Competitive:Kensa .52 Gal: Difference between revisions

From Inkipedia, the Splatoon wiki
(→‎Splatoon 2: Changed Role, added link to flc's roles guide, removed link to Wadsm's Weapon Roles guide (dated for K-52's purposes), and trimmed strengths and weaknesses in Infobox. Rewrote introductory paragraph to better reflect role (and remove words such as "best" and "worst" — leave those for Competitive Play section). Corrected role and emphasized range advantage in Use.)
(→‎Splatoon 2: Added turfing and reworded main weapon damage, RNG, mobility, and vs. range sections in Use. Added some vs. matchups in Countermeasures. Moved page from Slayers category to Support, Tank, and Flex categories. (Personally unsure of keeping Flex as a category since many different weapons fall into it.))
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|role        = [[Community Glossary#Skirmisher|Tank]]<ref name="Fluid Priorities and Roles in ''Splatoon 2''">[https://docs.google.com/document/d/1t97IZrN0pI_ceUtJrB-8clapCp1P3oddyFzSQ2lGICg/edit#heading=h.k0s7me1nl86t Fluid Priorities and Roles in ''Splatoon 2''] by [https://www.youtube.com/c/ImperiousFiveLeafClover flc]</ref>/[[Community Glossary#Support|Support]]<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=1487s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara] of [https://twitter.com/Climb_Spl Climb]</ref> [[Community Glossary#Flex|Flex]]
|role        = [[Community Glossary#Skirmisher|Tank]]<ref name="Fluid Priorities and Roles in ''Splatoon 2''">[https://docs.google.com/document/d/1t97IZrN0pI_ceUtJrB-8clapCp1P3oddyFzSQ2lGICg/edit#heading=h.k0s7me1nl86t Fluid Priorities and Roles in ''Splatoon 2''] by [https://www.youtube.com/c/ImperiousFiveLeafClover flc]</ref>/[[Community Glossary#Support|Support]]<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=1487s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara] of [https://twitter.com/Climb_Spl Climb]</ref> [[Community Glossary#Flex|Flex]]
|strengths    = Survivability due to [[Community Glossary#Zoning|zoning]], [[Community Glossary#Area denial|area denial]], and high damage; [[Community Glossary#Turfing|turfing]]; Booyah Bomb [[Community Glossary#Farming|farming]];<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/> flexible with abilities<ref>[https://www.youtube.com/watch?v=OYgZyFIuu7I {{YT}} "How To Get Good Using .52 Gal?! (+ Handcam) | ''Splatoon 2''" by ThatSrb2DUDE, formerly of Team Olive]</ref>
|strengths    = Survivability due to [[Community Glossary#Zoning|zoning]], [[Community Glossary#Area denial|area denial]], and high damage; [[Community Glossary#Turfing|turfing]]; Booyah Bomb [[Community Glossary#Farming|farming]];<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/> flexible with abilities<ref>[https://www.youtube.com/watch?v=OYgZyFIuu7I {{YT}} "How To Get Good Using .52 Gal?! (+ Handcam) | ''Splatoon 2''" by ThatSrb2DUDE, formerly of Team Olive]</ref>
|weaknesses  = Lack of bombs,<ref>[https://www.youtube.com/watch?v=zkFhK3E95D8&t=1101s {{YT}} "How A SILVER AEROSPRAY WON A Major ''Splatoon'' LAN Tournament"] by Chara of Climb</ref> slow firing rate, high chance of shot spread without [[Main Power Up]]
|weaknesses  = Lack of bombs,<ref name="How A SILVER AEROSPRAY WON A Major ''Splatoon'' LAN Tournament">[https://www.youtube.com/watch?v=zkFhK3E95D8&t=1101s {{YT}} "How A SILVER AEROSPRAY WON A Major ''Splatoon'' LAN Tournament"] by Chara of Climb</ref> slow firing rate, high chance of shot spread without [[Main Power Up]]
}}
}}
Introduced in the Version {{Ver|S2|4.3.0}} update, the '''Kensa .52 Gal''' – like its previous [[.52 Gal|Vanilla]] and [[.52 Gal Deco|Deco]] variants – has a threatening quick two-shot [[Splat (occurrence)|splat]] and – ever since the Version {{Ver|S2|5.4.0}} update – good turfing ability, which is augmented by its range, which exceeds that of many other [[shooter]]s. Unlike its other variants, the Kensa .52 Gal has a kit that emphasizes survivability, zoning, and area denial.
Introduced in the Version {{Ver|S2|4.3.0}} update, the '''Kensa .52 Gal''' – like its previous [[.52 Gal|Vanilla]] and [[.52 Gal Deco|Deco]] variants – has a threatening two-shot [[Splat (occurrence)|splat]] and – ever since the Version {{Ver|S2|5.4.0}} update – good turfing ability, which is augmented by its range, which exceeds that of many other [[shooter]]s. Unlike its other variants, the Kensa .52 Gal has a kit that emphasizes survivability, zoning, and area denial.


===Use===
===Use===
The kit and high rate of damage of the Kensa .52 Gal make it both a tank and support weapon:
The kit and high rate of damage of the Kensa .52 Gal make it both a tank and support weapon:
* The 52 health points, or HP, of damage per shot guarantees a two-shot splat as long as it is within its range of maximum damage, as the damage [[Community Glossary#Falloff|falloff]] can reduce each shot to just 30 HP of damage.
* The 52 [[Damage#Health points|HP]] of damage per shot guarantees a two-shot splat its range of maximum damage. Outside this range, [[Damage#Falloff damage|falloff]] reduces the damage to a minimum of 30 HP, which increases the number of shots to splat an opponent to three or four.
* Its range of 124.944 [[Distance unit|DU]] is slightly longer than that of a [[Competitive:Kensa Splattershot|Splattershot]] or an [[Competitive:N-ZAP '85|N-ZAP]] (both 116.99 DU).<ref>[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref>
* Its range of 124.944 [[Distance unit|DU]] is slightly longer than that of a [[Competitive:Kensa Splattershot|Splattershot]] or an [[Competitive:N-ZAP '85|N-ZAP]] (both 116.99 DU).<ref>[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> Both the high damage and higher than average range make it difficult for shorter-ranged opponents to approach its user; when their Splash Wall (see below) is also factored in, these opponents will have an even harder time to directly confront them.
* Both the high damage and higher than average range when used in conjunction with a Splash Wall (see below) – enable its user to zone out many opposing users of short-ranged weapons.
* Its turfing is also efficient — even at further away since Version 5.4.0, allowing its user to farm Booyah Bomb and help their team maintain [[Community Glossary#Map control|map control]].
The Kensa .52 Gal has a few notable drawbacks:
However, The Kensa .52 Gal has a few notable drawbacks:
* The large degree of randomness of the weapon's shot trajectory renders it less accurate than other weapons of comparable range. The first few shots are accurate, but it quickly gets worse the more shots are fired, becoming least accurate after 8 shots. Not shooting will cause the weapon to regain its accuracy after a brief period of time - 25 frames, or a little under half a second. Therefore, a strategy could be to fire a few shots, swim and reposition, and continue firing.
* While the Kensa .52 Gal has a comparable shot deviation (6-12 degrees) to that of a Splattershot (6-12 degrees), its chance to shoot towards the outer reticle while on the ground – initially 2% (1% for the Splattershot) – increases more rapidly with each consecutive shot (+3% per shot, 25% maximum) than that of a Splattershot (+1% per shot, 25% maximum).
* Its slower firing rate leaves it vulnerable at close range to more rapid-firing weapons, such as a [[Splattershot]] or [[Splash-o-matic]] — especially if the opponent lands the first shot. Always be alert of the opponents' flanking and sharking attempts to avoid being caught.
** Since Version {{Ver|S2|5.3.0}}, releasing the trigger for 25 frames, or just under half a second, will restore its precision. Therefore, it is often recommended to fire this weapon in short bursts and then reposition yourself by swimming before firing again.
* It is outranged by a number of other slayer's weapons notably the [[Splattershot Pro]], most [[Slosher (weapon class)|sloshers]], and the [[Dualie Squelchers]] and, unlike slayer's weapons of comparable range, does not have as much mobility. However, these weapons have poor DPS (damage per second) against its Splash Wall,
* Its slower firing rate leaves it vulnerable at close range to more rapid-firing, medium-damage weapons, such as a Splattershot or a [[Competitive:Neo Splash-o-matic|Splash-o-matic]] — especially if the opponent lands the first shot. Always be wary of opponents either [[Community Glossary#Flanking|flanking]] or [[Community Glossary#Sharking|sharking]].
* It is less mobile while firing (0.60 DU/f) than are other weapons of comparable range, such as the [[Competitive:Tri-Slosher|Tri-Slosher]] (0.66 DU/f), the Splattershot and the Splash-o-matic (both 0.72 DU/f), and the N-ZAP (0.84 DU/f).
* It is outranged by a number of other weapons, notably the [[Competitive:Kensa Splattershot Pro|Splattershot Pro]], the [[Competitive:H-3 Nozzlenose D|H-3 Nozzlenose]], most [[Slosher (weapon class)|sloshers]], and the [[Competitive:Dualie Squelchers|Dualie Squelchers]]. Give yourself enough time and space to plant a Splash Wall to mitigate the range advantage of opponents wielding these weapons.
When placed properly, a '''[[Competitive:Splash Wall|Splash Wall]]''' can provide great utility, even in stages and areas that are more open:
When placed properly, a '''[[Competitive:Splash Wall|Splash Wall]]''' can provide great utility, even in stages and areas that are more open:
* Splash Wall provides strong protection against enemy fire, allowing the Kensa .52 Gal to stand behind it and control space by constantly pumping out its threatening two-shot, and can make up for the weapon's accuracy by giving the user more time to fire in hopes of landing shots.
* Splash Wall provides strong protection against opposing fire, allowing its user to safely control space while turfing and farming Booyah Bomb.
* Any bombs thrown by an opponent that hit a Splash Wall will instantly explode, potentially splatting the Splash Wall's user or their teammates.
* Any bombs thrown by an opponent that hit a Splash Wall will instantly explode, potentially splatting the Splash Wall's user or their teammates.
** Refrain from either [[Community Glossary#Shower|showering]] in or rushing through the wall until it is certain that the opponent has no bombs available in the area.
** Refrain from either [[Community Glossary#Shower|showering]] in or rushing through the wall until it is certain that the opponent has no bombs available in the area.
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** If an opposing Brella user launches their shield, dropping a Splash Wall in front of it will cause both to negate one another, potentially denying a [[Rainmaker (weapon)|Rainmaker]] or [[Clam Blitz|Power Clam]] push.
** If an opposing Brella user launches their shield, dropping a Splash Wall in front of it will cause both to negate one another, potentially denying a [[Rainmaker (weapon)|Rainmaker]] or [[Clam Blitz|Power Clam]] push.
** At maximum, it takes 36-41% of the [[ink tank]] to launch a Brella shield and 60% to drop a Splash Wall. However, the Splash Wall can be deployed far more quickly, allowing its owner more time to reload ink or reposition themselves to a more favorable location.
** At maximum, it takes 36-41% of the [[ink tank]] to launch a Brella shield and 60% to drop a Splash Wall. However, the Splash Wall can be deployed far more quickly, allowing its owner more time to reload ink or reposition themselves to a more favorable location.
* In ''[[Splatoon 2]]'', the [[Tower Control|Tower]] will destroy any Splash Wall it collides into. However, a Splash Wall may be placed onto the Tower to protect its user or their teammate while riding it. (Once again, watch out for the opponents' bombs.)
* In {{S2}}, the [[Tower Control|Tower]] will destroy any Splash Wall it collides into, meaning that it can no longer be used to stall the movement of the Tower itself.<ref name="How A SILVER AEROSPRAY WON A Major ''Splatoon'' LAN Tournament"/>
** However, a Splash Wall can still be used to stall opponents pushing ahead of the Tower and limit the opponents' movement around the Tower path.
** Conversely, a Splash Wall may be placed onto the Tower to protect its user or their teammate while riding it. (Once again, watch out for the opponents' bombs.)
The '''[[Competitive:Booyah Bomb|Booyah Bomb]]''' can either turn the tide of a battle or fully tilt it in its user's team's favor, but only if used properly.
The '''[[Competitive:Booyah Bomb|Booyah Bomb]]''' can either turn the tide of a battle or fully tilt it in its user's team's favor, but only if used properly.
* In general, activate the Booyah Bomb in a relatively safe place, as even a Splattershot Jr. within range can break the Booyah Bomb armor.
* In general, activate the Booyah Bomb in a relatively safe place, as even a Splattershot Jr. within range can break the Booyah Bomb armor.
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** Because the Booyah Bomb can nullify an opponent's bombs, it serves as a great counter to an opponent's Bomb Launcher, particularly when maintaining control over a zone.
** Because the Booyah Bomb can nullify an opponent's bombs, it serves as a great counter to an opponent's Bomb Launcher, particularly when maintaining control over a zone.
** When aimed at the Tower in [[Tower Control]], the Booyah Bomb covers a large area around its point of detonation for a brief amount of time, as opposed to the Sting Ray, which fires a narrow line for a more sustained period. There are situations where a Booyah Bomb is preferable over a Sting Ray in stopping or slowing down the Tower and other situations where a Sting Ray is more effective.
** When aimed at the Tower in [[Tower Control]], the Booyah Bomb covers a large area around its point of detonation for a brief amount of time, as opposed to the Sting Ray, which fires a narrow line for a more sustained period. There are situations where a Booyah Bomb is preferable over a Sting Ray in stopping or slowing down the Tower and other situations where a Sting Ray is more effective.
* Since special weapons are also free ink tank refills, a Kensa .52 Gal user can use its Booyah Bomb to stay alive and throw down another Splash Wall after throwing the Booyah Bomb, keeping up the pressure for a longer amount of time. Due to the weapon's solid painting, a Kensa .52 Gal user will often have a Booyah Bomb at their disposal.
* Since special weapons are also free ink tank refills, a Kensa .52 Gal user can use its Booyah Bomb to stay alive and throw down another Splash Wall after throwing the Booyah Bomb, keeping up the pressure for a longer amount of time. Due to the weapon's solid turfing, a Kensa .52 Gal user will often have a Booyah Bomb at their disposal.


===Synergy===
===Synergy===
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* An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
* 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.
* The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
The Kensa .52 Gal's lack of lethal bombs – particularly either Splat or [[Competitive:Suction Bomb|Suction Bombs]] – generally necessitates its user's teammates to equip weapons that include them. Lethal bombs provide their user's team a couple advantages over another team that has no lethal bombs in its composition:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
The Kensa .52 Gal's lack of lethal bombs – particularly either Splat or [[Competitive:Suction Bomb|Suction Bombs]] – generally necessitates its user's teammates to equip weapons that include them. Lethal bombs provide their user's team a couple advantages over another team that has no lethal bombs in its composition:<ref name="How A SILVER AEROSPRAY WON A Major ''Splatoon'' LAN Tournament"/><ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* 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 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.
* 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.
The Booyah Bomb is a unique special weapon that enables its user's teammates to directly assist in powering it up. However, some considerations need to be taken regarding this trait:
The Booyah Bomb is a unique special weapon that enables its user's teammates to directly assist in powering it up. However, if your teammate has activated their Booyah Bomb, refrain from charging their special if…
* If you are advanced into the opponents' territory or are either flanking or sharking, refrain from charging a teammate's Booyah Bomb to avoid exposing your position to the opponent.
* …you are in the middle of a confrontation with an opponent.
* It is also generally advised to refrain from charging a teammate's Booyah Bomb while in the middle of a confrontation with an opponent.
* …you are advanced into the opponents' territory (e.g., while either flanking or sharking) to avoid exposing your position to the opponent.


