Competitive:Fresh Squiffer: Difference between revisions

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{{InfoboxGobbler}}
{{InfoboxGobbler}}
{{Unofficial}}
{{Unofficial}}
{{Construction}}
{{For|information about the Fresh Squiffer|Fresh Squiffer}}
{{For|information about the Fresh Squiffer|Fresh Squiffer}}
__NOTOC__
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|sub          = Suction Bomb
|sub          = Suction Bomb
|special      = Kraken
|special      = Kraken
|base        = 40–70 (Partial charge)<br>140 (Full charge)  
|base        = 40–70 (Partial charge)<br>140 (Full charge)
|ink          = 1.9% (No charge)<br>10% (Full charge)
|ink          = 1.9% (No charge)<br>10% (Full charge)
|depletion    = 40%
|depletion    = 40%
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}}
}}
{{stub}}
{{stub}}
===Use===
===Use===
===Synergy===
===Synergy===
===Countermeasures===
===Countermeasures===


===Gear abilities===
===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.
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to [[Gear ability|gear abilities]] in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.
Editor note:
Editor note:
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page.  
Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page.
If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
-->
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|ink          = 1.9% (No charge)<br>10.5% (Full charge)
|ink          = 1.9% (No charge)<br>10.5% (Full charge)
|points      = 180
|points      = 180
|role        = [[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=770s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref>
|role        = [[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=770s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref>/[[Community Glossary#Anchor|Anchor]] [[Community Glossary#Flex|Flex]]
|strengths    = Offensive kit, short charge time, can charge while airborne
|strengths    = Range, one-shot [[Splat (occurrence)|splat]], [[Mobility#Splatoon 2|mobility]] from midair charging and charge storing, aggressive kit<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=13m30s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List Top Tiers"] by Chara of Climb</ref><ref name="Top 10 Most Underrated ''Splatoon 2'' Weapons">[https://www.youtube.com/watch?v=Xn07SIuoDf8&t=334s {{YT}} "Top 10 Most Underrated ''Splatoon 2'' Weapons"] by Chara, formerly of Prophecy and Climb</ref>
|weaknesses  = Range, turfing, more dependent on good aim than other slayers
|weaknesses  = Less range than other chargers, vulnerable at close range
}}
}}
The '''Fresh Squiffer''', as well as its [[Competitive:Classic Squiffer|Vanilla]] and [[Competitive:New Squiffer|Dolphin]] variants, lack range, but have a quick charge time and can still splat an opponent in one fully charged shot. Compared to its other variants, the Fresh Squiffer's kit leans much farther into its aggressive capabilities.
The '''Fresh Squiffer''', as well as its [[Competitive:Classic Squiffer|Vanilla]] and [[Competitive:New Squiffer|New]] variants, lack range, but have a quick charge time and can still splat an opponent in one fully charged shot. Compared to its other variants, the Fresh Squiffer's kit leans much farther into its aggressive capabilities.


