Competitive:Neo Splash-o-matic: Difference between revisions

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(→‎Splatoon 2: Corrected grammar (weaknesses), updated Kiver's team membership, amended to Sub and Special sections in Use. Reordered and improved Synergy. (Would appreciate any help in adding, writing "In competitive play" section.))
(→‎Splatoon 2: Trimmed one pairing in Synergy. Amended to and refined Countermeasures.)
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* The N-ZAP '85 provides Suction Bombs, along with Ink Armor, which can make it easier for a Neo Splash-o-matic user to push into opposing turf with Suction-Bomb Launcher.
* The N-ZAP '85 provides Suction Bombs, along with Ink Armor, which can make it easier for a Neo Splash-o-matic user to push into opposing turf with Suction-Bomb Launcher.
* The [[Competitive:Jet Squelcher|Jet Squelcher]], the [[Competitive:Bamboozler 14 Mk I|Bamboozler 14 Mk I]], and the [[Competitive:Mini Splatling|Mini Splatling]] provide both longer range and Tenta Missiles to counter an opposing Kensa .52 Gal user.
* The [[Competitive:Jet Squelcher|Jet Squelcher]], the [[Competitive:Bamboozler 14 Mk I|Bamboozler 14 Mk I]], and the [[Competitive:Mini Splatling|Mini Splatling]] provide both longer range and Tenta Missiles to counter an opposing Kensa .52 Gal user.
* A Neo Splash-o-matic user would benefit from – and be of benefit to – a teammate wielding a [[Competitive:Kensa Rapid Blaster|Kensa Rapid Blaster]], a [[Competitive:Slosher|Slosher]], a [[Competitive:Soda Slosher|Soda Slosher]], or a [[Competitive:Kensa Sloshing Machine|Kensa Sloshing Machine]]. All four weapons have better range and damage than a Neo Splash-o-matic and come with useful bombs, but they are less efficient at turfing, and three of them have special weapons that are either less versatile or difficult to farm.
* A Neo Splash-o-matic user would benefit from – and be of benefit to – a teammate wielding a longer-ranged, lesser-turfing slayer's weapon that comes with useful bombs, particularly if the latter has a less reliable special weapon (i.e., harder to farm, less versatile, or both). The [[Competitive:Kensa Rapid Blaster|Kensa Rapid Blaster]], the [[Competitive:Soda Slosher|Soda Slosher]], and the [[Competitive:Kensa Sloshing Machine|Kensa Sloshing Machine]] are all good examples.
The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team [[Community Glossary#Composition|composition]] will limit a team's arsenal of weapons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team [[Community Glossary#Composition|composition]] will limit a team's arsenal of weapons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
* Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
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===Countermeasures===
===Countermeasures===
* Both [[Bomb Defense Up DX]] and [[Ink Resistance Up]] – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)">[https://www.youtube.com/watch?v=3Ygwtq03MrM&t=1177s {{YT}} "''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"] by Wadsm</ref><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''">[https://www.youtube.com/watch?v=Nk_N7VDQxiY&t=304s {{YT}} "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
An opposing Neo Splash-o-matic user is accurate, mobile, and damaging (with enough Main Power Up) — an already deadly combination. Their ability to support their team with efficient turfing and Suction-Bomb Launcher adds to their threat level. Understand and respect these strengths in order to be able to exploit their few weaknesses.
** Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP)<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#0007000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref> from the Suction-Bomb Launcher.
* Both [[Bomb Defense Up DX]] and [[Ink Resistance Up]] – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#0007000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''">[https://www.youtube.com/watch?v=Nk_N7VDQxiY {{YT}} "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref><ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)">[https://www.youtube.com/watch?v=3Ygwtq03MrM {{YT}} "''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"] by Wadsm</ref><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)">[https://www.youtube.com/watch?v=vB8LwBCzMI8 {{YT}} "Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"] by Chara, formerly of Prophecy and Climb</ref>
** Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP) from the Suction-Bomb Launcher.
** Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
** Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
* Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
* A competent Neo Splash-o-matic user will likely attack their opponents through either flanking or sharking:
** All variants of the Splattershot, the L-3 Nozzlenose, the Splattershot Pro, and the Dualie Squelchers outrange the Neo Splash-o-matic.
** All [[Slosher (weapon class)|slosher]]s and some blasters outrange and overpower the Neo Splash-o-matic.
** However, do not overlook its user's Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
* Any long-ranged weapon, such as [[charger]]s and [[splatling]]s, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
* A competent Neo Splash-o-matic user will likely attack its longer-ranged opponents through either flanking or sharking:
** Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
** Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
** Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
** Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
** To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
** To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
** Weapons that track opponents, such as [[Point Sensor]]s, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
** Weapons that track opponents, such as [[Competitive:Point Sensor|Point Sensors]], temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
* If you happen to get within range to an opposing Bomb Launcher user, then take them out quickly to interrupt the special.
* The Neo Splash-o-matic's perfect accuracy enables its user to jump while firing at targets that are either further or higher:<ref name="Why Neo Splash Is The BEST Aggressive Weapon"/>
* [[Splashdown]] and [[Booyah Bomb]], if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
** Avoid getting too close to ledges. Otherwise, an opposing Neo Splash-o-matic user lurking beneath can jump up and fire at you.
** Anticipate when an opposing Neo Splash-o-matic user will jump and adjust your aim accordingly.
* The Neo Splash-o-matic has a shorter range than some other typical slayer's weapons:
** All variants of the .52 Gal, the [[Competitive:L-3 Nozzlenose D|L-3 Nozzlenose]], and the Dualie Squelchers outrange the Neo Splash-o-matic without sacrificing too much in firing rate.
** All [[Slosher (weapon class)|slosher]]s and some blasters not only outrange but also overpower the Neo Splash-o-matic. Just take care not to let an opposing Neo Splash-o-matic user get too close.
** However, do not overlook the opposing Neo Splash-o-matic user's perfect accuracy and Burst Bombs, both which provide its user more range than expected.
* The Neo Splash-o-matic's relatively low damage and lack of lethal bombs can be a liability for its user if they were to confront either a Splash Wall or a [[brella]] user:
** A Kensa .52 Gal user can [[Community Glossary#Counter|soft counter]] an opposing Neo Splash-o-matic user, limiting where the latter can travel, turf, and throw Burst Bombs.
** A skilled Brella user, namely a [[Competitive:Sorella Brella|Splat]] or [[Competitive:Tenta Camo Brella|Tenta Brella]] user, can pose a matchup problem for an opposing Neo Splash-o-matic user.
** However, once the opposing Neo Splash-o-matic user has their Suction-Bomb Launcher ready, the tables can be turned, so pay attention to the HUD to avoid getting caught off guard.
* Any long-ranged weapon, such as [[charger]]s and [[splatling]]s, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
* If you happen to get within range of an opposing Neo Splash-o-matic user while they are using Suction-Bomb Launcher, then take them out quickly to interrupt the special.
* Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate the opponents' bombs if timed properly.
* A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.
* A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.



