Dualie Squelchers

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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 will connect their Dualie Squelchers, 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
Introduced
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

  • The Dualie Squelchers is a middleweight weapon.
  • The matchmaking range is 170. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption of 1.2% and ink tank capacity of 100% allows players to fire 83 shots before needing to refill the ink supply.
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
  • When firing from swim form, the first shot takes 12 frames to come out.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 4 frames.
  • When firing continuously, it shoots a bullet every 6 frames (10 shots per second).
  • When firing while moving, the player's movement speed is set to 0.72 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 28.
  • If a shot is in the air for more than 9 frames after being fired, it loses 0.875 damage per frame until it reaches 14 damage at frame 25.
  • The bullet hitbox for collisions with players has a radius of 2 units.
  • The bullet hitbox for collisions with the environment has a radius of 2 units.
  • The angle its shots can deviate while on the ground is 4 degrees.
  • The angle its shots can deviate while in the air is 8 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The Dualie Squelchers starts off having a 4% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 2% per shot, and maximizes at a 30% chance to shoot towards the outer reticle, meaning that it takes 13 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 6 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 1% per frame, if the chance is not already at the minimum, meaning that it takes 32 frames to reach maximum accuracy. (42 after shooting while jumping.)
  • Shots initially travel straight at a rate of 23 units per frame for 5 frames. Shots travel straight for 115 distance units.
    • After that, the shot's velocity is set to 22.698 units per frame if it is not already lower than the listed value, and decreases further as it travels.
  • Ink droplets occur every 90 units.
  • The frequency at which ink drips from a shot occurs at a rate of 2 droplets per shot.
  • There are a total of 8 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 19.7 units, and a width of 11 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 16.5 units.
  • All other ink droplets have a radius of 12 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.

Rolling

  • Each roll consumes 8% of the ink tank capacity.
    • This stat can be changed with Ink Saver (Main).
  • The player can roll 2 times without interruption. After this, there is a delay before the player can roll again.
  • The Dualie Squelchers cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
  • After performing a roll, it shoots a bullet every 6 frames.
  • After rolling, there is a 60 frame cooldown before the ink tank starts refilling.
  • Damage output does not change after rolling.
  • After rolling, shots have a radius of 2.5 units.
  • The angle its shots can deviate in the post-roll state is 2 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle and chance to shoot towards the inner reticle is immediately set to 100%.
  • The full animation of the roll will last 24 frames before player control resumes.
    • Upon regaining control, the player will be forced to maintain their position for 30 frames.
  • The shot velocity and shot travel distance remains the same in the post-roll state.

[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
Introduced
Specifications
Weight
Base damage 28
30 (S3 Icon Mr Grizz.png SRNW)
Base duration
Ink consumption
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 returned in Splatoon 3 with Splat Bombs and Wave Breaker.

It appears in 1 mission in Alterna:

Data

  • The Dualie Squelchers is a middleweight weapon.
  • The matchmaking range is 17. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption is 1.2% per shot, allowing the user to fire for 8.33 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 6 frames (10 shots per second).
  • When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 12 frames to come out.
  • The interval between firing the weapon and being able to enter swim form or use a sub weapon is 4 frames.
  • When firing while moving, the player's movement speed is set to 0.072 units per frame.
  • Each shot has a base damage of 28 and minimum damage of 14.
  • If a shot is in the air for more than 9 frames after being fired, it will lose about 0.88 damage per frame until it reaches 14 damage at frame 25.
  • The bullet hitbox for collisions with players has a radius of 0.2 units.
  • The bullet hitbox for collisions with the environment has a radius of 0.2 units.
  • Shots initially travel straight at a rate of 2.3 units per frame for 5 frames. Shots travel straight for 11.5 distance units.
    • After that, the shot's velocity is set to 2.2698 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 14.86 units.
    • This number may vary at different firing angles.

Rolling

  • Each roll consumes 8% of the ink tank capacity.
  • The user can roll 2 times without interruption. After this, there is a delay before the player can roll again.
  • Rolls cover an initial distance of 3.5 units during the rolling animation, plus an additional 1.0 units of sliding afterwards.
  • After performing a roll, it shoots a bullet every 6 frames.
    • The ink consumption per shot remains the same, so the player can fire for Expression error: Unrecognized punctuation character "{". seconds on a full ink tank after rolling.
  • After rolling, there is a 60 frame cooldown before the ink tank starts refilling.
  • Damage per shot does not change after rolling.
  • After rolling, shots have a radius of 0.25 units.
  • The angle its shots can deviate in the post-roll state is 2.0 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Dualie Squelchers cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
  • The rolling state can be broken down as follows:
    • After a 4 frame startup, the roll animation lasts for 12 frames, after which a second roll can be inputted, if available.
    • After the roll completes, it takes 8 frames before the user can fire the weapon or move. After an additional 24 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
    • In total, this takes 48 frames.
  • The shot velocity and shot travel distance remains the same in the post-roll state.
  • Rolling creates a pool of ink with a radius of 1.8 units.

[3][4]


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!

Badges

Main article: Badge#Weapon freshness

Reaching certain Freshness levels with the Dualie Squelchers will reward the player with special badges that they can use on their Splashtag.

Dualie Squelchers Badges
S3 Badge Dualie Squelchers 4.png 4★ Dualie Squelchers User
S3 Badge Dualie Squelchers 5.png 5★ Dualie Squelchers User

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. Only the upper barrel fires after rolling, similarly 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.
  • In Splatoon 3, Sheldon notes the Dualie Squelchers' ability to "stick and move" in its description, likely referencing Stick 'n' Move Station, which features the weapon.

Names in other languages

Language Name Meaning
Japan Japanese デュアルスイーパー
duaru suīpā
Dual Sweeper
Netherlands Dutch Dubbelplonzers Double splashers
CanadaFrance French Double nettoyeur Double cleaner
Germany German Dual-Platscher Dual Splasher
Italy Italian Sweeper duplo Double sweeper
Russia Russian Спурт-плескари
Spurt-pleskari
Spurt-splashers
From спурт spurt (spurt) and плескаться pleskatsya (to splash)
Mexico Spanish (NOA) Soplador dual Dual blower
Spain Spanish (NOE) Barredora dual Dual sweeper
China Chinese (Simplified) 双重清洁枪
shuāngchóng qīngjié qiāng (Mandarin)
Dual Cleaning Gun
Hong Kong Chinese (Traditional) 雙重清潔槍
shuāngchóng qīngjié qiāng (Mandarin)
Dual Cleaning Gun
South Korea Korean 듀얼 스위퍼
dyueol seuwipeo
Dual Sweeper

References