This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.
The Neo Sploosh-o-matic is a weapon with a very different playstyle than its other variants. Instead of being an aggressive slayer, its kit forces it into a very passive support role, spamming Tenta Missiles and typically avoiding direct confrontation with the other team.
While the Neo Sploosh-o-matic is a slayer's weapon, its lack of range and accuracy forces it to be played differently from how typical slayer's weapons are played:
- Its effective range of 75.64 DU is shorter than that of almost every other weapon in the game, meaning that most other main weapons and bombs can zone out the Neo Sploosh-o-matic. Therefore, attempting to attack competent opponents head-on with this weapon will usually lead to a one way trip back to the spawn point.
- Its poor accuracy, combined with its very short range, makes the Neo Sploosh-o-matic ineffective at hitting targets from a distance, particularly at an upward angle.
- The most effective means a Neo Sploosh-o-matic user can splat opponents with the main weapon is through either timely flanking or careful sharking.
- One advantage that the Neo Sploosh-o-matic has over most other weapons is its extremely high mobility, which is due to both its high movement speed while firing (0.80 DU/f) and very short lag after firing (2 frames), enabling it to move and react more rapidly.
- The Neo Sploosh-o-matic is also very quick and thorough at turfing, allowing it to easily maintain map control and to spam Tenta Missiles.
The Squid Beakon, while not useful for attacking, the Squid Beakon has many uses:
- The main purpose of the Squid Beakon is to provide a place for teamates and the player to Super Jump to. Place Squid Beakons in hidden places as the enemy team can destroy the beakon by shooting at it.
- The Squid Beakon can also be used as a temporary shield. If under fire, place a Squid Beakon and the shots will be blocked until the beakon breaks.
Tenta Missiles can be used to locate and pressure opponents and force them out of position without having to commit too far forward:
- It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
- Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:
- Opponents wielding heavy, slow firing weapons will have a harder time escaping the missiles.
- Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
- Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming. Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
- Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.
While one user of a short-ranged weapon such as the Neo Sploosh-o-matic might get away with a lack of range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:
- An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
- The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
The Neo Sploosh-o-matic's rapid turfing and Tenta Missle means that a fellow slayer does not necessarily need to turf or build up their specials as often, freeing them to use other complementary weapons:
- Weapons that trade turfing for range, such as the Splattershot Pro or medium- to long-ranged blasters, can complement a Neo Sploosh-o-matic very well.
- Users of slayer's weapons with high special gauge requirements, such as the Kensa Splattershot Pro or the Soda Slosher (both 210p), can rely more on their main and sub weapons, knowing that their Neo Sploosh-o-matic teammate will often have Tenta Missiles ready.
The very short range of the Neo Sploosh-o-matic makes it easy for opponents to zone it out with most other main weapons and bombs.
- If under attack by a Neo Sploosh-o-matic, try to get out of their range. Because a Neo Sploosh-o-matic has no bomb and Tenta Missiles, they will get splatted or either be forced to retreat.
A competent Neo Sploosh-o-matic user is more likely to attack via flanking or sharking:
- Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
- Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
- To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.
Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Sploosh-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.
- As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Sploosh-o-matic from 2.02 units per frame to 1.81 units per frame.
Special Charge Up accelerates building up the special gauge for Tenta Missiles. As one of it's main advantages being able to spam Tenta Missiles, constantly having Tenta Missiles available can help for pushes and pressuring opponents.
As a short-ranged weapon that excels at flanking, the Neo Sploosh-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
- 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.
- Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up to fully offset the swimming speed penalty of Ninja Squid.
- Therefore, a Neo Sploosh-o-matic user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Sploosh-o-matic user with Ninja Squid to 1.92 units per frame.
- "Splatoon 2 Quick Tip Analysis: 'Sploosh-o-matic'" by ThatSrb2DUDE, formerly of Team Olive
- "Octobrush is INSANE at this mode and Neo SPLOOSH is great here... [Splatoon 2 Scrim Highlights] by Chara of Climb
- "The SPAWNSWAP Neo Sploosh, Bloblobber COUNTERPICK, And Range vs 4 SLOSHERS - Splatoon 2 Highlights" by Chara of Climb
- Splatoon 2 range list compiled by DrFetus
- "Tenta Missiles Vs Ink Armor: How To Design A Simple Special (Splatoon 2 Special Design Pt 1)" by Chara of Climb
- "Splatoon 2 5.3 Tier List Part 2 (Specials) (Splat Zones Only)" by Chara of Climb
- "Splatoon 2 European Championship 2018-2019 – Day 1" emil (Team ?) launches Tenta Missiles to counter Duracell's (Hexagone) Sting Ray, splatting him
- "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive