I had been meaning to ask someone what the general benefit to using Booyah over Tristrike was. To me, both seemed like similar range, damage, situational effectiveness etc. but with Tri having, as the name implies, 3x the uses. This really cleared that up quite a bit. Thanks!
Booyah bomb has a larger radius yet a slower activation time when you throw it, displacing for a lot more time than Tri strike. Also, it gives you a large amount of armor very quickly so it can be used as a panic button (which I don’t think should be possible)
The protection on Booyah lets you use it in significantly more aggressive positions. It might have more range with the higher point of launch and special aim mode, but I'm not sure.
I'm not a high level player, but I always assumed that strikes weren't meant to start pushes and let them snowball like booyah or missiles, but rather to help them snowball much faster and give them advantages in the fight like wave breaker. Ik this is old news but in the squid school video, crim doesn't use the strikes to displace the e-liter, he uses them to wall out the enemy to help his team collapse while he splats the liter.
this is exactly what i thought as well, but on top of this I also thought the strikes could be something you could throw while a push is actually happening, to further increase the intensity, duration, and effectiveness of the push, kinda like a secondary aftershock to an initial earthquake.
I hate seeing people just spamming 3 strikes in the same place Your special is not just a get out tool and especially with this one, throw it on a zone or a tower and push. Granted with this special if you could throw them a bit faster and blocked less of your vision you could fight WITH it better
I learned that if I was in a tight spot, throwing my first strike in front of me usually protects myself and also gives me enough time to use the other two strikes to help my team. If I get splatted, at least I delayed the inevitable long enough to help
Oh man, the stupid things hit a pole or something you def didn't aim at and it's exploding nowhere near where you intended it to go. 😡 I know, skill issue. *sigh*
The thing I find interesting is how much the perception of the specials is driven by the discourse over actual experience (at least for me). I'm only in low S+ (so take everything I say with large grains of salt) but I considered both of these specials to be really powerful until people like you, FLC and Squid School started pointing out their flaws. But after the fact I realized that I had experienced many of these issues myself in my own games. It's possible that I just chalked it up to my (or my opponents) not being skilled enough to use them to their full potential but I guess this is way I try to listen to analysis by you or other high level players.
@@benro6564 Again, not anywhere close to top level so take I understand if anyone ignores this, but while tier lists aren't really absolutely accurate until top level, the specific reasons given for why these specials aren't as good as people think should still apply even at lower level. Specifically the fact that both Kraken and Tri-Strikes aren't that hard to dodge a lot of the time still applies. This is something I've experienced, even though I'm a lot less skilled that actual comp players. I definitely still get splatted by them more than a high level player would since my movement still leaves a lot to be desired. But I do notice that they affect me less than something like Missiles or Crab.
You talk about S+ like that’s a low rank lol. Once you get to S there is no more casual, it’s bully or be bullied. I’m not even in S+, only S. Maybe I’m just bad.
@@fury_blade9303 Sorry, I didn't meant to sound disparaging to lower ranks. It's just that (my understanding at least) is that S+ is the not same as competitive so I'm don't have the same experience or authority as someone who as done that.
The devs have also been the most in denial about strike by putting it on not just one shooter post launch, but a second one after the first didn't stick at top level play as planned lmao
Even though it could be quite annoying at times, the kShot's playstyle in S2 was really fun. Launching missiles, then moving in with them felt really satisfying. I tried my best to recreate this playstyle with Ttek in this game, and it just did not work. The special was simultaneously too slow, and too fast to make use of this playstyle. I personally hope thag strike gets reworked so that the user can throw the strikes faster, and the strikes travel slower in the air, so that the main weapon can more reasonably move in with the special.
Everybody's (rightfully) talking about the ideas presented in the video, but can we just take a second to appreciate Logi's editing and music choices in this video? They're both top-notch!
I think stamp is underrated, it's an extremely versatile special that can paint, escape, shark, or you can just immediately chuck it, maybe get a kill and get a full ink tank
Counterpoint to the crab vs tri-strike argument: say you're in control and the opponent pops crab to try and get back in. While you're shredding crab, your timer is still ticking down - sure, both you and the enemy aren't painting the zone, so ultimately you reduce it to a 3v3 which always goes in favor of the defending team.
Here’s what I would do to help these two specials Tri Strike! Make it so you can shoot while using the strikes and also make it so it can have swim form! And as for Kraken, here’s what I thought of to make it not too overpowered…1 make it swim faster in base form cause the main way to move with it is the charge, 2 make its charge attack cover more distance and 3 make it so you can squid roll out of a charge attack at anytime! So what do you think? (EDIT FORGET SHOOTING WHILE IN TRI STRIKE!! THAT WOULD BE OVERPOWERED!! AND WOULD BE LIKE SPLATOON 2!!)
They should probably just add some chunk bonus on the kraken, like swim speed up. or intensify. Similar to how it was in splatoon 1. It just has to have smaller increases then on main.
*SHOOT IN TRISTRIKE* Basically removes most counterplay because you can't approach tri-strike because they will shoot you down. And if they buff displacement potential then it will become splatoon 2 all over again with displacement specials you can't stop
The problem is people perceive tri strike to be a sort of counter/displacement special when it really is best utilized as a potentially lethal ink storm. Whenever I use tri strike it’s in coordination with my team. I see a slayer he looks like he wants to challenge the opposing backline? Tri strike that area so it blinds the enemy. Spawncamping? Utilize it to force the enemy down a certain route or slow them down. I only threw it at the tower like once before I realized it just wasn’t worth it.
I use t tek as my main weapon and I misread the stupid title, I read it as tri being underrated and not overrated 😑 Also p.s a random thing I do when I use inkstrike is I throw a splat bomb right where I threw the inkstrike, so if there was someone there it catches them off guard cause the inkstrike blocks their view
What about reworking Tri Strike to be able to use its main weapon like with Bomb Launcher in Splatoon 2? So you still have to down side of not being able to swim but now you have your main weapon to fight up close and can stagger the Strike more like with Sorella Brella in Splatoon 2 (If the class ever gets fixed in this game)
Here's my ideas for °Variants of the Tri-Strike: *3-Inkarnated Inkstrike* - The classic; open the map and clickity clacky to send one big strike to ANYWHERE on the map you'd like! - Also comes with a clunky piece of outdated human tech (some kinda "Wii U Gamepad") *Trick-Strike* - Press R to throw up to 3 Decoys! - Press ZR to throw the REAL Strike! - The Decoys cause itty-bitty inksplosions when the Real Strike lands - Trick-Strikes have better stats than Tri-Strikes to compensate for only having a single Real Strike. °The Variant System gives you 2 new versions of each Sub and Special. Including the default versions, you'd have exactly 3 Variants, making a total of 9 slightly-different combinations per Kit! On top of behaving differently and costing more/less Ink, Variant Subs can increase or decrease your Special Depletion. Variant Specials can cost more/less Points to fill on top of their new ups and downs. In most cases, the Subs and Specials receive a Lighter Variant and a Heavy Variant. For the Tri-Strike, those would be the 3-Inkcarnated Inkstrike and the Trick-Strike detailed above.
great video and i agree with your buff recommendations. unfortunately i feel like these specials won’t get buffs, the community perception of these two probably makes nintendo not want to change them
I kinda wonder what tristrike would be like if you could use squid for, the strikes painted better, and you maybe even got a little swim speed while using the special. I bet it would make the special much more interesting while also being really easy to implement.
