Foil Squeezer

From Inkipedia, the Splatoon wiki

The Foil Squeezer is a main weapon in Splatoon 2 & Splatoon 3. It is a Foil-branded variant of the Squeezer and comes with a different sub weapon and special weapon.

Appearance

In Splatoon 2, the Foil Squeezer is nearly identical in appearance to the Squeezer, the only difference between the two being that the Foil Squeezer has some gold foil bearing the Foil logo wrapped around the top of the bottle's neck.

In Splatoon 3, the Foil Squeezer retains this bottleneck-foil, while the foil wrapping around the base of the bottle is green-and-white instead of red-and-white, and the handle is a darker shade of brown.

Splatoon 2

Foil Squeezer
Basic information
Category Main
Class Shooter
Sub Splat Bomb
Special Bubble Blower
Special points 200p
Special depletion
Range
77 / 100
Damage
52 / 100
Impact
Fire rate
29 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 25
Cost Cash 10,900
Requirement
Added in 3.0.0
Specifications
Weight
Base damage 38 (Press )
30 (Hold )
Base duration
Ink consumption 2.2% (Press )
1.08% (Hold )
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Squeezer Squeezer

The Foil Squeezer was released on 25 April 2018 at 02:00 UTC.[1] It comes with Splat Bombs and Bubble Blower.

Data

  • The Foil Squeezer is a middleweight weapon.
  • The matchmaking range is 200. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
  • When firing from swim form, the first shot takes 12 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 the ink tank starts refilling.
  • The bullet hitbox for collisions with the environment has a radius of 2 units.

Burst fire mode (pressing ZR)

  • The ink consumption of 2.2% and ink tank capacity of 100% allows players to fire 45 shots before needing to refill the ink supply.
  • Holding for 10 frames in burst fire mode will cause the weapon to shift to continuous fire mode.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 4 frames.
  • When firing continuously, it shoots a bullet every 8 frames (7.5 shots per second).
  • Each shot has a base damage of 38.
  • If a shot 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 while on the ground.
  • Shots cannot ever deviate from the inner reticle while in the air. The outer reticle does not expand after jumping.
  • Shots initially travel straight at a rate of 32 units per frame for 4 frames. Shots travel straight for 128 distance units.
    • After that, the shot's velocity is set to 29.695 units per frame if it is not already lower than the listed value, and decreases further as it travels.
  • Ink droplets occur every 150 units.
  • The frequency at which ink drips from a shot 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 5 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 ink 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 ink droplets have occurred within 5 units of the player for 4 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.

Continuous fire mode (holding ZR)

  • The ink consumption of 1.08% and ink tank capacity of 100% allows players to fire 92 shots before needing to refill the ink supply.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 3 frames.
  • When firing continuously, it shoots a bullet every 7 frames (8.57 shots per second).
  • Each shot has a base damage of 30.
  • If a shot 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 Foil 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%.
  • Accuracy starts recovering 7 frames after the player stops 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 55 frames to reach maximum accuracy. (85 after shooting while jumping.)
  • Shots initially travel straight at a rate of 24 units per frame for 3 frames. Shots travel straight for 72 distance units.
    • After that, the shot's velocity is set to 23.032 units per frame if it is not already lower than the listed value, and decreases further as it travels.
  • Ink droplets occur every 65 units.
  • The frequency at which ink drips from a shot 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 ink droplets have a radius of 12 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.

[2][3]

Version history

Version Adjustments
3.0.0
  • Increased firing range when holding to fire continuously by roughly 4%.
    • Initial bullet velocity: 23 → 24 units.
    • Bullet velocity after flying straight: 22.69 → 23.032 units.
      • Effective range: 69 → 72 units.
      • Total range: 114.38 → 118.064 units.
  • Decreased ink consumption when holding 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 .
4.2.0
  • Reduce the interval between holding down to fire and becoming a squid or using a sub weapon by 3/60 of a second.
4.3.1
  • Increased the effect of the Main Power Up gear ability.
  • Increased the amount of additional damage that can be dealt when the maximum number of gear abilities are being used from roughly 20% to roughly 30%. Damage dealt while holding down to shoot remains unchanged.
4.5.0
  • Increased damage dealt to opponent Splat Brellas increased by 57%.
  • Increased damage dealt to opponent Splash Walls by roughly 10%.
  • Increased damage dealt to opponent Baller by roughly 17%.
  • Increased damage dealt to an opponent who is armored while using a Booyah Bomb by roughly 17%.
  • Increased damage dealt to the Rainmaker barrier by roughly 10%.
4.7.0
  • Decreased ink consumption of first shot fired when pressing by roughly 4%: 2.5% → 2.4%.
5.0.0
  • Decreased ink consumption of first shot fired when pressing by roughly 8%: 2.4% → 2.2%.
5.2.0
5.4.0
  • Increased ink consumption while holding down by about 20%: 0.9% → 1.08%.
5.5.0
  • Points to fill special gauge: 190 → 200.

