Splat Dualies



The Splat Dualies are a main weapon in Splatoon 2 and Splatoon 3.
When fired, the Splat Dualies spray ink from both 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. The ink tank changes color to match the user's ink, while the nozzle is green with pink highlights. There is a small tube that also 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. Its black body peice has indents making it appear like some plastic.
Splatoon 2
Basic information | |
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Category | Main |
Class | Dualie |
Sub | ![]() |
Special | ![]() |
Special points | 180p |
Range | |
Damage | |
Mobility | |
Obtainable at | |
Level | 4 |
Cost | ![]() |
Specifications | |
Base damage | 30 |
Ink consumption | 0.72% 7% (Roll) |
Other variants | ![]() ![]() ![]() |
The Splat Dualies come with Burst Bombs and Tenta Missiles.
It appears in two Octo Expansion stations:
- D10 Labyrinth Station
- J03D08 Girl Power Station (canned)
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.
- This stat can be changed with Ink Saver (Main).
- 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.
Version history
Version | Adjustments |
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1.1.2 |
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1.2.0 |
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1.4.0 |
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2.1.0 |
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2.2.0 |
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3.2.0 |
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4.0.0 |
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4.3.1 |
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4.4.0 |
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4.8.0 |
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5.0.0 |
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5.2.0 |
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5.4.0 |
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5.5.0 |
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Quotes
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Sheldon's Introduction
The main is the Splat Dualies, a pair of dualie-type weapons born from the culture of Turf War! |
“ | Spray ink from both of your hands with this new weapon type. Press ![]() ![]() |
” |
“ | 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
Promo image of a pink Inkling girl with the Splat Dualies.
Another render, without King Flip Mesh.
Shooting Ink.
The select screen from the Switch event demo selecting the Splat Dualies
The Inkling Girl amiibo holds the Splat Dualies
Hello Kitty holding Splat Dualies in the art for the Hello Kitty vs. Cinnamoroll Splatfest
Same for the Hello Kitty vs. My Melody Splatfest
Promo for the Squinja Gear. The Inkling boy is holding the Splat Dualies
Weapon icon used for the Splat Dualies in the Splatoon 2 Global Testfire.
LINE sticker of an Inkling girl dodge rolling with the Splat Dualies
Demonstration
Splatoon 3
Basic information | |
---|---|
Category | Main |
Class | ![]() |
Sub | ![]() |
Special | ![]() |
Special points | 190p |
Range | |
Damage | |
Mobility | |
Obtainable at | |
Level | 3 |
Specifications | |
Base damage | 30 30 ( ![]() |
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 Alterna:
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 0.663% per shot, allowing the user to fire for 12.57 seconds on a full ink tank.
- This stat can be changed with Ink Saver (Main).
- 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 36 and minimum damage of 18.
- If a shot is in the air for more than 7 frames after being fired, it loses 2.25 damage per frame until it reaches 18 damage at frame 15.
- The bullet hitbox for collisions with players has a radius of 0.25 units.
- The bullet hitbox for collisions with the environment has a radius of 0.2 units.
- Shots initially travel straight at a rate of 1.78 units per frame for 3 frames. Shots travel straight for 5.34 distance units.
- After that, the shot's velocity is set to 1.7635 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 7.95 units.
- This number may vary at different firing angles.
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.
- Rolls cover a distance of approximately 4 units.
- After performing a roll, it shoots a bullet every 4 frames.
- Damage output 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 and chance to shoot towards the inner reticle is immediately set to 100%.
- 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.
Version history
Version | Adjustments |
---|---|
2.1.0 |
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3.1.0 |
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Quotes
![]() |
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! |
“ | 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]
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“ | 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 | ||
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4★ Splat Dualies User | |
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5★ Splat Dualies User |
Gallery
An Inkling using the Splat Dualies
Tableturf Battle card art
Model of the Splat Dualies rotating (link to file)
Strategy
For competitive tips about the Splat Dualies
![]() |
View the strategy page. |
Trivia
- According to the Splatoon 2 event demo, the Splat Dualies originally came with Suction Bombs and the Inkjet. In the final game, this changed to Burst Bombs and the Tenta Missiles, and the beta set was later given to the Rapid Blaster Deco, Nautilus 79, and Fresh Squiffer.
- Its sub was changed to Curling Bombs for the Splatoon 2 Global Testfire. This set was later given to the Enperry Splat Dualies and Custom Goo Tuber.
- The Suction Bombs would reappear on dualies in the form of the Kensa Splat Dualies. The Inkjet was also given to the Glooga Dualies.
- This is the only weapon to have different losing animations in the Splatoon 2 Global Testfire and the final release.
- According to The Art of Splatoon 2, the Splat Dualies use smaller versions of existing ink-firing mechanisms.
- At first, they were meant to be a one-handed weapon, but they were considered too weak to be a viable weapon. The founder then asked, "Couldn't you just hold one in each hand?" After that, the Splat Dualies became viable.
- The Splat Dualies are the only main weapon made by the "Splat" brand to not be redesigned in Splatoon 3.
- This was one of the weapons available to use in the Splatoon 3 Splatfest World Premiere.
Names in other languages
Language | Name | Meaning |
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スプラマニューバー Supuramanyūbā |
Spla-Maneuver |
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Dubbelknallers | Double shooters |
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Double encreur | Double inker |
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Klecks-Doppler | Splat Doubler |
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Repolper duplo | Dual repolper (pun on Revolver and polpo (octopus)) |
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Спуртометы Spurtomety |
Spurtshots From спурт spurt (spurt) and метать metat' (to shoot) |
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Difusor dual | Dual diffuser |
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斯普拉机动枪 Sī pǔ lā jīdòng qiāng (Mandarin) |
Spray Maneuver |
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斯普拉機動槍 Sī pǔ lā jīdòng qiāng (Mandarin) |
Spray Maneuver |
![]() |
스플랫 머누버 seupeullaes meonubeo |
Spray Maneuver |
![]() |
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