Heres an idea for kraken: dealing damage adds more time for you to stay as a kraken, making sure that you can stay as a kraken long enough to kill things like the krab. I think it would just be like a small amount, but enough to go after high value targets to extend that time.
I have always loved tri strike since day 1 of splatoon 3 and its sad to see it quite low. I hope it gets squid form and just want it to be a good special so I can use it again. I can still use it but im not high level so it is harder for me to use tri strike...
I miss Ink Strike, I mained the N-Zap 89 in the first game & Ink Strike worked out so well with how I liked to play but problems are, no game pad so it would be harder to use, it's easier looking down at the game pad to place your ink strike because I regularly paid some attention to it throughout the match to get an idea where enemies are spreading ink, pulling up the map on the screen has caused my team to lose matches because I want to get an idea on positioning, typically I do that when I'm splatted but there are times when I'm out there & just need to take a look but because I had the map covering my screen, I didn't see someone take the opportunity to take me out, meaning I'm not there assisting my team for that amount of time. It's just a mess, I feel like if you haven't been as aware of the map through the game, it would take you that much longer to decide where to place your ink strike & even if it wasn't too much of an inconvenience like it could work smoothly, it's still a special that can hit anywhere on the map, jump back to spawn where you're safer & decide where to launch it? Yeah, global specials where you can fire from a safe point might not be the best thing for the game, I admit I miss it, I loved ink strike, it was one of my favorite specials in the first game but I can see why it can't return, I think triple ink strike was their solution to ink strike's problems while keeping in with the theme of 3. I still haven't used it that efficiently, it hasn't been on a weapon that I use frequently so that's part of why I haven't, best thing I ever used triple ink strike for was reviving my teammates while taking out a Fly Fish at the same time in Salmon Run. On Kraken, I'll take Royal over the original any day given the first one was such a pain to go against. I only used it sometimes on the Krak-On Splat Roller so I didn't have much experience with it until the N-Zap 83 came out, point sensor plus Kraken. Imagine whenever the 83 returns (I'd give it 1-2 years lol) it gets the same kit but with Kraken Royal instead. At least Royal isn't as bad as the original Kraken so it might be balanced enough. I had a lot of fun playing this, one of my memories is when everyone was having a squid party on Saltspray Rig & when I realized, I partied with them & jokingly popped my Kraken, splatting the whole other team on accident during the party, I felt so bad about that but like, I thought it was funny to party as a Kraken. Seriously though? Royal could use something but it has to be small, I really don't want to see it get to being like Splatoon 1 Kraken again. So many memories of thinking I had my opponent but then, Kraken! So glad it can't be popped as a panic button anymore.
I like Tri-Strike, but like the Splatoon 1 version more. The creative usage of the special is great, only the throwing feel weird and at least for me it's difficult to throw all three precisely with the right timing. The biggist problem for Tri-Inkstrike are the Neo Splash and Tentatek Splattershot kits. You can not give Tri-Strike the mobility, even it is great for it, with it you would buffing those two, too much used shooter, kits at the same time, except the kits got a 230 special points nerf. Kraken Royal has for me the Ink-Armor problem, it get activated and you can not do anything until it is over. At least it is more fun to use in comparison to Tactic Cooler.
my idea for a tri-strike rework would go something like this: - Revert the damage and radious buff (and decrease radious a little bit more) - Reduce the time the strikes are active - Make the strikes become active faster - Increase damage to all objects - You can now swim and use your main weapon while using tri-strike Idk, something about having a poket upgraded bomb that can shread HP specials and help with quick displacement is really apealing to me
If Nintendo were real gigachads they'd increase the time it takes for Strikes to detonate. Like. That's be so cool. Cuz you'd actually be able to ho in alongside your strikes detonating, and that's great
THIS summarize my problem with Tristrike. My favorite special is the Booyah Bomb but the only weapon who can pressure with it and be agressive is Machine (forge can do it but keep in mind that the weapon is ink hungry). Tristrike doesn't feel like you can enable a push. You can only either continue a already enabled one or counter an opponent's offense. And both of those situations shows how much you have to do to cover the weaknesses. I tend to say that Booyah give you both pressure and keep you alive where other special gives you one or the other. Hence why the current spot of Tristrike is "Depends on the map, the player and what your opponent has"
I agree with most of what you said regarding trip strike but I think a lot of your criticism is solely through the lens of playing it on a shorter range weapon and without team-play in mind as much. Nothing wrong with that but the more I play vrapid the more I realize just how good it works for that kit- it's way more in tune with the kind of positions and fights rapid takes and extremely helpful helping my teammates take important fights out of my range on things like tower control.
Honestly as a solo que warrior the bigger nerf was the fact hat you couldn't squid roll after kraken, it was a way for the user to keep up pressure by just squid rolling directly after the special ended to keep up pressure without just making kraken have no endlag. Aside from tower cheese it was at a perfect design I thought
remember when the transition to and from kraken was near instant? it was a little OP, but if we could have a middle ground were transforming takes a sec but not to long and near instant when it wears off so you can actually defend yourself after it's over without it being a instant "No U" card to cheat death.
I've been saying that Booyah is one of the best specials since the start and is significantly better than Strike, and this video articulates the reasoning far better than I ever could.
I still wonder about the Tri-strike's utility as a stalling tool. You can stagger the three strikes to have a pretty constant damage effect in a small area. Which seems good for holding a choke while waiting for your team to respawn or such. I've felt since launch that there just has to be a legit use case there for prolonged area denial. Especially in mode like tower control or clam blitz where the objective requires standing in a rather specific part of the map. No idea if i'm onto something though.
Maybe it's me as just a solo queue player but I think there's more of an argument that neither is necessarily bad and that's with objective pushing. Imo, both specials can kill an overtime push and make it so that trying to push an objective is almost impossible. Take TC for example, if you try and get off a booyah bomb, the pushing team has enough time to either try to break your shield or destroy your teammates that are going to take the tower when the bomb scatters the pushing team. Triple ink strike on the other hand can be instantaneous and launched three times. Unless a player is engaging with the triple ink strike user at start of the special, the pushing team can do practically nothing. And then there's Kraken which had to specifically get nerfed cause it's objective pushing was too strong lol. I think it's fine for Zones, but not being able to push it back on rainmaker is like a death sentence. There's literally no counter play and all you can do is try to kill the Kraken user before they pop their special. Suffice to say, these are only a few examples but from playing in anarchy and X battles, these two specials are some of the most ANNOYING to face when your team is finally clicking at the end of the match
Man, I wish anything I like in this game was good. All weapons I adore have something holding them back and obviously there's no such thing as a perfect weapon, but my main in Splatoon 2 was Brella. I am suffering in this game.
