Mobility
The name(s) presented could be conjectural.
Mobility refers to the movement of player characters.
Jump
Players are able to jump to reach surfaces and have another mobility option during combat. In Splatoon, players can jump with , and in Splatoon 2 and Splatoon 3, players can jump with .
Super Jump
- Main article: Super Jump
The Super Jump is an ability that allows Inklings and Octolings to jump high in the air in order to land somewhere else. Super Jumps can be quicker in online battles with the Quick Super Jump ability.
Running and swimming
In humanoid form, an Inkling or Octoling can run on flat surfaces, as long as those surfaces are not covered with a color of ink that does not match that of the player. Run speed can be increased in online battles with the Run Speed Up ability.
In squid or octopus form, an Inkling or Octoling can swim and jump quickly through ink of the same color, even using this mechanic to swim up walls and through wire fences and grates into areas that are not typically reachable. Swim speed can be increased in online battles with the Swim Speed Up ability.
Weight classes
In Splatoon games, during online battles, swim speed and run speed are tied to the weapon the player has equipped.
Weight classes are categories that main weapons belong to based on how fast Inklings and Octolings can run and swim with the weapon equipped.
Splatoon
The weapon-based mobility mechanic was not used extensively in Splatoon. At first, it was only applied to the Rainmaker, which reduces swim speed by 20% and reduces run speed by 60%. The mechanic was first applied to main weapons in version 2.7.0 of Splatoon.
In addition to stacking with the speed modifiers Swim Speed Up, Run Speed Up, Ninja Squid, and Disruptors, the weapon speed penalties listed here also stack with each other. For example, an E-liter player that picks up the Rainmaker will move slower than a Splattershot player that picks up the Rainmaker.
Class | Weapons |
---|---|
Rainmaker ▼ 20% decrease in swim speed ▼ 60% decrease in run speed |
Rainmaker |
Heavyweight ▼ 10% decrease in swim speed |
Dynamo Roller • Gold Dynamo Roller • Tempered Dynamo Roller |
Middleweight — Standard mobility |
All other weapons |
- Notably, the weapons under the heavyweight class have large metallic designs.
Splatoon 2
The weapon-based mobility mechanic was expanded in Splatoon 2 to affect run speed based on the main weapon equipped in addition to affecting swim speed. A new lightweight class was added to allow increases in mobility. Weapon movement speed modifiers do not stack with each other, so if a player picks up the Rainmaker, their main weapon's movement speed modifier will be replaced with the Rainmaker's movement speed penalty. The speed modifier still stacks with Swim Speed Up, Run Speed Up, Ninja Squid, and Toxic Mist.
In Octo Expansion, weapons that are heavyweight are middleweight instead. However, the Rainmaker's weight class is unchanged in this mode.
Special weapons
In version 5.2.0 of Splatoon 2, mobility specifications for the Baller were added regarding the equipped main weapon.
- When a lightweight weapon is equipped (the Aerospray RG, Luna Blaster, Inkbrush Nouveau, and Undercover Sorella Brella), the Baller has increased acceleration on the ground to allow the player to move more quickly.
- When a heavyweight weapon is equipped (the Custom Explosher), the maximum speed of the Baller is reduced by roughly 14%.
Squid Roll
“ | And did you know that you're semiprotected by an ink vortex after performing a Squid Roll or a Squid Surge? Don't get overconfident though - you can still take a hit from an exceptionally powerful splash of ink and if you switch back to Inkling or Octoling form too quickly. | ” |
— @SplatoonNA on Twitter[1]
|
The Squid Roll is a movement technique introduced in Splatoon 3 that allows the player to leap and twirl out of their ink. The player is also able to reduce a small amount of damage while acting while excess damage will be received anyway, akin to Ink Armor. A Squid Roll can be performed while swimming through ink at top speed by pressing while simultaneously flicking in a different direction.
The directions possible to squid roll encompass a 180° semicircle behind the player. Effectively, this allows them to roll backwards, to either direction 90°, or any angle in between. A few techniques exist to perform a Squid Roll in the direction the player is already going. This is referred to a Squid Dash or a Forward Squid Roll by some players.
- Method 1: Swim at a 45° angle left or right of the intended direction, then press while flicking into the opposite side 45° angle. The player can then Squid Roll again, a total of three times in a row, moving in a zig-zag pattern.
- Method 2: Swim forward, and sub-strafe backwards by holding and momentarily letting go of while changing direction, before Squid Rolling forwards with and . This method is much more difficult to pull off, but it can be used quickly and repeatedly in any direction.
The Squid Roll can also be used to perform a wall jump. To perform a wall jump, hold against a wall, and press while flicking in the opposite direction.
Squid Surge
The Squid Surge is a movement technique introduced in Splatoon 3 that allows the player to climb walls and jump out high into the air. It can be performed by holding while swimming up a wall.
Names in other languages
Squid Roll | Squid Surge |
Template:Foreignname | Template:Foreignname |
See also
- Community Glossary - Special techniques of movement (Stealth Swim, Sub Strafing, etc...) and speedrunning shortcuts.
- Inkjet
- Zipcaster