Jet Squelcher
From Inkipedia, the Splatoon wiki
The Jet Squelcher is a main weapon in Splatoon and Splatoon 2. It has a slow fire rate compared to the other shooters, but has the largest firing range.
Splatoon
Jet Squelcher
Basic information | |
---|---|
Category | Main |
Class | Shooter |
Sub | Splash Wall |
Special | Inkstrike |
Special points | 180pp |
Special depletion | 40% |
Range | |
Damage | |
Fire rate | |
Obtainable at | |
Level | 8 |
Cost | 4,000 |
Specifications | |
Base damage | 31 |
Ink consumption | 1.6% |
The Jet Squelcher comes with the sub Splash Wall and the special Inkstrike.
Data
- The Jet Squelcher is a middleweight weapon.
- When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
- When firing from squid form, the first bullet takes 8 frames to come out.
- When firing continuously, it has a fire rate of 8 frames between bullets.
- 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 your ink tank starts refilling.
- Bullets 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 Jet Squelcher has a 25% chance to shoot towards the outer reticle instead of the inner reticle.
- When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
- Bullets initially travel at a rate of 22 units per frame for 8 frames, having an effective range of 176 units.
- Paint droplets occur every 85 units.
- The frequency at which paint drips from a bullet 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 paint droplets have a radius of 12 units.
Version history
2.2.0
- ▲ Ink usage decreased by about 6%.
2.7.0
- ▲ Movement speed while firing increased by about 50%.
- ▲ Special gauge loss: 50% → as low as 40%
Gallery
-
An Inkling girl holding a Jet Squelcher.
-
Official art of an Inkling holding the Jet Squelcher.
Demonstration
Similar weapons
Splatoon 2
Jet Squelcher
Basic information | |
---|---|
Category | Main |
Class | Shooter |
Sub | Toxic Mist |
Special | Tenta Missiles |
Special points | 180pp |
Range | |
Damage | |
Fire rate | |
Obtainable at | |
Level | 17 |
Cost | 11,300 |
Specifications | |
Base damage | 32 |
Ink consumption | 1.6% |
The Jet Squelcher returns in Splatoon 2 looking identical to how it did in the first game. It comes with the Toxic Mist and Tenta Missiles.
Data
- The Jet Squelcher is a middleweight weapon.
- When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
- When firing from squid form, the first bullet takes 8 frames to come out.
- When firing continuously, it has a fire rate of 8 frames between bullets.
- 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 your ink tank starts refilling.
- If a bullet 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.
- Bullets 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 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 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%.
- 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 23 frames to reach maximum accuracy. (38 after shooting while jumping.)
- Bullets initially travel at a rate of 33.6 units per frame for 5 frames, having an effective range of 168 units.
- After that, the bullet's velocity is set to 22.32 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.
- This results in a range at approximately 212.64 units if the weapon is shot straight ahead.
- Paint droplets occur every 100 units.
- The frequency at which paint drips from a bullet occurs at a rate of 2.4 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 18 units, and a width of 13 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 16 units.
- All other paint 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
Base game
- ▲ Base damage: 31 → 32
- ▲ Increase in chance to shoot towards the outer reticle per shot: 10% → 1.5%
- ▼ Range decreased by about 4%.
- ▲ Initial bullet velocity: 22 → 24
- ▼ Frames bullet flies straight through the air: 8 → 7
- ▼ Effective range: 176 units → 168 units
- ▼ Total range: 220.64 units → 212.64 units
- ▼ Droplet rate: 3 → 2.4
- ▼ Distance between droplets: 85 units → 100 units
- ▼ Radius of paint droplets near the player: 19.2 units → 18 units
- ▼ Radius of paint droplets far from the player: 18 units → 16 units
2.0.0
- ▲ Increased shot speed by roughly 40%, while not changing shot range.
- ▲ Initial bullet velocity: 24 units per frame → 33.6 units per frame
- ▼ Frames bullet flies straight through the air: 7 → 5
- ▼ Frames in the air before a bullet's damage starts decreasing: 11 → 9
- ▼ Frames in the air where a bullet reaches minimum damage: 27 → 25
2.3.0
- ▲ Increased accuracy of shot immediately after jumping by roughly 20%.: 10 degrees → 8 degrees
Gallery
-
Promo image.
Demonstration
Similar weapons
Quotes
View the quotation page. |