What if tri strike had a lock on ability like missiles but instead of like following the person. The tri strike would just happen where the person was originally and then it would give you the missiles counter thing to let you know that tri strike was locked on you and then you would just move from that spot? Idk this might be dumb
I am wondering something on the subject of specials. I saw this video the level and heavy limitation of versatility of those 2 specials.... what I saw, as a non competitive player, is that those specials tends to be more of a planning specials (maybe with teammates or to be stronger when you have a set list of what to do in certain cases) and not like specials you use in an instinctive fight and improvisation. Probably this game benefits more of versatile specials because things goes wrong most of the times, plans gets destroyed and people needs to improvise and be versatile. I think at higher level, thats why it might make tri-strike and kraken so weak, if you try to use those in an improvisational way. Maybe the way to exploit these specials the better, is to have a heavy coordination with the teams and have a stronger way to regroup/reorganize and have stronger gameplans to counter the unforseen things. I feel probably few competitive people on this game is like this, because it just takes too much planning, thinking, discipline, etc, and this game really benefits more the opportunistic approach. I am not saying the game is forcing one way or the other or one is more correct than others; I say that maybe the "versatile" aproach for weapons doesn't apply to everyone equally, and so it should have a different approach. Idk.
after flc’s stream i started thinking of tristrike as just throwing 3 bombs passively, and its really made me realize how weak it is. the strikes have about the same radius of control bombs have, and after popping the special your only option becomes throwing the strikes. in previous games bomb-related specials allowed you to throw as many bombs as you wanted in a set time, and also allowed you to not only squid for but also use your main weapon. tristrike is just lacking so many of these options to be able to play off itself, so your special being 3 passive bombs becomes really not worth it
Mmm i never saw It like that... Is true Inkstrike is very hard to combo and like you said... Sometimes can even be your death sentence. So... WoW, I learnt a lot today.
kraken is one of those specials that is hard to use/weak if you can't track your enemies. So a good buff would be that the special would paint more right and left side when you jump so you could deny the camping spots and catch enemies easier. Overall the dashing with kraken is just hard for me. Or atleast to hit enemies with it.
I have my slight disagree on Tri Strike, it's damage is still a lot and is great as a trapping tool, it would be nice to have it do accumulated damage instead of constantly having an insta-kill hitbox, it's really frustrating getting killed for touching just the tip of it, it's absurd. However, I do agree it lacks mobility and swim form definitely helps it get more benefits from it so I'd give it that to compensate
Remember in the secials vid where on ink vac you said something similiar to this, "...You got a splattershot despritly trying to get into mid on these teribal maps, standing on the plat for six segonds only to fire a shot that hits absolutly nothing, *breathes MOOOOOO-" you made me laugh so hard
I don't really see how/why people would use Kraken as a counter special? I always figured the point of an invincible movement special, without a recall (looking at you inkjet and zipcaster), was to allow a player to go farther into enemy territory or to reach a specific position, which they can then also give superjumps for. But maybe that's just the immobile Luna main inside me talking.
Sometimes I forget just how differently professional players see thing. Like I look at the update log and see like, 3% more paint range. Cool, 3%. That's near nothing. And then the professional community starts arguing if it should be 1% or 2% instead.
if you can use your main weapon during bomb rush in 2, there's no reason you shouldn't be able to use it during tri strike in 3. i'd rather have that over swim, it makes it a more offensive special in a good way, while creating unique situations for longer range weapons like z+f (throwing, shooting, throwing again)
i just wish me teammates would use my inkstrikes to their advantage because the enemy can shoot through the strikes but cant see so i like to move around while strikes are going off either once i finish mine or if its my teammates. For some reason the triple inkstrike can completely prevent enemy movement for a short time in that area. and yea as a tentetak main i hate how i can't really move while striking so i try to lob it over obstacles to get behind the wall and after its done if i'm safe i throw two bombs yes two because i have 4 subs of ink saver sup along with last ditch effort (i only throw 2 when in full effect) and if i'm not so safe i will throw a bomb in front of the enemy then pain my feet and get out or if its a long range weapon i would probably have thrown a inkstrike and moved a little to avoid being predict sniped *why did i name it that, that's just what i call it (also i don't really know why i would be in mid with a long range weapon staring me down unless im behind a pillow also your awesome just know that
what I like to do with tri strike, is to make them all detonate at once. throw one high next middle next low. instead of 3 delayed strikes, you have one immediate, disjointed blast of power. obviously the situation is dependent, but I know nearly every time I feel this is worthy, the enemy scatters, and I get 1-2 kills almost guaranteed.
i am going to say it again. i think splatoon 3 specials are based on three categories: create oportunities, defend oportunities, and destroy oportunities. creates opportunities: crab, booyah, missles, reefslider, inkzooka defends opportunities: big bubbler, rain, tacticooler, wave breaker and hammer (bc it counters every create special) destroys opportunities: zipcaster, killer wail, ink vac, triple inkstrike, and inkjet its like rock paper scissors. one beats the other. And i am not just sayin that in terms of the winning at the objective. i am saying that in terms of gameplay as a whole. the only problem with this design phylosophie is that the new super chump don't really fit into any category, since it has to compensate for its range and area. its supposed to be a distraction, yet most of the time, if at all, all you have to do is break like maybe 1 or 2 and paint back up of neccecary. it is WAY to slow to defend. too weak to create and way to open/passive to destroy. i sincerely hope that they give super chump a few more decoys to accomedate for the chokepoints and other small, yet important places of the bad maps.
I think kracken fell off but tri-strike is cracked but you did give some very good points against it and I agree that missiles and booyah are better but I dont think that it will change me maining tentek cuz its just been too reliable for me and has carried me from B- to A+ within a week during spring break little earlier in the month when I was grinding out ranked to hopefully eventually get X. also I would use a diff weapon but rn in open and turf i main ballpoint because its fun but I think jet needs a few more buffs before I would risk taking it into series and the other weapons with specials higher are specials and weapons im not too good with or just dont think are as fun (anymore)
im gonna enjoy this splatoon 3 time while missiles are still not meta, but i’m 90% sure next update a shooter will get tentamissiles and we’ll wish crab was still op
I do think strike is a bit stronger in solo, its just so spammable and enables more bomb spam. I think most competetive teams would like something that can more reliably get value on the one push you get, but in the wild west of solo queue just spamming strikes until it gets a pick or happens or stalling that one tower push the enemy team finally managed to buy time for respawns is something of a winning strategy. Its not nearly as strong as other special options but much more spammable and with access to generally better main weapons than the missle weapons atm. Kraken on the otherhand seems to have fallen off quite a bit even in solo. Might just be the current kits though. It seems like it has the same sort of pick potential as Ink Jet with invulnerability, but unlick jet its very avoidable or at least delayable and its user has a much more narrow range of vision being on the ground.
