Squeezer

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Revision as of 22:48, 5 August 2018 by Heddy (talk | contribs) (semi-automated edit: template for version history)
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The Squeezer is a main weapon in Splatoon 2. It is a shooter-type weapon where pulling the trigger once will squirt out a single long range, low spread, high-power ink shot, and holding the button leads to successive short range, high spread, lower-powered shots. The long ranged shots have slightly longer range than the S2 Weapon Main Splattershot Pro.png Splattershot Pro while the short ranged shots have range similar to the S2 Weapon Main Splattershot.png Splattershot.

Splatoon 2

The Squeezer was announced as a part of the November 2.0.0 update and released on December 21, 2017 at Template:UTC. The kit is S2 Weapon Sub Splash Wall.png Splash Wall and S2 Weapon Special Sting Ray.png Sting Ray.

Squeezer

Squeezer

Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Splash Wall.png Splash Wall
Special S2 Weapon Special Sting Ray.png Sting Ray
Special points 180p
Special depletion
Range
77 / 100
Damage
52 / 100
Impact
Fire rate
29 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 16
Cost Cash 9,400
Requirement
Added in
Specifications
Weight
Base damage 38 (Press ZR)
30 (Hold ZR)
Base duration
Ink consumption 2.5% (Press ZR)
0.9% (Hold ZR)
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

Data

  • The Squeezer is a middleweight weapon.
  • Holding ZR for 16 frames in burst fire mode will cause the weapon to shift to continuous fire mode.
  • 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 while moving, the player's movement speed is set to 0.72 units per frame.
  • After firing, there is a 20 frame cooldown before your ink tank starts refilling.
  • Bullets have a radius of 2 units.

Burst Fire (Pressing ZR)

  • When firing continuously, it has a fire rate of 8 frames between bullets.
  • If a bullet is in the air for more than 8 frames after being fired, it loses 1.1875 damage per frame until it reaches 19 damage at frame 24.
  • Shots cannot ever deviate from the inner reticle, even when jumping.
  • Bullets initially travel at a rate of 32 units per frame for 4 frames, having an effective range of 128 units.
    • After that, the bullet's velocity is set to 29.695 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 187.39 units if the weapon is shot straight ahead.
  • Paint droplets occur every 150 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 1.5 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 22 units, and a width of 12.5 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 15 units.
  • All other paint droplets have a radius of 11.8 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.
  • If no paint droplets have occurred within 11 units of the player for 3 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.

Continuous Fire (Holding ZR)

  • When firing continuously, it has a fire rate of 7 frames between bullets.
  • If a bullet is in the air for more than 7 frames after being fired, it loses 0.9375 damage per frame until it reaches 15 damage at frame 23.
  • The angle its shots can deviate while on the ground is 8 degrees.
  • The angle its shots can deviate while in the air is 13 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 Squeezer starts off having a 1% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 1% per shot, and maximizes at a 25% chance to shoot towards the outer reticle. Meaning that it takes 24 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 0.5% per frame, if the chance is not already at the minimum. Meaning that it takes 48 frames to reach maximum accuracy. (78 after shooting while jumping.)
  • Bullets initially travel at a rate of 24 units per frame for 3 frames, having an effective range of 72 units.
    • After that, the bullet's velocity is set to 23.032 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 118.064 units if the weapon is shot straight ahead.
  • Paint droplets occur every 65 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 2 droplets per shot.
  • There are a total of 5 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 12 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 11.8 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
3.0.0
  • Increased firing range when holding ZR to fire continuously by roughly 4%.
    • Initial bullet velocity: 23 units → 24 units
    • Bullet velocity after flying straight: 22.69 units → 23.032 units
      • Effective range: 69 units → 72 units
      • Total range: 114.38 units → 118.064 units
  • Decreased ink consumption when holding ZR to fire continuously by roughly 10%.: 1% → 0.9%
3.2.0
  • Decreased time until firing by 1/10 of a second after pressing and holding ZR.

Gallery

Demonstration

Quotes

Click to view the quotes for Squeezer. View the quotation page.

Trivia

  • The Squeezer is designed after a champagne bottle both in look and function, with the first powerful shot being like the popping cork and the following weaker stream emulating the foam spilling out afterwards.

Names in other languages

Template:Foreignname

References