That goes for Super Jumping in general. It just shortens the startup so you jump quicker. I don't think it makes you move through the air quicker though
1:38 Notably, the two can stack if you swap to a quick super jump gear after placing the beacon, as the game still remembers it was placed when you had the sub up.
This is sort of how it works, but more specifically, it stores its jump speed when placed, as the beakon itself affects all jumps that target it. This is why Sup Power is basically required if you want to use it seriously in multiplayer (with more than 10AP of SPU and good placement, you basically are moving your whole team's spawnpoint, which has obvious benefits ;3
I felt I should've added the tip since it does have different stats. Though I don't imagine many people using it for Beakon since you'd usually only use it off the Spawner, which you can't Squid Form on in this game
@@Cryobin idk if this is still possible but there's a way to qsj to a beacon at spawn really fast by placing it where the cursor lands when you press d pad down. Then when you want to hop back to spawn: press d pad down, then let go, then press a. This will lock on to the beacon and send you back to spawn at beacon speed.
However I have found an alternate method. Place a beacon a bit above the spawn point, then when you want to superjump back, press and release d pad down, tilt controller to send cursor up, then press a. This will lock onto spawn then move the cursor up to the beacon. Very fast.
I enjoy using 1-2 mains of sub power up with vanilla tent as it’s handy for myself/teammates to get back into the action quickly or for retreat as well. Also if you plan to do a sub resistance one, I made a near pure set recently for fun with some interesting results. One of the most noticeable ones is that being marked from a sub like point sensors or an ink mine is gone almost immediately (less than a second). And it has also saved me in some matches when being on the outside of a suction bomb
I thought Sub Power would go well with Tenta Brella if you stuck inside the shield. I'm pretty sure the interaction with a full set of Sub Resistance cuts Tracking by half. The opposite of what Sub Power does, so the abilities can counteract the others effects if they wear the same amount. Of course I have no proof, but that's how I hope it works out
I wonder... will you make an updated version of the special power up video? Cuz of the 2 new specials and various patch notes that changed the potency of SPU! :3
0:47 THIS SECTION IS FOR ME! I need to study this and take notes. [lol XD] 0:57 .... I didn't know it increased the distance on the curling bomb when it is totally charged. Thats something really important to take into consideration; I throw curling bombs on small platforms all the time. 1:04 I also didn't know it increased its velocity. It scares me because I feel it would mess my aim. The only think I knew, it was that it increased its travel distance when trying to throw it at long distances. I never use sub power up, because I think it mess up with my aim with the curling bombs. If I have a gear set to with 1 main, and then another gear set with 0 mains, and then another gear set with 3 mains, I think it will mess up my aim so hard changing the distance and the velocity of it; it would make my throw just feel off. I wonder if that happens to other people that is an enthusiast of any other sub weapon. I'm not a master on curling bombs though; I haven't study the aim recticle of the curling bomb nor its meaning... My only cue for aiming is the sound of the curling bomb while charging. ... another idea to my list of videos that will take ages for me to do because I'm so busy lol XD. Anyways, AWESOME VIDEO Cryobin. I think this is a really cool idea and a really cool resource video for learning about the sub power up ability. It was really cool to see the comparation of each one of those side by side.
