2 extra things First off idk how no we didn't notice but Flingza and Zap was forgotten. Flingza has a niche missile spam kit which is better then being overshadowed by Vjet in S2. Nzap 85 is basically the same, staple support just with a new special. Second a clarification. MPU on shooters like Shot and 52 decreased both jump rng AND ground RNG, while Intensify ONLY does jump RNG. Hence being weaker.
It’s interesting how many weapons got nerfed between games but are still considered to be quite good like 52 Gal and Splattershot. Goes to show that just because something is “worse” now it can still perform great in the new game and new meta
Well because something's worse doesn't mean it's mid and that you shouldn't use it. If anything it means nintendo's balancing the weapons in a way where there's no one meta weapon or class and that any weapon can be used.
@@SVD63Ninja being mid could be true, really. Being mid is still very usable and sometimes mid weapons have great niches. That's how a good game is balanced in my eyes.
personally the bigest wepon change i have noticed so far is NEARLY 3X Arrowspray range whitch is more of an advantage to me but at the same time like bro what
probably the most tragic thing about carbon not having burst bombs is that it's legitimately incredibly fun to use with squid roll. the mobility it offers while still letting you attack with either horizontal OR vertical flick depending on your input is amazing for it, especially when comparing its speed with that of other rollers, but it just doesn't have a sub at all, it's depressing
And the second most tragic thing is that while S1 and early S2 Carbon had only burst bomb as a good sub option so second kit could be whatever, later Spla2n introduced Fizzy and Torpedo and 3 gave us Line Marker which all can actually work for it. Finally, sub variety! Yet, we never got a third Carbon in 2 and Autobomb took one of the potentially three, likely two kit slots it has in 2.
you could argue there is a legitimate argument to be made for a roller whose faster flicks might allow it to combo together with it except you think about it for more than a few seconds and realise you just gave possibly the most extravagant and un-stealthy special to a weapon that literally cannot fight anything unless it sharks _even when it has burst bombs_ and expect it to do anything besides fly at people and immediately perish
there's no doubt that it will get a second kit, the problem is we don't know what that second kit is until it's out. therefore it is just as reasonable to assume that it could get the perfect kit (burst and trizooka) as it is to assume it'll get something horrific that works just as little as the vanilla (like sprinkler and missiles or something)
Remember that 8 Suction Bomb/LDE comp that you faced a long time ago? Imagine that plus the Tacticooler because the N-ZAP ‘85 can now enable that even further.
My copy hasn't shipped yet, but assuming it's the same as the direct, it costs 45 chunks to swap out the main ability on gear, giving you 15 chunks of the ability you replaced. This is a 3:1 ratio which is significantly better than the 10:1 ratio needed to exchange chunks from the last game. This means the best way to use useless leftover chunks is to exchange it on main slot for more useful chunks. I just think you should make a quick video so that this information can get out to more people.
Chunk grinding is so much easier now that I don't even think you really need to worry about that. Also to get special main abilities you need to craft them with smaller chunks
One thing to notice is that price for secondary abilities was changed from 15/30/45 to 10/20/30, making it easier to form good gear. Then there is a new thing where fully upgraded gear now gain exp for free chunks. Gacha (like from Octo Expansion but charging coins) also can give you chunks and I believe Salmon Run too. Overall It just so much easier and convinient
as an ink brush main I think having the killer wail is actually quite nice. it seems it makes it quite easy to kill some people who were too focused on the killer wail by sneaking up to em. or for ranked getting people away from the target for a bit (that being the ink zone, clam or tower) also a good a way to get close with the brush. overal I like the balance for now
Personally I think the aero spray kit is great, it’s basically a dedicated “paint everything” weapon that can easily paint its own turf, throw fizzes for area denial and painting more turf, and reefslider to go in and paint more turf.
Fizzy really is the perfect sub for it. Now it doesn't have to choose between aggro mobility of PG and zoning of MG, it can have both, just like it had with Seeker in Splatoon 1 but even better and more multi-fauceted. And Reefslider for fast breakthroughs without relying on the team, something it really struggled with before. Now we hope RG gets Mine and Ink Vac.
the only bad part about it is if you whiff your reefslider you have literally nothing to defend yourself as your sub takes time to charge and your main is the worst combat weapon in the game. but thats basically the kits only downside.
