.96 Gal

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The .96 Gal is a main weapon in Splatoon and Splatoon 2.

As a member of the Shooter class, this weapon distinguishes itself by sacrificing fire rate, ink efficiency, and mobility for powerful shots and long range. The .96 Gal outputs enough ink in each shot to splat opponents in two hits. Consequently, the weapon has a high ink consumption rate of 2.5% per shot, making it the ink-hungriest of all weapons in the Shooter class (excluding Blasters) and only allowing for 40 shots to be fired per ink tank. The weapon's fire rate is slower than all other Shooter-class weapons (excluding Blasters) , measuring at slightly slower than the S Weapon Main Octobrush.png Octobrush's flick rate. A major drawback of the .96 Gal is its poor accuracy for a long ranged weapon; many shots are able to deviate far enough to the left or right that they may miss the target. The .96 Gal and its close relative the S Weapon Main .52 Gal.png .52 Gal share their visual design and high-damage, low-accuracy performance.

The weapon is designed with a water cooler bottle as a base. A grip, sight, and high-caliber gun barrel are clamped to the bottle. The parts surrounding the bottle are black plastic with pink accents, while the bottle matches the player's ink color.

Splatoon

.96 Gal

.96 Gal

Category Main
Class Shooter
Sub S Weapon Sub Sprinkler.png Sprinkler
Special S Weapon Special Echolocator.png Echolocator
Level 12
Cost Cash 7,600
Availability
Base Damage 52
Base Duration
Ink Consumption 2.5%
Special Points
Sp. Depletion Specdep icon.png 40%
Range
68 / 100
Damage
70 / 100
Impact
Fire Rate
15 / 100
Charge Speed
Ink Speed
Mobility
Durability
Handling

The .96 Gal comes in a set with the S Weapon Sub Sprinkler.png Sprinkler and S Weapon Special Echolocator.png Echolocator.

Data

  • The .96 Gal is a middleweight weapon.
  • The ink consumption of 2.5 allows players to fire 40 shots before needing to refill the ink supply.
  • 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 12 frames between bullets.
  • When firing while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Bullets have 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 12 degrees.
  • The .96 Gal 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 6 frames, having an effective range of 132 units.
  • Paint droplets occur every 50 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 4 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 21 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18.5 units.
  • All other paint droplets have a radius of 14.5 units.

Version history

Version Adjustments
2.7.0
  • Damage per shot: 62 → 52
  • Spread reduced by about 11%.
  • Special gauge loss: 50% → as low as 40%

Gallery

Demonstration

Splatoon 2

.96 Gal

.96 Gal

Category Main
Class Shooter
Sub S2 Weapon Sub Sprinkler.png Sprinkler
Special S2 Weapon Special Ink Armor.png Ink Armor
Level 21
Cost Cash 12,600
Availability
Base Damage 62
Base Duration
Ink Consumption 2.5%
Special Points 190p
Sp. Depletion
Range
70 / 100
Damage
80 / 100
Impact
Fire Rate
10 / 100
Charge Speed
Ink Speed
Mobility
Durability
Handling

The .96 Gal returns in Splatoon 2 looking identical to how it did in the first game. It comes with the S2 Weapon Sub Sprinkler.png Sprinkler and S2 Weapon Special Ink Armor.png Ink Armor.

Data

  • The .96 Gal is a middleweight weapon.
  • The ink consumption of 2.5 allows players to fire 40 shots before needing to refill the ink supply.
  • 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 12 frames between bullets.
  • When firing while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • If a bullet is in the air for more than 9 frames after being fired, it loses 1.9375 damage per frame until it reaches 31 damage at frame 25.
  • Bullets have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 4.6 degrees.
  • The angle its shots can deviate while in the air is 12 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 .96 Gal starts off having a 4% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 3% per shot, and maximizes at a 30% chance to shoot towards the outer reticle. Meaning that it takes 9 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 2% per frame, if the chance is not already at the minimum. Meaning that it takes 13 frames to reach maximum accuracy. (18 after shooting while jumping.)
  • Bullets initially travel at a rate of 23 units per frame for 5 frames, having an effective range of 115 units.
    • After that, the bullet's velocity is set to 22.698 units if the bullet's velocity is not already lower than the listed value, and decreases further as it falls to the ground.
  • Paint droplets occur every 60 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 3 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 20 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 17.5 units.
  • All other paint droplets have a radius of 13.5 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
  • Increase in chance to shoot towards the outer reticle per shot: 20% → 5%
  • Range decreased by about 10%.
    • Initial bullet velocity: 22 → 23
    • Frames bullet flies straight through the air: 6 → 5
      • Effective range: 132 units → 115 units
      • Total range: 177.396 units → 160.396 units
  • Droplet rate: 4 → 3
  • Distance between droplets: 50 units → 60 units
  • Radius of paint droplets near the player: 21 units → 20 units
  • Radius of paint droplets far from the player: 18.5 units → 17.5 units
  • Radius of standard paint droplets: 14.5 units → 13.5 units
  • Angle of shot deviation while on the ground: 4 degrees → 5 degrees
  • Angle of shot deviation while jumping: 12 degrees → 14 degrees
  • Maximum frequency at which bullets shoot towards the outer reticle: 25% → 40%
1.1.2
  • Points to fill special gauge: 180 → 210
1.3.0
  • Points to fill special gauge: 210 → 200
1.4.0
  • Damage: 52 → 62.
    • Damage lost per frame: 1.625 → 1.9375
  • Decreased weapon sway when shooting on the ground by roughly 8%.: 5 degrees → 4.6 degrees
  • Decreased weapon sway when shooting right after a jump by roughly 14%.: 14 degrees → 12 degrees
2.3.0
  • Points to fill special gauge: 200 → 190
3.0.0
  • Decreased trajectory variance of first shot while also increasing time required to reach maximum shot variance when firing continuously.
    • Minimum frequency at which bullets shoot towards the outer reticle: 15% → 4%
    • Maximum frequency at which bullets shoot towards the outer reticle: 40% → 30%
    • Increase in chance to shoot towards the outer reticle per shot: 5% → 3%
      • Shots required to reach maximum frequency: 5 → 9

Gallery

Demonstration

Quotes

Click to view the quotes for .96 Gal. View the quotation page.

Etymology

.96 Gal is short for .96 Gallon. "Gal" is also a play on Cal, short form of Caliber, a term commonly used when describing the diameter of bullets for fire-arms.

.96ガロン .96 Garon has the same origin as the English name, but without Gallon shortened to Gal.

Names in other languages

Language Name Meaning
FlagJapan.svg Japanese .96ガロン
.96 garon
.96 Gallon
FlagNetherlands.svg Dutch .96 Kaliter From kaliber (caliber), liter and .96
FlagFrance.svg French Calibre 3000 Caliber 3000
FlagGermany.svg German .96 Gallon .96 Gallon
FlagItaly.svg Italian Calibro 3000 Caliber 3000
FlagRussia.svg Russian Струевик .96
Struyevik .96
From строевой stroyevoy (drill), струя struya (jet, stream), -ик -ik (suffix usually denoting a profession, object, tool or a feature), and .96
FlagSpain.svg Spanish Salpicadora 3000 Splasher 3000

References


Main Shooters

Rollers
Chargers
Sloshers
Splatlings
Sub
Special
Main Shooters

Rollers
Chargers
Sloshers
Splatlings
Dualies
Brellas
Sub
Special