===Countermeasures===
===Countermeasures===
* [[Competitive:Tenta Missiles|Tenta Missiles]] will be a team's main method of removing a Kensa .52 Gal from an area.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref>
When used properly, a Kensa .52 Gal can make its user an nearly immovable obstacle for their opponents, due to its kit and zoning capability. Specific strategies, tactics, weapons, and abilites are required — not so much to eliminate an opposing Kensa .52 Gal user but to work around their strengths and expose its few weaknesses.
* Any weapon that outranges the Kensa .52 Gal and has good DPS against Splash Walls or Booyah Bomb counter it easily.
* [[Object Shredder]] multiplies damage inflicted onto an opposing Kensa .52 Gal user's Splash Wall by 125%. Because of their heavy reliance on Splash Wall, this ability is highly recommended if your team is expecting to face one.
* To successfully confront a Kensa .52 Gal with a weaker or shorter ranged weapon, rely on flanking or sharking to safely approach the opponent, try to land the first shot, and exploit either the opponent's lower firing rate or slower mobility.
* Similar to double teaming an opposing brella user, it is recommended to double team an opposing Kensa .52 Gal user from different angles to work around their Splash Wall, which is a major component to their survivability against single opponents. However, do not get too distracted from the objective.
* Any long-ranged weapon, such as a [[charger]] or most [[splatling]]s, can attack a Kensa .52 Gal from long distance with impunity until the latter gets too close.
* Conversely, do not get caught alone against an opposing Kensa .52 Gal user, particularly if you are wielding a blaster or a short- to medium-ranged slosher with no bombs, as the latter can punish players who overextend.
* A Kensa .52 Gal user will likely depend on both flanking and sharking to maximize the use of their weapon:
** Slow firing weapons, particularly blasters and sloshers that lack bombs, tend to fare poorly against an opposing Kensa .52 Gal user due to their relative inability to destroy the opponent's Splash Wall quickly.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/>
** 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.
* [[Competitive:Tenta Missiles|Tenta Missiles]] are the most effective method of displacing an opposing Kensa .52 Gal user from an area.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/> A support player expecting to be opposing a Kensa .52 Gal user might want to consider substituting [[Competitive:Ink Armor|Ink Armor]] for Missiles.
** Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
* A user of a shorter-ranged weapon should rely on flanking or sharking to safely approach an opposing Kensa .52 Gal user, land the first shot, and exploit either their lower firing rate and slower mobility.
** To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
* If you have a long-ranged weapon, such as a [[charger]] or a [[Competitive:Jet Squelcher|Jet Squelcher]], and you have a chance to pick off an opposing Kensa .52 Gal user from long distance, then do so quickly before they plant their Splash Wall to protect themselves.
** 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.
* An opponent's Splash Wall is often a hindrance, but it can be worked around:
* An opponent's Splash Wall is often a hindrance, but it can be worked around:
** Lethal bombs are generally the most efficient means to damage and destroy opposing Splash Walls. Their explosions can also splat opponents who either stay too close to the Splash Wall or attempt to rush through it.
** Lethal bombs are generally the most efficient means to damage and destroy opposing Splash Walls. Their explosions can also splat opponents who either stay too close to the Splash Wall or attempt to rush through it.
** If wielding a Brella, refrain from launching the shield at an opposing Kensa .52 Gal user unless it is to clear out a planted Splash Wall.
** If bombs are unavailable, rapidly-firing [[shooter]]s and some quicker-charging [[splatling]]s are more effective at destroying an opponent's Splash Wall than slower-firing weapons, such as blasters and [[Slosher (weapon class)|slosher]]s.
** If wielding a Brella, refrain from launching the shield at an opposing Splash Wall user unless it is to clear out a planted Splash Wall.
** An [[Ultra Stamp]] will easily destroy a Splash Wall, breaking through any chokepoints the opponent may be defending. The Ultra Stamp wielder can then proceed to splat or chase out opponents while teammates follow behind to either mount or continue a push.
** An [[Ultra Stamp]] will easily destroy a Splash Wall, breaking through any chokepoints the opponent may be defending. The Ultra Stamp wielder can then proceed to splat or chase out opponents while teammates follow behind to either mount or continue a push.
* If the Kensa .52 Gal user activates a Booyah Bomb in an unsafe position, try attacking them, particularly with bombs and chargers.
* If an opposing Kensa .52 Gal user activates a Booyah Bomb in an unsafe position, try attacking them, particularly with bombs and chargers.
** [[Tenta Missiles]] can splat a Booyah Bomb user in three direct hits.
* [[Competitive:Tenta Missiles|Tenta Missiles]] can splat a Booyah Bomb user in three direct hits.
** A [[Splashdown]] within range can severely damage Booyah Bomb armor if not destroy it outright.
* A Splashdown within range can severely damage Booyah Bomb armor if not destroy it outright.
* While an opposing Kensa .52 Gal user charges a Booyah Bomb, any of their teammates – whether active or splatted – who help in powering up the special might expose their positions. Use this opportunity to locate, call out, and – if possible – splat any active opponents who are powering up their teammate's Booyah Bomb.
* A Booyah Bomb turfs surfaces starting from the center before spreading out. If your weapon has the range to maintain a safe distance from the explosion of an opponent's Booyah Bomb, it is possible to maintain possession of a Splat Zone by turfing the center of where the Bomb landed.