Tri-Strike feels like it could be fixed by increasing the rate of throwing and allowing you to use your main weapon, but NOT swimming. I think you should be able to defend yourself - you shouldn't be a free kill sitting out in the open. HOWEVER, keeping that lack of movement punishes stuff like panic popping. As for Kraken, I still think it's a lot like Reefslider - either you know you're going to die to it, or it flops. Kraken's still stupid in Rainmaker and Clam Blitz, though.
As a ttek/tetra main in s rank yes shredding hp specials is it's best use in fact one time, in zone wars the other teams roller popped bubble on their zone, a squelchers threw a wave breaker on the very edge for optimal use, then a forge booyah bombed and I threw two tri strikes killed all three of the people who used the specials and got the quad wipeout😂
Btw in the crab demonstration the other view was kind of irrelevant because u should scadder them, I do understand u don't have 80% of ur game hours on a trip strike weapon but it can easily counter with experience and accuracy 👍
Dude, part of the reason I was excited for splatoon 3 was that they weren't going to repeat the mistakes with both specials and maps in splatoon 3. The early trailers were promising, but we were robbed when the game finally came out. The best designed specials suck while tenta missiles continue to reign supreme. And don't even give me started on the maps. They built upon what made Splatoon good but stripped away what made it great. The game is still improving and I still enjoy the game, but man, the final product is still missing the point, it's getting there, but it's several kilometres away. In a nutshell: tenta missiles and bad maps defeats the purpose of splatoon 3.
So tri strike can actually be really good if you know how to make all 3 of the strikes hit their targets at the same time. Which means that it’s got a high skill ceiling.
I feel like tri-strike could be changed to either detonate all 3 at once, since it seems that simultaneous strikes are the best use case for the special.
That's a neat idea, would make it more of a displacement tool like OG inkstrike, but then it would lose its stager ability for tower and other scenarios.
It is one of the use cases, but not the only one, plus that can be achieved by lobbing them. The strikes also benefit from being used at different times, mainly throwing one to displace an enemy, throwing another on them again, etc.
i would love to use tri strike like splatoon 1 ink strikes, that you could mark the spot on the map, you could plan the strikes to deny backlines and for example splat zone control more smoothly
I do see what you mean do tri strike but kraken does do well against crab and you will most likely to kill it and the player as long as you just use your jump attack
I’d say the dislike for kraken comes from the invincibility. If a kraken user chooses to target you there is nothing you can do to stop that. That’s just not fun gameplay.
I get that competitively it's not great, and the disadvantage state can be high, but wasn't that intentional? Also dying to the tip of a tri-strike is really underwhelming. I feel like a focus on buffs such as swimming, etc, would've been nice instead of instant death circle that immediately activates. Be like it was on release, but bigger radius, moderate painting, (not the entire circle), and add swimming. Now it has a longer hurtbox, more displacement, and can avoid attacks.
So for what I understand. People "git gud" with tri strike and Nintendo "git gud" with kits and tri strike saved? Cuz I don't know why but I don't see them giving it swim form...
I still think Kraken is still really oppressive when you're stacking it, people have also stopped trying double 96 Deco because it's a bad comp is the other thing
imo, I still feel like tri-strike shouldn't have swim form. missiles having swim form already feels too powerful to me, having the ability to get/reduce distance to use the special is super strong and i don't want that on tri. I feel like if it's given swim form, the ability to use its main weapon during or even both it'd be way too strong and we'd start seeing too much of it. I think maybe letting the user use their main/sub weapon is okay, but I think swim form is too strong, it needs a counter and giving it swim form will just make it a panic button. I think buffing it's run speed, letting it use its main/sub or even both would be good for the special, but not swim form.
People honestly just need to give worse specials a chance. Inkjet is bad, but people use it because in splatoon2, they are used to using it and can get value even though it’s not very good. People need to do that with the new specials.
@@abdulrahiimliadi2002 Because people are used to it. Inkjet isn't very good. It is in the lower half of the special tier list. People have just used it for 6 years instead of only 0.5 - 2 for other specials. Also the weapons ink jet is on aren;t very good rn
@@saltiisbadsplatoon5266 This vid was scripted about 2-3 weeks ago and OG gambit nova/range was a vid idea from when the patch dropped. I do watch FLC a lot but besides the continuation factor most of this is my own opinion/thoughts. I still stand by strike as good in terms of a special counter while FLC thinks its much worse. I tend to watch/listen to a lot of analytical content in general to help my POV.
I had been meaning to ask someone what the general benefit to using Booyah over Tristrike was. To me, both seemed like similar range, damage, situational effectiveness etc. but with Tri having, as the name implies, 3x the uses. This really cleared that up quite a bit. Thanks!
Booyah bomb has a larger radius yet a slower activation time when you throw it, displacing for a lot more time than Tri strike. Also, it gives you a large amount of armor very quickly so it can be used as a panic button (which I don’t think should be possible)
The protection on Booyah lets you use it in significantly more aggressive positions. It might have more range with the higher point of launch and special aim mode, but I'm not sure.
guys did you even read the full comment
I'm not a high level player, but I always assumed that strikes weren't meant to start pushes and let them snowball like booyah or missiles, but rather to help them snowball much faster and give them advantages in the fight like wave breaker. Ik this is old news but in the squid school video, crim doesn't use the strikes to displace the e-liter, he uses them to wall out the enemy to help his team collapse while he splats the liter.
It can do that for sure but almost every good special works to snowball fights you have advantage in.
this is exactly what i thought as well, but on top of this I also thought the strikes could be something you could throw while a push is actually happening, to further increase the intensity, duration, and effectiveness of the push, kinda like a secondary aftershock to an initial earthquake.
I hate seeing people just spamming 3 strikes in the same place
Your special is not just a get out tool and especially with this one, throw it on a zone or a tower and push.
Granted with this special if you could throw them a bit faster and blocked less of your vision you could fight WITH it better
Exactly! People use it like Bomb Rush rather than the way it's supposed to be used.
Maybe if we could swim with it, us casuals wouldn't be so pressured to spam them all before someone rushes straight at us.
I learned that if I was in a tight spot, throwing my first strike in front of me usually protects myself and also gives me enough time to use the other two strikes to help my team. If I get splatted, at least I delayed the inevitable long enough to help
The problem us nukers face is if we want to nuke relevant positions, we have to LOOK at it. This leaves us pretty vulnerable and very punishable.
Oh man, the stupid things hit a pole or something you def didn't aim at and it's exploding nowhere near where you intended it to go. 😡 I know, skill issue. *sigh*
Video 120 of commenting on Chara videos till brella gets fixed
I started maining Brellas
@@Legomotionfake I feel so bad for you 😭
@@KingDraco136 it’s so fun but absolute garbage
@@Legomotionfake So true 😂
What happens if it does get fi… Nevermind that won’t happen lol
The thing I find interesting is how much the perception of the specials is driven by the discourse over actual experience (at least for me). I'm only in low S+ (so take everything I say with large grains of salt) but I considered both of these specials to be really powerful until people like you, FLC and Squid School started pointing out their flaws. But after the fact I realized that I had experienced many of these issues myself in my own games. It's possible that I just chalked it up to my (or my opponents) not being skilled enough to use them to their full potential but I guess this is way I try to listen to analysis by you or other high level players.
