Competitive:Neo Splash-o-matic: Difference between revisions

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===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 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.
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|ink          = 0.8%
|ink          = 0.8%
|points      = 210
|points      = 210
|role        = [[Community Glossary#Slayer|Slayer]]/[[Community Glossary#Support|Support]] [[Community Glossary#Flex|Flex]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=414s {{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 name="The BEST AGGRESSIVE WEAPONS in ''Splatoon 2''">[https://www.youtube.com/watch?v=UrbiFugs-Dc&t=2360s {{YT}} "The BEST AGGRESSIVE WEAPONS in ''Splatoon 2''"] by [https://www.youtube.com/channel/UCH5QOmbPzmD9sAPGxxz437w Kyo] of [https://twitter.com/ftwin_spl FTWin]</ref>/[[Community Glossary#Support|Support]] [[Community Glossary#Flex|Flex]]<ref name="Why Neo Splash Is The BEST Aggressive Weapon">[https://www.youtube.com/watch?v=oEBg20LdOoQ {{YT}} "Why Neo Splash Is The BEST Aggressive Weapon"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara], formerly of [https://twitter.com/prophecy_spl Prophecy] and [https://twitter.com/Climb_Spl Climb]</ref><ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=1254s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"] by Chara, formerly of Prophecy and Climb</ref><ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=414s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm], formerly of Ethereal and BackSquids</ref><ref>[https://www.youtube.com/watch?v=qXK520f1AQk&t=4425s {{YT}} "Weapon Roles Explanations and Q&A"] by Gem of [https://www.youtube.com/c/SquidSchool Squid School]</ref>
|strengths    = Accuracy, mobility, [[Community Glossary#Turfing|turfing]], Suction-Bomb Launcher [[Community Glossary#Farming|farming]], flexible with abilities<ref>[https://www.youtube.com/watch?v=OLN_XL-X-bE {{YT}} "How To Get Good Using Splash-O-Matic?! (+ Handcam) | ''Splatoon 2''"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref><ref>[https://www.youtube.com/watch?v=KvX1PiTX8RE&t=49s {{YT}} "''Splatoon 2'' 5.3 Tier List Part 5 (Main Weapons - Top Tiers) (Splat Zones Only)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara] of [https://twitter.com/Climb_Spl Climb]</ref>
|strengths    = Perfect accuracy, mobility, [[Community Glossary#Turfing|turfing]], Suction-Bomb Launcher [[Community Glossary#Farming|farming]], flexible with abilities<ref name="Why Neo Splash Is The BEST Aggressive Weapon"/><ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/><ref>[https://www.youtube.com/watch?v=OLN_XL-X-bE {{YT}} "How To Get Good Using Splash-O-Matic?! (+ Handcam) | ''Splatoon 2''"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>
|weaknesses  = Short range, dependent on specific abilities to increase either damage or special usage rate
|weaknesses  = Short range, lack of lethal bombs, weak damage without [[Main Power Up]]
}}
}}
Like the [[Community Glossary#Vanilla|Vanilla]] [[Splash-o-matic]], the '''Neo Splash-o-matic''' is a [[Mobility|lightweight]], short-ranged, rapid firing weapon with the best accuracy among all shooters. However, its kit provides it even more mobility and versatility than its Vanilla variant, allowing it to flex its role within its team's [[Community Glossary#Composition|composition]] and hold its own in matchups normally considered disadvantageous.
Like the [[Competitive:Splash-o-matic|Splash-o-matic]], the '''Neo Splash-o-matic''' is a [[Mobility|lightweight]], short-ranged, rapid firing weapon with the best accuracy among all shooters — tied only with the [[Competitive:Foil Squeezer|Squeezer's]] semiautomatic mode. However, its kit provides it even more mobility and versatility than its [[Community Glossary#Vanilla|Vanilla]] variant, allowing its user to flex their role within its team's [[Community Glossary#Composition|composition]] during battle.


