Template:Slosher unit group data S3

From Inkipedia, the Splatoon wiki

Template intended to be used in conjunction with Template:Slosher data S3 to generate a bulleted list of parameters. This template should be called to display the parameters for each group. Bullet points marked with a "?" are unverified and should be verified or removed before the template is to be used.

Examples

Bloblobber

  • The ink consumption of 8% per shot allows the user to fire 12 times on a full ink tank.
  • After firing, there is a 40 frame cooldown before ink starts refilling.
  • When initially attacking in humanoid form, the first shot takes 6 frames to come out.
  • When initially attacking from swim form, the first shot takes 12 frames to come out.
  • The movement speed while firing is set to 0.05 units per frame.
  • The time between consecutive swings is 32 frames.
  • The interval between firing and being able to enter swim form or use a sub weapon is 25 frames.
  • The effective range is about 10.91 units while grounded and 10.31 while airborne.
    • This is the distance in which the crosshair will change shape when looking at an opponent and is otherwise arbitrary since sloshers do not use traditional falloff mechanics.

First bubble

  • The group consists of only 1 projectile.
  • The group starts spawning as soon as the lifting animation ends.
  • The projectile spawns with an initial speed of 0.53982 units per frame while grounded, and 0.51 units per frame while airborne. It flies straight at this speed for 3 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 1% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
  • The projectile deals 30 damage.
    • The damage is not reduced by the projectile falling.
  • The projectile spawns with an initial collision radius of 0.08 units for players and 0.075 units for the stage. After 5 frames, the collision radius for players changes to 0.8 units, and after 4 frames, the collision radius for the stage changes to 0.75 units.
  • The projectile bounces off of the ground 2 times before disappearing the next time they hit the ground.
    • There is no limit to wall bounces. Projectiles that hit walls will have their speed multiplied by 0.8.
  • The collision radius of the projectile is multiplied by 0.75 every bounce.
  • The projectile's first bounce paints with a radius of 1.5 units, and each subsequent bounce has its painting radius multiplied by 0.85. The paint created when the projectile disappears is separate from this calculation.

Last 3 bubbles

  • The group contains 3 projectiles that spawn consecutively 5 frames apart from each other.
  • The group starts spawning 5 frames after the lifting animation ends.
  • The first projectile spawns with an initial speed of 0.53 units per frame while grounded, and 0.5 units per frame while airborne. It flies straight at this speed for 3 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 1% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
    • Each subsequent projectile spawns with an initial speed that is 0.01 units per frame slower than the last.
  • The projectiles deal 30 damage.
    • The damage is not reduced by the projectile falling.
  • The first projectile spawns with an initial collision radius of 0.052 units for players and 0.05 units for the stage. After 5 frames, the collision radius for players changes to 0.52 units, and after 4 frames, the collision radius for the stage changes to 0.5 units.
    • For subsequent projectiles, the initial collision radius is 0.003 units smaller than the previous projectile for players, and 0.003 units smaller for the stage. After the collision size changes, the radius is 0.03 units smaller than the previous projectile for players, and 0.03 units smaller for the stage.
  • The projectiles bounce off of the ground 2 times before disappearing the next time they hit the ground.
    • There is no limit to wall bounces. Projectiles that hit walls will have their speed multiplied by 0.8.
  • The collision radius of the projectiles is multiplied by 0.75 every bounce.
  • The first projectile's first bounce paints with a radius of 1.2 units, and each subsequent bounce has its painting radius multiplied by 0.85. Each consecutive projectile in the group has an initial bounce paint radius that is 0.05 units smaller than the radius of the previous projectile spawned. The paint created when the projectile disappears is separate from this calculation.

Slosher

  • The ink consumption of 7% per shot allows the user to fire 14 times on a full ink tank.
  • After firing, there is a 40 frame cooldown before ink starts refilling.
  • When initially attacking in humanoid form, the first shot takes 12 frames to come out.
  • When initially attacking from swim form, the first shot takes 18 frames to come out.
  • The movement speed while firing is set to 0.04 units per frame.
  • The time between consecutive swings is 29 frames.
  • The interval between firing and being able to enter swim form or use a sub weapon is 16 frames.
  • The effective range is about 13.27 units while grounded and 12.7 while airborne.
    • This is the distance in which the crosshair will change shape when looking at an opponent and is otherwise arbitrary since sloshers do not use traditional falloff mechanics.

Big ink glob

  • The group contains 4 projectiles that spawn consecutively 1 frame apart from each other.
  • The group starts spawning as soon as the lifting animation ends.
  • The first projectile spawns with an initial speed of 1.7609 units per frame while grounded, and 1.6852 units per frame while airborne. It flies straight at this speed for 2 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
    • Each subsequent projectile spawns with an initial speed that is 0.16 units per frame slower than the last.
  • The projectiles deal 70 damage.
    • Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 7.625 units below its spawning point, at which point it will deal 50 damage.
  • The first projectile spawns with an initial collision radius of 0.085 units for players and 0.08 units for the stage. After 5 frames, the collision radius for players changes to 0.85 units, and after 4 frames, the collision radius for the stage changes to 0.8 units.
    • For subsequent projectiles, the initial collision radius is 0.012 units smaller than the previous projectile for players, and 0.012 units smaller for the stage. After the collision size changes, the radius is 0.12 units smaller than the previous projectile for players, and 0.12 units smaller for the stage.

Tail end

  • The group contains 5 projectiles that spawn consecutively 2 frames apart from each other.
  • The group starts spawning 4 frames after the lifting animation ends.
  • The first projectile spawns with an initial speed of 1.1 units per frame while grounded, and 1.0 units per frame while airborne. It flies straight at this speed for 2 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
    • Each subsequent projectile spawns with an initial speed that is 0.2 units per frame slower than the last.
  • The projectiles deal 50 damage.
    • The damage is not reduced by the projectile falling.
  • The first projectile spawns with an initial collision radius of 0.045 units for players and 0.04 units for the stage. After 5 frames, the collision radius for players changes to 0.45 units, and after 4 frames, the collision radius for the stage changes to 0.4 units.
    • For subsequent projectiles, the initial collision radius is 0.005 units smaller than the previous projectile for players, and 0.005 units smaller for the stage. After the collision size changes, the radius is 0.05 units smaller than the previous projectile for players, and 0.05 units smaller for the stage.

Explosher

  • The ink consumption of 11.7% per shot allows the user to fire 8 times on a full ink tank.
  • After firing, there is a 70 frame cooldown before ink starts refilling.
  • When initially attacking in humanoid form, the first shot takes 16 frames to come out.
  • When initially attacking from swim form, the first shot takes 22 frames to come out.
  • The movement speed while firing is set to 0.045 units per frame.
  • The time between consecutive swings is 55 frames.
  • The interval between firing and being able to enter swim form or use a sub weapon is 35 frames.
  • The explosion created when the projectile hits the ground deals 35 damage in a radius of 2.8 units.
  • The paint created by the blast has a radius of 4.5 units if it lands within 21.0 units of its spawning location. Beyond this, the painting radius is reduced until it reaches a radius of 4.095 units after a travel distance of 23.0 units, and will not have its painting radius reduced further.
  • The effective range is about 18.75 units while grounded and 18.47 while airborne.
    • This is the distance in which the crosshair will change shape when looking at an opponent and is otherwise arbitrary since sloshers do not use traditional falloff mechanics.

Projectile

  • The group consists of only 1 projectile.
  • The group starts spawning as soon as the lifting animation ends.
  • The projectile spawns with an initial speed of 1.4105 units per frame while grounded, and 1.38975 units per frame while airborne. It flies straight at this speed for 8 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
  • The projectile deals 55 damage.
    • The damage is not reduced by the projectile falling.
  • The projectile spawns with an initial collision radius of 0.04 units for players and 0.1 units for the stage. After 5 frames, the collision radius for players changes to 0.4 units, and after 4 frames, the collision radius for the stage changes to 0.25 units.