I don't think Sub Power is too necessary for Curling Bombs. Ink Saver (Sub) and Ink Recovery Up are probably best to get Curling splats more often. The only thing I find interesting about it is it's kinda the only Sub Bomb that increases it's potential to hit someone with a bigger explosion. The increased velocity lets it throw partial or fully charged Curlings further, which lets you throw larger bombs near corners at a safer distance. Still something not too needed, but if you get used to it, then there's at least an option
Worth noting that the way Sub Power affects Beakons is by literally applying AP of QSJ to all jumps targeting it, and it adds more QSJ than the number of AP of SPU - that is, it reaches maximum power without having 57 AP of SPU (at least, I remember it doing that in S2). This is why it mixes with QSJ in strange ways and why someone with 57QSJ jumping to a 57SPU Beakon is no faster than just the beakon or just the QSJ. Other than that, I I knew almost none of the other stuff. Also Paintscraper is based :3
I'm thinking of making another SPU vid with the new specials and changes. Might be awhile before the whole videos out, but if you just want Kraken stats, here. 0 Main - 8.0 Seconds 1 Main - 8.6 Seconds (+7.5%) 2 Main - 9.1 Seconds (+13.75%) 3 Main - 9.5 Seconds (+18.75%) 3 Pure - 10.0 Seconds (+25.0%) Keep in mind, there is an about 1 second startup that I'm including
The person planting. The buff also goes to any teammates who jumps to the Beakon. A teammate having Sub Power Up themselves doesn't do anything for someone elses Beakon
Honestly I only run sub power on beakons and on vanilla tri stringer for extra mist range. I find that most of the time sub saver will allow you to use subs more often which IMO is better than slightly more powerful subs, notably on splash wall
I feel like Sub Power Up is one of the most unique abilities with Beakon, because it might the only ability that is noticed by teammates. It's an extremely recognizable support and most other abilities don't really affect teammates. Whenever I jump to a Beakon, I always hope the user took some Sub Power
I wouldn't think so, but it can be charged pretty fast by doing all the inputs at the same time (shaking the controller, moving left and right, and mashing B)
no way its true that if u hold zl while ur charging for a super jump, u jump faster right? how come i never heard of that or heard of people talking about this?
It's more holding ZL before pressing the Super Jump button. As long as your already in Squid/Octopus Form, it'll skip the animation and have you jump sooner
Mines are probably the best just because of its several effects and Beakon is just good support overall. I think Spinkler is at least decent so you don't have to replace it as often. Maybe not as useful right now since most people think it doesn't do much, but if they buff it to leave more of an impact. Not having to replace as often will likely be the reason to use it
@@Cryobin I personally think that sub power up is the best for beakons because it is the most consistently useful for all teammates. I never want to use beakons without it. Regarding the sprinkler, the problem lies in that the sprinkler is consistently being replaced/destroyed. It hardly lasts long enough where the extra time in each mode will ever be relevant.
I think it depends on the Sub. All the Tracking Subs can double it's effects, if not raise it by 30% with just one main. There aren't many abilities that give that high of a buff
@@Cryobinthe tracking on its own is not bad but do you really create an entire build just around tracking? I feel like it can’t compete with other possible builds
The extra range on bombs can be nice too if your build is based on them. It has it's uses for sure (and I'd argue special power up is often even worse)
@@squiddler7731 Special Power Up is _certainly_ worse as it literally just increases duration for most specials. I'm frankly surprised that it increases Missiles' aiming crosshair since they seem to love implementing bugs with its cooldown and that'd be the perfect way to make it even buggier
Imagine seeing a guy with all the gear as max sub power, a splatana wiper deco and seeing them super jumping to their beacons like 🚶🏻♀️🧎🏻🛫
Lol
My current dapples build is 3 pures of sub power up, so this video has proven very useful to me…
I always respect it whenever I get splatted and see that they didn't need anything other than one ability. It's rare to see others go for 3 pures
Nice
I was not aware holding ZL sped up beakon travel speed. That's awesome! Thanks man, my octonouvea also gives thanks
That goes for Super Jumping in general. It just shortens the startup so you jump quicker. I don't think it makes you move through the air quicker though
1:38 Notably, the two can stack if you swap to a quick super jump gear after placing the beacon, as the game still remembers it was placed when you had the sub up.
in the lobby only right?
Yes, though they can also be combined in game if you have Super jump and your teammate with sub up places the beacons@@jubbsticks
I could be wrong but I’m pretty sure if the teammate with sub power up places the beacon and you has quick super jump then they will stack
This is sort of how it works, but more specifically, it stores its jump speed when placed, as the beakon itself affects all jumps that target it. This is why Sup Power is basically required if you want to use it seriously in multiplayer (with more than 10AP of SPU and good placement, you basically are moving your whole team's spawnpoint, which has obvious benefits ;3
WAIT SQUID FORM MAKES YOU SUPERJUMP FASTER???????? HOW HAVE I NEVER HEARD THIS IN ALL MY YEARS OF PLAYING COMP SPLATOON???