===Gear abilities===
===Gear abilities===
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The Kensa .52 Gal didn't garner much attention upon its release. The main weapon was very lackluster due to poor accuracy,<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)">[https://www.youtube.com/watch?v=jNjjLG7UJjY&t=14m00s {{YT}} "''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"] by Sorin, formerly of Team Olive</ref><ref name="''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers">[https://www.youtube.com/watch?v=uW4hz9_rry8&t=3m00s {{YT}} "''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers"] by Chara of Climb </ref>and Booyah Bomb was also weaker as it did not do as much damage as it currently does, the armor not continuing to protect the user for a brief moment after throwing the bomb, and the bomb's slow explosion. When Main Power Up was added to the game in {{Ver|S2|4.3.0}}, which was made to remedy the weapon's accuracy, and Booyah Bomb's buffs in {{Ver|S2|4.4.0}}, the [[Competitive:Kensa Splattershot Pro|Kensa Splattershot Pro]] rose to the top instead, as Main Power Up would make the weapon have a psuedo-two shot, dealing 49.9 damage and having a similar time to splat compared to the Kensa .52 Gal, in addition to having longer range and a lethal bomb. Therefore, many competitive players considered the weapon to be outclassed by the Kensa Splattershot Pro.<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"></ref><ref name="''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers"></ref> Throughout the 4.0 patches, the Kensa .52 Gal would be considered a low-mid to mid tier weapon on competitive tier lists, such as those by Chara and Sorin.<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"></ref><ref name="''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers"></ref>
The Kensa .52 Gal didn't garner much attention upon its release. The main weapon was very lackluster due to poor accuracy,<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)">[https://www.youtube.com/watch?v=jNjjLG7UJjY&t=14m00s {{YT}} "''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"] by Sorin, formerly of Team Olive</ref><ref name="''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers">[https://www.youtube.com/watch?v=uW4hz9_rry8&t=3m00s {{YT}} "''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers"] by Chara of Climb </ref>and Booyah Bomb was also weaker as it did not do as much damage as it currently does, the armor not continuing to protect the user for a brief moment after throwing the bomb, and the bomb's slow explosion. When Main Power Up was added to the game in {{Ver|S2|4.3.0}}, which was made to remedy the weapon's accuracy, and Booyah Bomb's buffs in {{Ver|S2|4.4.0}}, the [[Competitive:Kensa Splattershot Pro|Kensa Splattershot Pro]] rose to the top instead, as Main Power Up would make the weapon have a psuedo-two shot, dealing 49.9 damage and having a similar time to splat compared to the Kensa .52 Gal, in addition to having longer range and a lethal bomb. Therefore, many competitive players considered the weapon to be outclassed by the Kensa Splattershot Pro.<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"></ref><ref name="''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers"></ref> Throughout the 4.0 patches, the Kensa .52 Gal would be considered a low-mid to mid tier weapon on competitive tier lists, such as those by Chara and Sorin.<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"></ref><ref name="''Splatoon 2'' 4.6 Tier List Part 2 - Mid Tiers"></ref>


Versions {{Ver|S2|5.3.0}} and {{Ver|S2|5.4.0}} would bring the Kensa .52 Gal the buffs needed that pushed it to the top. 5.3.0 significantly improved the weapon's accuracy by making the weapon's accuracy reset to normal much quicker, from 55 frames, or just under a second, to 25 frames, or just under half a second. It also now takes 8 shots to reach the lowest accuracy, compared to the original 6, with the weapon's first shot being the most accurate and decreasing the more shots are fired. Additionally, 5.4.0 gave it a major buff to its painting ability at the end of its range, allowing it to more safely paint for Booyah Bomb, increasing its survivability.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref> These buffs, combined with nerfs to previous top tiers like the Dualie Squelchers and [[Competitive:Sorella Brella|Sorella Brella]], made the weapon rise up to the top, only receiving a slap on the wrist nerf in version {{Ver|S2|5.5.0}} that barely reduced its painting capability and slightly increased its special gauge from 180p to 190p. Chara in his 5.5.0 tier list stated that the weapon is meta-defining, where specific team compositions have to be ran to counter this weapon - with the easiest method being spamming Tenta Missiles.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref> The weapon's rise also invalidated several weapons, which lack the DPS needed to contest its Splash Wall or Booyah Bomb, or do not have ink efficiency to throw bombs at it to break the wall easily and follow up. Such weapons include sloshers and blasters.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref>
Versions {{Ver|S2|5.3.0}} and {{Ver|S2|5.4.0}} would bring the Kensa .52 Gal the buffs needed that pushed it to the top. 5.3.0 significantly improved the weapon's accuracy by making the weapon's accuracy reset to normal much quicker, from 55 frames, or just under a second, to 25 frames, or just under half a second. It also now takes 8 shots to reach the lowest accuracy, compared to the original 6, with the weapon's first shot being the most accurate and decreasing the more shots are fired. Additionally, 5.4.0 gave it a major buff to its turfing ability at the end of its range, allowing it to more safely turf for Booyah Bomb, increasing its survivability.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref> These buffs, combined with nerfs to previous top tiers like the Dualie Squelchers and [[Competitive:Sorella Brella|Sorella Brella]], made the weapon rise up to the top, only receiving a slap on the wrist nerf in version {{Ver|S2|5.5.0}} that barely reduced its turfing capability and slightly increased its special gauge from 180p to 190p. Chara in his 5.5.0 tier list stated that the weapon is meta-defining, where specific team compositions have to be ran to counter this weapon - with the easiest method being spamming Tenta Missiles.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref> The weapon's rise also invalidated several weapons, which lack the DPS needed to contest its Splash Wall or Booyah Bomb, or do not have ink efficiency to throw bombs at it to break the wall easily and follow up. Such weapons include sloshers and blasters.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref>