Tiers don't matter until very top level
@@benro6564 Again, not anywhere close to top level so take I understand if anyone ignores this, but while tier lists aren't really absolutely accurate until top level, the specific reasons given for why these specials aren't as good as people think should still apply even at lower level. Specifically the fact that both Kraken and Tri-Strikes aren't that hard to dodge a lot of the time still applies. This is something I've experienced, even though I'm a lot less skilled that actual comp players. I definitely still get splatted by them more than a high level player would since my movement still leaves a lot to be desired. But I do notice that they affect me less than something like Missiles or Crab.
Yep, something like a splash will be a much more reliable player for your team compared to a brella. Good paint good special good weapon.
You talk about S+ like that’s a low rank lol. Once you get to S there is no more casual, it’s bully or be bullied. I’m not even in S+, only S. Maybe I’m just bad.
@@fury_blade9303 Sorry, I didn't meant to sound disparaging to lower ranks. It's just that (my understanding at least) is that S+ is the not same as competitive so I'm don't have the same experience or authority as someone who as done that.
People make Triple Inkstrike sound OP just because they mostly gave it to weapons that can easily spam the special.
Literally a bit less broken version of tenta missiles in splatoon 2 XD
The devs have also been the most in denial about strike by putting it on not just one shooter post launch, but a second one after the first didn't stick at top level play as planned lmao
@@schuylerschmadtke1250The second one didn’t either lmao
Even though it could be quite annoying at times, the kShot's playstyle in S2 was really fun. Launching missiles, then moving in with them felt really satisfying. I tried my best to recreate this playstyle with Ttek in this game, and it just did not work. The special was simultaneously too slow, and too fast to make use of this playstyle. I personally hope thag strike gets reworked so that the user can throw the strikes faster, and the strikes travel slower in the air, so that the main weapon can more reasonably move in with the special.
the fact that brinewater the map with the kraken statue is one of the better maps for kraken is amazing LOL
Everybody's (rightfully) talking about the ideas presented in the video, but can we just take a second to appreciate Logi's editing and music choices in this video?
They're both top-notch!
❤
@@LogiCreates :>
I think stamp is underrated, it's an extremely versatile special that can paint, escape, shark, or you can just immediately chuck it, maybe get a kill and get a full ink tank
Counterpoint to the crab vs tri-strike argument: say you're in control and the opponent pops crab to try and get back in. While you're shredding crab, your timer is still ticking down - sure, both you and the enemy aren't painting the zone, so ultimately you reduce it to a 3v3 which always goes in favor of the defending team.
Here’s what I would do to help these two specials
Tri Strike! Make it so you can shoot while using the strikes and also make it so it can have swim form! And as for Kraken, here’s what I thought of to make it not too overpowered…1 make it swim faster in base form cause the main way to move with it is the charge, 2 make its charge attack cover more distance and 3 make it so you can squid roll out of a charge attack at anytime! So what do you think?
(EDIT FORGET SHOOTING WHILE IN TRI STRIKE!! THAT WOULD BE OVERPOWERED!! AND WOULD BE LIKE SPLATOON 2!!)
They should probably just add some chunk bonus on the kraken, like swim speed up. or intensify. Similar to how it was in splatoon 1. It just has to have smaller increases then on main.
*SHOOT IN TRISTRIKE*
Basically removes most counterplay because you can't approach tri-strike because they will shoot you down.
And if they buff displacement potential then it will become splatoon 2 all over again with displacement specials you can't stop
You should be able to end the Kraken special early by pressing 'A'
Swimming I can give, but shooting?! I don't think you've considered the repercussions of that decision 😨
@@BlueLeef Actually…yeah maybe that’s a bit too much…😅
The way I use Tristrike is to throw them around my target so they have a harder time escaping ever since the damage buff
The problem is people perceive tri strike to be a sort of counter/displacement special when it really is best utilized as a potentially lethal ink storm. Whenever I use tri strike it’s in coordination with my team. I see a slayer he looks like he wants to challenge the opposing backline? Tri strike that area so it blinds the enemy. Spawncamping? Utilize it to force the enemy down a certain route or slow them down. I only threw it at the tower like once before I realized it just wasn’t worth it.
I use t tek as my main weapon and I misread the stupid title, I read it as tri being underrated and not overrated 😑
Also p.s a random thing I do when I use inkstrike is I throw a splat bomb right where I threw the inkstrike, so if there was someone there it catches them off guard cause the inkstrike blocks their view
Man i wish my tristrike weapon had a bomb 😢
@@vincentngo3409 oh do you use rapid?
@@_sykick nah brella. Hope they do buff tristrike in some way as brella could have a synergy with it being able to shield after you launch em.
@@vincentngo3409 yeah it should absolutely be buffed, but I wish you luck with it 😊
Can't wait for the hour long Dynamo Roller guide that will definitely happen!
Video 4
The thing with kraken is, it is hard to buff it without it becoming too overpowered. So what would be the best way to buff it?
For anyone wondering why is Tri-Strike nad Kraken is Rated THAT low, its because this is based off team enviroment
What about reworking Tri Strike to be able to use its main weapon like with Bomb Launcher in Splatoon 2? So you still have to down side of not being able to swim but now you have your main weapon to fight up close and can stagger the Strike more like with Sorella Brella in Splatoon 2 (If the class ever gets fixed in this game)
I could see it working with that but it wouldn't be as strong
I feel like kraken makes people panic and needs to be respected much more than stamp, making it really effective at disruption/displacement
I like the ink vac, but I think the buffs it needs is a manual fire, and the ability to suck up enemy ink off the ground.
I think if kraken gets a buff, it needs to be a high level tech, so that solo queue doesn’t get messed up
Here's my ideas for °Variants of the Tri-Strike:
*3-Inkarnated Inkstrike*
- The classic; open the map and clickity clacky to send one big strike to ANYWHERE on the map you'd like!
- Also comes with a clunky piece of outdated human tech (some kinda "Wii U Gamepad")
*Trick-Strike*
- Press R to throw up to 3 Decoys!
- Press ZR to throw the REAL Strike!
- The Decoys cause itty-bitty inksplosions when the Real Strike lands
- Trick-Strikes have better stats than Tri-Strikes to compensate for only having a single Real Strike.
°The Variant System gives you 2 new versions of each Sub and Special. Including the default versions, you'd have exactly 3 Variants, making a total of 9 slightly-different combinations per Kit!
On top of behaving differently and costing more/less Ink, Variant Subs can increase or decrease your Special Depletion. Variant Specials can cost more/less Points to fill on top of their new ups and downs.
In most cases, the Subs and Specials receive a Lighter Variant and a Heavy Variant. For the Tri-Strike, those would be the 3-Inkcarnated Inkstrike and the Trick-Strike detailed above.
great video and i agree with your buff recommendations. unfortunately i feel like these specials won’t get buffs, the community perception of these two probably makes nintendo not want to change them
I kinda wonder what tristrike would be like if you could use squid for, the strikes painted better, and you maybe even got a little swim speed while using the special. I bet it would make the special much more interesting while also being really easy to implement.
