This article or section involves something that has not been specifically named.
Mobility refers to the movement of player characters.
- Main article: Super Jump
The Super Jump is an ability that allows Inklings and Octolings to jump high in the air in order to land somewhere else. Super Jumps can be quicker in online battles with the Quick Super Jump ability.
Running and swimming
In humanoid form, an Inkling or Octoling can run on flat surfaces, as long as those surfaces are not covered with a color of ink that does not match that of the player. Run speed can be increased in online battles with the Run Speed Up ability.
In squid or octopus form, an Inkling or Octoling can swim and jump quickly through ink of the same color, even using this mechanic to swim up walls and through wire fences and grates into areas that are not typically reachable. Swim speed can be increased in online battles with the Swim Speed Up ability.
Weapon speed type
The weapon speed type mechanic was not used extensively in Splatoon. At first, it was only applied to the Rainmaker, which reduces swim speed by 20% and reduces run speed by 60%. The mechanic was first applied to main weapons in version 2.7.0 of Splatoon.
In addition to stacking with the speed modifiers Swim Speed Up, Run Speed Up, Ninja Squid, and Disruptors, the weapon speed penalties listed here also stack with each other. For example, an E-liter player that picks up the Rainmaker will move slower than a Splattershot player that picks up the Rainmaker.
▼ 20% decrease in swim speed
▼ 60% decrease in run speed
▼ 10% decrease in swim speed
— Standard mobility
|All other weapons|
- Notably, the weapons under the slow type have large metallic designs.
The weapon speed type mechanic was expanded in Splatoon 2 to affect run speed based on the main weapon equipped in addition to affecting swim speed. A new fast type was added to allow increases in mobility. Weapon movement speed modifiers do not stack with each other, so if a player picks up the Rainmaker, their main weapon's movement speed modifier will be replaced with the Rainmaker's movement speed penalty. The speed modifier still stacks with Swim Speed Up, Run Speed Up, Ninja Squid, and Toxic Mist.
In Octo Expansion, slow-type weapons are normal instead. However, the Rainmaker's speed type is unchanged in this mode.
- When a fast-type weapon is equipped (the Aerospray RG, Luna Blaster, Inkbrush Nouveau, and Undercover Sorella Brella), the Baller has increased acceleration on the ground to allow the player to move more quickly.
- When a slow-type weapon is equipped (the Custom Explosher), the maximum speed of the Baller is reduced by roughly 14%.
The weapon speed type mechanic returns in Splatoon 3.
— Standard mobility
|All other weapons|
|“||And did you know that you're semiprotected by an ink vortex after performing a Squid Roll or a Squid Surge? Don't get overconfident though - you can still take a hit from an exceptionally powerful splash of ink and if you switch back to Inkling or Octoling form too quickly.||”|
— @SplatoonNA on Twitter
The Squid Roll is a movement technique introduced in Splatoon 3 that allows the player to leap and twirl out of their ink. The player is also able to reduce a small amount of damage while acting while excess damage will be received anyway, akin to Ink Armor. A Squid Roll can be performed while swimming through ink at top speed by pressing while simultaneously flicking in a different direction.
The directions possible to squid roll encompass a 180° semicircle behind the player. Effectively, this allows them to roll backwards, to either direction 90°, or any angle in between.
A few techniques exist to perform a Squid Roll in the direction the player is already going. This is referred to a Squid Dash or a Forward Squid Roll by some players.
- Method 1: Swim at a 45° angle left or right of the intended direction, then press while flicking into the opposite side 45° angle. The player can then Squid Roll again, a total of three times in a row, moving in a zig-zag pattern.
- Method 2: Swim forward, and sub-strafe backwards by holding and momentarily letting go of while changing direction, before Squid Rolling forwards with and . This method is much more difficult to pull off, but it can be used quickly and repeatedly in any direction.
The Squid Roll can also be used to perform a wall jump. To perform a wall jump, hold against a wall, and press while flicking in the opposite direction.
The Squid Roll can be cancelled into weapon attacks by pressing , or mid-roll. Doing so performs the corresponding attack, bringing the player out of swim form and ending the Ink Armor effect while retaining the momentum of the Squid Roll.
The Squid Roll can also be cancelled entirely before it is even performed, by firing a weapon immediately before inputting the jump command. A full-cancelled Squid Roll causes the player to reverse momentum and jump as if they performed a Squid Roll, but in kid-form without the accompanying Ink Armor effect. Cancelling the roll in this way will perform the grounded version of attacks, such as a horizontal Roller-flick, and may reduce or remove airborn shot-spread for the first shot of Shooter and Blaster weapons, though the latter is not fully tested.
The Squid Surge is a movement technique introduced in Splatoon 3 that allows the player to climb walls and jump out high into the air. It can be performed by holding while swimming up a wall, and then releasing.
The longer that is held before releasing, the faster the Squid Surge will be, and the higher the player will be launched at the peak. The maximum spead and height can be reached after the player’s eyes glint, with an accompanying sound.
Like the Squid Roll, the Squid Surge can be cancelled into weapon attacks by pressing the corresponding attack button. The Squid Surge can also be canceled into a Squid Roll, by flicking away from the wall and jumping.
Names in other languages
|Squid Roll||Squid Surge|
- Community Glossary - Special techniques of movement (Stealth Swim, Sub Strafing, etc...) and speedrunning shortcuts.