@@remix7345 You don't have to charge up fizzy for it to do something for you, thats part of what makes it so good. Uncharged fizzy leaves a nice long (albeit thin) trail of ink really fast, so its good for getting in/out in a hurry.
I'm glad bamboo is worse. If you were playing tetras in splatoon 2 and you saw an mpu bamboo on the other team, the game instantly becomes 10x harder to win.
Worse is ok. Non-MPU bamboozler was a challenging weapon with rewarding heights that was already good (though rare). Giving it *autobomb* is a big fuck you to non-MPU bamboo players because it does *nothing* for the weapon. It's like giving sheet music to a carpenter, and I'm pretty sure it's just there to trick us into accidentally wasting ink on an ink-hungry weapon.
They definitely nerfed Splat rollers HARD, at least from my perspective. I’ve been a splat roller main since the first game and have noticed the attack range and damage has decreased to the point it’s pretty difficult to defend yourself if you’re not with a teammate that would help you. The specials aren’t as nice as they were in the previous game like splashdown worked well with the roller while now with the newer specials with the rollers seem more aimed towards shooters rather than the actual weapons needs. Hopefully they add better rollers in the future.
@@whitecloverart1607 thank god I wasn’t the only one who felt like the attack and range were lower in this game, I hope they give it a buff since I’ve also been a roller main since splat 1
@@pugglez4798 Yeah, I’m a Dynamo main and in Splatoon 3 it just feels… slow. SO slow! Like I know it was always slow, but playable. In the test fire it was fine, but the rollers feel nerfed overall. I hate it, Dynamo used to be amazing, but not even the Tacticooler gives it a significant speed boost. lol
I have faith too, because the kit balance is WAY better at launch than 2's (seriously, SPLASHDOWN GOO TUBER?? SPLASH WALL FLINGZA?? What were they thinking?)
@@sonicrunn3r895 some kits are pretty wack rn, range blaster has suction bomb, because yes, the weapon that uses the most ink needs a sub weapon that takes 90 percent of your ink tank, wave breaker is awesome on blaster tho
@@Cringe89563 That is true, but MOST kits are alright. It's only the minority that are weird. And with MPU gone, a lot more weapons can play gear that enhances the kit
@@sonicrunn3r895 Splashdown on Goo Tuber actually does make sense. It is a very aggressive charger that wants to get around. Splashdown was intended to be a strong close range special.
Getting this vid recommended after almost a year of splat3, its funny hearing him talk about how bad the ballpoint kit is and saying that reefslider isn't that bad of a special
I appreciate this video and the effort put into it but I think it would’ve been better if half the weapons weren’t compared to MPU/different kits. It should be base weapon vs base weapon but i totally get where you’re coming from
I def agree, also felt like he should said if the kits were still good overall or not bc someone who is new to the game might not necessarily know what is good. Like they might assume jet squelcher is bad since it got nerfed. Might also help if Chara linked another video or something; maybe his weapon rankings for every kit in this game?
Agreed plus if we do wanna be technical,weapons that get reduced spread like the splattershot would be about the same,if not,better simply cause intensify action replaced MPU in terms of accuracy.
I love Killer Wail on the Inkbrush. Feels like you can be more threatening from a slight range creating pressure for you to close the gap. I honestly like it more than any of the brush sets in 2.
Am I blind or is there no mention of Flingza Roller in this vid? I know it has a disgusting kit since it got Ink Mine instead of Suction Bomb and has Missiles, but I got surprised that Chara skipped it.
I still think that Flingza with Missiles in this game is... sad... Even though I main Foil Flingza, but now I just want to drop it until it gets maybe a more aggressive kit or just any bomb at least.
@@IceStar23 I really wanna play agressive Flingza. It's a unique weapon with cool strengths that's forced to fall into the category of missile spam to keep up. If it had just A LITTLE BETTER damage, it would be insane
Damage is what also worries me about Flingza in Splat3. Since there's no MPU we have no way of making it deal a bit more damage, so whether Flingza has a decent damage or not is purely in Nintendo's hands now.