Revision as of 03:04, 7 April 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 Neo Splash-o-matic, see Neo Splash-o-matic.

Splatoon 2

Neo Splash-o-matic

Neo Splash-o-matic

Abbreviations Splash
Sub Burst Bomb
Special Suction-Bomb Launcher
Base damage 28
Base duration
Ink consumption 0.8%
Special points 210p
Special depletion
Role Slayer[1]/Support Flex[2][3][4]
Strengths Perfect accuracy, mobility, turfing, Suction-Bomb Launcher farming, flexible with abilities[2][3][5]
Weaknesses Short range, lack of lethal bombs, weak damage without Main Power Up

Like the Splash-o-matic, the Neo Splash-o-matic is a lightweight, short-ranged, rapid firing weapon with the best accuracy among all shooters — tied only with the Squeezer's semiautomatic mode. However, its kit provides it even more mobility and versatility than its Vanilla variant, allowing its user to flex their role within its team's composition during battle.

Use

While primarily a slayer's weapon, the Neo Splash-o-matic has supportive elements that aid its flexibility:

  • Its greatest asset is its perfect accuracy; its shots never deviate from the inner reticle — even while airborne. This opens up a host of possibilities for a Neo Splash-o-matic user:[2]
    • While nominally having a shorter range (110.03 DU) than some other short-ranged weapons — such as the Splattershot and the N-ZAP (both 116.99 DU), the Neo Splash-o-matic's perfect accuracy while jumping allows its user to shoot further and higher targets more reliably.
    • The perfect accuracy while jumping also provides its user another reliable means to close in on longer-ranged opponents, further enhancing their already great mobility.
    • Of course, the accuracy, high rate of fire, and Burst Bombs make it very efficient at splatting opponents within its range.
  • Its lightweight nature and Burst Bombs make its user very mobile — more so than the Splash-o-matic in Splatoon, allowing them to more effectively pursue, flank, and flee their opponents and evade their attacks.
  • The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it a great turfing weapon, enabling its user to more easily maintain map control, capture Splat Zones, and build up its special gauge for Suction-Bomb Launcher.
  • The Neo Splash-o-matic has a few weaknesses its user has to account for:
    • Its base damage (28 HP) is low for a slayer's weapon. Fortunately, it can be increased up to 33.3 HP with a reasonable amount of ability points of Main Power Up (unlike the Dualie Squelchers, for example), providing room for other abilities.[2]
    • The lack of lethal bombs in its kit hinders its user's ability to either zone out opponents or deny space.
    • Its aforementioned short range can be offset by either jumping (to exploit your perfect accuracy) or relying more on flanking and sharking to sneak up to longer-ranged opponents.
    • These weaknesses put together give a Neo Splash-o-matic user difficulty in specific matchups, particularly against an opposing Kensa .52 Gal user and their Splash Wall. Whenever possible, refrain from engaging these opponents head-on and focus on other tasks, such as supporting your teammates with Burst Bombs and turfing.

The instant explosion and good ink efficiency of Burst Bombs offer a Neo Splash-o-matic user plenty of uses:

  • Their quick damage makes them suitable for leading off attacks, breaking opponents' Ink Armor,[6] or finishing off injured opponents who attempt to flee. The Neo Splash-o-matic can perform a quick combo with Burst Bombs, shortening its splatting time.
  • They effectively extend the range at which their user can quickly damage their opponents, allowing a Neo Splash-o-matic user to poke at opponents from a safer distance.
  • They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
  • They also restrict your opponents' mobility and reduce their sharking opportunities, making Burst Bombs particularly effective against opponents whose weapons depend on map control to be effective – most rollers, Squiffers, and Nautiluses.[1][7] Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.

The Suction-Bomb Launcher is designed to either help push into a highly contested area or help repel the opponent's push:

  • Using Suction-Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
  • Remember that each bomb can be charged by holding R before releasing to launch it further, enabling the Suction-Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
  • Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it help finish off opponents who have been weakened by the bombs.
  • Suction-Bomb Launcher can also be used to either secure control of or prevent the opposing team from gaining control of the objective, such as a Splat Zone, the Tower, or the Rainmaker.
    • Suction-Bomb Launcher can cover the Tower and its surroundings with multiple bombs for a long period, whereas a Booyah Bomb has a shorter duration after launch, and a Sting Ray covers less area. However, the need to remain within launching distance means that a Suction-Bomb Launcher user has a greater risk of getting splatted.
    • Suction-Bomb Launcher is great for either popping or preventing the opponents from popping the Rainmaker shield.
  • Launched bombs can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
    • Any opponents caught within a bomb's explosion will get damaged or splatted .[8]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[9]
  • An opponent's Splashdown, Booyah Bomb, or Ultra Stamp will defuse any bombs it touches, so hold off on activating Bomb Launcher until after their special weapon finishes whenever possible.

Synergy

While one user of a short-ranged weapon such as the Neo Splash-o-matic might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:[10]

  • An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
  • The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.

If more than one opponent is present, then consider retreating – via super jumping if necessary – to maintain Suction-Bomb Launcher progress. While Burst Bombs have excellent synergy with the Neo Splash-o-matic, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[10]

  • 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.

Due to the Neo Splash-o-matic's set of strengths and weaknesses, it would be recommended to team its user with at least one teammate with a lethal bomb in their kit, one longer-ranged weapon user, and one teammate with a means of neutralizing an opposing Kensa .52 Gal user's walling and farming strategy. Some weapons are capable of filling more than one of these roles:[11]

  • Both the Kensa Splattershot and N-ZAP '89 have lethal bombs and Tenta Missiles needed to push back an opposing Kensa .52 Gal user.
  • The N-ZAP '85 provides Suction Bombs, along with Ink Armor, which can make it easier for a Neo Splash-o-matic user to push into opposing turf with Suction-Bomb Launcher.
  • The Jet Squelcher, the Bamboozler 14 Mk I, and the Mini Splatling provide both longer range and Tenta Missiles to counter an opposing Kensa .52 Gal user.
  • A Neo Splash-o-matic user would benefit from – and be of benefit to – a teammate wielding a longer-ranged, lesser-turfing slayer's weapon that comes with useful bombs, particularly if the latter has a less reliable special weapon (i.e., harder to farm, less versatile, or both). The Kensa Rapid Blaster, the Soda Slosher, and the Kensa Sloshing Machine are all good examples.