===Use===
===Use===
The Neo Splash-o-matic has elements of both a slayer's and support weapon:
While primarily a slayer's weapon, the Neo Splash-o-matic has supportive elements that aid its flexibility:
* Its near-perfect accuracy and high rate of fire make it very efficient at [[Splat (occurrence)|splatting]] opponents within its range.
* Its greatest asset is its perfect accuracy; its shots never deviate from the inner reticle — even while airborne. This opens up a host of possibilities for a Neo Splash-o-matic user:<ref name="Why Neo Splash Is The BEST Aggressive Weapon"/>
** Its shots never deviate from the inner reticle — even while airborne. This gives its user the option to fire at opponents while jumping without sacrificing accuracy, aiding them as they close in on longer-ranged opponents.
** While nominally having a shorter range (110.03 [[Distance unit|DU]]) than some other short-ranged weapons — such as the [[Competitive:Kensa Splattershot|Splattershot]] and the [[Competitive:N-ZAP '85|N-ZAP]] (both 116.99 DU),<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> the Neo Splash-o-matic's perfect accuracy while jumping allows its user to shoot further and higher targets more reliably.
* Its lightweight nature and Burst Bombs make it very mobile, more so than the Splash-o-matic in {{S}}, allowing its user to more effectively [[Community Glossary#Flanking|flank]] their opponents.
** The perfect accuracy while jumping also provides its user another reliable means to close in on longer-ranged opponents, further enhancing their already great mobility.
* The rapid firing rate and excellent [[ink]] coverage of the Neo Splash-o-matic make it an excellent turfing weapon, allowing it to more easily maintain [[Community Glossary#Map control|map control]], capture [[Splat Zones]], and build up its [[special gauge]] for Suction-Bomb Launcher.
** Of course, the accuracy, high rate of fire, and Burst Bombs make it very efficient at [[Splat (occurrence)|splatting]] opponents within its range.
* However, the Neo Splash-o-matic is lacking in both [[damage]] (28 HP per shot) and range (110.03 [[Distance unit|DU]], particularly when compared to the [[Competitive:Kensa Splattershot|Kensa Splattershot]] (35 HP, 116.99 DU), the [[Competitive:L-3 Nozzlenose|L-3 Nozzlenose]] (29 HP, 141.36 DU), and the [[Competitive:Splattershot Pro|Splattershot Pro]] (42 HP, 160.396 DU).<ref>[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref>
* Its lightweight nature and Burst Bombs make its user very mobile more so than with the Splash-o-matic in {{S}}, allowing them to more effectively pursue, [[Community Glossary#Flanking|flank]], and flee their opponents and evade their attacks.
** [[Main Power Up]] can increase the damage of the Neo Splash-o-matic up to 33.3 HP but will require a substantial amount of [[ability point]]s (see below).
* The rapid firing rate and excellent [[ink]] coverage of the Neo Splash-o-matic make it a great turfing weapon, enabling its user to more easily maintain [[Community Glossary#Map control|map control]], [[Community Glossary#Cap|capture]] [[Splat Zones]], and build up its [[special gauge]] for Suction-Bomb Launcher.
** To offset the lack of range, refrain from engaging most opponents head-on and rely more on flanking and [[Community Glossary#Sharking|sharking]] to sneak up close to your opponents.
The Neo Splash-o-matic has a few weaknesses its user has to account for:
* The Neo Splash-o-matic also has a higher special gauge requirement (210p) than most other support weapons, offsetting its rapid turfing. [[Special Charge Up]] can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
* Its base damage (28 HP) is low for a slayer's weapon — tied in with both the [[Competitive:Splattershot Jr.|Splattershot Jr.]] and the N-ZAP. Fortunately, it can be increased up to 33.3 HP with a reasonable amount of [[ability point]]s of Main Power Up (unlike the [[Competitive:Dualie Squelchers|Dualie Squelchers]], for example), providing room for other abilities.<ref name="Why Neo Splash Is The BEST Aggressive Weapon"/>
* Because of its heavy dependence on specific [[Ability|abilities]], it is recommended to carefully plan a gear build based off of a preferred playing style. For example, a Neo Splash-o-matic wielder with an aggressive style might want to invest in more Main Power Up to speed up its splatting time.
* Its short range usually puts its user at a disadvantage against opponents with longer-ranged weapons, such as the [[Competitive:Dark Tetra Dualies|Tetra Dualies]] (132.5 DU), the [[Competitive:L-3 Nozzlenose D|L-3 Nozzlenose]] (141.36 DU), and the Dualie Squelchers (160.396 DU).<ref name="''Splatoon 2'' range list"/> This can be offset by either jumping (to exploit your perfect accuracy) or relying more on flanking and [[Community Glossary#Sharking|sharking]] to sneak up to longer-ranged opponents.
* The lack of lethal bombs in its kit hinders its user's ability to either [[Community Glossary#Zoning|zone]] out opponents or [[Community Glossary#Area denial|deny space]].
* These weaknesses put together give a Neo Splash-o-matic user difficulty in specific matchups, particularly against an opposing [[Competitive:Kensa .52 Gal|Kensa .52 Gal]] user and their [[Competitive:Splash Wall|Splash Wall]]. Whenever possible, refrain from engaging these opponents head-on and focus on other tasks, such as supporting your teammates with Burst Bombs and turfing.
The instant explosion and good ink efficiency of '''[[Competitive:Burst Bomb|Burst Bombs]]''' offer a Neo Splash-o-matic user plenty of uses:
The instant explosion and good ink efficiency of '''[[Competitive:Burst Bomb|Burst Bombs]]''' offer a Neo Splash-o-matic user plenty of uses:
* Their quick damage makes them suitable for leading off attacks, breaking opponents' Ink Armor,<ref>[https://www.youtube.com/watch?v=HQrCl4J4VVo&t=86s {{YT}} "''Splatoon 2'': Educational Perfect Placement Matches (Splat Zones)"] [https://www.youtube.com/channel/UCz_X6zTwhS8jWiIoiNISukQ Kiver] of Radiance (EU) destroys an opponent's Ink Armor with a Burst Bomb</ref> or finishing off injured opponents who attempt to flee. The Neo Splash-o-matic can perform a quick combo with Burst Bombs, shortening its splatting time.
* Their quick damage makes them suitable for leading off attacks, breaking opponents' [[Competitive:Ink Armor|Ink Armor]],<ref>[https://www.youtube.com/watch?v=HQrCl4J4VVo&t=86s {{YT}} "''Splatoon 2'': Educational Perfect Placement Matches (Splat Zones)"] [https://www.youtube.com/channel/UCz_X6zTwhS8jWiIoiNISukQ Kiver], formerly of [https://twitter.com/kraken_paradise?lang=en Kraken Paradise] (EU), Alliance Rogue (FRA), and Radiance (EU), destroys an opponent's Ink Armor with a Burst Bomb</ref> or finishing off injured opponents who attempt to flee. The Neo Splash-o-matic can perform a [[Community Glossary#Burst canceling|quick combo]] with Burst Bombs, shortening its splatting time.
* They effectively extend the range at which their user can quickly damage their opponents, allowing a Neo Splash-o-matic user to hold their own against some longer-ranged opponents, such as the [[Competitive:Dualie Squelchers|Dualie Squelchers]].
* They effectively extend the range at which their user can quickly damage their opponents, allowing a Neo Splash-o-matic user to poke at opponents from a safer distance.
* They instantly turf inkable [[surfaces]], permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
* They instantly turf inkable [[surfaces]], permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
* Opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
* They also restrict your opponents' mobility and reduce their sharking opportunities, making Burst Bombs particularly effective against opponents whose weapons depend on map control to be effective – most [[roller]]s, [[Classic Squiffer|Squiffers]], and [[Competitive:Nautilus 79|Nautiluses]].<ref name="The BEST AGGRESSIVE WEAPONS in ''Splatoon 2''"/><ref>[https://www.youtube.com/watch?v=7wyqpmRLR5E {{YT}} "Is This Team Comp Is The ULTIMATE CARBON COUNTER?"] by Chara, formerly of Prophecy and Climb</ref> Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
* Direct hits will inflict 60 HP of damage, while [[Damage#Splash damage|splash damage]] will only deliver 25-35 HP. Always go for direct hits whenever possible.
The '''[[Competitive:Bomb Launcher|Suction-Bomb Launcher]]''' is designed to either help push into a highly contested area or help repel the opponent's push:
The '''[[Competitive:Bomb Launcher|Suction-Bomb Launcher]]''' is designed to either help push into a highly contested area or help repel the opponent's push:
* Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
* Using Suction-Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
* Remember that each bomb can be charged by holding {{Button|R}} before releasing to launch it further, enabling the Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
* Remember that each bomb can be charged by holding {{Button|R|Switch}} before releasing to launch it further, enabling the Suction-Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
* Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it help finish off opponents who have been weakened by the bombs.
* Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it can help finish off opponents who have been weakened by the bombs.
* Suction-Bomb Launcher can also be used to either secure control of or prevent the opposing team from gaining control of the objective, such as a Splat Zone, the [[Tower Control|Tower]], or the [[Rainmaker (weapon)|Rainmaker]].
** Suction-Bomb Launcher can cover the Tower and its surroundings with multiple bombs for a long period, whereas a [[Competitive:Booyah Bomb|Booyah Bomb]] has a shorter duration after launch, and a [[Competitive:Sting Ray|Sting Ray]] covers less area. However, the need to remain within launching distance means that a Suction-Bomb Launcher user has a greater risk of getting splatted.
** Suction-Bomb Launcher is great for either popping or preventing the opponents from popping the [[Rainmaker shield]].
* Launched bombs can damage or destroy an opponent's [[brella]] shield, Splash Wall, or [[Competitive:Baller|Baller]] or the Rainmaker shield, while detonating on contact.
* Launched bombs can damage or destroy an opponent's [[brella]] shield, Splash Wall, or [[Competitive:Baller|Baller]] or the Rainmaker shield, while detonating on contact.
** Any opponents caught within a bomb's explosion will get damaged or [[Splat (occurrence)|splatted]] .<ref>[https://www.youtube.com/watch?v=7fJQ5uQc_I4&t=350s {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield</ref>
** Any opponents caught within a bomb's explosion will get damaged or splatted.<ref>[https://www.youtube.com/watch?v=7fJQ5uQc_I4&t=350s {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield</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>
** 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 Burst Bombs it comes in contact with, so hold off on activating Bomb Launcher until after the opponent's special weapon finishes whenever possible.
* An opponent's [[Competitive:Splashdown|Splashdown]], Booyah Bomb, or [[Competitive:Ultra Stamp|Ultra Stamp]] will defuse any bombs it touches, so hold off on activating Bomb Launcher until after their special weapon finishes whenever possible.