===Use===
===Use===
Despite it being a charger, the Fresh Squiffer can be a slayer's weapon:
Despite it being a charger, the Fresh Squiffer can operate as a slayer's weapon:
* Like all other chargers, the Fresh Squiffer can fire tap shots, partially charged shots, and fully charged shots.
* Like most other chargers, it can fire three different types of shots that vary in charge time, base range from the muzzle, and damage:
** It requires .75 seconds, or 45 frames, to fully charge - three-quarters of the time of the [[Competitive:Splat Charger|Splat Charger]]. This enables a player to charge their shots quicker, which can come in handy when an opponent is rushing the player.
{| class="wikitable sitecolor-s2"
** The charging rate slows down to 25% its usual charging speed (for a charge time of 180 frames, or 3 seconds), but the charge rate stays the same when airborne.
! Shot type !! Charge time<br>(frames) !! Charge<br>time (s) !! Range<br>([[Distance unit|DU]])<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> !! Damage<br>(HP)
* Unlike other chargers, its range (167.65 [[Distance unit|DU]])<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> is lacking, barely having a range advantage over other mid-ranged weapons such as the [[Competitive:Custom Dualie Squelchers|Custom Dualie Squelchers]] and [[Competitive:Kensa Splattershot Pro|Kensa Splattershot Pro]] (both 160.396 DU).<ref name="''Splatoon 2'' range list"/> This, combined with a dependency shared by all chargers on hitting shots, makes the Fresh Squiffer a difficult weapon to play.
|-
|Tap || 0 || 0 || 93 || 40
|-
|Partially<br>charged || 0 - 45 || 0 - 0.75 || 93-167.65 || 40-80
|-
|Fully<br>charged || 45 || 0.75 || 167.65 || 140
|-
|}
* In general, use tap shots for [[Community Glossary#Turfing|turfing]], partially charged shots for close quarters combat, and fully charged shots for sniping.
* Like most other chargers without a scope, the Fresh Squiffer can store a full charge while submerged in ink, providing its user more mobility and making left-side peeking more viable in {{S2}}.<ref>[https://www.youtube.com/watch?v=oyPu0VA0S9g {{YT}} "''Splatoon 2'' - Weapon Analysis: Splat Chargers & SplatterScope (A Weapon That Requires Dedication!)"] by ThatSrb2DUDE, formerly of Team Olive</ref>
* Unique to the Squiffer series is the ability to charge a shot at full speed while in midair, allowing a Squiffer user to snipe at opponents from underneath a short ledge — a position more associated with slayers.<ref name="The BEST AGGRESSIVE WEAPONS in ''Splatoon 2''">[https://www.youtube.com/watch?v=UrbiFugs-Dc&t=43m43s {{YT}} "The BEST AGGRESSIVE WEAPONS in ''Splatoon 2''"] by [https://www.youtube.com/channel/UCH5QOmbPzmD9sAPGxxz437w Kyo] of [https://twitter.com/ftwin_spl FTWin]</ref><ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/><ref name="Top 10 Most Underrated ''Splatoon 2'' Weapons"/>
The Fresh Squiffer has a couple weaknesses:
* It has the shortest range among all chargers — 167.65 DU versus the [[Competitive:Bamboozler 14 Mk I|Bamboozler's]] 195.64 DU and the Splat Charger's 240.37 DU. Not only does this put the Fresh Squiffer at a disadvantage against other chargers and other longer-ranged weapons (e.g., versus the [[Competitive:Jet Squelcher|Jet Squelcher]] at 212.64 DU), but it also leaves less room for error when sniping against opposing shorter-ranged weapon users.<ref name="The BEST AGGRESSIVE WEAPONS in ''Splatoon 2''"/> Fortunately, its range – along with its turfing – can be increased to exceed the minimum range of a [[Competitive:Heavy Splatling Remix|Heavy Splatling]] (178.05 DU) with a reasonable amount of [[Main Power Up]].<ref name="''Splatoon 2'' range list"/><ref name="How Much EVERY WEAPON Needs Main Power Up">[https://www.youtube.com/watch?v=Xf3RQjoQI_E&t=500s {{YT}} "How Much EVERY WEAPON Needs Main Power Up"] by Chara, formerly of Prophecy and Climb</ref>
* While not as immobile or slow-charging as most other chargers, the Fresh Squiffer is still poor at close range compared to a rapid-firing weapon. Keep your distance from opponents and always watch for any [[Community Glossary#Flanking|flanking]] attempts by the opposing team.
'''[[Competitive:Suction Bomb|Suction Bombs]]''' can be used in a similar fashion to [[Competitive:Splat Bomb|Splat Bombs]], with a few differences:
'''[[Competitive:Suction Bomb|Suction Bombs]]''' can be used in a similar fashion to [[Competitive:Splat Bomb|Splat Bombs]], with a few differences:
* They can attach to [[surfaces]], which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a [[grate]].
* They can attach to [[surfaces]], which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a [[grate]].
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** It will also inflate or pop a teammate's [[Competitive:Bubble Blower|bubbles]] but deflate or diffuse an opponent's bubbles, while still detonating on contact.<ref>[https://www.youtube.com/watch?v=56qTKIPl5hQ&t=382s {{YT}} "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)</ref>
** It will also inflate or pop a teammate's [[Competitive:Bubble Blower|bubbles]] but deflate or diffuse an opponent's bubbles, while still detonating on contact.<ref>[https://www.youtube.com/watch?v=56qTKIPl5hQ&t=382s {{YT}} "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)</ref>
* An opponent's [[Competitive:Splashdown|Splashdown]] or [[Competitive:Booyah Bomb|Booyah Bomb]] will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.
* An opponent's [[Competitive:Splashdown|Splashdown]] or [[Competitive:Booyah Bomb|Booyah Bomb]] will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.
If piloted properly, the '''[[Competitive:Inkjet|Inkjet]]''' can pressure opponents – particularly anchors – more directly than most other slayer's special weapons, such as [[Tenta Missiles]]:
If piloted properly, the '''[[Competitive:Inkjet|Inkjet]]''' can pressure opponents – particularly anchors – more directly than most other slayer's special weapons, such as [[Baller]] or [[Ultra Stamp]]:
* Upon activation, its launching point is marked for all players – teammates and opponents – to see and, as of [[Version 3.2.0 (Splatoon 2)|Version 3.2.0]], also indicates when its user will return via [[Super Jump|super jump]], allowing an opponent to [[Community Glossary#Camping|camp]] or shark there. Therefore, it is advised to launch the Inkjet from a less visible and better-protected area.
* Upon activation, its launching point is marked for all players – teammates and opponents – to see and, as of [[Version 3.2.0 (Splatoon 2)|Version 3.2.0]], also indicates when its user will return via [[Super Jump|super jump]], allowing an opponent to [[Community Glossary#Camping|camp]] or shark there. Therefore, it is advised to launch the Inkjet from a less visible and better-protected area.
** [[Drop Roller]] allows its user to better dodge either a potential Inkjet punish or a simple super jump punish, providing a safer landing.
** [[Drop Roller]] allows its user to better dodge either a potential Inkjet punish or a simple super jump punish, providing a safer landing.
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===Synergy===
===Synergy===
Because of its higher range compared to most other slayers, the Fresh Squiffer is best paired with a short to medium-ranged Slayer or Support weapon, such as the [[Competitive:Aerospray PG|Aerospray PG]] or the [[Competitive:Kensa Splattershot|Kensa Splattershot]].
The Fresh Squiffer's range and one-shot splat potential allow its user to maintain spatial control and pressure without having to thoroughly ink large swaths of turf. However, its requirement to charge before firing leaves its user vulnerable at close range. Therefore, it is generally advised not to add more than one other long-ranged weapon to a team [[Community Glossary#Composition|composition]] for a few reasons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)">[https://www.youtube.com/watch?v=S1nk1nxrMlg {{YT}} "''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"] by Sendou, formerly of Team Olive</ref>
* A team with too many long-ranged weapons will have fewer mobile weapons that can quickly capture turf and wrest control of the objective, hindering its ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's [[Community Glossary#Camping|spawn camp]].
* Longer-ranged weapons, such as the Foil Squeezer, are generally less effective at close range, so a team with too many of them is more prone to getting flanked and sharked than usual.
While quicker and more efficient at turfing than most other chargers, the Fresh Squiffer still turfs less efficiently than many typical slayer weapons, such as the [[Competitive:Neo Splash-o-matic|Splash-o-matic]] and the [[Competitive:Kensa Splattershot|Splattershot]]. A team whose composition lacks sufficient turfing ability will struggle to maintain [[Community Glossary#Map control|map control]], which can make games seem like a constant uphill battle:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
* A lack of turfing also makes it difficult to alter the course of a game, even after [[Community Glossary#Wipe|wiping]] out the other team.
The Inkjet is particularly vulnerable while flying, due to its larger hitbox and slow air speed. Having a teammate with [[Competitive:Ink Armor|Ink Armor]] will increase the Inkjet's survivability and allow them to play more aggressively.
 
