Splattershot
The "f" unit refers to a number of frames, with 1 frame being equal to 1/60th of a second. The "DU" unit refers to Distance units.
Basic Information
|
Fire rate[Data3 1] |
6f
|
Ink consumption/shot |
0.92%
|
Ink consumption/second |
9.2%
|
Firing duration (full tank) |
10.87s
|
Ink recovery cooldown |
20f
|
Mobility
|
Mobility class |
Middle
|
Base movement speed (human) |
0.096DU/f
|
Maximum movement speed (human) |
0.144DU/f
|
Base movement speed (firing) |
0.072DU/f
|
Maximum movement speed (firing) |
0.09DU/f
|
First shot delay (human)[Data3 2] |
3f
|
First shot delay (swim)[Data3 3] |
11f
|
Post shoot delay[Data3 4] |
4f
|
Bullet specifications
|
Hitbox size (Player) |
0.2
|
Hitbox size (Stage) |
0.2
|
Maximum damage |
36
|
Minimum damage |
18
|
Damage reduction start[Data3 5] |
8f
|
Damage reduction end |
40f
|
Effective range[Data3 6] |
10.94DU
|
Bullet deviation
|
Ground max shot deviation angle |
5°
|
Initial grounded shot bias[Data3 7] |
0.01
|
Grounded bias increase per shot |
0.01
|
Grounded bias decrease rate[Data3 8] |
0.015
|
Jump max shot deviation angle |
12°
|
Initial jump shot bias |
0.4
|
Jump accuracy recover start[Data3 9] |
25f
|
Jump accuracy recover end |
70f
|
Notes
- ↑ Interval between consecutive shots.
- ↑ Number of frames before the first shot comes out when firing from human form.
- ↑ Number of frames before the first shot comes out when firing from swim form.
- ↑ Number of frames before the user can enter swim form or use a sub weapon after they stop firing.
- ↑ Since effective range is the range in which the weapon deals maximum damage, this also functions as the time before the shot reaches its maximum range.
- ↑ Assumes the shot is fired parallel to the ground.
- ↑ "Bias" is an arbitrary coefficient between 0 and 1. A higher bias means shots are more likely to deviate, and are more likely to deviate at higher angles. A bias of 0 means shots are perfectly accurate regardless of max deviation angle, and a bias of 1 means that shots will always deviate at the maximum possible angle.
- ↑ Rate in which the bias decreases per frame when the user stops firing the weapon. Bias decrease stops once it resets back to the initial value.
- ↑ Frame in which the shot deviation begins to decrease after jumping.
Splat Dualies
Roll stats
|
Roll Ink Consumption |
7%
|
Roll Distance[dual 1] |
5.0DU
|
Roll Startup Frames[dual 2] |
4f
|
Roll Animation Frames[dual 3] |
12f
|
Post-Roll Shooting Cooldown[dual 4] |
4f
|
Post-Roll Movement Cooldown[dual 5] |
28f
|
Post-Roll Swim Cooldown[dual 6] |
28f
|
Post-Roll Single Muzzle Duration[dual 7] |
28f
|
Roll Recharge Frame [dual 8] |
28f
|
Notes
- ↑ Distance in which the rolls cover, including a brief sliding period after the roll animation completes.
- ↑ Frames in which the user is in a crouching animation before the roll initiates.
- ↑ If another roll is available, the user can use it as soon as this animation is done.
- ↑ Number of frames before the user can shoot after the roll animation completes.
- ↑ Number of frames before the user can move around (but not swim) after the roll animation completes.
- ↑ Number of frames before the user can enter swim form after the roll animation completes.
- ↑ Number of frames where the user will be forced to maintain the post-roll bullet stats. The user must also move before this is canceled.
- ↑ Number of frames before the user regains their rolls after the roll animation completes.