===Synergy===
===Synergy===
While one user of a short-ranged weapon such as the Neo Splash-o-matic might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of 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 [https://www.youtube.com/channel/UCWbJLXByvsfQvTcR4HLPs5Q Sendou], formerly of Team Olive</ref>
While one or two users of short-ranged weapons, such as the Neo Splash-o-matic, might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of 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 [https://www.youtube.com/channel/UCWbJLXByvsfQvTcR4HLPs5Q Sendou], formerly of Team Olive</ref>
* 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.
Therefore, the Neo Splash-o-matic makes a great complement to – and is well complemented by – a medium-ranged slayer that has trouble turfing, such as a [[Splattershot Pro]] or a blaster.
While Burst Bombs have excellent synergy with the Neo Splash-o-matic, they lack certain advantages offered by lethal bombs — particularly either [[Competitive:Splat Bomb|Splat]] or [[Competitive:Suction Bomb|Suction Bombs]], which 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)"/>
* Turfing while following a teammate builds up Suction-Bomb Launcher and provides friendly turf to which a teammate can retreat whenever needed.
* Cooperate with the teammate using primarily Burst Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
* If your teammate gets splatted and the opponent(s) is/are still present, then determine how weakened they are before deciding whether to continue engaging or retreat. If more than one opponent is present, then consider retreating – via [[Super Jump|super jumping]] if necessary – to maintain Suction-Bomb Launcher progress.
While Burst Bombs have excellent synergy with the Neo Splash-o-matic, they lack certain advantages offered by lethal bombs — particularly either Splat or [[Competitive:Suction Bomb|Suction Bombs]], which 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)"/>
* 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.
Due to the Neo Splash-o-matic's set of strengths and weaknesses, it is recommended to team its user with at least one teammate with a lethal bomb in their kit, one longer-ranged weapon user, and one teammate with a means of neutralizing an opposing Kensa .52 Gal user's walling and farming strategy. Some weapons are capable of filling more than one of these roles:<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>
* Both the Kensa Splattershot and [[Competitive:N-ZAP '89|N-ZAP '89]] have lethal bombs and [[Competitive:Tenta Missiles|Tenta Missiles]] needed to push back an opposing Kensa .52 Gal user.
* The N-ZAP '85 provides Suction Bombs, along with Ink Armor, which can make it easier for a Neo Splash-o-matic user to push into opposing turf with Suction-Bomb Launcher.
* The [[Competitive:Jet Squelcher|Jet Squelcher]], the [[Competitive:Bamboozler 14 Mk I|Bamboozler 14 Mk I]], and the [[Competitive:Mini Splatling|Mini Splatling]] provide both longer range and Tenta Missiles to counter an opposing Kensa .52 Gal user.
* A Neo Splash-o-matic user would benefit from – and be of benefit to – a teammate wielding a longer-ranged, lesser-turfing slayer's weapon that comes with useful bombs, particularly if the latter has a less reliable special weapon (i.e., harder to farm, less versatile, or both). The [[Competitive:Kensa Rapid Blaster|Kensa Rapid Blaster]], the [[Competitive:Soda Slosher|Soda Slosher]], and the [[Competitive:Kensa Sloshing Machine|Kensa Sloshing Machine]] are all good examples.
The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team [[Community Glossary#Composition|composition]] will limit a team's arsenal of weapons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team [[Community Glossary#Composition|composition]] will limit a team's arsenal of weapons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
* Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
* Other special weapons, such as [[Competitive:Inkjet|Inkjet]] or [[Competitive:Sting Ray|Sting Ray]], are intended for splatting opponents and more capable at this than is a Bomb Launcher.
* Other special weapons, such as [[Competitive:Inkjet|Inkjet]] or [[Competitive:Sting Ray|Sting Ray]], are intended for splatting opponents and more capable at this than is a Bomb Launcher.
Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:
Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:
* [[Competitive:Ink Armor|Ink Armor]] can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that can [[Community Glossary#Farming|farm]] Ink Armor, it might pay off to wait until they activate it.
* Ink Armor can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that can [[Community Glossary#Farming|farm]] Ink Armor, it might pay off to wait until they activate it.
* Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
* Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
* Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from [[Super Jump]]ing to safety.
* Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from [[Super Jump]]ing to safety.