It seems like bamboo players like autobomb tbh, i havent tried it yet but i remember auto condistently get people with its indirect which is nice, but most importantly it gives bamboo a way to poke better and displace enemies that usually give it a lot of trouble. I think its a more indirect help to the main, but overall helps bamboo have more value. Also its cheap
@@frostyclouded splatnet always made me wait till next day to get gear on splatoon 2, when i checked on the order status the same day he would just say i have to wait for the order or something like that.
@@42dusk45 huh. i was sure i used to get gear immediately after i ordered it on splatnet. checked the wiki and it also says that's how it worked, so i have no idea
@@frostyclouded I'll have to check my game again because i only ordered gear on splatnet before i hit level 20 and and never touched it after i got the gear i wanted from it.
You were right about the Kensa Splatpro. I was addicted to that variant. And sidenote, I think inkbrush has returned to its usage as a Skirmish and Flank weapon. The Killer wait 5.1 gives good chip dmg if it even hits an enemy. (Documented by me, a Dedicated Bamboozler)
As someone who has really enjoyed Inkbrush in both S2 and S3, the new special is a really good 'smokescreen' to distract the enemy and make it easier to flank. And it's good for displacing longer ranged weapons to get them off your back for a bit. And also a great poking tool along with the Splat bomb, just like the base kit in 2, and *any* special is better than Splashdown was there. And lastly it's good for tracking down targets from a significant distance (although I think they might've added a cap to the maximum lock-on distance since the testfire). Side note; someone told me in the comments on another video that they adjusted the hitboxes of the brushes to be more consistent, and idk if that's true but they definitely *feels* like it.
I'm maining heavy splatling, but I can't believe how much of a taunt kit it has. I haven't touched ranked, but throw a sprinkler next to the enemy and you don't exist anymore. Seriously, I've gotten so many splats where the enemy just stands still and shoots at the sprinkler, while I just unload on them. Then you have wave breaker, which has the same effect, but so much more.
Honestly I like the way the undercover brella feels in this game. Especially in splat zones it makes for being able to hold out the zone with ink mines and the shield. Not to mention reef slider makes running in and catching the enemy off gaird from behind so much easier due to the wind up at a distance.
fully agree, never used the undercover much in 2 but it's probably already my main in 3 it's even more satisfying how you can just stand inside an enemy reefslider explosion with the brella up. love how this thing is able to survive its own special
I’ve noticed a trend with certain Splat 3 kits mimicking Splat 2 vanilla kits which, for Undercover and Squiffer is NOT what they need. But Hydra is SO FRICKEN AMAZING LETS GOOOOO
As a person who actively used and still uses the mini splatling, gone is the strategy of inking enough points to use tenta missles, use tenta missles to get all your ink back, and repeat. Super great strategy, but now you can't do that cause it now has ultra stamp. Although it's still super good, it's a nerf.
I used mainly vanilla dualies in splatoon 2 (even if it was only 150 hours) but playing it in splatoon 3 feels not right. I dont know if its the change of the sub weapon (wich is a paim for me bc ink usage is so much higher. Its also possible that the controls just feel slightly diffrent. Im focusing on the big splatana (i dont know the name ) but still hope i can get back to dualies
Same with me, used to play vanilla dualies but they don't feel quite right here. I've been mainly playing goo tuber, but when it comes to dualies the dualie squelcher and dark tetras have been hitting the spot for me personally.
Bamboozler and Squiffer both got hit pretty hard. Squiffer lost its extra range and was smited by Point Sensor once again, while Bamboozler lost MPU, got a (not horrible) but still pretty average kit, and had none of the nerfs it recieved because of MPU reverted back, even object damage : (
Very disappointed with both weapons. Squiffer MPU range was a blessing and it's hard to get used to being in death range for every attack. Big bubbler definitely feels mediocre on the weapon compared to when I play roller, and point sensors are....... in existence. On bamboozler, I keep throwing out autobombs thinking they're curling bombs and then get stuck in enemy ink. Not too happy with them. I was relieved that the main weapon felt the same as it did at the end of S2 (unlike squiffer), but I realize now it was just because I always played it without MPU, and the fact that it's still insanely ink hungry and can't break the things it used to break is disappointing. I'm hoping bamboozler will get fixed and that both bamboo and squiff will get a good second and third kit, but i don't have a lot of faith when the first kits for both are bad or mediocre and Nintendo probably won't even notice there's anything wrong with bamboo since so few people use it without the MPU safety net.