The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team composition will limit a team's arsenal of weapons:[10]

  • Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
  • Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than is a Bomb Launcher.

Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:

  • Ink Armor can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that can farm Ink Armor, it might pay off to wait until they activate it.
  • Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
  • Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

An opposing Neo Splash-o-matic user is accurate, mobile, and damaging (with enough Main Power Up) — an already deadly combination. Their ability to support their team with efficient turfing and Suction-Bomb Launcher adds to their threat level. Understand and respect these strengths in order to be able to exploit their few weaknesses.

  • Both Bomb Defense Up DX and Ink Resistance Up – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:[12][13][14][15]
    • Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP) from the Suction-Bomb Launcher.
    • Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
  • A competent Neo Splash-o-matic user will likely attack their opponents through either flanking or sharking:
    • Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
    • Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
    • To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
    • Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
  • The Neo Splash-o-matic's perfect accuracy enables its user to jump while firing at targets that are either further or higher:[2]
    • Avoid getting too close to ledges. Otherwise, an opposing Neo Splash-o-matic user lurking beneath can jump up and fire at you.
    • Anticipate when an opposing Neo Splash-o-matic user will jump and adjust your aim accordingly.
  • The Neo Splash-o-matic has a shorter range than some other typical slayer's weapons:
    • All variants of the .52 Gal, the L-3 Nozzlenose, and the Dualie Squelchers outrange the Neo Splash-o-matic without sacrificing too much in firing rate.
    • All sloshers and some blasters not only outrange but also overpower the Neo Splash-o-matic. Just take care not to let an opposing Neo Splash-o-matic user get too close.
    • However, do not overlook the opposing Neo Splash-o-matic user's perfect accuracy and Burst Bombs, both which provide its user more range than expected.
  • The Neo Splash-o-matic's relatively low damage and lack of lethal bombs can be a liability for its user if they were to confront either a Splash Wall or a brella user:
    • A Kensa .52 Gal user can soft counter an opposing Neo Splash-o-matic user, limiting where the latter can travel, turf, and throw Burst Bombs.
    • A skilled Brella user, namely a Splat or Tenta Brella user, can pose a matchup problem for an opposing Neo Splash-o-matic user.
    • However, once the opposing Neo Splash-o-matic user has their Suction-Bomb Launcher ready, the tables can be turned, so pay attention to the HUD to avoid getting caught off guard.
  • Any long-ranged weapon, such as chargers and splatlings, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
  • If you happen to get within range of an opposing Neo Splash-o-matic user while they are using Suction-Bomb Launcher, then take them out quickly to interrupt the special.
  • Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate the opponents' bombs if timed properly.
  • A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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.

Bomb Defense Up DX

The Neo Splash-o-matic, due to its short range, requires its user to be in close quarters with the opponent, who might be inclined to use bombs to zone them out. Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily. Just three ability points, or one sub, offer plenty of utility:[14][13]

  • The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
    • It prevents its user from being exposed on their opponents' map by the splash damage of most single bombs.
    • Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
  • The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP,[12] enabling one to survive two hits from any of these specific means of special weapon damage.
Ink Resistance Up

Any good slayer using a short-ranged weapon like the Neo Splash-o-matic is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.[14][13]

  • Just three ability points, or one sub,…
    • …delays the damage taken from opposing ink by 10 frames.
    • …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
    • …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
    • …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.[16]
    • …increases the jumping height in opposing ink from 0.8 to 0.854.[12]
  • Six ability point, or two subs,…
    • …delays the damage taken from opposing ink by 15 frames.
    • …reduces the damage taken to 0.2 HP/f.
    • …lowers the damage limit of opposing ink to 36.2 HP.
    • …increases the normal running speed in opposing ink to 0.39 DU/f.[16]
    • …increases the jumping height in opposing ink to 0.888.[12]
Ink Saver (Sub)

Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. A Neo Splash-o-matic user depends on their Burst Bombs on both offense and defense to compensate for the main weapon's short range, so having the ability to more frequently use Burst Bombs is often valuable.[14]