I felt I should've added the tip since it does have different stats. Though I don't imagine many people using it for Beakon since you'd usually only use it off the Spawner, which you can't Squid Form on in this game
@@Cryobin idk if this is still possible but there's a way to qsj to a beacon at spawn really fast by placing it where the cursor lands when you press d pad down. Then when you want to hop back to spawn: press d pad down, then let go, then press a. This will lock on to the beacon and send you back to spawn at beacon speed.
I did this in splatoon 2 but idk if it works in splatoon 3 cause I don't play a beacon weapon in 3.
I went and tested it and it does not work anymore.
However I have found an alternate method. Place a beacon a bit above the spawn point, then when you want to superjump back, press and release d pad down, tilt controller to send cursor up, then press a. This will lock onto spawn then move the cursor up to the beacon. Very fast.
The production level on these videos is amazing! Keep up the good work! 🙌
Babe wake up, Cryobin posted a new video
What
@@Cryobinyou don't know the meme?
This is cool! I’m gonna probably use these vids for my paintbrush build
Thanks for the help new sub.
I enjoy using 1-2 mains of sub power up with vanilla tent as it’s handy for myself/teammates to get back into the action quickly or for retreat as well.
Also if you plan to do a sub resistance one, I made a near pure set recently for fun with some interesting results.
One of the most noticeable ones is that being marked from a sub like point sensors or an ink mine is gone almost immediately (less than a second).
And it has also saved me in some matches when being on the outside of a suction bomb
I thought Sub Power would go well with Tenta Brella if you stuck inside the shield.
I'm pretty sure the interaction with a full set of Sub Resistance cuts Tracking by half. The opposite of what Sub Power does, so the abilities can counteract the others effects if they wear the same amount. Of course I have no proof, but that's how I hope it works out
I wonder... will you make an updated version of the special power up video? Cuz of the 2 new specials and various patch notes that changed the potency of SPU! :3
Yeah, it makes sense to do that so I can try and make it. If I do I hope I can get it out before another patch
0:47 THIS SECTION IS FOR ME! I need to study this and take notes. [lol XD]
0:57 .... I didn't know it increased the distance on the curling bomb when it is totally charged. Thats something really important to take into consideration; I throw curling bombs on small platforms all the time.
1:04 I also didn't know it increased its velocity. It scares me because I feel it would mess my aim.
The only think I knew, it was that it increased its travel distance when trying to throw it at long distances. I never use sub power up, because I think it mess up with my aim with the curling bombs. If I have a gear set to with 1 main, and then another gear set with 0 mains, and then another gear set with 3 mains, I think it will mess up my aim so hard changing the distance and the velocity of it; it would make my throw just feel off. I wonder if that happens to other people that is an enthusiast of any other sub weapon.
I'm not a master on curling bombs though; I haven't study the aim recticle of the curling bomb nor its meaning... My only cue for aiming is the sound of the curling bomb while charging. ... another idea to my list of videos that will take ages for me to do because I'm so busy lol XD.
Anyways, AWESOME VIDEO Cryobin. I think this is a really cool idea and a really cool resource video for learning about the sub power up ability. It was really cool to see the comparation of each one of those side by side.
I don't think Sub Power is too necessary for Curling Bombs. Ink Saver (Sub) and Ink Recovery Up are probably best to get Curling splats more often.