===Countermeasures===
===Countermeasures===
* Both [[Bomb Defense Up DX]] and [[Ink Resistance Up]] – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)">[https://www.youtube.com/watch?v=3Ygwtq03MrM&t=1177s {{YT}} "''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"] by Wadsm</ref><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''">[https://www.youtube.com/watch?v=Nk_N7VDQxiY&t=304s {{YT}} "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
An opposing Neo Splash-o-matic user is accurate, mobile, and damaging (with enough Main Power Up) — an already deadly combination. Their ability to support their team with efficient turfing and Suction-Bomb Launcher adds to their threat level. Understand and respect these strengths in order to be able to exploit their few weaknesses.
** Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP)<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#0007000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref> from the Suction-Bomb Launcher.
* Both [[Bomb Defense Up DX]] and [[Ink Resistance Up]] – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#0007000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''">[https://www.youtube.com/watch?v=Nk_N7VDQxiY {{YT}} "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref><ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)">[https://www.youtube.com/watch?v=3Ygwtq03MrM {{YT}} "''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"] by Wadsm</ref><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)">[https://www.youtube.com/watch?v=vB8LwBCzMI8 {{YT}} "Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"] by Chara, formerly of Prophecy and Climb</ref>
** Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP) from the Suction-Bomb Launcher.
** Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
** Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
* Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
* A competent Neo Splash-o-matic user will likely attack their opponents through either flanking or sharking:
** All variants of the Splattershot, the L-3 Nozzlenose, the Splattershot Pro, and the Dualie Squelchers outrange the Neo Splash-o-matic.
** All [[Slosher (weapon class)|slosher]]s and some blasters outrange and overpower the Neo Splash-o-matic.
** However, do not overlook its user's Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
* Any long-ranged weapon, such as [[charger]]s and [[splatling]]s, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
* A competent Neo Splash-o-matic user will likely attack its longer-ranged opponents through either flanking or sharking:
** 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.
** 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.
** Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
** Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
** To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
** To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
** 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.
** Weapons that track opponents, such as [[Competitive:Point Sensor|Point Sensors]], temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
* If you happen to get within range to an opposing Bomb Launcher user, then take them out quickly to interrupt the special.
* The Neo Splash-o-matic's perfect accuracy enables its user to jump while firing at targets that are either further or higher:<ref name="Why Neo Splash Is The BEST Aggressive Weapon"/>
* [[Splashdown]] and [[Booyah Bomb]], if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
** Avoid getting too close to ledges. Otherwise, an opposing Neo Splash-o-matic user lurking beneath can jump up and fire at you.
** Anticipate when an opposing Neo Splash-o-matic user will jump and adjust your aim accordingly.
* The Neo Splash-o-matic has a shorter range than some other typical slayer's weapons:
** All variants of the .52 Gal, the Tetra Dualies, the L-3 Nozzlenose, and the Dualie Squelchers outrange the Neo Splash-o-matic without sacrificing too much in firing rate.
** All [[Slosher (weapon class)|slosher]]s and some blasters not only outrange but also overpower the Neo Splash-o-matic. Just take care not to let an opposing Neo Splash-o-matic user get too close.
** However, do not overlook the opposing Neo Splash-o-matic user's perfect accuracy and Burst Bombs, both which provide its user more range than expected.
* The Neo Splash-o-matic's relatively low damage and lack of lethal bombs can be a liability for its user if they were to confront either a Splash Wall or a [[brella]] user:
** A Kensa .52 Gal user can [[Community Glossary#Counter|soft counter]] an opposing Neo Splash-o-matic user, limiting where the latter can travel, turf, and throw Burst Bombs.
** A skilled Brella user, namely a [[Competitive:Sorella Brella|Splat]] or [[Competitive:Tenta Camo Brella|Tenta Brella]] user, can pose a matchup problem for an opposing Neo Splash-o-matic user.
** However, once the opposing Neo Splash-o-matic user has their Suction-Bomb Launcher ready, the tables can be turned, so pay attention to the HUD to avoid getting caught off guard.
* Any long-ranged weapon, such as [[charger]]s and [[splatling]]s, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
* If you happen to get within range of an opposing Neo Splash-o-matic user while they are using Suction-Bomb Launcher, then take them out quickly to interrupt their special.
* Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate the opponents' bombs if timed properly.
* A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.
* A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.


===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 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.
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; {{Ability|S2|Bomb Defense Up DX}}
; {{Ability|S2|Bomb Defense Up DX}}
The Neo Splash-o-matic, due to its short range, requires its user to be in close quarters with the opponent, who might be inclined to use bombs to zone them out. Ever since its introduction in [[Version 4.3.0 (Splatoon 2)|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 Sensor]]s and [[Ink Mine]]s, allowing the user of this ability to evade detection more easily. Just three ability points, or one [[Community Glossary#Main and Sub|sub]], offer plenty of utility:<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''"/>
A Neo Splash-o-matic user is usually expected to lead pushes towards their opponents' side, which puts them at risk of damage from opposing bombs and special weapons. Introduced in Version {{Ver|S2|4.3.0}}, Bomb Defense Up DX will not only reduce the nonlethal damage taken from opponents' sub and special weapons but will also reduce the tracking duration of opponents' [[Competitive:Ink Mine|Ink Mines]] and [[Competitive:Point Sensor|Point Sensors]], allowing the user of this ability to evade detection more easily. Just three ability points, or one [[Community Glossary#Main and Sub|sub]], offer plenty of utility:<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/><ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"/>
* The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
* 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.
** 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.
** 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,<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/> enabling one to survive two hits from any of these specific means of special weapon 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, enabling one to survive two hits from any of these specific means of special weapon damage.


; {{Ability|S2|Ink Resistance Up}}
; {{Ability|S2|Ink Resistance Up}}
Any good slayer using a short-ranged weapon like the Neo Splash-o-matic 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.<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''"/>
Any good slayer using a short-ranged weapon like the Neo Splash-o-matic is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce their mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.<ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/><ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"/>
* Just three ability points, or one sub,…
{| class="wikitable sitecolor-s2"
** …delays the damage taken from opposing ink by 10 frames.
! Ability<br>points !! Mains !! Subs !! Invulnera-<br>bility time<br>(frames) !! Rate of<br>damage<br>(HP/f) !! Maximum<br>damage<br>(HP) !! Run speed<br>in opposing<br>ink (DU/f) !! Jump height<br>in opposing<br>ink<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
** …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.
|0 || 0 || 0 || 0 || 0.3 || 40.0 || 0.24 || 0.800
** …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
|-
** …increases the jumping height in opposing ink from 0.8 to 0.854.<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
|3 || 0 || 1 || 10 || 0.2 || 38.0 || 0.33 || 0.854
* Six ability point, or two subs,…
|-
** …delays the damage taken from opposing ink by 15 frames.
|6 || 0 || 2 || 15 || 0.2 || 36.2 || 0.39 || 0.888
** …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.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
** …increases the jumping height in opposing ink to 0.888.<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
 
; {{Ability|S2|Ink Saver (Sub)}}
Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. A Neo Splash-o-matic user depends on their Burst Bombs on both offense and defense to compensate for the main weapon's short range, so having the ability to more frequently use Burst Bombs is often valuable.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* Just 10 ability points, or one main, reduce the ink consumption per Burst Bomb from 40% of the [[ink tank]] to 37.58%.


; {{Ability|S2|Main Power Up}}
; {{Ability|S2|Main Power Up}}
With a base damage of just 28 HP per shot, the Neo Splash-o-matic is one of the weakest weapons in {{S2}}. Fortunately, it is also one of the few weapons whose damage can be increased with Main Power Up, increasing its effectiveness.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
The Neo Splash-o-matic is one of a few weapons whose damage can be increased with a reasonable amount of Main Power Up. Even support-minded players should invest in this ability for better self-sufficiency.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/> 31 ability points – equal to one main and seven subs – are enough to reach the Neo Splash-o-matic's [[Main Power Up#Damage cap|damage cap]] of 33.3 HP, which can also be obtained with either two mains and four subs (32 AP, the most common amount on Sendou.ink)<ref name="Sendou.ink Neo Splash-o-matic Builds">[https://sendou.ink/builds?weapon=Neo+Splash-o-matic Sendou.ink Neo Splash-o-matic Builds]</ref> or three mains and one sub (33 AP).
* 31 ability points – achievable with either one main and seven subs or two mains and four subs – are enough to reach the Neo Splash-o-matic's [[Main Power Up#Damage cap|damage cap]] of 33.3 HP. 30 ability points – three mains – increase the Neo Splash-o-matic's damage output to 33.2 HP.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
{| class="wikitable sitecolor-s2"
* For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 15 ability points – either five subs or one main and two subs – will exceed 30 HP.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
! Ability<br>points !! Mains !! Subs !! Damage<br>(HP)<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/> !! [[Community Glossary#Damage per second|DPS]]<br>(HP/s) !! Time to<br>splat oppo-<br>nent at 100.0<br>HP (frames) !! Time to<br>splat oppo-<br>nent at ≤ 99.9<br>HP (frames) !! Time to<br>splat oppo-<br>nent at ≤ 99.3<br>HP (frames)
* While slayers should definitely invest a good portion of their allotted ability points – at least 21 – into Main Power Up to shorten splatting times, a player in a support role can also benefit from inflicting extra damage.
|-
|0 || 0 || 0 || 14.0-28.0 || 168.0-336.0 || 18-26 || 18-26 || 18-26
|-
|29 || 2 || 3 || 16.5-33.1 || 198.0-397.2 || 18-26 || 18-26 || 13-21
|-
|32 || 2 || 4 || 16.7-33.3 || 200.4-399.6 || 18-26|| 13-21|| 13-21
|-
|}