  • Just 10 ability points, or one main, reduce the ink consumption per Burst Bomb from 40% of the ink tank to 37.58%.
Main Power Up

With a base damage of just 28 HP per shot, the Neo Splash-o-matic is one of the weakest weapons in Splatoon 2. Fortunately, it is also one of the few weapons whose damage can be increased with Main Power Up, increasing its effectiveness.[14]

  • 31 ability points – achievable with either one main and seven subs or two mains and four subs – are enough to reach the Neo Splash-o-matic's damage cap of 33.3 HP. 30 ability points – three mains – increase the Neo Splash-o-matic's damage output to 33.2 HP.[16]
  • For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 15 ability points – either five subs or one main and two subs – will exceed 30 HP.[16]
  • While slayers should definitely invest a good portion of their allotted ability points – at least 21 – into Main Power Up to shorten splatting times, a player in a support role can also benefit from inflicting extra damage.
Ninja Squid

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Splash-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.[14]

  • As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.[16]
Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a slayer using the Neo Splash-o-matic to remain aggressive even after getting splatted.[14]

  • 16 ability points, or one main and two subs, are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.[16]
Special Charge Up

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. In order for a support player using the Neo Splash-o-matic to have Suction-Bomb Launcher available for pushes and counter-pushes, they have to devote a sizable portion of their available ability points to Special Charge Up to offset the high special gauge requirement.[14]

  • Just six ability points, or two subs, are enough to effectively reduce the special gauge requirement to 199p.
  • Thirteen ability points, or one main and one sub, effectively reduce the special gauge requirement to 189p.[16]
Special Saver

When splatted, half of the special gauge progress is lost. For example, a player with 140p of special gauge out of 210p upon getting splatted will lose 70p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a support player using the Neo Splash-o-matic to more quickly build up Suction-Bomb Launcher after respawning.[14][13]

  • 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.[16]
Stealth Jump

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.[14]

Sub Power Up

To compensate for the main weapon's short range, Sub Power Up increases the throwing speed and, thus, the range of Burst Bombs, enabling a Neo Splash-o-matic user to challenge opponents from a farther, more safer distance.[14][13]

Swim Speed Up

As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.[14]

  • 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.[16]
  • Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid.[16]
  • Therefore, a Neo Splash-o-matic user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Splash-o-matic user with Ninja Squid to 1.92 units per frame.[16]

[17]

References

  1. 1.0 1.1 YouTube "The BEST AGGRESSIVE WEAPONS in Splatoon 2" by Kyo of FTWin
  2. 2.0 2.1 2.2 2.3 2.4 YouTube "Why Neo Splash Is The BEST Aggressive Weapon" by Chara, formerly of Prophecy and Climb
  3. 3.0 3.1 YouTube "The BEST Weapons In Splatoon 2 - Ver 5.5 Tier List (Top Tiers)" by Chara, formerly of Prophecy and Climb
  4. YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
  5. YouTube "How To Get Good Using Splash-O-Matic?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  6. YouTube "Splatoon 2: Educational Perfect Placement Matches (Splat Zones)" Kiver, formerly of Kraken Paradise (EU), Alliance Rogue (FRA), and Radiance (EU), destroys an opponent's Ink Armor with a Burst Bomb
  7. YouTube "Is This Team Comp Is The ULTIMATE CARBON COUNTER?" by Chara, formerly of Prophecy and Climb
  8. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield
  9. YouTube "Qualifier Finals Part 2 | Splatoon 2 North America Inkling Open 2019" Game 2, Ross (ɪик Sigma) splats Arashi (Lowkey) with a Fizzy Bomb thrown onto bubbles launched by Astrocities (ɪик Sigma)
  10. 10.0 10.1 10.2 YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
  11. YouTube "How To Build An AMAZING Team Comp (Splatoon) Ft. Dr. Prodigy" by Chara, formerly of Prophecy and Climb
  12. 12.0 12.1 12.2 12.3 loadout.ink - Stat Calculator & Gear Planner for Splatoon 2, applicable for Version 4.8.0
  13. 13.0 13.1 13.2 13.3 13.4 YouTube "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 YouTube "Splatoon 2 - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)" by Wadsm
  15. YouTube "Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (Splatoon 2 Gear Guide Pt 1)" by Chara, formerly of Prophecy and Climb
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 Sendou.ink Splatoon 2 Build Analyzer
  17. Lean's Loadout Database - Useage of abilities in Ranked modes