Competitive:Callouts

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Callouts are concise phrases designed to broadcast as much information about the enemy as possible in as few syllables as possible. Splatoon squads should consider using them to improve team coordination.

Callouts use a common format of "[weapon held by enemy] on [location]". If the enemy is moving, "[weapon held by enemy] on [location] moving to [location]" can be used. If the enemy has taken damage, "[weapon held by enemy] is weak" can be used.

Location Naming Conventions[1]

Our and Their - These modifiers are used to distinguish things on "our" side vs "their" side. This leads to names like "Our Perch" and "Their Halfpipe".

Left and Right - Used to identify one the repeated features on the left or right side of a map.

Zone - The zones in Splat Zones.

Tower - The tower in Tower Control.

Goal - The Rainmaker goal.

Mid - The middle of the map.

Environmental Factors - There are often structures or decorations that uniquely identify a location.

Ramp - An incline.

Jump - Jump-Up. Refers to locations where a jump is often used to move from one location to another.

Snipe - Sniper Tower. Often used to describe a structure commonly used for sniping, or simply for tall structures in general.

Perch, Pillar, or Overlook - An elevated location.

Plat - A platform.

Court - Courtyard. Used to name an open area, usually in the front of a team's base.

Street - Used to name long ramps or walkways.

Open and Closed - Used to name ramps, walkways, or general areas that are lacking cover (Open) or closed off by a wall, ceiling, or tunnel (Closed).

Back - Used to describe generally avoided or less-used areas of maps that are "in the back" and out of the way.

Sneaky - An alternate path to a location.

Cat - Catwalk. These are grated surfaces that squids will drop through.

Elbow - Used to describe walkways with 90 degree angles.

Shoulder - Used to describe a ramp leading up the side of a tall or large structure.