Template:Dualies data S3

From Inkipedia, the Splatoon wiki

Takes a list of parameters for a Dualie weapon and generates a list of facts.

Notes

This generates facts specific to dualies. Everything else should be generated with Template:Shooter data S3. All dualies have a 4 frame long animation that plays before the roll actually starts. Some parameters are missing for some weapons, and this is presumably because the game has a "default" value for these parameters for specific weapons. Input this "default" value in for every applicable parameter. This template will automatically input these values if they are not present.

Examples

Splat Dualies

  • 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 Dualies data S3 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.

Dapple Dualies

  • Each roll consumes 5% 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 3.0 units during the rolling animation, plus an additional 0.6 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.
  • After rolling, there is a 50 frame cooldown before the ink tank starts refilling.
  • Damage per shot does not change after rolling.
  • After rolling, shots have a radius of 0.25 units.
  • The angle its shots can deviate in the post-roll state is 4.0 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Dualies data S3 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 8 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 24 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
    • In total, this takes 40 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.

Dualie Squelchers

  • Each roll consumes 8% 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 3.5 units during the rolling animation, plus an additional 1.0 units of sliding afterwards.
  • After performing a roll, it shoots a bullet every 6 frames.
    • The ink consumption per shot remains the same, so the player can fire for 15.08 seconds on a full ink tank after rolling.
  • After rolling, there is a 60 frame cooldown before the ink tank starts refilling.
  • Damage per shot does not change after rolling.
  • After rolling, shots have a radius of 0.25 units.
  • The angle its shots can deviate in the post-roll state is 2.0 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Dualies data S3 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 8 frames before the user can fire the weapon or move. After an additional 24 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.

Glooga Dualies

  • Each roll consumes 8% 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 1.2 units of sliding afterwards.
  • After performing a roll, it shoots a bullet every 9 frames.
    • The ink consumption per shot remains the same, so the player can fire for 10.71 seconds on a full ink tank after rolling.
  • After rolling, each shot has a base damage of 52.5.
    • If a shot is in the air for more than 7 frames after being fired, it will lose about 3.28 damage per frame until it reaches 26.3 damage at frame 15.
  • The angle its shots can deviate in the post-roll state is 3.0 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Dualies data S3 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 16 frames, after which a second roll can be inputted, if available.
    • After the roll completes, it takes 8 frames before the weapon can be fired. After an additional 32 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
    • In total, this takes 60 frames.
  • After rolling, shots initially travel straight at a rate of 3.2 units per frame for 3 frames. Shots travel straight for 9.6 distance units.
    • After that, the shot's velocity is set to 3.197 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 14.33 units.
    • This number may vary when firing at different angles.
  • Rolling creates a pool of ink with a radius of 2.0 units.

Tetra Dualies

  • Each roll consumes 3% of the ink tank capacity.
  • The user can roll 4 times without interruption. After this, there is a delay before the player can roll again.
  • Rolls cover an initial distance of 3.5 units during the rolling animation, plus an additional 1.0 units of sliding afterwards.
  • After performing a roll, it shoots a bullet every 5 frames.
    • The ink consumption per shot remains the same, so the player can fire for 10.42 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.
  • The angle its shots can deviate in the post-roll state is 2.7 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Dualies data S3 can shoot while rolling.
  • The rolling state can be broken down as follows:
    • After a 5 frame startup, the roll animation lasts for 16 frames, after which a second roll can be inputted, if available.
    • During a roll, the weapon is forced into its normal firing state, and enters its roll firing state after the roll completes. It then takes 8 frames before a sub or special can be used. After an additional 37 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
    • In total, this takes 66 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.

Grizzco Dualies

  • The user can roll 9 times without interruption. After this, there is a delay before the player can roll again.
  • Rolls cover an initial distance of 5.0 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 13.33 seconds on a full ink tank after rolling.
  • After rolling, there is a 75 frame cooldown before the ink tank starts refilling.
  • Damage per shot does not change after rolling.
  • After rolling, shots have a radius of 0.25 units.
  • The angle its shots can deviate in the post-roll state is 1.0 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Dualies data S3 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 5 frame startup, the roll animation lasts for 10 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 47 frames.
  • After rolling, shots initially travel straight at a rate of 1.84 units per frame for 4 frames. Shots travel straight for 7.36 distance units.
    • After that, the shot's velocity is set to 1.6 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 Dualies data S3 causes an explosion when it performs a dodge roll. Targets caught within 4.0 units of the explosion center take 125 damage. Targets caught outside of this radius but inside of the full blast radius of 6.0 units will take between 125 and 40 damage.