== References ==
== References ==
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{{Navbox/Weapon Strategy}}
{{Navbox/Weapon Strategy}}
[[Category:Slayers]]
[[Category:Support]]
[[Category:Tank]]
[[Category:Flex]]

Revision as of 03:35, 25 November 2021

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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 Kensa .52 Gal, see Kensa .52 Gal.

Splatoon 2

Kensa .52 Gal

Kensa .52 Gal

Abbreviations 52, Gal, K-Gal, K-52
Sub S2 Weapon Sub Splash Wall.png Splash Wall
Special S2 Weapon Special Booyah Bomb.png Booyah Bomb
Base damage 52
Base duration
Ink consumption 1.3%
Special points 190p
Special depletion
Role Tank[1]/Support[2] Flex
Strengths Survivability due to zoning, area denial, and high damage; turfing; Booyah Bomb farming;[2] flexible with abilities[3]
Weaknesses Lack of bombs,[4] slow firing rate, high chance of shot spread without Main Power Up

Introduced in the Version 4.3.0 update, the Kensa .52 Gal – like its previous Vanilla and Deco variants – has a threatening two-shot splat and – ever since the Version 5.4.0 update – good turfing ability, which is augmented by its range, which exceeds that of many other shooters. Unlike its other variants, the Kensa .52 Gal has a kit that emphasizes survivability, zoning, and area denial.

Use

The kit and high rate of damage of the Kensa .52 Gal make it both a tank and support weapon:

  • The 52 HP of damage per shot guarantees a two-shot splat its range of maximum damage. Outside this range, falloff reduces the damage to a minimum of 30 HP, which increases the number of shots to splat an opponent to three or four.
  • Its range of 124.944 DU is slightly longer than that of a Splattershot or an N-ZAP (both 116.99 DU).[5] Both the high damage and higher than average range make it difficult for shorter-ranged opponents to approach its user; when their Splash Wall (see below) is also factored in, these opponents will have an even harder time to directly confront them.
  • Its turfing is also efficient — even at further away since Version 5.4.0, allowing its user to farm Booyah Bomb and help their team maintain map control.

However, The Kensa .52 Gal has a few notable drawbacks:

  • While the Kensa .52 Gal has a comparable shot deviation (6-12 degrees) to that of a Splattershot (6-12 degrees), its chance to shoot towards the outer reticle while on the ground – initially 2% (1% for the Splattershot) – increases more rapidly with each consecutive shot (+3% per shot, 25% maximum) than that of a Splattershot (+1% per shot, 25% maximum).
    • Since Version 5.3.0, releasing the trigger for 25 frames, or just under half a second, will restore its precision. Therefore, it is often recommended to fire this weapon in short bursts and then reposition yourself by swimming before firing again.
  • Its slower firing rate leaves it vulnerable at close range to more rapid-firing, medium-damage weapons, such as a Splattershot or a Splash-o-matic — especially if the opponent lands the first shot. Always be wary of opponents either flanking or sharking.
  • It is less mobile while firing (0.60 DU/f) than are other weapons of comparable range, such as the Tri-Slosher (0.66 DU/f), the Splattershot and the Splash-o-matic (both 0.72 DU/f), and the N-ZAP (0.84 DU/f).
  • It is outranged by a number of other weapons, notably the Splattershot Pro, the H-3 Nozzlenose, most sloshers, and the Dualie Squelchers. Give yourself enough time and space to plant a Splash Wall to mitigate the range advantage of opponents wielding these weapons.

When placed properly, a Splash Wall can provide great utility, even in stages and areas that are more open:

  • Splash Wall provides strong protection against opposing fire, allowing its user to safely control space while turfing and farming Booyah Bomb.
  • Any bombs thrown by an opponent that hit a Splash Wall will instantly explode, potentially splatting the Splash Wall's user or their teammates.
    • Refrain from either showering in or rushing through the wall until it is certain that the opponent has no bombs available in the area.
    • Do not throw a Splash Wall behind a teammate, as a thrown opponent's bomb can instantly splat them.
  • Defensively, it can hinder the opponents' push, blocking both their movement and their fire.
  • Offensively, a Splash Wall can restrain the opponents' movement, allowing its user and their teammates to push forward or gain map control.
  • Throwing a Splash Wall behind an opponent can prevent them from fleeing.[6]
  • A Splash Wall can nullify a Brella shield — even a Tenta Brella shield.
    • If an opposing Brella user launches their shield, dropping a Splash Wall in front of it will cause both to negate one another, potentially denying a Rainmaker or Power Clam push.
    • At maximum, it takes 36-41% of the ink tank to launch a Brella shield and 60% to drop a Splash Wall. However, the Splash Wall can be deployed far more quickly, allowing its owner more time to reload ink or reposition themselves to a more favorable location.
  • In Splatoon 2, the Tower will destroy any Splash Wall it collides into, meaning that it can no longer be used to stall the movement of the Tower itself.[4]
    • However, a Splash Wall can still be used to stall opponents pushing ahead of the Tower and limit the opponents' movement around the Tower path.
    • Conversely, a Splash Wall may be placed onto the Tower to protect its user or their teammate while riding it. (Once again, watch out for the opponents' bombs.)