Heres an idea for kraken: dealing damage adds more time for you to stay as a kraken, making sure that you can stay as a kraken long enough to kill things like the krab. I think it would just be like a small amount, but enough to go after high value targets to extend that time.
Is that Lily’s theme from Street Fighter 6 I hear at 2:33? I didn’t think you were Street Fighter fan, but I won’t complain.
I have always loved tri strike since day 1 of splatoon 3 and its sad to see it quite low. I hope it gets squid form and just want it to be a good special so I can use it again. I can still use it but im not high level so it is harder for me to use tri strike...
I feel like when your mate uses super chump you should be able to jump in the chump radius without a mate there
I miss Ink Strike, I mained the N-Zap 89 in the first game & Ink Strike worked out so well with how I liked to play but problems are, no game pad so it would be harder to use, it's easier looking down at the game pad to place your ink strike because I regularly paid some attention to it throughout the match to get an idea where enemies are spreading ink, pulling up the map on the screen has caused my team to lose matches because I want to get an idea on positioning, typically I do that when I'm splatted but there are times when I'm out there & just need to take a look but because I had the map covering my screen, I didn't see someone take the opportunity to take me out, meaning I'm not there assisting my team for that amount of time. It's just a mess, I feel like if you haven't been as aware of the map through the game, it would take you that much longer to decide where to place your ink strike & even if it wasn't too much of an inconvenience like it could work smoothly, it's still a special that can hit anywhere on the map, jump back to spawn where you're safer & decide where to launch it? Yeah, global specials where you can fire from a safe point might not be the best thing for the game, I admit I miss it, I loved ink strike, it was one of my favorite specials in the first game but I can see why it can't return, I think triple ink strike was their solution to ink strike's problems while keeping in with the theme of 3. I still haven't used it that efficiently, it hasn't been on a weapon that I use frequently so that's part of why I haven't, best thing I ever used triple ink strike for was reviving my teammates while taking out a Fly Fish at the same time in Salmon Run.
On Kraken, I'll take Royal over the original any day given the first one was such a pain to go against. I only used it sometimes on the Krak-On Splat Roller so I didn't have much experience with it until the N-Zap 83 came out, point sensor plus Kraken. Imagine whenever the 83 returns (I'd give it 1-2 years lol) it gets the same kit but with Kraken Royal instead. At least Royal isn't as bad as the original Kraken so it might be balanced enough. I had a lot of fun playing this, one of my memories is when everyone was having a squid party on Saltspray Rig & when I realized, I partied with them & jokingly popped my Kraken, splatting the whole other team on accident during the party, I felt so bad about that but like, I thought it was funny to party as a Kraken. Seriously though? Royal could use something but it has to be small, I really don't want to see it get to being like Splatoon 1 Kraken again. So many memories of thinking I had my opponent but then, Kraken! So glad it can't be popped as a panic button anymore.
I like Tri-Strike, but like the Splatoon 1 version more. The creative usage of the special is great, only the throwing feel weird and at least for me it's difficult to throw all three precisely with the right timing. The biggist problem for Tri-Inkstrike are the Neo Splash and Tentatek Splattershot kits. You can not give Tri-Strike the mobility, even it is great for it, with it you would buffing those two, too much used shooter, kits at the same time, except the kits got a 230 special points nerf.
Kraken Royal has for me the Ink-Armor problem, it get activated and you can not do anything until it is over. At least it is more fun to use in comparison to Tactic Cooler.
5:23 this editor needs a raise 💀
my idea for a tri-strike rework would go something like this:
- Revert the damage and radious buff (and decrease radious a little bit more)
- Reduce the time the strikes are active
- Make the strikes become active faster
- Increase damage to all objects
- You can now swim and use your main weapon while using tri-strike
Idk, something about having a poket upgraded bomb that can shread HP specials and help with quick displacement is really apealing to me
Or just give us three normal S1 Inkstrikes and call it a day, it also work
If Nintendo were real gigachads they'd increase the time it takes for Strikes to detonate. Like. That's be so cool. Cuz you'd actually be able to ho in alongside your strikes detonating, and that's great
THIS summarize my problem with Tristrike. My favorite special is the Booyah Bomb but the only weapon who can pressure with it and be agressive is Machine (forge can do it but keep in mind that the weapon is ink hungry). Tristrike doesn't feel like you can enable a push. You can only either continue a already enabled one or counter an opponent's offense. And both of those situations shows how much you have to do to cover the weaknesses.
I tend to say that Booyah give you both pressure and keep you alive where other special gives you one or the other. Hence why the current spot of Tristrike is "Depends on the map, the player and what your opponent has"
I agree with most of what you said regarding trip strike but I think a lot of your criticism is solely through the lens of playing it on a shorter range weapon and without team-play in mind as much. Nothing wrong with that but the more I play vrapid the more I realize just how good it works for that kit- it's way more in tune with the kind of positions and fights rapid takes and extremely helpful helping my teammates take important fights out of my range on things like tower control.
Honestly as a solo que warrior the bigger nerf was the fact hat you couldn't squid roll after kraken, it was a way for the user to keep up pressure by just squid rolling directly after the special ended to keep up pressure without just making kraken have no endlag. Aside from tower cheese it was at a perfect design I thought
They should make intensify and swim speed stackable on kraken to make it good in my opinion
Also Ninja Squid nerfing its movement speed just in case the special is given to a sharking weapon.
remember when the transition to and from kraken was near instant? it was a little OP, but if we could have a middle ground were transforming takes a sec but not to long and near instant when it wears off so you can actually defend yourself after it's over without it being a instant "No U" card to cheat death.
I've been saying that Booyah is one of the best specials since the start and is significantly better than Strike, and this video articulates the reasoning far better than I ever could.
日本語字幕をつけてくれてありがとうございます!
I still wonder about the Tri-strike's utility as a stalling tool. You can stagger the three strikes to have a pretty constant damage effect in a small area. Which seems good for holding a choke while waiting for your team to respawn or such.
I've felt since launch that there just has to be a legit use case there for prolonged area denial. Especially in mode like tower control or clam blitz where the objective requires standing in a rather specific part of the map.
No idea if i'm onto something though.
Maybe it's me as just a solo queue player but I think there's more of an argument that neither is necessarily bad and that's with objective pushing. Imo, both specials can kill an overtime push and make it so that trying to push an objective is almost impossible.
Take TC for example, if you try and get off a booyah bomb, the pushing team has enough time to either try to break your shield or destroy your teammates that are going to take the tower when the bomb scatters the pushing team. Triple ink strike on the other hand can be instantaneous and launched three times. Unless a player is engaging with the triple ink strike user at start of the special, the pushing team can do practically nothing.
And then there's Kraken which had to specifically get nerfed cause it's objective pushing was too strong lol. I think it's fine for Zones, but not being able to push it back on rainmaker is like a death sentence. There's literally no counter play and all you can do is try to kill the Kraken user before they pop their special.