; {{Ability|S2|Ninja Squid}}
; {{Ability|S2|Ninja Squid}}
Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of [[Version 3.0.0 (Splatoon 2)|Version 3.0.0]]. Because a Neo Splash-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of [[Version 3.0.0 (Splatoon 2)|Version 3.0.0]]. Because a Neo Splash-o-matic user might have difficulty attacking some opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach these opponents. The mobile Neo Splash-o-matic user can afford the speed reduction more than users of less mobile weapons can.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref>[https://www.youtube.com/watch?v=6K_28rFVHbg&t=425s {{YT}} "The INSANE Wildcard Abilities Of ''Splatoon 2''…"] by Chara, formerly of Prophecy and Climb</ref>
* As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


; {{Ability|S2|Quick Respawn}}
; {{Ability|S2|Object Shredder}}
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a slayer using the Neo Splash-o-matic to remain aggressive even after getting splatted.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
An ability exclusive to [[List of shoes in Splatoon 2|shoes]], Object Shredder provides its user three nonexhaustive benefits:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="Some Of The Best Main Only Abilities - Shoe Exclusives (''Splatoon 2'' Gear Guide Pt 4)">[https://www.youtube.com/watch?v=HIwon3rW5UM {{YT}} "Some Of The Best Main Only Abilities - Shoe Exclusives (''Splatoon 2'' Gear Guide Pt 4)"] by Chara, formerly of Prophecy and Climb</ref>
* 16 ability points, or one main and two subs, are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* It enables them to pop the Rainmaker shield more quickly with any of their weapons, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.
* It triples the amount of damage inflicted onto armored opponents, allowing one to break an opponent's Ink Armor in one hit.
* It increases their damage dealt to bubbles – both friendly and opposing – by 30%, allowing for quicker growing and popping of bubbles.
The inclusion of Burst Bombs with the Neo Splash-o-matic minimizes the second benefit, and the latter requires having a teammate with Bubble Blower. However, it might help a Neo Splash-o-matic user to have one [[Rainmaker]]-specific loadout with Object Shredder to hasten popping the Rainmaker shield.
 
; {{Ability|S2|Quick Super Jump}}
Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Neo Splash-o-matic users who include this ability will benefit in two ways 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="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/><ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"/>
* Just three ability points, or one sub, 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|Special Charge Up}}
; {{Ability|S2|Special Charge Up}}
Special Charge Up accelerates building up the [[special gauge]] for Suction-Bomb Launcher. In order for a support player using the Neo Splash-o-matic to have Suction-Bomb Launcher available for pushes and counter-pushes, they have to devote a sizable portion of their available ability points to Special Charge Up to offset the high special gauge requirement.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
Special Charge Up accelerates building up the [[special gauge]] for Suction-Bomb Launcher. While the rapidly turfing Neo Splash-o-matic is quick at farming Suction-Bomb Launcher, its user might want to devote a few of their available ability points to Special Charge Up to have Suction-Bomb Launcher more readily available for pushes and counter-pushes.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* Just six ability points, or two subs, are enough to effectively reduce the special gauge requirement to 199p.
* Three ability points, or one sub, reduces the special gauge requirement from 210p to 205p.
* Thirteen ability points, or one main and one sub, effectively reduce the special gauge requirement to 189p.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Six ability points, or two subs, reduce the special gauge requirement further to 199p.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
 
; {{Ability|S2|Special Saver}}
When splatted, half of the special gauge progress is lost. For example, a player with 140p of special gauge out of 210p upon getting splatted will lose 70p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a support player using the Neo Splash-o-matic to more quickly build up Suction-Bomb Launcher after respawning.<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''"/>
* 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.<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.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
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.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="Some Of The Best Main Only Abilities - Shoe Exclusives (''Splatoon 2'' Gear Guide Pt 4)"/>


; {{Ability|S2|Sub Power Up}}
; {{Ability|S2|Sub Power Up}}
To compensate for the main weapon's short range, Sub Power Up increases the throwing speed and, thus, the range of Burst Bombs, enabling a Neo Splash-o-matic user to challenge opponents from a farther, more safer distance.<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''"/>
To compensate for the main weapon's short range, Sub Power Up increases the throwing speed and, thus, the range of Burst Bombs, enabling a Neo Splash-o-matic user to challenge opponents from a farther, more safer distance.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>


