Splat Dualies

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The Splat Dualies are a main weapon in Splatoon 2 and Splatoon 3.

When fired, the Splat Dualies spray ink from two weapons, one in each of the player's hands. Two reticles are displayed as a result, and each reticle acts independently, so obstruction of one Dualie does not inhibit the shots of the other. While crouched in a dodge roll, the player's reticles are merged and shots are concentrated on one point; however, walking is disabled. Rolls may be used up to two times consecutively before the player must stand again.

Appearance

Each of the Splat Dualies has an ink tank connected to a nozzle via a black and green handle, which appears to be made of plastic. The ink tank changes color to match the user's ink, while the nozzle is green with pink highlights. There is also a small tube that connects the ink tank to the nozzle. Both of the Splat Dualies are not identical, instead being mirrored. This is most noticeable with the small green valve present near the trigger, which is present on one side of the dualie but not the other. The Splat Dualies are relatively small compared to most other weapons.

Splatoon 2

Splat Dualies
S2 Weapon Main Splat Dualies.png
Basic information
Category Main
Class Dualie
Sub S2 Weapon Sub Burst Bomb.png Burst Bomb
Special S2 Weapon Special Tenta Missiles.png Tenta Missiles
Special points 180p
Special depletion
Range
50 / 100
Damage
29 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
70 / 100
Durability
Handling
Obtainable at
Level 4
Cost Cash 2,400
Requirement
Introduced Initial Release (1.0.0)
Specifications
Weight
Base damage 30
Base duration
Ink consumption 0.72%
7% (Roll)
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Enperry Splat Dualies Enperry Splat Dualies
Kensa Splat Dualies Kensa Splat Dualies
Hero Dualie Replicas Hero Dualie Replicas

The Splat Dualies come with Burst Bombs and Tenta Missiles.

It appears in two Octo Expansion stations:

Data

  • The Splat Dualies is a middleweight weapon.
  • The matchmaking range is 125. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption of 0.72% and ink tank capacity of 100% allows players to fire 138 shots before needing to refill the ink supply.
  • 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.
  • 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 5 frames (12 shots per second).
  • When firing while moving, the player's movement speed is set to 0.8 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • 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 1.875 damage per frame until it reaches 15 damage at frame 15.
  • The bullet hitbox for collisions with players has a radius of 2 units.
  • The bullet hitbox for collisions with the environment has a radius of 2 units.
  • The angle its shots can deviate while on the ground is 2 degrees.
  • The angle its shots can deviate while in the air is 7.5 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 Splat Dualies 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 5 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 53 frames to reach maximum accuracy. (83 after shooting while jumping.)
  • Shots initially travel straight at a rate of 23.7 units per frame for 3 frames. Shots travel straight for 71.1 distance units.
    • After that, the shot's velocity is set to 23.425 units per frame if it is not already lower than the listed value, and decreases further as it travels.
  • Ink droplets occur every 140 units.
  • The frequency at which ink drips from a shot occurs at a rate of 1 droplets per shot.
  • There are a total of 7 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 16 units, and a width of 10 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 15.5 units.
  • All other ink droplets have a radius of 13.55 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.

Rolling

  • Each roll consumes 7% of the ink tank capacity.
    • This stat can be changed with Ink Saver (Main).
  • The player can roll 2 times without interruption. After this, there is a delay before the player can roll again.
  • The Splat Dualies cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
  • After performing a roll, it shoots a bullet every 4 frames.
  • After rolling, there is a 70 frame cooldown before the ink tank starts refilling.
  • Damage output does not change after rolling.
  • After rolling, shots have a radius of 2.5 units.
  • Shots cannot deviate from the inner reticle while in the post-roll state.
  • After performing a roll, the two individual reticles will merge into a single reticle and chance to shoot towards the inner reticle is immediately set to 100%.
  • The full animation of the roll will last 28 frames before player control resumes.
    • Upon regaining control, the player will be forced to maintain their position for 32 frames.
  • The shot velocity and shot travel distance remains the same in the post-roll state.