Suffice to say, these are only a few examples but from playing in anarchy and X battles, these two specials are some of the most ANNOYING to face when your team is finally clicking at the end of the match
As someone who used the krak-on roller since it available in the spring wave,the kraken might need a buff
Man, I wish anything I like in this game was good. All weapons I adore have something holding them back and obviously there's no such thing as a perfect weapon, but my main in Splatoon 2 was Brella. I am suffering in this game.
What if tri strike had a lock on ability like missiles but instead of like following the person. The tri strike would just happen where the person was originally and then it would give you the missiles counter thing to let you know that tri strike was locked on you and then you would just move from that spot? Idk this might be dumb
I am wondering something on the subject of specials. I saw this video the level and heavy limitation of versatility of those 2 specials.... what I saw, as a non competitive player, is that those specials tends to be more of a planning specials (maybe with teammates or to be stronger when you have a set list of what to do in certain cases) and not like specials you use in an instinctive fight and improvisation.
Probably this game benefits more of versatile specials because things goes wrong most of the times, plans gets destroyed and people needs to improvise and be versatile. I think at higher level, thats why it might make tri-strike and kraken so weak, if you try to use those in an improvisational way. Maybe the way to exploit these specials the better, is to have a heavy coordination with the teams and have a stronger way to regroup/reorganize and have stronger gameplans to counter the unforseen things. I feel probably few competitive people on this game is like this, because it just takes too much planning, thinking, discipline, etc, and this game really benefits more the opportunistic approach.
I am not saying the game is forcing one way or the other or one is more correct than others; I say that maybe the "versatile" aproach for weapons doesn't apply to everyone equally, and so it should have a different approach. Idk.
Naaaaah can't have nothing in splatsville without a top player insulting your favorite special💀💀💀
after flc’s stream i started thinking of tristrike as just throwing 3 bombs passively, and its really made me realize how weak it is. the strikes have about the same radius of control bombs have, and after popping the special your only option becomes throwing the strikes. in previous games bomb-related specials allowed you to throw as many bombs as you wanted in a set time, and also allowed you to not only squid for but also use your main weapon. tristrike is just lacking so many of these options to be able to play off itself, so your special being 3 passive bombs becomes really not worth it
Video Idea: what weapons make use of their special the best/worst and how
Mmm i never saw It like that... Is true Inkstrike is very hard to combo and like you said... Sometimes can even be your death sentence. So... WoW, I learnt a lot today.
kraken is one of those specials that is hard to use/weak if you can't track your enemies. So a good buff would be that the special would paint more right and left side when you jump so you could deny the camping spots and catch enemies easier. Overall the dashing with kraken is just hard for me. Or atleast to hit enemies with it.
I have my slight disagree on Tri Strike, it's damage is still a lot and is great as a trapping tool, it would be nice to have it do accumulated damage instead of constantly having an insta-kill hitbox, it's really frustrating getting killed for touching just the tip of it, it's absurd. However, I do agree it lacks mobility and swim form definitely helps it get more benefits from it so I'd give it that to compensate
Remember in the secials vid where on ink vac you said something similiar to this, "...You got a splattershot despritly trying to get into mid on these teribal maps, standing on the plat for six segonds only to fire a shot that hits absolutly nothing, *breathes MOOOOOO-" you made me laugh so hard
I don't really see how/why people would use Kraken as a counter special? I always figured the point of an invincible movement special, without a recall (looking at you inkjet and zipcaster), was to allow a player to go farther into enemy territory or to reach a specific position, which they can then also give superjumps for. But maybe that's just the immobile Luna main inside me talking.
Sometimes I forget just how differently professional players see thing. Like I look at the update log and see like, 3% more paint range. Cool, 3%. That's near nothing. And then the professional community starts arguing if it should be 1% or 2% instead.
I've been saying swim form for Tristrike since day one. I thought it was a hot take but now it feels like a necessity.
More stamp recognition please
if you can use your main weapon during bomb rush in 2, there's no reason you shouldn't be able to use it during tri strike in 3. i'd rather have that over swim, it makes it a more offensive special in a good way, while creating unique situations for longer range weapons like z+f (throwing, shooting, throwing again)
As long as kraken is fun and shreds HP specials I'm cool with it
i just wish me teammates would use my inkstrikes to their advantage because the enemy can shoot through the strikes but cant see so i like to move around while strikes are going off either once i finish mine or if its my teammates. For some reason the triple inkstrike can completely prevent enemy movement for a short time in that area. and yea as a tentetak main i hate how i can't really move while striking so i try to lob it over obstacles to get behind the wall and after its done if i'm safe i throw two bombs yes two because i have 4 subs of ink saver sup along with last ditch effort (i only throw 2 when in full effect) and if i'm not so safe i will throw a bomb in front of the enemy then pain my feet and get out or if its a long range weapon i would probably have thrown a inkstrike and moved a little to avoid being predict sniped *why did i name it that, that's just what i call it (also i don't really know why i would be in mid with a long range weapon staring me down unless im behind a pillow also your awesome just know that
@prochara i love watching your videos while playing splatoon myself and playing other games like minecraft or just in general
"Stamp is a lot better than people give it credit for"
I used to pray for days like these...
what I like to do with tri strike, is to make them all detonate at once. throw one high next middle next low. instead of 3 delayed strikes, you have one immediate, disjointed blast of power. obviously the situation is dependent, but I know nearly every time I feel this is worthy, the enemy scatters, and I get 1-2 kills almost guaranteed.
i am going to say it again.
i think splatoon 3 specials are based on three categories: create oportunities, defend oportunities, and destroy oportunities.
creates opportunities: crab, booyah, missles, reefslider, inkzooka
defends opportunities: big bubbler, rain, tacticooler, wave breaker and hammer (bc it counters every create special)
destroys opportunities: zipcaster, killer wail, ink vac, triple inkstrike, and inkjet
its like rock paper scissors. one beats the other. And i am not just sayin that in terms of the winning at the objective. i am saying that in terms of gameplay as a whole. the only problem with this design phylosophie is that the new super chump don't really fit into any category, since it has to compensate for its range and area. its supposed to be a distraction, yet most of the time, if at all, all you have to do is break like maybe 1 or 2 and paint back up of neccecary. it is WAY to slow to defend. too weak to create and way to open/passive to destroy. i sincerely hope that they give super chump a few more decoys to accomedate for the chokepoints and other small, yet important places of the bad maps.