Given the Fresh Squiffer's unique set of strengths and weaknesses, its user will benefit from having teammates with mobile, short-ranged weapons; quick-turfing weapons; and Ink Armors:<ref>[https://www.youtube.com/watch?v=DbYvEEBq2Wk {{YT}} "How To Build An AMAZING Team Comp (''Splatoon'') Ft. Dr. Prodigy"] by Chara, formerly of Prophecy and Climb</ref>
* The [[Competitive:Splattershot Jr.|Splattershot Jr.]], the [[Competitive:Kensa Undercover Brella|Kensa Undercover Brella]], and the [[Competitive:N-ZAP '85|N-ZAP '85]] are just a few support weapons whose users can be of strong benefit to a Fresh Squiffer user. They all turf well, have bombs included in their kits, and have Ink Armor to support the Fresh Squiffer user's Inkjet.
**While the Kensa Undercover Brella can't splat foes as easily as the other two shooters, its canopy can be a distraction for opponents, making it a little easier for the Fresh Squiffer user to get picks.
* Having a second high-paint slayer user team up with a Fresh Squiffer can be valuable to further increase the weapons' turfing output and ensure the composition can fight in close range. Weapons that can fill this role include the [[Competitive:Tri-Slosher|Tri-Slosher]] (be wary of Ink Armor stacking, see below), the [[Competitive:Neo Splash-o-matic|Neo Splash-o-Matic]], and the [[Competitive:Kensa Splattershot|Kensa Splattershot]].