[1]

Version history

Version Adjustments
1.1.2
1.2.0
  • Range increased by about 9%.
  • Points to fill special gauge: 170 → 190.
1.4.0
  • Points to fill special gauge: 190 → 180.
  • Decreased duration of down time after performing a dodge roll by 8/60 of a second.
2.1.0
  • Increased damage of a single shot: 28 → 30.
2.2.0
  • Slightly increased the size of hit detection between each shot and the player, making it easier to hit an opponent.
  • Reduced the interval between sliding and when the player can use a sub/special weapon by 4/60 of a second.
3.2.0
  • Points to fill special gauge: 180 → 190.
4.0.0
  • Increased ink consumption for a dodge roll: 6% → 9%.
4.3.1
  • Decreased the effect of the Main Power Up gear ability.
  • Changed the number of gear abilities required for the damage of less than fully-charged shots to reach 33.3 from 2.0 basic gear abilities to 3.2 basic gear abilities. Additional gear abilities have 0.3 the effect of a basic gear ability.
4.4.0
  • Reduced the hitbox size for standing shot bullets, making it harder to hit opponents.
    • This does not affect shots fired after dodge-rolling.
4.8.0
  • Ink consumption when shooting decreased: 0.8% → 0.76%.
5.0.0
  • Points to fill special gauge: 190 → 180.
5.2.0
  • Slightly widened the spread of ink created by shots.
5.4.0
  • Decreased ink consumption from shots fired by roughly 5%: 0.76% → 0.72%.
5.5.0
  • Reduced ink consumption of rolling: 9% → 7%.

Quotes

S2 Sheldon Artwork.png
Sheldon's Introduction

The main is the Splat Dualies, a pair of dualie-type weapons born from the culture of Turf War!
You carry one in each hand, which is pretty sweet, and their propulsive exhaust nozzles allow you to perform a high-speed dodge roll!
You can't move for a brief period immediately after rolling, but the two sights overlap during that time, increasing your splatting power.
The included Burst Bombs have great damage output, and you can hit far-off opponents with the Tenta Missiles!
It's a really solid set!

Spray ink from both of your hands with this new weapon type. Press B while shooting with ZR to roll in the direction you're moving. You can roll twice in a row to cover more ground.
The Splat Dualies are the standard model of the new Dualies weapon class. You can carry one in each hand, and their propulsive exhaust nozzles allow you to perform a high-speed dodge-roll. You can't move for a brief period immediately after rolling, but the two sights overlap during that time, increasing your accuracy and fire rate. This base set comes with the Burst Bombs sub and Tenta Missiles special.

Gallery

Demonstration

Splatoon 3

Splat Dualies

Splat Dualies

Basic information
Category Main
Class S3 Icon Dualie.png Dualie
Sub S3 Weapon Sub Suction Bomb Flat.png Suction Bomb
Special S3 Weapon Special Crab Tank.png Crab Tank
Special points 190p
Special depletion
Range
50 / 100
Damage
29 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
60 / 100
Durability
Handling
Obtainable at
Level 3
Cost
Requirement
Introduced Drizzle Season 2022 (1.1.0)
Specifications
Weight
Base damage 30
30 (S3 Icon Mr Grizz.png SRNW)
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Enperry Splat Dualies Enperry Splat Dualies
Order Dualie Replicas Order Dualie Replicas

The Splat Dualies return in Splatoon 3, looking identical to the previous game. Its kit consists of Suction Bombs and the Crab Tank.

It appears in only 1 mission in Return of the Mammalians:

Data

  • The Splat Dualies is a middleweight weapon.
  • The matchmaking range is 12.5. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption is 0.72% per shot, allowing the user to fire for 11.57 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • 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 4 frames.
  • When firing while moving, the player's movement speed is set to 0.08 units per frame.
  • 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 1.88 damage per frame until it reaches 15 damage at frame 15.
  • 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 initially travel straight at a rate of 2.37 units per frame for 3 frames. Shots travel straight for 7.11 distance units.
    • After that, the shot's velocity is set to 2.3425 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 10.58 units.
    • This number may vary at different firing angles.