I think kracken fell off but tri-strike is cracked but you did give some very good points against it and I agree that missiles and booyah are better but I dont think that it will change me maining tentek cuz its just been too reliable for me and has carried me from B- to A+ within a week during spring break little earlier in the month when I was grinding out ranked to hopefully eventually get X.
also I would use a diff weapon but rn in open and turf i main ballpoint because its fun but I think jet needs a few more buffs before I would risk taking it into series and the other weapons with specials higher are specials and weapons im not too good with or just dont think are as fun (anymore)
im gonna enjoy this splatoon 3 time while missiles are still not meta, but i’m 90% sure next update a shooter will get tentamissiles and we’ll wish crab was still op
I do think strike is a bit stronger in solo, its just so spammable and enables more bomb spam. I think most competetive teams would like something that can more reliably get value on the one push you get, but in the wild west of solo queue just spamming strikes until it gets a pick or happens or stalling that one tower push the enemy team finally managed to buy time for respawns is something of a winning strategy. Its not nearly as strong as other special options but much more spammable and with access to generally better main weapons than the missle weapons atm.
Kraken on the otherhand seems to have fallen off quite a bit even in solo. Might just be the current kits though. It seems like it has the same sort of pick potential as Ink Jet with invulnerability, but unlick jet its very avoidable or at least delayable and its user has a much more narrow range of vision being on the ground.
I Honestly want you to be able to be in squid form when your using your tri strike like tenta missiles helps you wanting it where to go
Tri-Strike feels like it could be fixed by increasing the rate of throwing and allowing you to use your main weapon, but NOT swimming. I think you should be able to defend yourself - you shouldn't be a free kill sitting out in the open. HOWEVER, keeping that lack of movement punishes stuff like panic popping.
As for Kraken, I still think it's a lot like Reefslider - either you know you're going to die to it, or it flops. Kraken's still stupid in Rainmaker and Clam Blitz, though.
As a ttek/tetra main in s rank yes shredding hp specials is it's best use in fact one time, in zone wars the other teams roller popped bubble on their zone, a squelchers threw a wave breaker on the very edge for optimal use, then a forge booyah bombed and I threw two tri strikes killed all three of the people who used the specials and got the quad wipeout😂
Btw in the crab demonstration the other view was kind of irrelevant because u should scadder them, I do understand u don't have 80% of ur game hours on a trip strike weapon but it can easily counter with experience and accuracy 👍
No hate love ur videos
I cant belive they made another splatoon game just to have more tenta missiles
Dude, part of the reason I was excited for splatoon 3 was that they weren't going to repeat the mistakes with both specials and maps in splatoon 3. The early trailers were promising, but we were robbed when the game finally came out. The best designed specials suck while tenta missiles continue to reign supreme. And don't even give me started on the maps.
They built upon what made Splatoon good but stripped away what made it great.
The game is still improving and I still enjoy the game, but man, the final product is still missing the point, it's getting there, but it's several kilometres away.
In a nutshell: tenta missiles and bad maps defeats the purpose of splatoon 3.
So tri strike can actually be really good if you know how to make all 3 of the strikes hit their targets at the same time. Which means that it’s got a high skill ceiling.
I feel like tri-strike could be changed to either detonate all 3 at once, since it seems that simultaneous strikes are the best use case for the special.
That's a neat idea, would make it more of a displacement tool like OG inkstrike, but then it would lose its stager ability for tower and other scenarios.
It is one of the use cases, but not the only one, plus that can be achieved by lobbing them. The strikes also benefit from being used at different times, mainly throwing one to displace an enemy, throwing another on them again, etc.
i would love to use tri strike like splatoon 1 ink strikes, that you could mark the spot on the map, you could plan the strikes to deny backlines and for example splat zone control more smoothly
96Deco main here:counter argument kraken is fun
I do see what you mean do tri strike but kraken does do well against crab and you will most likely to kill it and the player as long as you just use your jump attack
How should zipcaster and kraken be buffed?
Kraken being kraken even after it’s changes is funny to me
imo Tristrike is right in the middle, like I'd prefer it as opposed to inkstorm as it better fits my playstyle but I'll take crabtank over it any day.
Does anyone else think about how Cute Chara’s pngtuber is
can someone tell me which set/tournament had the double ballpoint match so I could watch it? cheers
As a bad ttek main, I can agree with some of these but it could just be me being bad as video game.
I’d say the dislike for kraken comes from the invincibility. If a kraken user chooses to target you there is nothing you can do to stop that. That’s just not fun gameplay.
Me looking at the fact the kraken is less good remembering when I was 7 playing splatoon one and getting mad at the angry looking squid *nice*
Nah their cracked. Then again I'm a roller player so seeing a kraken sends me into a mental spiral
I still think that kraken is the best special in the game for solo Q. And not to mention it’s so ducking fun.
I get that competitively it's not great, and the disadvantage state can be high, but wasn't that intentional? Also dying to the tip of a tri-strike is really underwhelming. I feel like a focus on buffs such as swimming, etc, would've been nice instead of instant death circle that immediately activates. Be like it was on release, but bigger radius, moderate painting, (not the entire circle), and add swimming. Now it has a longer hurtbox, more displacement, and can avoid attacks.
Zipcaster and inkjet would be so much better if you could cancel the special early (without going out of bounds)
So for what I understand. People "git gud" with tri strike and Nintendo "git gud" with kits and tri strike saved? Cuz I don't know why but I don't see them giving it swim form...
I still think Kraken is still really oppressive when you're stacking it, people have also stopped trying double 96 Deco because it's a bad comp is the other thing
I feel like u should be able to swim and use ur main weapon while using tri strike
Early. Also give wiper kraken Nintendo you Coward's
Tri strike is good for moments of chaos and is great when coordinated with other specials. It's just extremely inconsistent
Nice new upload
I never thought id see the day to hear a top level splatoon player saying krakon isnt that good
imo, I still feel like tri-strike shouldn't have swim form. missiles having swim form already feels too powerful to me, having the ability to get/reduce distance to use the special is super strong and i don't want that on tri. I feel like if it's given swim form, the ability to use its main weapon during or even both it'd be way too strong and we'd start seeing too much of it. I think maybe letting the user use their main/sub weapon is okay, but I think swim form is too strong, it needs a counter and giving it swim form will just make it a panic button. I think buffing it's run speed, letting it use its main/sub or even both would be good for the special, but not swim form.
6:55 OH MY GOD ITS THIS GUY AGAIn,,,,,,/lh
How are ink missiles at the top??? No one using weapons that have it lol
People honestly just need to give worse specials a chance. Inkjet is bad, but people use it because in splatoon2, they are used to using it and can get value even though it’s not very good. People need to do that with the new specials.
Inkjet is actually considered good in comp
@@abdulrahiimliadi2002 Because people are used to it. Inkjet isn't very good. It is in the lower half of the special tier list. People have just used it for 6 years instead of only 0.5 - 2 for other specials. Also the weapons ink jet is on aren;t very good rn
I think the only reason these specials are so “overrated” is because they’re considered the “easiest” Crab Tank counters
Over the past 2 videos I feel chara has been looking at FLC a lot more
Nah he's been watching flc for years
@@saltiisbadsplatoon5266 This vid was scripted about 2-3 weeks ago and OG gambit nova/range was a vid idea from when the patch dropped. I do watch FLC a lot but besides the continuation factor most of this is my own opinion/thoughts. I still stand by strike as good in terms of a special counter while FLC thinks its much worse. I tend to watch/listen to a lot of analytical content in general to help my POV.