===Countermeasures===
===Countermeasures===
* The Rapid Blaster Pro can use its range and blast radius to its advantage, possibly splatting a Fresh Squiffer without needing to enter the range of the Squiffer.
* The Rapid Blaster Pro can use its range and blast radius to its advantage, possibly splatting a Fresh Squiffer without needing to enter the range of the Squiffer.
* Most spaltings and Chargers can outrange the weapon letting them pick off the weapon without risk to the user. However, if the Squiffer user manages to get close their speed can splat the slower firing weapon with ease.  
* Most splatings and Chargers can outrange the weapon letting them pick off the weapon without risk to the user. However, if the Squiffer user manages to get close their speed can splat the slower firing weapon with ease.
*Though, it's not as much in danger to ambushes as other Chargers. It isn't able to complete with faster firing short range weapons with it's charge rate.
*Though, it's not as much in danger to ambushes as other Chargers. It isn't able to complete with faster firing short range weapons with it's charge rate.
* Users of other anchor's weapons each have to confront an opposing Fresh Squiffer differently.
** Traditional chargers – such as the Splat Charger, the Splatterscope, and the E-liter 4K – and longer-range splatlings – namely, the Ballpoint Splatling and the Hydra Splatling – clearly outrange the Fresh Squiffer and can simply zone out an opposing Squiffer user.
** While the [[Competitive:Dynamo Roller|Dynamo Roller]] (two-hit range of 200 DU), [[Competitive:Explosher|Explosher]] (200 DU), and the [[Competitive:Heavy Splatling|Heavy Splatling]] (178.05-218.37 DU)<ref name="''Splatoon 2'' range list"/> each can outrange the Fresh Squiffer, they only barely do so, and the Squiffer's quicker, more powerful shots prevent a user of any of the former three weapons from fully zoning out an opposing Squiffer user.
*** Focus more on turfing and providing support fire for your teammates while keeping an eye on the opposing Fresh Squiffer user's position.
*** Only challenge the opposing Fresh Squiffer user if your position is more advantageous or if you need to distract them from sniping an important teammate, such as the Tower rider or Rainmaker carrier.
** While the [[Competitive:Custom Jet Squelcher|Custom Jet Squelcher]] (212.64 DU)<ref name="''Splatoon 2'' range list"/> can also outrange the Fresh Squiffer, it might be easier to simply [[Community Glossary#Farming|farm]] [[Competitive:Sting Ray|Sting Ray]] and use it to harass the opposing Squiffer user.