; {{Ability|S2|Swim Speed Up}}
; {{Ability|S2|Swim Speed Up}}
As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* 16 ability points – one main and two subs – increase the swim speed from 2.02 DU/f to 2.19 DU/f.
* Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid. Instead, a Neo Splash-o-matic user with Ninja Squid could devote just enough ability points (13 AP, or one main and one sub) to restore their swim speed to that of a middleweight class (1.92 DU/f).<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Therefore, a Neo Splash-o-matic 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. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Splash-o-matic user with Ninja Squid to 1.92 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
<ref>[https://leanny.github.io/loadout/neo_splash_o_matic.html Lean's Loadout Database - Useage of abilities in Ranked modes], data based on Version 5.2.0</ref>
<ref>[https://leanny.github.io/loadout/neo_splash_o_matic.html Lean's Loadout Database - Useage of abilities in Ranked modes]</ref>
{{clrns}}
{{clrns}}
==''Splatoon 3''==
{{Infobox/Weapon/Strategy
|game        = Splatoon 3
|image        = S3 Neo Splash-o-matic Promotional 3D Render.jpg
|abbreviation = Splash
|sub          = Suction Bomb
|special      = Triple Inkstrike
|base        = 28
|ink          = 0.8%
|points      = 210
|role        = [[Community Glossary#Slayer|Slayer]]/[[Community Glossary#Support|Support]]
|strengths    = Accuracy, mobility, [[Community Glossary#Turfing|turfing]], Triple Inkstrike farming, versatility
|weaknesses  = Short range, requires good aim
}}
In Splatoon 3, the Neo Splash-o-matic returns with a new kit, [[Suction Bomb]] and [[Triple Inkstrike]]. The main weapon functions identical to the [[Splash-o-matic]]. The new kit it has provides new utility for the weapon to use and also has a slight advantage in [[Tower Control]].
===Use===
The Neo Splash-o-matic is a slayer and support weapon. While its kit makes it less of an aggressive weapon due to the loss of [[Burst Bomb]] and [[Crab Tank]] on its original kit, it can still play as an aggressive weapon and provide more support and utility for your team.
*The main weapon itself has many strengths.
**The weapon comes with perfect accuracy at all times, allowing the user to jump and shoot without any shot spread, making the weapon great for attacking higher areas or getting some extra range.
**The weapon can turf well providing good support for turf control for your team.
**It also has a reasonable splat time for each shot dealing 28 damage, with a fast fire rate.
The [[Suction Bomb]] provides good utility by having a lethal bomb able to zone out opponents and denying space.
*Suction Bombs can threaten a certain area based on where the bomb is thrown, whilst having one of the bigger lethal bomb radiuses.
*Can deal considerable object damage.
*Can turf a decent amount of area.
*It can also be suctioned onto the tower, which can force the opponent off the tower or be repositioned.
[[Triple Inkstrike]] is a good displacement special that can zone out 3 spaces.
*Forces opponents to move out of designated spaces.
*Splats opponents rapidly. Touching the slightest of an inkstrike could deal serious damage or even splat opponents.
*Great object damage. Can quickly shred any object in the game, such as the [[Rainmaker shield]], [[Big Bubbler]], [[Crab Tank]], etc.
*Also turfs a good amount of area, similar to a [[Booyah Bomb]].
{{Stub}}


==References==
==References==

Latest revision as of 13:37, 15 February 2024

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg
OC Icon Enemy Octoling.png
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 Neo Splash-o-matic, see Neo Splash-o-matic.

Splatoon 2

Neo Splash-o-matic

Neo Splash-o-matic

Abbreviations Splash
Sub S2 Weapon Sub Burst Bomb.png Burst Bomb
Special S2 Weapon Special Suction-Bomb Launcher.png Suction-Bomb Launcher
Base damage 28
Base duration
Ink consumption 0.8%
Special points 210p
Special depletion
Role Slayer[1]/Support Flex[2][3][4][5]
Strengths Perfect accuracy, mobility, turfing, Suction-Bomb Launcher farming, flexible with abilities[2][3][6]
Weaknesses Short range, lack of lethal bombs, weak damage without Main Power Up

Like the Splash-o-matic, the Neo Splash-o-matic is a lightweight, short-ranged, rapid firing weapon with the best accuracy among all shooters — tied only with the Squeezer's semiautomatic mode. However, its kit provides it even more mobility and versatility than its Vanilla variant, allowing its user to flex their role within its team's composition during battle.

Use

While primarily a slayer's weapon, the Neo Splash-o-matic has supportive elements that aid its flexibility:

  • Its greatest asset is its perfect accuracy; its shots never deviate from the inner reticle — even while airborne. This opens up a host of possibilities for a Neo Splash-o-matic user:[2]
    • While nominally having a shorter range (110.03 DU) than some other short-ranged weapons — such as the Splattershot and the N-ZAP (both 116.99 DU),[7] the Neo Splash-o-matic's perfect accuracy while jumping allows its user to shoot further and higher targets more reliably.
    • The perfect accuracy while jumping also provides its user another reliable means to close in on longer-ranged opponents, further enhancing their already great mobility.
    • Of course, the accuracy, high rate of fire, and Burst Bombs make it very efficient at splatting opponents within its range.
  • Its lightweight nature and Burst Bombs make its user very mobile — more so than with the Splash-o-matic in Splatoon, allowing them to more effectively pursue, flank, and flee their opponents and evade their attacks.
  • The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it a great turfing weapon, enabling its user to more easily maintain map control, capture Splat Zones, and build up its special gauge for Suction-Bomb Launcher.

The Neo Splash-o-matic has a few weaknesses its user has to account for:

  • Its base damage (28 HP) is low for a slayer's weapon — tied in with both the Splattershot Jr. and the N-ZAP. Fortunately, it can be increased up to 33.3 HP with a reasonable amount of ability points of Main Power Up (unlike the Dualie Squelchers, for example), providing room for other abilities.[2]
  • Its short range usually puts its user at a disadvantage against opponents with longer-ranged weapons, such as the Tetra Dualies (132.5 DU), the L-3 Nozzlenose (141.36 DU), and the Dualie Squelchers (160.396 DU).[7] This can be offset by either jumping (to exploit your perfect accuracy) or relying more on flanking and sharking to sneak up to longer-ranged opponents.
  • The lack of lethal bombs in its kit hinders its user's ability to either zone out opponents or deny space.
  • These weaknesses put together give a Neo Splash-o-matic user difficulty in specific matchups, particularly against an opposing Kensa .52 Gal user and their Splash Wall. Whenever possible, refrain from engaging these opponents head-on and focus on other tasks, such as supporting your teammates with Burst Bombs and turfing.

The instant explosion and good ink efficiency of Burst Bombs offer a Neo Splash-o-matic user plenty of uses:

  • Their quick damage makes them suitable for leading off attacks, breaking opponents' Ink Armor,[8] or finishing off injured opponents who attempt to flee. The Neo Splash-o-matic can perform a quick combo with Burst Bombs, shortening its splatting time.
  • They effectively extend the range at which their user can quickly damage their opponents, allowing a Neo Splash-o-matic user to poke at opponents from a safer distance.
  • They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
  • They also restrict your opponents' mobility and reduce their sharking opportunities, making Burst Bombs particularly effective against opponents whose weapons depend on map control to be effective – most rollers, Squiffers, and Nautiluses.[1][9] Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.

The Suction-Bomb Launcher is designed to either help push into a highly contested area or help repel the opponent's push:

  • Using Suction-Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
  • Remember that each bomb can be charged by holding before releasing to launch it further, enabling the Suction-Bomb Launcher user to remain at a safer distance at the cost of launching fewer bombs in the duration of the special.
  • Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it can help finish off opponents who have been weakened by the bombs.
  • Suction-Bomb Launcher can also be used to either secure control of or prevent the opposing team from gaining control of the objective, such as a Splat Zone, the Tower, or the Rainmaker.
    • Suction-Bomb Launcher can cover the Tower and its surroundings with multiple bombs for a long period, whereas a Booyah Bomb has a shorter duration after launch, and a Sting Ray covers less area. However, the need to remain within launching distance means that a Suction-Bomb Launcher user has a greater risk of getting splatted.
    • Suction-Bomb Launcher is great for either popping or preventing the opponents from popping the Rainmaker shield.
  • Launched bombs 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 a bomb's explosion will get damaged or splatted.[10]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[11]
  • An opponent's Splashdown, Booyah Bomb, or Ultra Stamp will defuse any bombs it touches, so hold off on activating Bomb Launcher until after their special weapon finishes whenever possible.

