An Inkling using it strikes the ground with heavy force, causing an ink explosion around them. Using it on the ground will cause the player to jump up with a short delay, but it can also be used from the air or during a Super Jump. If the player is splatted while in the air, they will only get a 25% special penalty (40% if opponent has Respawn Punisher or Haunt).
A player using Splashdown is briefly vulnerable to attacks. Similar to Ink Armor, the player can be splatted before the activation animation is finished. The weapon is more effective in the air, while the Inkling is Super Jumping. A radius displays when the Splashdown is used; this radius indicates the weapon's one-hit-splat range. Opponents just outside this area will still take significant damage.
In Salmon Run, the Splashdown's range is always the same range when using a Super Jump.
Data
Damage values: 180, 70, 55.
180 damage range: 0 → ~1.4 bar radius.
70 damage range: ~1.3 → ~2.0 bar radius.
55 damage range: ~2.1 → ~2.9 bar radius.
Height increases the 180 damage radius, but not any other radius.
Splashdown wind-up delay: 1.2 seconds.
Delay decreased by 60% when used during a super jump. Down to 0.8 seconds.
Invincibility duration: 5 frames during the rise and 30 frames after landing.
Special Power Up: Radius of 180 damage increased. Maximum 70 damage radius and 55 damage radius unchanged. Inking range unchanged.
▲ Decreased reduction of special gauge if the user is splatted in the time between activating the special but before landing with it from 50% to 25%.
▲ Increased damage dealt by the Splashdown to bubbles fired by the Bubble Blower, ensuring that they will be destroyed if struck by it, regardless of which area of the Splashdown hits the bubble and whether or not the user is wearing Object Shredder.