===Gear abilities===
===Gear abilities===
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; {{Ability|S2|Main Power Up}}
; {{Ability|S2|Main Power Up}}
Main Power Up increases the range and turfing ability for the Fresh Squiffer (up to 8.9% and 24%, respectively), mitigating some of its weaknesses.
Main Power Up increases the range and turfing ability for the Fresh Squiffer (up to 8.9% and 24%, respectively), mitigating some of its weaknesses. It's recommended to always run a good amount of Main Power Up, in order to increase the weapon's range and therefore its ability to anchor.
* 25 ability points, or one main and 5 subs, increases the range to 177.49 DU and improves turfing by 15.75%.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* 25 ability points, or one main and 5 subs, increases the range to 177.49 DU and improves turfing by 15.75%.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


; {{Ability|S2|Quick Super Jump}}
; {{Ability|S2|Quick Super Jump}}
Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Both aggressive and supportive Fresh Squiffer users will benefit since Quick Super Jump allows them to both return to the front lines more quickly and escape unfavorable situations more easily to preserve special gauge progress.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/>
Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Fresh Squiffer users can use Quick Super Jump to both return to the front lines more quickly after getting splatted and escape unfavorable situations more easily in order to stay alive and preserve special gauge progress.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/>
* One sub, or 3 ability points, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* One sub, or 3 ability points of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


; {{Ability|S2|Stealth Jump}}
; {{Ability|S2|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.
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. Unlike [[Drop Roller]], Stealth Jump does not apply on Inkjet recalls.
 
;{{Ability|S2|Drop Roller}}
Drop roller allows its user to potentially roll away from enemy fire after Super Jumping, including notably after the Inkjet has expired. It also gives them a mobility boost for 3 seconds in the form of 10 AP of Run Speed Up, [[Swim Speed Up]], and [[Ink Resistance Up]]. Drop Roller is not quite as effective as [[Stealth Jump]] at protecting Super Jump landing points, however.


; {{Ability|S2|Swim Speed Up}}
; {{Ability|S2|Swim Speed Up}}

Latest revision as of 22:38, 29 July 2023

Splatoon "S" icon.svg
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OC Icon Enemy Octoling.png
Unofficial!
This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.
For information about the Fresh Squiffer, see Fresh Squiffer.

Splatoon 2

Fresh Squiffer

Fresh Squiffer

Abbreviations Squiffer, Charger
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Inkjet.png Inkjet
Base damage 40–80 (Partial charge)
140 (Full charge)
Base duration
Ink consumption 1.9% (No charge)
10.5% (Full charge)
Special points 180p
Special depletion
Role Slayer[1]/Anchor Flex
Strengths Range, one-shot splat, mobility from midair charging and charge storing, aggressive kit[2][3]
Weaknesses Less range than other chargers, vulnerable at close range

The Fresh Squiffer, as well as its Vanilla and New variants, lack range, but have a quick charge time and can still splat an opponent in one fully charged shot. Compared to its other variants, the Fresh Squiffer's kit leans much farther into its aggressive capabilities.

Use

Despite it being a charger, the Fresh Squiffer can operate as a slayer's weapon:

  • Like most other chargers, it can fire three different types of shots that vary in charge time, base range from the muzzle, and damage:
Shot type Charge time
(frames)
Charge
time (s)
Range
(DU)[4]
Damage
(HP)
Tap 0 0 93 40
Partially
charged
0 - 45 0 - 0.75 93-167.65 40-80
Fully
charged
45 0.75 167.65 140
  • In general, use tap shots for turfing, partially charged shots for close quarters combat, and fully charged shots for sniping.
  • Like most other chargers without a scope, the Fresh Squiffer can store a full charge while submerged in ink, providing its user more mobility and making left-side peeking more viable in Splatoon 2.[5]
  • Unique to the Squiffer series is the ability to charge a shot at full speed while in midair, allowing a Squiffer user to snipe at opponents from underneath a short ledge — a position more associated with slayers.[6][2][3]