The Booyah Bomb can either turn the tide of a battle or fully tilt it in its user's team's favor, but only if used properly.

  • In general, activate the Booyah Bomb in a relatively safe place, as even a Splattershot Jr. within range can break the Booyah Bomb armor.
  • The Booyah Bomb can force opponents – particularly anchors – to move out of position or delay an opponent's offensive push.
  • The explosion of the Booyah Bomb places enough ink to uncap most Splat Zones and single-handedly capture some smaller Splat Zones.
    • Often, a Booyah Bomb will not be enough to fully capture a zone. Coordinating with teammates and their specials, such as Bomb Launcher and Baller, can better ensure capturing a zone.
  • When deployed, the Booyah Bomb is capable of protecting oneself and one's teammates from attacks - including bombs - and clearing an area of opponents, whether forcing them to flee or splatting them outright.
    • Because the Booyah Bomb can nullify an opponent's bombs, it serves as a great counter to an opponent's Bomb Launcher, particularly when maintaining control over a zone.
    • When aimed at the Tower in Tower Control, the Booyah Bomb covers a large area around its point of detonation for a brief amount of time, as opposed to the Sting Ray, which fires a narrow line for a more sustained period. There are situations where a Booyah Bomb is preferable over a Sting Ray in stopping or slowing down the Tower and other situations where a Sting Ray is more effective.
  • Since special weapons are also free ink tank refills, a Kensa .52 Gal user can use its Booyah Bomb to stay alive and throw down another Splash Wall after throwing the Booyah Bomb, keeping up the pressure for a longer amount of time. Due to the weapon's solid turfing, a Kensa .52 Gal user will often have a Booyah Bomb at their disposal.

Synergy

While a team might get away with having one or two users of short-ranged weapons, such as the Kensa .52 Gal, having a team composition with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons:[7]

  • 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.

The Kensa .52 Gal's lack of lethal bombs – particularly either Splat or Suction Bombs – generally necessitates its user's teammates to equip weapons that include them. Lethal bombs provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[4][7]

  • 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.

The Booyah Bomb is a unique special weapon that enables its user's teammates to directly assist in powering it up. However, if your teammate has activated their Booyah Bomb, refrain from charging their special if…

  • …you are in the middle of a confrontation with an opponent.
  • …you are advanced into the opponents' territory (e.g., while either flanking or sharking) to avoid exposing your position to the opponent.

Countermeasures

When used properly, a Kensa .52 Gal can make its user an nearly immovable obstacle for their opponents, due to its kit and zoning capability. Specific strategies, tactics, weapons, and abilites are required — not so much to eliminate an opposing Kensa .52 Gal user but to work around their strengths and expose its few weaknesses.

  • Object Shredder multiplies damage inflicted onto an opposing Kensa .52 Gal user's Splash Wall by 125%. Because of their heavy reliance on Splash Wall, this ability is highly recommended if your team is expecting to face one.
  • Similar to double teaming an opposing brella user, it is recommended to double team an opposing Kensa .52 Gal user from different angles to work around their Splash Wall, which is a major component to their survivability against single opponents. However, do not get too distracted from the objective.
  • Conversely, do not get caught alone against an opposing Kensa .52 Gal user, particularly if you are wielding a blaster or a short- to medium-ranged slosher with no bombs, as the latter can punish players who overextend.
    • Slow firing weapons, particularly blasters and sloshers that lack bombs, tend to fare poorly against an opposing Kensa .52 Gal user due to their relative inability to destroy the opponent's Splash Wall quickly.[2]
  • Tenta Missiles are the most effective method of displacing an opposing Kensa .52 Gal user from an area.[2] A support player expecting to be opposing a Kensa .52 Gal user might want to consider substituting Ink Armor for Missiles.
  • A user of a shorter-ranged weapon should rely on flanking or sharking to safely approach an opposing Kensa .52 Gal user, land the first shot, and exploit either their lower firing rate and slower mobility.
  • If you have a long-ranged weapon, such as a charger or a Jet Squelcher, and you have a chance to pick off an opposing Kensa .52 Gal user from long distance, then do so quickly before they plant their Splash Wall to protect themselves.
  • An opponent's Splash Wall is often a hindrance, but it can be worked around:
    • Lethal bombs are generally the most efficient means to damage and destroy opposing Splash Walls. Their explosions can also splat opponents who either stay too close to the Splash Wall or attempt to rush through it.
    • If bombs are unavailable, rapidly-firing shooters and some quicker-charging splatlings are more effective at destroying an opponent's Splash Wall than slower-firing weapons, such as blasters and sloshers.
    • If wielding a Brella, refrain from launching the shield at an opposing Splash Wall user unless it is to clear out a planted Splash Wall.
    • An Ultra Stamp will easily destroy a Splash Wall, breaking through any chokepoints the opponent may be defending. The Ultra Stamp wielder can then proceed to splat or chase out opponents while teammates follow behind to either mount or continue a push.
  • If an opposing Kensa .52 Gal user activates a Booyah Bomb in an unsafe position, try attacking them, particularly with bombs and chargers.
  • Tenta Missiles can splat a Booyah Bomb user in three direct hits.
  • A Splashdown within range can severely damage Booyah Bomb armor if not destroy it outright.
  • While an opposing Kensa .52 Gal user charges a Booyah Bomb, any of their teammates – whether active or splatted – who help in powering up the special might expose their positions. Use this opportunity to locate, call out, and – if possible – splat any active opponents who are powering up their teammate's Booyah Bomb.
  • A Booyah Bomb turfs surfaces starting from the center before spreading out. If your weapon has the range to maintain a safe distance from the explosion of an opponent's Booyah Bomb, it is possible to maintain possession of a Splat Zone by turfing the center of where the Bomb landed.

