Jet Squelcher

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Splatoon 2 "2" icon.svg
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The Jet Squelcher is a main weapon in Splatoon and Splatoon 2. It has a slow fire rate compared to the other shooters, but has the largest firing range.

Splatoon

Jet Squelcher

Jet Squelcher

Basic information
Category Main
Class Shooter
Sub S Weapon Sub Splash Wall.png Splash Wall
Special S Weapon Special Inkstrike.png Inkstrike
Special points 180pp
Special depletion Special gauge 40%
Range
80 / 100
Damage
32 / 100
Impact
Fire rate
40 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 8
Cost Cash 4,000
Requirement
Added in
Specifications
Weight
Base damage 31
Base duration
Ink consumption 1.6%
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Jet Squelcher comes with the sub S Weapon Sub Splash Wall.png Splash Wall and the special S Weapon Special Inkstrike.png Inkstrike.

Data

  • The Jet Squelcher is a middleweight weapon.
  • When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
    • When firing from squid form, the first bullet takes 8 frames to come out.
  • When firing continuously, it has a fire rate of 8 frames between bullets.
  • When firing while moving, the player's movement speed is set to 0.6 units per frame.
  • After firing, there is a 20 frame cooldown before your ink tank starts refilling.
  • Bullets have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 3 degrees.
  • The angle its shots can deviate while in the air is 10 degrees.
  • The Jet Squelcher has a 25% chance to shoot towards the outer reticle instead of the inner reticle.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Bullets initially travel at a rate of 22 units per frame for 8 frames, having an effective range of 176 units.
  • Paint droplets occur every 85 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 3 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 19.2 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18 units.
  • All other paint droplets have a radius of 12 units.

Version history

Version Adjustments
2.2.0
  • Ink usage decreased by about 6%.
2.7.0
  • Movement speed while firing increased by about 50%.
  • Special gauge loss: 50% → as low as 40%

Gallery

Demonstration

Similar weapons

Splatoon 2

Jet Squelcher

Jet Squelcher

Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Toxic Mist.png Toxic Mist
Special S2 Weapon Special Tenta Missiles.png Tenta Missiles
Special points 180pp
Special depletion
Range
82 / 100
Damage
35 / 100
Impact
Fire rate
30 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 17
Cost Cash 11,300
Requirement
Added in
Specifications
Weight
Base damage 32
Base duration
Ink consumption 1.6%
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Jet Squelcher returns in Splatoon 2 looking identical to how it did in the first game. It comes with the S2 Weapon Sub Toxic Mist.png Toxic Mist and S2 Weapon Special Tenta Missiles.png Tenta Missiles.

Data

  • The Jet Squelcher is a middleweight weapon.
  • When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
    • When firing from squid form, the first bullet takes 8 frames to come out.
  • When firing continuously, it has a fire rate of 8 frames between bullets.
  • When firing while moving, the player's movement speed is set to 0.6 units per frame.
  • After firing, there is a 20 frame cooldown before your ink tank starts refilling.
  • If a bullet is in the air for more than 9 frames after being fired, it loses 1 damage per frame until it reaches 16 damage at frame 25.
  • Bullets have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 3 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 Jet Squelcher starts off having a 2% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 1.5% per shot, and maximizes at a 25% chance to shoot towards the outer reticle. Meaning that it takes 16 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%.
  • When not 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 23 frames to reach maximum accuracy. (38 after shooting while jumping.)
  • Bullets initially travel at a rate of 33.6 units per frame for 5 frames, having an effective range of 168 units.
    • After that, the bullet's velocity is set to 22.32 units for 2 frames if the bullet's velocity is not already lower than the listed value, and decreases further as it falls to the ground.
    • This results in a range at approximately 212.64 units if the weapon is shot straight ahead.
  • Paint droplets occur every 100 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 2.4 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 18 units, and a width of 13 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 units.
  • All other paint 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.

[1]

Version history

Version Adjustments
Base game
  • Base damage: 31 → 32
  • Increase in chance to shoot towards the outer reticle per shot: 10% → 1.5%
  • Range decreased by about 4%.
    • Initial bullet velocity: 22 → 24
    • Frames bullet flies straight through the air: 8 → 7
      • Effective range: 176 units → 168 units
      • Total range: 220.64 units → 212.64 units
  • Droplet rate: 3 → 2.4
  • Distance between droplets: 85 units → 100 units
  • Radius of paint droplets near the player: 19.2 units → 18 units
  • Radius of paint droplets far from the player: 18 units → 16 units
2.0.0
  • Increased shot speed by roughly 40%, while not changing shot range.
    • Initial bullet velocity: 24 units per frame → 33.6 units per frame
    • Frames bullet flies straight through the air: 7 → 5
    • Frames in the air before a bullet's damage starts decreasing: 11 → 9
    • Frames in the air where a bullet reaches minimum damage: 27 → 25
2.2.0
  • Increased accuracy of shot immediately after jumping by roughly 20%.: 10 degrees → 8 degrees

Gallery

Demonstration

Similar weapons

Quotes

Click to view the quotes for Jet Squelcher. View the quotation page.

Names in other languages

Template:Foreignname

References