The Fresh Squiffer has a couple weaknesses:

  • It has the shortest range among all chargers — 167.65 DU versus the Bamboozler's 195.64 DU and the Splat Charger's 240.37 DU. Not only does this put the Fresh Squiffer at a disadvantage against other chargers and other longer-ranged weapons (e.g., versus the Jet Squelcher at 212.64 DU), but it also leaves less room for error when sniping against opposing shorter-ranged weapon users.[6] Fortunately, its range – along with its turfing – can be increased to exceed the minimum range of a Heavy Splatling (178.05 DU) with a reasonable amount of Main Power Up.[4][7]
  • While not as immobile or slow-charging as most other chargers, the Fresh Squiffer is still poor at close range compared to a rapid-firing weapon. Keep your distance from opponents and always watch for any flanking attempts by the opposing team.

Suction Bombs can be used in a similar fashion to Splat Bombs, with a few differences:

  • They can attach to surfaces, which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a grate.
  • They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb, so plant Suction Bombs earlier than usual.
  • They inflict more damage from a direct hit (220 HP) and have a larger overall radius of damage (80 DU).
  • They can be thrown to lead a push into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
  • They can also flush out opposing anchors from perches and clear other critical areas, such as the Tower.[8]
  • They can also be used to poke at and zone out opponents during the neutral phase, stall an opponent's push, or provide space to escape.
  • A Suction Bomb 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 the Suction Bomb's explosion will get damaged or splatted.[9]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[10]
  • An opponent's Splashdown or Booyah Bomb will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.

If piloted properly, the Inkjet can pressure opponents – particularly anchors – more directly than most other slayer's special weapons, such as Baller or Ultra Stamp:

  • Upon activation, its launching point is marked for all players – teammates and opponents – to see and, as of Version 3.2.0, also indicates when its user will return via super jump, allowing an opponent to camp or shark there. Therefore, it is advised to launch the Inkjet from a less visible and better-protected area.
    • Drop Roller allows its user to better dodge either a potential Inkjet punish or a simple super jump punish, providing a safer landing.
    • Specials are also free ink reloads, allowing the Fresh Squiffer user to drop a Suction Bomb upon landing after the special ends.
  • Its movement speed is determined by both the Fresh Squiffer's strafing speed and the number of Run Speed Up ability points equipped.
  • It is also possible to morph into squid/octopus form and swim (in friendly ink) while the special is active. This provides some key benefits:
    • Morphing will halt the jets to enable the pilot to descend, making them a less predictable target.
    • Swimming is faster than flying, enabling an Inkjet pilot to activate the special at a farther distance from opponents and more quickly pursue them.
  • Its altitude depends on the elevation of the surface it is hovering above, enabling it to either fly very high over an elevated structure, such as the glass roof in Shellendorf Institute, or hover high enough to challenge an opponent on a perch.
    • However, the Inkjet cannot achieve thrust off of grates or mesh, causing its pilot to merely walk on them. Avoid hovering over them to maintain altitude.
    • Pressing the B button will provide a temporary extra thrust. Mastery of both boosting and descending (see above) is necessary for Inkjet pilots to become less predictable for long-ranged opponents to track and pick off.
  • Its mobility enables it to reach areas that are otherwise not easily accessible — or even inaccessible, such as over the glass enclosures in Kelp Dome.
  • The Inkjet's cannon fires long-ranged, Rainmaker-like bursts of ink that splat opponents in one direct hit or two to four indirect hits:
    • Lead the Inkjet's shots to compensate for their slightly slower travel speed, especially when positioned farther from an intended target.
    • Its splash damage can splat opponents positioned behind obstacles, varying from 30 to 50 damage; the closer the shot to the opponent, the more damage it deals.
  • If an Inkjet falls out of bounds, such as into the water, its pilot will land back onto the location of launch — or the most previous point of solid ground. Therefore, the Inkjet can save a player from an out-of-bounds splat in a pinch. You can also use this to your advantage. When being pressured by the enemy team, going into water can save you from being splatted.

