Overtime: Difference between revisions

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(Added a brief overview of Splatoon 3's Overtime meter.)
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* The winning team loses control of the [[Rainmaker (weapon)|Rainmaker]] less than fifteen seconds before the end of regulation.
* The winning team loses control of the [[Rainmaker (weapon)|Rainmaker]] less than fifteen seconds before the end of regulation.
** The losing team has ten seconds to pick up the Rainmaker after overtime commences.
** The losing team has ten seconds to pick up the Rainmaker after Overtime commences.
* The losing team is in control of the Rainmaker.
* The losing team is in control of the Rainmaker.


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* The winning team's barrier closes.
* The winning team's barrier closes.
* The winning team scores any clams.
* The winning team scores any clams.
* The losing team holds no power clams and the winning team's barrier is closed. The losing team's dropped Power Clams that have not yet disappeared keep overtime running.
* The losing team holds no power clams and the winning team's barrier is closed. The losing team's dropped Power Clams that have not yet disappeared keep Overtime running.
* The losing team fails to open the winning team's barrier within twenty seconds.
* The losing team fails to open the winning team's barrier within twenty seconds.
* The losing team takes the lead, therefore giving them the victory.
* The losing team takes the lead, therefore giving them the victory.
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== Trivia ==
== Trivia ==
* There is an alarm like sound during overtime if a team has control over the objective but doesn't have the lead.
* There is an alarm like sound during Overtime if a team has control over the objective but doesn't have the lead. This acts as a warning for the team with the lead to try to prevent a loss.
** This acts as a warning for the team with the lead to try to prevent a loss.
*In Splatoon 3, when Overtime is triggered, the black box behind the word "Overtime!" changes color to match the losing team's ink color. As time passes, the color will gradually drain from the box, serving as a visual indicator of how much time the losing team has left to either take the lead or at least regain full control over the objective before Overtime ends.


==Names in other languages==
==Names in other languages==

Revision as of 06:06, 11 October 2022

Overtime on the timer.

Overtime(NA)[a], or Extra Time in Splatoon(EU/OC)[b], refers to a period right after the main timer reaches 0 in Ranked Battles, in which the losing team is given a final chance to win. The conditions in which Overtime begins vary between modes, but they generally revolve around the losing team having some sort of control over the main objective when regulation ends.

Splat Zones

In Splat Zones, Overtime begins if the losing team (with a higher timer count, or reaching the tied count later than opposition):

  • has full control of all zones
  • lost control less than ten seconds and not retaken by the winning team

at the moment of the end of regulation. After this point, Overtime ends when:

  • The losing team lowers their timer below the winning team's timer, thereby giving the losing team the victory.
  • The losing team loses control of a Splat Zone (i.e. Splat Zone neutralized), and cannot regain control within fifteen seconds.
    • On maps where there are two Splat Zones, the winning team need to neutralize (or capture) at least one for ten seconds to win the match.
  • The winning team retakes control of the Splat Zone.
    • On maps where there are two Splat Zones, the winning team has to take both of the two Splat Zones in control to end the match immediately.

Tower Control

In Tower Control, Overtime begins if the losing team currently has control of the Tower. At this point, Overtime ends when:

  • The losing team reaches a farther distance with the Tower than the winning team, thereby giving them the victory.
  • The winning team regains control of the Tower.
    • All the winning team needs to do to retake control of the Tower is to have more of their team on it than the losing team, or to have one of their players on the Tower if none of the losing players are on it.
  • The losing team loses control of the Tower.
    • This is marked by the indicator turning from the losing team's color to the neutral Ranked Battle symbol and happens some seconds after the Tower is empty.

Rainmaker

In Rainmaker, The "winning team" is the team who managed to carry the Rainmaker closer to the other team's base than the other team (if tied, the team who carried to the tied point first) and the "losing team" is "the other (team)."

Overtime begins when:

  • The winning team loses control of the Rainmaker less than fifteen seconds before the end of regulation.
    • The losing team has ten seconds to pick up the Rainmaker after Overtime commences.
  • The losing team is in control of the Rainmaker.

Overtime does not begin when:

  • The winning team is in control of the Rainmaker.
  • The losing team was in very recent control of the Rainmaker and loses that control of it.
  • The Rainmaker has not been touched for more than fifteen seconds.
    • If the Rainmaker has not been touched for the whole match, Team Alpha wins.
      • Team Alpha and Team Bravo are assigned randomly at the start of the match, and not noticed to the players which players are in.

Overtime ends when:

  • The winning team regains control of the Rainmaker.
  • The losing team loses control of the Rainmaker.
  • The losing team carries the Rainmaker past the winning team's score, giving them the victory.

Other info:

Clam Blitz

In Clam Blitz, when time runs out and at least one team has scored, Overtime begins when either:

  • The losing team is holding at least one Power Clam. The losing team's dropped Power Clams that have not yet disappeared, including the free one gained from the barrier coming back up, still count.
  • The winning team has their barrier open.

Overtime ends when:

  • The winning team's barrier closes.
  • The winning team scores any clams.
  • The losing team holds no power clams and the winning team's barrier is closed. The losing team's dropped Power Clams that have not yet disappeared keep Overtime running.
  • The losing team fails to open the winning team's barrier within twenty seconds.
  • The losing team takes the lead, therefore giving them the victory.

If time runs out and neither team has scored, special Overtime begins. In this case, Overtime ends when either:

  • One team manages to score.
  • Three minutes of Overtime pass, in which the team that formed the most Power Clams throughout the match is awarded one point and thus a 1-0 victory. If both teams formed the exact same number of Power Clams, Team Alpha is awarded the victory.

Trivia

  • There is an alarm like sound during Overtime if a team has control over the objective but doesn't have the lead. This acts as a warning for the team with the lead to try to prevent a loss.
  • In Splatoon 3, when Overtime is triggered, the black box behind the word "Overtime!" changes color to match the losing team's ink color. As time passes, the color will gradually drain from the box, serving as a visual indicator of how much time the losing team has left to either take the lead or at least regain full control over the objective before Overtime ends.

Names in other languages

Template:Foreignname

Notes

  1. North America
  2. Europe and Oceania