Synergy

While one or two users of short-ranged weapons, such as the Neo Splash-o-matic, might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:[12]

  • 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.

While Burst Bombs have excellent synergy with the Neo Splash-o-matic, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[12]

  • 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.

Due to the Neo Splash-o-matic's set of strengths and weaknesses, it is recommended to team its user with at least one teammate with a lethal bomb in their kit, one longer-ranged weapon user, and one teammate with a means of neutralizing an opposing Kensa .52 Gal user's walling and farming strategy. Some weapons are capable of filling more than one of these roles:[13]

  • Both the Kensa Splattershot and N-ZAP '89 have lethal bombs and Tenta Missiles needed to push back an opposing Kensa .52 Gal user.
  • The N-ZAP '85 provides Suction Bombs, along with Ink Armor, which can make it easier for a Neo Splash-o-matic user to push into opposing turf with Suction-Bomb Launcher.
  • The Jet Squelcher, the Bamboozler 14 Mk I, and the Mini Splatling provide both longer range and Tenta Missiles to counter an opposing Kensa .52 Gal user.
  • A Neo Splash-o-matic user would benefit from – and be of benefit to – a teammate wielding a longer-ranged, lesser-turfing slayer's weapon that comes with useful bombs, particularly if the latter has a less reliable special weapon (i.e., harder to farm, less versatile, or both). The Kensa Rapid Blaster, the Soda Slosher, and the Kensa Sloshing Machine are all good examples.

The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a team composition will limit a team's arsenal of weapons:[12]

  • Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
  • Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than is a Bomb Launcher.

Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:

  • Ink Armor can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that can farm Ink Armor, it might pay off to wait until they activate it.
  • Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
  • Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

An opposing Neo Splash-o-matic user is accurate, mobile, and damaging (with enough Main Power Up) — an already deadly combination. Their ability to support their team with efficient turfing and Suction-Bomb Launcher adds to their threat level. Understand and respect these strengths in order to be able to exploit their few weaknesses.

  • Both Bomb Defense Up DX and Ink Resistance Up – already valuable utility abilities – provide various measures of protection against an opposing Neo Splash-o-matic user:[14][15][16][17]
    • Bomb Defense Up DX reduces the amount of damage taken from direct hits by Burst Bombs (from 60.0 HP to 57.7 HP) and splash damage from both Burst Bombs (from 25.0-35.0 HP to 24.0-33.6 HP) and Suction Bombs (from 30.0 HP to 28.6 HP) from the Suction-Bomb Launcher.
    • Ink Resistance Up reduces the chance of getting splatted in three shots from a Neo Splash-o-matic due to the brief invincibility frames it provides when touching opposing ink on various surfaces. It also partially offsets the reduction in mobility resulting from getting hit by a Burst Bomb.
  • A competent Neo Splash-o-matic user will likely attack their opponents through either flanking or sharking:
    • 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.
    • Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
    • To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
    • Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
  • The Neo Splash-o-matic's perfect accuracy enables its user to jump while firing at targets that are either further or higher:[2]
    • Avoid getting too close to ledges. Otherwise, an opposing Neo Splash-o-matic user lurking beneath can jump up and fire at you.
    • Anticipate when an opposing Neo Splash-o-matic user will jump and adjust your aim accordingly.
  • The Neo Splash-o-matic has a shorter range than some other typical slayer's weapons:
    • All variants of the .52 Gal, the Tetra Dualies, the L-3 Nozzlenose, and the Dualie Squelchers outrange the Neo Splash-o-matic without sacrificing too much in firing rate.
    • All sloshers and some blasters not only outrange but also overpower the Neo Splash-o-matic. Just take care not to let an opposing Neo Splash-o-matic user get too close.
    • However, do not overlook the opposing Neo Splash-o-matic user's perfect accuracy and Burst Bombs, both which provide its user more range than expected.
  • The Neo Splash-o-matic's relatively low damage and lack of lethal bombs can be a liability for its user if they were to confront either a Splash Wall or a brella user:
    • A Kensa .52 Gal user can soft counter an opposing Neo Splash-o-matic user, limiting where the latter can travel, turf, and throw Burst Bombs.
    • A skilled Brella user, namely a Splat or Tenta Brella user, can pose a matchup problem for an opposing Neo Splash-o-matic user.
    • However, once the opposing Neo Splash-o-matic user has their Suction-Bomb Launcher ready, the tables can be turned, so pay attention to the HUD to avoid getting caught off guard.
  • Any long-ranged weapon, such as chargers and splatlings, can not only fire upon an opposing Neo Splash-o-matic user with impunity but can also interrupt their Suction-Bomb Launcher should they recklessly use it within range. However, should the opposing Neo Splash-o-matic user ever get close, they can outmaneuver and outdraw their less mobile, slower firing opponent.
  • If you happen to get within range of an opposing Neo Splash-o-matic user while they are using Suction-Bomb Launcher, then take them out quickly to interrupt their special.
  • Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate the opponents' bombs if timed properly.
  • A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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

A Neo Splash-o-matic user is usually expected to lead pushes towards their opponents' side, which puts them at risk of damage from opposing bombs and special weapons. Introduced in Version 4.3.0, Bomb Defense Up DX will not only reduce the nonlethal damage taken from opponents' sub and special weapons but will also reduce the tracking duration of opponents' Ink Mines and Point Sensors, allowing the user of this ability to evade detection more easily. Just three ability points, or one sub, offer plenty of utility:[14][15][16][17]

  • 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, 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 using a short-ranged weapon like the Neo Splash-o-matic is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce their mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.[15][16][17]

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[14]
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

[18]

S2 Ability Main Power Up.png Main Power Up

The Neo Splash-o-matic is one of a few weapons whose damage can be increased with a reasonable amount of Main Power Up. Even support-minded players should invest in this ability for better self-sufficiency.[16] 31 ability points – equal to one main and seven subs – are enough to reach the Neo Splash-o-matic's damage cap of 33.3 HP, which can also be obtained with either two mains and four subs (32 AP, the most common amount on Sendou.ink)[19] or three mains and one sub (33 AP).