Synergy

The Fresh Squiffer's range and one-shot splat potential allow its user to maintain spatial control and pressure without having to thoroughly ink large swaths of turf. However, its requirement to charge before firing leaves its user vulnerable at close range. Therefore, it is generally advised not to add more than one other long-ranged weapon to a team composition for a few reasons:[11]

  • A team with too many long-ranged weapons will have fewer mobile weapons that can quickly capture turf and wrest control of the objective, hindering its ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's spawn camp.
  • Longer-ranged weapons, such as the Foil Squeezer, are generally less effective at close range, so a team with too many of them is more prone to getting flanked and sharked than usual.

While quicker and more efficient at turfing than most other chargers, the Fresh Squiffer still turfs less efficiently than many typical slayer weapons, such as the Splash-o-matic and the Splattershot. A team whose composition lacks sufficient turfing ability will struggle to maintain map control, which can make games seem like a constant uphill battle:[11]

  • A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
  • A lack of turfing also makes it difficult to alter the course of a game, even after wiping out the other team.

The Inkjet is particularly vulnerable while flying, due to its larger hitbox and slow air speed. Having a teammate with Ink Armor will increase the Inkjet's survivability and allow them to play more aggressively.

Given the Fresh Squiffer's unique set of strengths and weaknesses, its user will benefit from having teammates with mobile, short-ranged weapons; quick-turfing weapons; and Ink Armors:[12]

  • The Splattershot Jr., the Kensa Undercover Brella, and the N-ZAP '85 are just a few support weapons whose users can be of strong benefit to a Fresh Squiffer user. They all turf well, have bombs included in their kits, and have Ink Armor to support the Fresh Squiffer user's Inkjet.
    • While the Kensa Undercover Brella can't splat foes as easily as the other two shooters, its canopy can be a distraction for opponents, making it a little easier for the Fresh Squiffer user to get picks.
  • Having a second high-paint slayer user team up with a Fresh Squiffer can be valuable to further increase the weapons' turfing output and ensure the composition can fight in close range. Weapons that can fill this role include the Tri-Slosher (be wary of Ink Armor stacking, see below), the Neo Splash-o-Matic, and the Kensa Splattershot.

Countermeasures

  • The Rapid Blaster Pro can use its range and blast radius to its advantage, possibly splatting a Fresh Squiffer without needing to enter the range of the Squiffer.
  • Most splatings and Chargers can outrange the weapon letting them pick off the weapon without risk to the user. However, if the Squiffer user manages to get close their speed can splat the slower firing weapon with ease.
  • Though, it's not as much in danger to ambushes as other Chargers. It isn't able to complete with faster firing short range weapons with it's charge rate.
  • Users of other anchor's weapons each have to confront an opposing Fresh Squiffer differently.
    • Traditional chargers – such as the Splat Charger, the Splatterscope, and the E-liter 4K – and longer-range splatlings – namely, the Ballpoint Splatling and the Hydra Splatling – clearly outrange the Fresh Squiffer and can simply zone out an opposing Squiffer user.
    • While the Dynamo Roller (two-hit range of 200 DU), Explosher (200 DU), and the Heavy Splatling (178.05-218.37 DU)[4] each can outrange the Fresh Squiffer, they only barely do so, and the Squiffer's quicker, more powerful shots prevent a user of any of the former three weapons from fully zoning out an opposing Squiffer user.
      • Focus more on turfing and providing support fire for your teammates while keeping an eye on the opposing Fresh Squiffer user's position.
      • Only challenge the opposing Fresh Squiffer user if your position is more advantageous or if you need to distract them from sniping an important teammate, such as the Tower rider or Rainmaker carrier.
    • While the Custom Jet Squelcher (212.64 DU)[4] can also outrange the Fresh Squiffer, it might be easier to simply farm Sting Ray and use it to harass the opposing Squiffer user.

