Dualie Squelchers

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Revision as of 01:52, 4 October 2022 by Coe Nair (talk | contribs) (Fixed the damage dealt on the splatoon 3 section to 28)
Splatoon "S" icon.svg
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The Dualie Squelchers are a main weapon in Splatoon 2 and Splatoon 3. 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 rate and no fire rate increase after rolling. They have the most range of any dualie-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

Dualie Squelchers
S2 Weapon Main Dualie Squelchers.png
Basic information
Category Main
Class Dualie
Sub S2 Weapon Sub Point Sensor.png Point Sensor
Special S2 Weapon Special Tenta Missiles.png Tenta Missiles
Special points 190p
Special depletion
Range
70 / 100
Damage
22 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
70 / 100
Durability
Handling
Obtainable at
Level 12
Cost Cash 9,800
Requirement
Added in
Specifications
Weight
Base damage 28
Base duration
Ink consumption 1.2%
8% (Roll)
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Custom Dualie Squelchers Custom Dualie Squelchers

The Dualie Squelchers come with Point Sensor and Tenta Missiles. They were released on 29 July 2017 at 02:00 UTC.[1]

It appears in three Octo Expansion Stations:

Data

Template:Shooter data

Rolling

Template:Dualies data[2]

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
1.4.0
  • Increased radius of shot ink coverage by roughly 9%: 11 → 12.
  • Decreased duration of down time after performing a dodge roll by 8/60 of a second: 0.533 → 0.4 seconds.
  • Player now able to move after performing a dodge roll, but before they can perform their next action.
2.2.0
  • Slightly increased the size of hit detection between each shot and the player, making it easier to hit an opponent.
  • Points to fill special gauge: 190 → 180.
2.3.0
  • Increased accuracy of the standard (split, not combined) firing mode by roughly 20%: 5 → 4 degrees, 8 → 6.4 degrees while jumping.
3.2.0
  • Ink consumption: 1% → 1.2%.
  • Points to fill special gauge: 180 → 190.
5.3.0
  • Increased the ink consumed by rolling: 5% → 8%.
  • Very slightly decreased the size of hit detection between normal shots and players, making it harder to hit opponents: 2.5 → 2 unit radius.
    • There are no changes to hit detection between players and shots after rolling.
5.4.0
  • Increased shot spread when firing immediately after jumping in normal stance by roughly 25%: 6.4 → 8 degrees.
    • There is no change to shot spread immediately after a roll.

Quotes

S2 Sheldon Artwork.png
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

Demonstration

Splatoon 3

Dualie Squelchers

Dualie Squelchers

Basic information
Category Main
Class S3 Icon Dualie.png Dualie
Sub S3 Weapon Sub Splat Bomb Flat.png Splat Bomb
Special S3 Weapon Special Wave Breaker.png Wave Breaker
Special points 200p
Special depletion
Range
70 / 100
Damage
28 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
70 / 100
Durability
Handling
Obtainable at
Level 8
Cost
Requirement
Added in
Weight
Base damage
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Dualie Squelchers returned in Splatoon 3 with Splat Bombs and Wave Breaker.

Quotes

S3 Sheldon Artwork.png
Sheldon's Introduction

Do you know the Jet Squelcher? Would you like to have two of them? Good, because that's what Dualie Squelchers offer! If you don't know the Jet Squelcher, it features the ability to fire off extremely accurate and fairly rapid shots after executing a roll. And now you have TWO of them! Meanwhile, you can sniff out enemies with both the Wave Breaker special and your Splat Bombs. I call it the "see it, splat it" strategy. If you like to stick and move with accurate shots across a long distance, I recommend you give this loadout a try!

Gallery

Strategy

For competitive tips about the Dualie Squelchers

Click to view the strategy for Dualie Squelchers. View the strategy page.

Trivia

  • The way the player holds the Dualie Squelchers after performing a dodge roll makes them 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 the player can move immediately after a dodge roll. And no less unique is 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.

Names in other languages

Template:Foreignname

References