Ability
points
Mains Subs Damage
(HP)[18]
DPS
(HP/s)
Time to
splat oppo-
nent at 100.0
HP (frames)
Time to
splat oppo-
nent at ≤ 99.9
HP (frames)
Time to
splat oppo-
nent at ≤ 99.3
HP (frames)
0 0 0 14.0-28.0 168.0-336.0 18-26 18-26 18-26
29 2 3 16.5-33.1 198.0-397.2 18-26 18-26 13-21
32 2 4 16.7-33.3 200.4-399.6 18-26 13-21 13-21
S2 Ability Ninja Squid.png Ninja Squid

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Splash-o-matic user might have difficulty attacking some opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach these opponents. The mobile Neo Splash-o-matic user can afford the speed reduction more than users of less mobile weapons can.[16][20]

  • As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.[18]
S2 Ability Object Shredder.png Object Shredder

An ability exclusive to shoes, Object Shredder provides its user three nonexhaustive benefits:[16][21]

  • It enables them to pop the Rainmaker shield more quickly with any of their weapons, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.
  • It triples the amount of damage inflicted onto armored opponents, allowing one to break an opponent's Ink Armor in one hit.
  • It increases their damage dealt to bubbles – both friendly and opposing – by 30%, allowing for quicker growing and popping of bubbles.

The inclusion of Burst Bombs with the Neo Splash-o-matic minimizes the second benefit, and the latter requires having a teammate with Bubble Blower. However, it might help a Neo Splash-o-matic user to have one Rainmaker-specific loadout with Object Shredder to hasten popping the Rainmaker shield.

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. Neo Splash-o-matic users who include this ability will benefit in two ways 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.[15][16][17]

  • Just three ability points, or one sub, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.[18]
S2 Ability Special Charge Up.png Special Charge Up

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. While the rapidly turfing Neo Splash-o-matic is quick at farming Suction-Bomb Launcher, its user might want to devote a few of their available ability points to Special Charge Up to have Suction-Bomb Launcher more readily available for pushes and counter-pushes.[16]

  • Three ability points, or one sub, reduces the special gauge requirement from 210p to 205p.
  • Six ability points, or two subs, reduce the special gauge requirement further to 199p.[18]
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.[16][21]

S2 Ability Sub Power Up.png Sub Power Up

To compensate for the main weapon's short range, Sub Power Up increases the throwing speed and, thus, the range of Burst Bombs, enabling a Neo Splash-o-matic user to challenge opponents from a farther, more safer distance.[16]

S2 Ability Swim Speed Up.png Swim Speed Up

As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.[16]

  • 16 ability points – one main and two subs – increase the swim speed from 2.02 DU/f to 2.19 DU/f.
  • Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid. Instead, a Neo Splash-o-matic user with Ninja Squid could devote just enough ability points (13 AP, or one main and one sub) to restore their swim speed to that of a middleweight class (1.92 DU/f).[18]

[22]

Splatoon 3

Neo Splash-o-matic

Neo Splash-o-matic

Abbreviations Splash
Sub S3 Weapon Sub Suction Bomb Flat.png Suction Bomb
Special S3 Weapon Special Triple Inkstrike.png Triple Inkstrike
Base damage 28
Base duration
Ink consumption 0.8%
Special points 210p
Special depletion
Role Slayer/Support
Strengths Accuracy, mobility, turfing, Triple Inkstrike farming, versatility
Weaknesses Short range, requires good aim

In Splatoon 3, the Neo Splash-o-matic returns with a new kit, Suction Bomb and Triple Inkstrike. The main weapon functions identical to the Splash-o-matic. The new kit it has provides new utility for the weapon to use and also has a slight advantage in Tower Control.

Use

The Neo Splash-o-matic is a slayer and support weapon. While its kit makes it less of an aggressive weapon due to the loss of Burst Bomb and Crab Tank on its original kit, it can still play as an aggressive weapon and provide more support and utility for your team.

  • The main weapon itself has many strengths.
    • The weapon comes with perfect accuracy at all times, allowing the user to jump and shoot without any shot spread, making the weapon great for attacking higher areas or getting some extra range.
    • The weapon can turf well providing good support for turf control for your team.
    • It also has a reasonable splat time for each shot dealing 28 damage, with a fast fire rate.

The Suction Bomb provides good utility by having a lethal bomb able to zone out opponents and denying space.

  • Suction Bombs can threaten a certain area based on where the bomb is thrown, whilst having one of the bigger lethal bomb radiuses.
  • Can deal considerable object damage.
  • Can turf a decent amount of area.
  • It can also be suctioned onto the tower, which can force the opponent off the tower or be repositioned.


Triple Inkstrike is a good displacement special that can zone out 3 spaces.

  • Forces opponents to move out of designated spaces.
  • Splats opponents rapidly. Touching the slightest of an inkstrike could deal serious damage or even splat opponents.
  • Great object damage. Can quickly shred any object in the game, such as the Rainmaker shield, Big Bubbler, Crab Tank, etc.
  • Also turfs a good amount of area, similar to a Booyah Bomb.


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References

  1. 1.0 1.1 YouTube "The BEST AGGRESSIVE WEAPONS in Splatoon 2" by Kyo of FTWin
  2. 2.0 2.1 2.2 2.3 2.4 YouTube "Why Neo Splash Is The BEST Aggressive Weapon" by Chara, formerly of Prophecy and Climb
  3. 3.0 3.1 YouTube "The BEST Weapons In Splatoon 2 - Ver 5.5 Tier List (Top Tiers)" by Chara, formerly of Prophecy and Climb
  4. YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm, formerly of Ethereal and BackSquids
  5. YouTube "Weapon Roles Explanations and Q&A" by Gem of Squid School
  6. YouTube "How To Get Good Using Splash-O-Matic?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  7. 7.0 7.1 Splatoon 2 range list compiled by DrFetus
  8. YouTube "Splatoon 2: Educational Perfect Placement Matches (Splat Zones)" Kiver, formerly of Kraken Paradise (EU), Alliance Rogue (FRA), and Radiance (EU), destroys an opponent's Ink Armor with a Burst Bomb
  9. YouTube "Is This Team Comp Is The ULTIMATE CARBON COUNTER?" by Chara, formerly of Prophecy and Climb
  10. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield
  11. 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)
  12. 12.0 12.1 12.2 YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
  13. YouTube "How To Build An AMAZING Team Comp (Splatoon) Ft. Dr. Prodigy" by Chara, formerly of Prophecy and Climb
  14. 14.0 14.1 14.2 loadout.ink - Stat Calculator & Gear Planner for Splatoon 2, applicable for Version 4.8.0
  15. 15.0 15.1 15.2 15.3 YouTube "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 YouTube "Splatoon 2 - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)" by Wadsm
  17. 17.0 17.1 17.2 17.3 YouTube "Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (Splatoon 2 Gear Guide Pt 1)" by Chara, formerly of Prophecy and Climb
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Sendou.ink Splatoon 2 Build Analyzer
  19. Sendou.ink Neo Splash-o-matic Builds
  20. YouTube "The INSANE Wildcard Abilities Of Splatoon 2…" by Chara, formerly of Prophecy and Climb
  21. 21.0 21.1 YouTube "Some Of The Best Main Only Abilities - Shoe Exclusives (Splatoon 2 Gear Guide Pt 4)" by Chara, formerly of Prophecy and Climb
  22. Lean's Loadout Database - Useage of abilities in Ranked modes, data based on Version 5.2.0