Gear abilities

S2 Ability Bomb Defense Up DX.png Bomb Defense Up DX

A Fresh Squiffer user in a slayer role generally gets close enough to the opponent and their bombs. 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:[13][14]

  • 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,[15] enabling one to survive two hits from any of these specific means of special weapon damage.
S2 Ability Ink Resistance Up.png Ink Resistance Up

Any good slayer like a Fresh Squiffer user 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.[13][14]

  • 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.[15]
  • Six ability points, 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.[15]
S2 Ability Main Power Up.png Main Power Up

Main Power Up increases the range and turfing ability for the Fresh Squiffer (up to 8.9% and 24%, respectively), mitigating some of its weaknesses. It's recommended to always run a good amount of Main Power Up, in order to increase the weapon's range and therefore its ability to anchor.

  • 25 ability points, or one main and 5 subs, increases the range to 177.49 DU and improves turfing by 15.75%.[16]
S2 Ability Quick Super Jump.png Quick Super Jump

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Fresh Squiffer users can use Quick Super Jump to both return to the front lines more quickly after getting splatted and escape unfavorable situations more easily in order to stay alive and preserve special gauge progress.[13][14]

  • One sub, or 3 ability points of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.[16]
S2 Ability Stealth Jump.png 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. Unlike Drop Roller, Stealth Jump does not apply on Inkjet recalls.

S2 Ability Drop Roller.png Drop Roller

Drop roller allows its user to potentially roll away from enemy fire after Super Jumping, including notably after the Inkjet has expired. It also gives them a mobility boost for 3 seconds in the form of 10 AP of Run Speed Up, Swim Speed Up, and Ink Resistance Up. Drop Roller is not quite as effective as Stealth Jump at protecting Super Jump landing points, however.

S2 Ability Swim Speed Up.png Swim Speed Up

A self-explanatory ability, Swim Speed Up enables an already mobile Fresh Squiffer user to more rapidly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.

  • 16 ability points – one main and two subs – increase the swim speed from 1.92 to 2.14 units per frame.[16]

References

  1. YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
  2. 2.0 2.1 YouTube "The BEST Weapons In Splatoon 2 - Ver 5.5 Tier List Top Tiers" by Chara of Climb
  3. 3.0 3.1 YouTube "Top 10 Most Underrated Splatoon 2 Weapons" by Chara, formerly of Prophecy and Climb
  4. 4.0 4.1 4.2 4.3 Splatoon 2 range list compiled by DrFetus
  5. YouTube "Splatoon 2 - Weapon Analysis: Splat Chargers & SplatterScope (A Weapon That Requires Dedication!)" by ThatSrb2DUDE, formerly of Team Olive
  6. 6.0 6.1 YouTube "The BEST AGGRESSIVE WEAPONS in Splatoon 2" by Kyo of FTWin
  7. YouTube "How Much EVERY WEAPON Needs Main Power Up" by Chara, formerly of Prophecy and Climb
  8. YouTube "Splatoon 2 North American Open September 2020 - Finals - Part 3" Game 5, Burstie (FTWin) throws a Suction Bomb onto the Tower, splatting Jared (Starburst) and forcing Ice and Ant (Starburst) to reposition themselves
  9. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  10. 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)
  11. 11.0 11.1 YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
  12. YouTube "How To Build An AMAZING Team Comp (Splatoon) Ft. Dr. Prodigy" by Chara, formerly of Prophecy and Climb
  13. 13.0 13.1 13.2 YouTube "Splatoon 2 - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)" by Wadsm
  14. 14.0 14.1 14.2 YouTube "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  15. 15.0 15.1 15.2 loadout.ink - Stat Calculator & Gear Planner for Splatoon 2, applicable for Version 4.8.0
  16. 16.0 16.1 16.2 16.3 16.4 Sendou.ink Splatoon 2 Build Analyzer