Dualie Squelchers: Difference between revisions
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Revision as of 12:53, 6 June 2022
The Dualie Squelchers are a main weapon in Splatoon 2. It was released on 29 July 2017 at 02:00 UTC.[1] They are a reimagining of the Dual Squelcher from Splatoon; if the player performs a dodge roll, their character holds the Dualie Squelchers together, effectively converting them into the Dual Squelcher. The weapon's accuracy is improved in this post-roll state.
Compared to the Splat Dualies, the Dualie Squelchers have a slightly faster roll and are not locked into place, but suffer from an overall reduced firing rates and no fire rate increase after rolling. They have the most range of any dualies-type weapon in the game. Shots do enough damage to splat opponents with four hits.
Appearance
The Dualie Squelchers are nearly identical in appearance to the Dual Squelcher's top and bottom parts. However, the tube that connects the two halves of the Dual Squelcher is exclusive to the right Dualie Squelcher.
Splatoon 2
Basic information | |
---|---|
Category | Main |
Class | Dualie |
Sub | Point Sensor |
Special | Tenta Missiles |
Special points | 190p |
Range | |
Damage | |
Mobility | |
Obtainable at | |
Level | 12 |
Cost | 9,800 |
Specifications | |
Base damage | 28 |
Ink consumption | 1.2% 8% (Roll) |
Other variant | Custom Dualie Squelchers |
The Dualie Squelchers come with Point Sensor and Tenta Missiles.
It appears in three Octo Expansion Stations:
- F01 E12 Drop the Bass Station
- G06 A01 Gnarly Rails Station
- J05 C14 Stick 'n' Move Station
Data
Rolling
Differences from the Dual Squelcher
- Weapon class: Shooter → Dualies
- ▲ Dualie Squelchers have the ability to dodge roll
- ▲ Player movement speed while firing: 0.6 → 0.72 units per frame
- ▲ Maximum shot spread while jumping: 12 → 8 degrees
- ▲ Initial shot velocity: 22 → 23 units per frame
- ▲ Time until shots reach the minimum damage: 19 → 25 frames
- ▲ Time that shots retain full damage: 6 → 9 frames
- ▼ Time for reticle to finish shrinking after jumping: 60 → 70 frames
- ▼ Maximum chance to shoot towards the outer reticle while on the ground: 25% → 30%
- ▼ Time that shots travel at the initial velocity: 6 → 5 frames
- ▼ Damage range: 172 → 155 units
- ▼ Effective range: 132 → 115 units
- ▼ Total range: 177.396 → 160.396 units.
- ▼ Paint splash radius: 13 → 12 units
Version history
Version | Adjustments |
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1.4.0 |
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2.2.0 |
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2.3.0 |
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3.2.0 |
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5.3.0 |
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5.4.0 |
|
Quotes
Sheldon's Introduction
The Dualie Squelchers are dualie versions of the Jet Squelcher. They feature an exceptional combination of highly accurate rapid fire after rolling, with longish range! You can pinpoint your opponents' positions with the Point Sensor and Tenta Missiles, making you a real nuisance to the enemy team! And you can dodge-roll away from opponents who get close! I recommend them for nimble fighters who want to support their team! |
Gallery
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Promo image.
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Roll with the Dualie Squelchers, making it look like the Dual Squelcher from Splatoon.
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Official art of Dualie Squelchers, showing the Custom Brand in the background.
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An Inkling girl making an "X" sign with her Dualie Squelchers.
Demonstration
Strategy
For competitive tips about the Dualie Squelchers
View the strategy page. |
Trivia
- The way the player holds the Dualie Squelchers after performing a dodge roll makes then appear nearly identical to the Dual Squelcher.
- The fact that the Dualie Squelchers appear to be the Dual Squelcher, but split in two, is supported by the fact that it is the only asymmetrical design of the Dualie class, like that the top half and bottom half of the Dual Squelcher do not have reflectional symmetry.
- The appearance of the weapon is highly reminiscent of power drills.
- The Dualie Squelchers are unique in the fact that you can move immediately after a dodge roll. And no less unique, the use of a jump immediately after performing the first dodge roll.
- When coming out of the dodge-roll stance, the Dualie Squelchers make a click sound when they separate.