The only thing I find interesting about it is it's kinda the only Sub Bomb that increases it's potential to hit someone with a bigger explosion. The increased velocity lets it throw partial or fully charged Curlings further, which lets you throw larger bombs near corners at a safer distance. Still something not too needed, but if you get used to it, then there's at least an option
Worth noting that the way Sub Power affects Beakons is by literally applying AP of QSJ to all jumps targeting it, and it adds more QSJ than the number of AP of SPU - that is, it reaches maximum power without having 57 AP of SPU (at least, I remember it doing that in S2). This is why it mixes with QSJ in strange ways and why someone with 57QSJ jumping to a 57SPU Beakon is no faster than just the beakon or just the QSJ. Other than that, I I knew almost none of the other stuff. Also Paintscraper is based :3
Very informative, thank you. Can you do the same for Special Power Up? I can't find anywhere the time duration bonus for Kraken Royale.
I'm thinking of making another SPU vid with the new specials and changes. Might be awhile before the whole videos out, but if you just want Kraken stats, here.
0 Main - 8.0 Seconds
1 Main - 8.6 Seconds (+7.5%)
2 Main - 9.1 Seconds (+13.75%)
3 Main - 9.5 Seconds (+18.75%)
3 Pure - 10.0 Seconds (+25.0%)
Keep in mind, there is an about 1 second startup that I'm including
@Cryobin Nice, it seems to be exactly the same duration and bonus as Inkstorm. Thank you again.
finaly a new video
I'm surprised I wasn't told this after Ink Recovery lol. I was out way longer when that came out
For that shortened beacon jump time, does Sub Power Up need to go on the person jumping or the person planting the beacon?
The person planting. The buff also goes to any teammates who jumps to the Beakon. A teammate having Sub Power Up themselves doesn't do anything for someone elses Beakon
Honestly I only run sub power on beakons and on vanilla tri stringer for extra mist range. I find that most of the time sub saver will allow you to use subs more often which IMO is better than slightly more powerful subs, notably on splash wall
I feel like Sub Power Up is one of the most unique abilities with Beakon, because it might the only ability that is noticed by teammates. It's an extremely recognizable support and most other abilities don't really affect teammates. Whenever I jump to a Beakon, I always hope the user took some Sub Power
Does the fizzle bomb charge any faster with sub up?
I wouldn't think so, but it can be charged pretty fast by doing all the inputs at the same time (shaking the controller, moving left and right, and mashing B)
Awesome
no way its true that if u hold zl while ur charging for a super jump, u jump faster right? how come i never heard of that or heard of people talking about this?
It's more holding ZL before pressing the Super Jump button. As long as your already in Squid/Octopus Form, it'll skip the animation and have you jump sooner
@@Cryobininteresting
What editor do you use for videos?
Filmora, not sure if it's the best, but I'm fine with it
Does sub power up on beakons extend the range beakons can reveal enemies on the map?
Good question, that wasnt covered
I like using sub power up on mines and beakons.
However, I would NEVER use it on sprinkler. That's completely useless
Mines are probably the best just because of its several effects and Beakon is just good support overall.
I think Spinkler is at least decent so you don't have to replace it as often. Maybe not as useful right now since most people think it doesn't do much, but if they buff it to leave more of an impact. Not having to replace as often will likely be the reason to use it
@@Cryobin I personally think that sub power up is the best for beakons because it is the most consistently useful for all teammates. I never want to use beakons without it.
Regarding the sprinkler, the problem lies in that the sprinkler is consistently being replaced/destroyed. It hardly lasts long enough where the extra time in each mode will ever be relevant.
Average splattershot user
Arguably the worst ability
I think it depends on the Sub. All the Tracking Subs can double it's effects, if not raise it by 30% with just one main. There aren't many abilities that give that high of a buff
@@Cryobinthe tracking on its own is not bad but do you really create an entire build just around tracking? I feel like it can’t compete with other possible builds
I like using it on locating subs and beacons but it's rarely useful oitside of those
The extra range on bombs can be nice too if your build is based on them. It has it's uses for sure (and I'd argue special power up is often even worse)
@@squiddler7731 Special Power Up is _certainly_ worse as it literally just increases duration for most specials. I'm frankly surprised that it increases Missiles' aiming crosshair since they seem to love implementing bugs with its cooldown and that'd be the perfect way to make it even buggier