Splattershot Jr.: Difference between revisions

From Inkipedia, the Splatoon wiki
(updated weapon demo)
(applied shooter data template)
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=== Data ===
=== Data ===
{{data columns|
{{shooter data
* The Splattershot Jr. is a [[Weight class|middleweight weapon.]]
| weight class = middle
* The ink consumption of 0.5 allows players to fire 200 shots before needing to refill the ink supply.
| ink usage = 0.5
* When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
| initial fire kid = 3
** When firing from squid form, the first bullet takes 8 frames to come out.
| initial fire squid = 8
* When firing continuously, it has a fire rate of 5 frames between bullets.
| fire rate = 5
* When firing while moving, the player's movement speed is set to 0.72 units per frame.
| mobility while firing = 0.72
* After firing, there is a 20 frame cooldown before your ink tank starts refilling.
| ink refill delay = 20
* If a bullet is in the air for more than 8 frames after being fired, it loses 0.875 damage per frame until it reaches 14 damage at frame 24.
| damage decay start = 8
* Bullets have a radius of 2 units.
| damage decay rate = 0.875
* The angle its shots can deviate while on the ground is 12 degrees.
| damage decay min = 14
* The angle its shots can deviate while in the air is 18 degrees.
| damage decay end = 24
* The Splattershot Jr. has a 40% chance to shoot towards the outer reticle instead of the inner reticle.
| bullet radius = 2
* Bullets initially travel at a rate of 22 units per frame for 3 frames, having an effective range of 66 units.
| max shot deviation ground = 12
* Paint droplets occur every 80 units.
| max shot deviation air = 18
* The frequency at which paint drips from a bullet occurs at a rate of 1.5 droplets per shot.
| max shot deviation chance ground = 40
* There are a total of 7 different droplet patterns that can be created while firing this weapon.
| bullet travel rate initial = 22
| bullet travel time initial = 3
| paint rate per distance = 80
| paint droplets per shot = 1.5
| paint pattern count = 7
}}
}}
=== Version history ===
=== Version history ===
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=== Data ===
=== Data ===
{{data columns|
{{shooter data
* The Splattershot Jr. is a [[Weight class|lightweight weapon.]]
| weight class = light
* The ink consumption of 0.5 and ink tank capacity of 110 allows players to fire 220 shots before needing to refill the ink supply.
| ink usage = 0.5
* When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
| ink tank capacity = 110
** When firing from squid form, the first bullet takes 8 frames to come out.
| initial fire kid = 3
* When firing continuously, it has a fire rate of 5 frames between bullets.
| initial fire squid = 8
* When firing while moving, the player's movement speed is set to 0.72 units per frame.
| fire rate = 5
* After firing, there is a 20 frame cooldown before your ink tank starts refilling.
| mobility while firing = 0.72
* If a bullet is in the air for more than 8 frames after being fired, it loses 0.875 damage per frame until it reaches 14 damage at frame 24.
| ink refill delay = 20
* Bullets have a radius of 2 units.
| damage decay start = 8
* The angle its shots can deviate while on the ground is 12 degrees.
| damage decay rate = 0.875
* The angle its shots can deviate while in the air is 15 degrees.
| damage decay min = 14
* The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
| damage decay end = 24
* The Splattershot Jr. starts off having a 4% chance to shoot towards the outer reticle instead of the inner reticle.
| bullet radius = 2
** This chance increases by 2% per shot, and maximizes at a 40% chance to shoot towards the outer reticle. Meaning that it takes 18 shots to reach minimum accuracy.
| max shot deviation ground = 12
* When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
| max shot deviation air = 15
* When not 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 38 frames to reach maximum accuracy.
| reticle shrink start = 25
* Bullets initially travel at a rate of 22 units per frame for 3 frames, having an effective range of 66 units.
| reticle shrink end = 70
** After that, the bullet's velocity is set to 18.945 units for 2 frames if the bullet's velocity is not already lower than the listed value, and decreases further as it falls to the ground.
| min shot deviation chance ground = 4
** This results in a range at approximately 103.89 units if the weapon is shot straight ahead.
| shot deviation chance ground rate = 2
* Paint droplets occur every 95 units.
| max shot deviation chance ground = 40
* The frequency at which paint drips from a bullet occurs at a rate of 1.4 droplets per shot.
| max shot deviation chance air = 40
* There are a total of 7 different droplet patterns that can be created while firing this weapon.
| shot deviation recover rate = 1
* Droplets that occur within 11 units of the player have a radius of 19.7 units, and a width of 12 units.
| bullet travel rate initial = 22
** 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.
| bullet travel time initial = 3
* Droplets that occur when they travel past 200 units of the player have a radius of 16.5 units.
| bullet travel rate slow = 18.945
* All other paint droplets have a radius of 12.9 units.
| bullet travel time slow = 2
* 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.
| paint rate per distance = 95
* If no paint droplets have occurred within 11 units of the player for 2 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.
| paint droplets per shot = 1.4
| paint pattern count = 7
| paint near distance = 11
| paint near droplet radius = 19.7
| paint near droplet width = 12
| paint near radius high drop multiplier = 1.2
| paint near radius high drop threshold = 100
| paint near radius low drop multiplier = 1.4
| paint near radius low drop threshold = 30
| paint far distance = 200
| paint far droplet radius = 16.5
| paint other distance droplet radius = 12.9
| paint far radius high drop multiplier = 1
| paint far radius high drop threshold = 100
| paint far radius low drop multiplier = 1.2
| paint far radius low drop threshold = 30
| paint feet ensure distance = 11
| paint feet ensure shot count = 2
| paint feet ensure notes =
}}<ref>[https://pastebin.com/maduKUYc Data parameters for Shooters]</ref>
}}<ref>[https://pastebin.com/maduKUYc Data parameters for Shooters]</ref>
=== Version history ===
=== Version history ===
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Revision as of 02:17, 31 July 2018

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg

The Splattershot Jr. is a main weapon in Splatoon and Splatoon 2. It is the first weapon used by all players, given at the start of the in-game tutorial.

As the beginner weapon, the Splattershot Jr. appropriately has the capability of quickly inking large territories, a high ink efficiency, and high shot spread that makes it easy to hit targets. Its loadout always includes both an offensive option and a strong defensive option.

Splatoon

Splattershot Jr.

Splattershot Jr.

Basic information
Category Main
Class Shooter
Sub S Weapon Sub Splat Bomb.png Splat Bomb
Special S Weapon Special Bubbler.png Bubbler
Special points
Special depletion Special gauge 60%
Range
32 / 100
Damage
27 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 1
Cost
Requirement
Added in
Specifications
Weight
Base damage 28
Base duration
Ink consumption 0.5%
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Splattershot Jr. comes is in a set with S Weapon Sub Splat Bomb.png Splat Bombs and S Weapon Special Bubbler.png Bubbler.

Data

Template:Shooter data

Version history

Version Adjustments
2.7.0
  • Special gauge loss: 50% → up to 60%

Gallery

Demonstration

Similar weapons

Splatoon 2

Splattershot Jr.

Splattershot Jr.

Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Splat Bomb.png Splat Bomb
Special S2 Weapon Special Ink Armor.png Ink Armor
Special points 180pp
Special depletion
Range
35 / 100
Damage
22 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 1
Cost
Requirement
Added in
Specifications
Weight
Base damage 28
Base duration
Ink consumption 0.5%
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Splattershot Jr. returns once again as the starting weapon, looking identical to how it did in the first game. It comes with S2 Weapon Sub Splat Bomb.png Splat Bombs and S2 Weapon Special Ink Armor.png Ink Armor. As of Version 3.2.0, The Splattershot Jr. and its Custom variant now has a larger ink tank that has 10% more ink than regular ink tanks, making it a better weapon for beginners.

Data

Template:Shooter data[1]

Version history

Version Adjustments
Base game
  • Weight class: Middleweight → Lightweight
  • Increase in chance to shoot towards the outer reticle per shot: 10% → 2%
  • Shot deviation angle while jumping: 18 degrees → 15 degrees
  • Droplet rate: 1.5 → 1.4
  • Distance between droplets: 80 units → 95 units
  • Near droplet paint radius: 21 units → 19.7 units
  • Far droplet paint radius: 18.5 units → 16.5 units
  • Droplet paint radius: 13.2 units → 12.9 units
2.2.0
  • Made it easier to paint the floor at the player's feet
    • If a paint droplet has not fell within 11 units of the player for 2 shots, the next shot will force a paint droplet to appear at the player's feet.
3.2.0
  • Now uses a special ink tank with 10% increased ink capacity.

Gallery

Demonstration

Similar weapons

Quotes

Click to view the quotes for Splattershot Jr.. View the quotation page.

Trivia

  • The S Weapon Main Octoshot Replica.png Octoshot Replica and the Splattershot Jr. are the only weapons not obtained with cash. As such, they are the only weapons not seen in Ammo Knights.
  • Callie seems to own a Splattershot Jr. in the manga series.
  • According to the first artbook, in-universe the Splattershot Jr. was one of the earlier weapons created around the Turf War's debut, and it was instead made out of metal, weighting around 10 kg.

Etymology

Splattershot Jr. is a combination of Splatter (as well as Splat) and Shot. It also has the shortened form of Junior at the end to denote it is a weapon for beginners.

Its japanese name, わかばシューター Wakaba Shūtā, means "Fresh Leaves Shooter". Its name is also a reference to the Wakaba mark (🔰), a symbol for new car drivers in Japan that has over time come to represent beginners in general.

Names in other languages

Template:Foreignname

References