus on splatting with the main weapon, and use Burst Bombs when turfing.
- Thanks to their instant explosion and good ink efficiency, Burst Bombs have a variety of uses:
- Quickly turfing various inkable surfaces for quick maneuvering and building of the special gauge.
- Pelting opponents that get too close before splatting them with the main weapon. Sub Power Up can increase the throwing range, keeping opponents at bay.
- The Sting Ray excels on stages that are long, narrow, closed, and relatively flat, especially Port Mackerel and Walleye Warehouse, particularly in Tower Control and Rainmaker. Special Charge Up and Tenacity can help hasten the building of the special gauge.
- Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an opponent can leave one vulnerable to attack.
- While the Sting Ray cannot be fired from within the Spawn point as of Version 3.0.0, super jumping back there still offers a safer location from which to fire.
- Quick Super Jump can not only hasten reaching the Spawn point, it can allow a faster escape from pursuing opponents.
- When firing the Sting Ray, if an opponent escapes from the ray, bring up the map with . An opponent who has taken any damage will be visible on the map until completely healed. Redirect the Sting Ray until the popping sound is heard.
- Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an opponent can leave one vulnerable to attack.
Countermeasures
- While less vulnerable than a charger, splatling, or Explosher at short range, the Custom Jet Squelcher is still at a disadvantage against a slayer's weapon in close-quarters combat, such as any variants of the Splattershot or the Splat Dualies. However, a slayer should be wary of any Burst Bombs the opponent might use.
- Matchups between the Custom Jet Squelcher and other backline weapons are generally situational, due to the former's better mobility and slight advantage in close-quarters combat. Zoning out the opposing Custom Jet Squelcher is usually recommended.
- All variants of the Splat Charger and E-liter 4K – with or without scope – both outrange and overpower the Custom Jet Squelcher.
- Both variants each of the Hydra Splatling and the Ballpoint Splatling's second stage both outrange and outfire the Custom Jet Squelcher.
- All variants of the Heavy Splatling outfire the Custom Jet Squelcher but are outranged and outmaneuvered by it.
- Always be aware of when the opposing team's Custom Jet Squelcher has Sting Ray fully charged on the HUD, particularly when pushing the Tower or Rainmaker.
- Fight fire with fire by using a Sting Ray against an opponent's.
- Tenta Missiles are a quick way to either counter or disrupt an opposing Sting Ray user, as well as displace any anchor from an otherwise safe perch.
- A properly launched and piloted Inkjet can splat an opposing Sting Ray user while being relatively safe from the beam.
- Quickly swimming away from the Sting Ray's beam is generally the best way to avoid getting splatted without using Specials, as users turn relatively slowly while the Sting Ray is active. This is a useful tactic in Tower Control to maintain a Tower push.
Data
- The Custom Jet Squelcher is a middleweight weapon.
- The matchmaking range is 225. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
- The ink consumption of 1.6% and ink tank capacity of 100% allows players to fire 62 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
- When firing from swim form, the first shot takes 11 frames to come out.
- The interval between firing and when the player is able to enter swim form or use a sub weapon is 4 frames.
- When firing continuously, it shoots a bullet every 8 frames (7.5 shots per second).
- When firing while moving, the player's movement speed is set to 0.6 units per frame.
- After firing, there is a 20 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 32.
- If a shot is in the air for more than 9 frames after being fired, it loses 1 damage per frame until it reaches 16 damage at frame 25.
- The bullet hitbox has a radius of 2 units.
- The angle its shots can deviate while on the ground is 3 degrees.
- The angle its shots can deviate while in the air is 8 degrees.
- The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
- The Custom Jet Squelcher starts off having a 2% chance to shoot towards the outer reticle instead of the inner reticle.
- This chance increases by 1.5% per shot, and maximizes at a 25% chance to shoot towards the outer reticle, meaning that it takes 16 shots to reach minimum accuracy.
- When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
- Accuracy starts recovering 8 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 1% per frame, if the chance is not already at the minimum, meaning that it takes 31 frames to reach maximum accuracy. (46 after shooting while jumping.)
- Shots initially travel straight at a rate of 33.6 units per frame for 5 frames. Shots travel straight for 168 distance units.
- After that, the shot's velocity is set to 22.32 units per frame if it is not already lower than the listed value, and decreases further as it travels.
- Ink droplets occur every 100 units.
- The frequency at which ink drips from a shot occurs at a rate of 3 droplets per shot.
- There are a total of 8 different droplet patterns that can be created while firing this weapon.
- Droplets that occur within 11 units of the player have a radius of 19.8 units, and a width of 10 units.
- These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
- Droplets that occur when they travel past 200 units of the player have a radius of 17.6 units.
- All other ink droplets have a radius of 12 units.
- Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.
Version history
Version | Adjustments |
---|---|
Base game |
|
2.0.0 |
|
2.2.0 |
|
4.2.0 |
|
4.4.0 |
|
4.8.0 |
|
Quotes
Sheldon's Introduction
The Custom Jet Squelcher is a customized Jet Squelcher made with official parts! |
Gallery
-
Promo image
-
Throwing Burst Bomb
-
Holding the Custom Jet Squelcher
Demonstration
Trivia
- This weapon is tied with the Clash Blaster, Dynamo Roller, and Squeezer for the cheapest Sting Ray in the game (180p).
- In Splatoon, this weapon shares its sub and special with the Aerospray PG and L-3 Nozzlenose D.