Quotes

Sheldon's Introduction

We took a Squeezer, slapped the manufacturer's logo on it, and the Foil Squeezer was born. BOOM! The main weapon has the action of the original Squeezer, but it now comes with Splat Bombs. So flush 'em out, then take careful aim! Blow up the front lines with the Bubble Blower special, then charge in with your team and take out the opposition! It's a fairly aggressive set, but the main weapon requires steady aim, making it suited for veteran battlers.

Gallery

Demonstration

Splatoon 3

Foil Squeezer

Foil Squeezer

Basic information
Category Main
Class Shooter
Sub Autobomb
Special Splattercolor Screen
Special points 190p
Special depletion
Range
77 / 100
Damage
52 / 100
Impact
Fire rate
30 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 25
Cost
Requirement
Added in Chill Season 2023 (6.0.0)
Weight
Base damage
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Squeezer Squeezer

The Foil Squeezer returns in Splatoon 3 in Chill Season 2023. Its kit includes Autobomb sub weapon and the Splattercolor Screen special weapon. The weapon was revealed in the season's trailer on 15 November 2023. Its appearance has been altered to have green wrapping instead of red.

Data

  • The Foil Squeezer is a middleweight weapon.
  • The matchmaking range is 20. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 12 frames to come out.
  • The interval between firing the weapon and being able to enter swim form or use a sub weapon is 3 frames.
  • When firing while moving, the player's movement speed is set to 0.072 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • The bullet hitbox for collisions with players has a radius of 0.2 units.
  • The bullet hitbox for collisions with the environment has a radius of 0.2 units.
  • Shots cannot ever deviate from the inner reticle while on the ground.
  • The ink consumption is 2.4% per shot, allowing the user to fire for 5.56 seconds on a full ink tank.
  • Holding for 10 frames in burst fire mode will cause the weapon to shift to continuous fire mode.
  • When firing continuously, it shoots a bullet every 8 frames (7.5 shots per second).
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 38 and minimum damage of 19.
  • If a shot is in the air for more than 8 frames after being fired, it will lose about 1.19 damage per frame until it reaches 19 damage at frame 24.
  • Shots cannot ever deviate from the inner reticle while on the ground.
  • Shots cannot ever deviate from the inner reticle while in the air. The outer reticle does not expand after jumping.
  • Shots initially travel straight at a rate of 3.2 units per frame for 4 frames. Shots travel straight for 12.8 distance units.
    • After that, the shot's velocity is set to 2.9695 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 17.19 units.
    • This number may vary at different firing angles.
  • The ink consumption is 1.08% per shot, allowing the user to fire for 10.8 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 7 frames (8.57 shots per second).
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 30 and minimum damage of 15.
  • If a shot is in the air for more than 7 frames after being fired, it will lose about 0.94 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 weapon 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%.
  • Accuracy starts recovering 7 frames after the player stops 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 55 frames to reach maximum accuracy. (85 after shooting while jumping.)
  • Shots initially travel straight at a rate of 2.4 units per frame for 3 frames. Shots travel straight for 7.2 distance units.
    • After that, the shot's velocity is set to 2.3032 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 10.61 units.
    • This number may vary at different firing angles.

[4]

Version history

Version Adjustments
6.1.0
  • Increased the amount of ink consumed by the first shot fired after pressing the ZR Button by approximately 9%: 2.2% → 1.4%
  • Slightly decreased the number of spray droplets created by shots fired when holding the ZR Button: 2 → 1.5

Quotes

Sheldon's Introduction

Like the Squeezer? You'll probably also like the Foil Squeezer! It offers the same capabilities with a new look and a new loadout. First, try deploying the Autobomb sub to sniff out hidden enemies. If the coast is clear, it's time to hold down the trigger and ink a ton of turf with your main. And with the Splattercolor Screen special, you can force enemies into more favorable positions to unleash the Foil Squeezer's powerful single-shot mode. KA-SPLOOSH! This loadout is designed to help you use both the sniping and turf-inking capabilities of your Foil Squeezer optimally, so I hope you'll give it a try!

Badges

Main article: Badge#Weapon freshness

Reaching certain Freshness levels with the Foil Squeezer will reward the player with special badges that they can use on their Splashtag.

Foil Squeezer Badges
4★ Foil Squeezer User
5★ Foil Squeezer User

Gallery

Strategy

For competitive tips about the Foil Squeezer

Click to view the strategy for Foil Squeezer. View the strategy page.

Trivia

  • The Foil 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

Language Name Meaning
Japan Japanese ボトルガイザーフォイル
botoru gaizā foiru
Bottle geyser Foil
Netherlands Dutch Foil Floeper From Foil and a variation of Floep (A soft dull sound paired with fast movement)
CanadaFrance French Compresseur alu Aluminum Compressor
Germany German Quetscher Fol Squeezer Foil
Italy Italian Strizzer B Squeezer B
Russia Russian Бутылятор «Блеск»
Butylator «Blesk»
Bottlizer «Shine»
Mexico Spanish (NOA) Tintopresor Foil Foil Red Presser
Spain Spanish (NOE) Tintopresor B Red Presser B
China Chinese (Simplified) 开瓶喷泉枪 金属箔
Hong Kong Chinese (Traditional) 開瓶噴泉槍 金屬箔
South Korea Korean 포일 보틀 가이저 Foil bottle geyser

References