Rolling

  • Each roll consumes 7% of the ink tank capacity.
  • The user can roll 2 times without interruption. After this, there is a delay before the player can roll again.
  • Rolls cover an initial distance of 4.0 units during the rolling animation, plus an additional 1.0 units of sliding afterwards.
  • After performing a roll, it shoots a bullet every 4 frames.
    • The ink consumption per shot remains the same, so the player can fire for 9.26 seconds on a full ink tank after rolling.
  • Damage per shot does not change after rolling.
  • After rolling, shots have a radius of 0.25 units.
  • Shots cannot deviate from the inner reticle while in the post-roll state.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Splat Dualies cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
  • The rolling state can be broken down as follows:
    • After a 4 frame startup, the roll animation lasts for 12 frames, after which a second roll can be inputted, if available.
    • After the roll completes, it takes 4 frames before the weapon can be fired. After an additional 28 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
    • In total, this takes 48 frames.
  • The shot velocity and shot travel distance remains the same in the post-roll state.
  • Rolling creates a pool of ink with a radius of 1.8 units.

[3][4]

Version history

Version Adjustments
2.1.0
3.1.0
  • Increased the Dodge Roll movement speed, shortening the amount of time it takes to move by roughly .06 seconds.

Quotes

S3 Sheldon Artwork.png
Sheldon's Introduction

Here we have the Splat Dualies, a dualie weapon born from the "ink hard or get splatted trying" culture of Turf War battles!
These are dual-wielding, pistol-type weapons that—let's be honest—look pretty sweet. But there's some real substance behind the style... The propulsive exhaust nozzles on each weapon allow you to perform a high-speed Dodge Roll!
As a trade-off, you won't be able to move for a brief moment after executing this move. But during that time, the two weapon sights overlap, increasing your splatting power.
Paired with Suction Bombs as your sub weapon, this loadout might SEEM as though it's lacking in power...then BOOM. You realize you have the Crab Tank. All hail Crab Tank!

Let's look at two examples. Here we have the Splat Dualies, a classic dualie set that derives its Dodge Roll power from the momentum generated by the ink blast. Users can perform two consecutive Dodge Rolls and follow them up with a rapid-fire barrage - if they nail the timing!
— @SplatoonNA on Twitter[5]
Here are the Splat Dualies, a classic dualie set that derives its Dodge Roll power from the momentum generated by the ink blast. You can perform two consecutive Dodge Rolls and follow them up with a rapid-fire barrage - if you nail the timing!
— @NintendoUKVS on Twitter[6]

Badges

Main article: Badge#Weapon freshness

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

Splat Dualies Badges
S3 Badge Splat Dualies 4.png 4★ Splat Dualies User
S3 Badge Splat Dualies 5.png 5★ Splat Dualies User

Gallery

Strategy

For competitive tips about the Splat Dualies

Click to view the strategy for Splat Dualies. View the strategy page.

Trivia

Names in other languages

Language Name Meaning
Japan Japanese スプラマニューバー
Supuramanyūbā
Spla-Maneuver
Netherlands Dutch Dubbelknallers Double shooters
CanadaFrance French Double encreur Double inker
Germany German Klecks-Doppler Splat Doubler
Italy Italian Repolper duplo Dual repolper (pun on Revolver and polpo (octopus))
Russia Russian Спуртометы
Spurtomyoty
Spurtshots
From спурт spurt (spurt) and метать metat' (to shoot)
SpainMexico Spanish Difusor dual Dual diffuser
China Chinese (Simplified) 斯普拉机动枪
Sī pǔ lā jīdòng qiāng (Mandarin)
Spray Maneuver
Hong Kong Chinese (Traditional) 斯普拉機動槍
Sī pǔ lā jīdòng qiāng (Mandarin)
Spray Maneuver
South Korea Korean 스플랫 머누버
seupeullaes meonubeo
Splat Maneuver
Translate logo.svg Internal Maneuver_Normal_00 (Splatoon 3)
Twins_Normal_00 (Splatoon 2)
Maneuver means that you can dodge roll. Twins means that the Splat Dualies are twins. Normal means it's the standard weapon for this class. 00 means that it's the first variant.

References