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.

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

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. Because the Kensa .52 Gal is a powerful short-ranged weapon, its user can greatly benefit from reducing the damage taken from their opponents' bombs. Just three ability points, or one sub, offer plenty of utility:[8][9]

  • 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,[10] 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

A short-ranged weapon like the Kensa .52 Gal has the chances of coming 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:[8][9]

Ability
points
Mains Subs Invulnera-
bility time
(frames)
Rate of
damage
(HP/f)
Maximum
damage
(HP)
Run speed
in opposing
ink (DU/f)
Jump height
in opposing
ink[10]
0 0 0 0 0.3 40.0 0.24 0.800
3 0 1 10 0.2 38.0 0.33 0.854
6 0 2 15 0.2 36.2 0.39 0.888

[11]

S2 Ability Main Power Up.png Main Power Up

Main Power Up reduces the shot spread by up to 20% while on the ground and by up to 50% when jumping, making the weapon more accurate.[12]

  • 6 ability points, or two subs, reduces shot spread on the ground by 7.53% and shot spread in the air by 18.83%.[11]
  • 13 ability points, or one main and one sub, reduces shot spread on the ground by 11.41% and shot spread in the air by 28.54%.[11]
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. Kensa .52 Gal users who include this ability 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.[8][9]

  • One sub, or 3 ability points, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.[11]
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.

S2 Ability Swim Speed Up.png Swim Speed Up

A self-explanatory ability, Swim Speed Up enables a Kensa .52 Gal user to more rapidly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.

  • 6 ability points - two subs - increase the swim speed from 1.92 to 2.01 units per frame.[11]
  • 16 ability points – one main and two subs – increase the swim speed from 1.92 to 2.14 units per frame.[11]
  • Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 19 ability points – one main and three subs – of Swim Speed Up for a Kensa .52 Gal user to roughly offset the swimming speed penalty of Ninja Squid.[11]
  • Therefore, a Kensa .52 Gal 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.[11]

[13][14]

In competitive play

The Kensa .52 Gal didn't garner much attention upon its release. The main weapon was very lackluster due to poor accuracy,[15][16]and Booyah Bomb was also weaker as it did not do as much damage as it currently does, the armor not continuing to protect the user for a brief moment after throwing the bomb, and the bomb's slow explosion. When Main Power Up was added to the game in 4.3.0, which was made to remedy the weapon's accuracy, and Booyah Bomb's buffs in 4.4.0, the Kensa Splattershot Pro rose to the top instead, as Main Power Up would make the weapon have a psuedo-two shot, dealing 49.9 damage and having a similar time to splat compared to the Kensa .52 Gal, in addition to having longer range and a lethal bomb. Therefore, many competitive players considered the weapon to be outclassed by the Kensa Splattershot Pro.[15][16] Throughout the 4.0 patches, the Kensa .52 Gal would be considered a low-mid to mid tier weapon on competitive tier lists, such as those by Chara and Sorin.[15][16]

Versions 5.3.0 and 5.4.0 would bring the Kensa .52 Gal the buffs needed that pushed it to the top. 5.3.0 significantly improved the weapon's accuracy by making the weapon's accuracy reset to normal much quicker, from 55 frames, or just under a second, to 25 frames, or just under half a second. It also now takes 8 shots to reach the lowest accuracy, compared to the original 6, with the weapon's first shot being the most accurate and decreasing the more shots are fired. Additionally, 5.4.0 gave it a major buff to its turfing ability at the end of its range, allowing it to more safely turf for Booyah Bomb, increasing its survivability.[2] These buffs, combined with nerfs to previous top tiers like the Dualie Squelchers and Sorella Brella, made the weapon rise up to the top, only receiving a slap on the wrist nerf in version 5.5.0 that barely reduced its turfing capability and slightly increased its special gauge from 180p to 190p. Chara in his 5.5.0 tier list stated that the weapon is meta-defining, where specific team compositions have to be ran to counter this weapon - with the easiest method being spamming Tenta Missiles.[2] The weapon's rise also invalidated several weapons, which lack the DPS needed to contest its Splash Wall or Booyah Bomb, or do not have ink efficiency to throw bombs at it to break the wall easily and follow up. Such weapons include sloshers and blasters.[2]

References