So, I main the fresh squiffer and the nautilus 47 in splat 2, and both have the same kit (suction bomb ink jet). I liked them because they were very fun mid liners, you could play aggro, or play back depending on what your team needs. Now, both nautilus and squiffer have such passive kits, and neither really have long enough ranges to really justify it in my opinion. If it were me, point sensor would be removed from this game. Squiffer should have burst bomb and taticooler, could be a fun kit for a mid line weapon.
As an Undercover main, I am enjoying life, I'm fairly sure they decreased the space needed between ink mines and I'm now consistently able to punish overextension. Also Reefslider is hilarious because if I really need it, I can get invincibility when crossing problem areas, especially grates (I see you Gorge). The main downside right now is that if an enemy has the height advantage I'm basically useless, when I see a Hydra on Market I basically know that I'm stuck to the side paths, and even then only to our half of them.
I've only played with 2 weapons so far which is Jr. and Jet. To me Jr feels like its shot rng is much worse and jet I feel shoots slightly faster but these are just my thoughts
shot rng is definitely worse than even the splatfest demo we did a few weeks ago. Squelcher dualies and areospray are definitely much harder to kill with. I do think Chara was wrong about the overall downgrade on aerospray because with how fast it can charge it's special reef slider is very spamable. On a good match I can get 6-8 of the reef sliders in
I enjoyed playing the Octobrush in Splatwo. Hiding out near the spawn ledge in the tiniest puddle of ink to ambush unsuspecting players. I tried Splatlings, but global specials made them too hard, and almost all the good ones were at super high level. Then I played the Splathree demo. Hydra Splatling was right there. I tried the Octobrush, but with a lack of a small spawn cove, ambushing got really hard. I resprted to Hydra. I discovered the crazy range and the damage output. There was no ink armor. People didn’t know what they were looking at until they heard the shots long after they died. In all the games I’ve played, there was one person who successfully outplayed my range with a combination of bombs, and the E-Liter. That demo, and the lack of global specials made me fall in love with that weapon.
As a bamboo main, honestly I think it’s only a bit worse, I’ve actually found auto bombs pretty helpful for poking, and killer wail 5.1 works really well with a super fast recharge charger that gets decently close to killing in one hit
as a dualie squelchers main it’s so refreshing to not have to waste so many painful hours racking up on mpu and finally being able to actually use the bomb.
also less damage falloff so your kills are more consistent, which imo is the biggest change for the weapon. It was so common to end up having to do 5 or 6 hits in Splat 2 instead of the ideal 4 hits that it now consistently does in Splatoon 3 simply due to the fact the distance-based damage fall off was extremely high despite how short range the weapon was. Honestly the current kit feels for the most part ideal for the weapon. The only thing I could see being better for it is if it got a kit with torpedo as a sub and a special to help deal with chargers more easily
@@somethingcleverandwitty567 it was the first thing I tested when the splatfest beta went live, and the weapon balance, as far as I can tell from the testing I've done while waiting for matches, seems to be the exact same as the splatfest beta
as a dualie main, yeah, no, Splat Dualies ditched some of it's best and most annoying tools and still got something amazing out of it. just need to get a outfit.
I actually like the bamboozler kit more than I thought I would. Autobomb and killer wail are pretty okay at getting the enemy to move when you want to so it can set up combos Probably wont be my fave bamb but okay for now.
L3 got a fire rate buff which makes up for the lack of MPU, and the kit works pretty dang good. I feel like the lack of MPU still hurts, but I’d say it’s about the same if not slightly better.
Big Bubbler is a Squid Beacon with a big shield. You can apparently jump to it like it was a beacon but it allows you to survive for a little bit longer(depending on your skill or point of arrival).
I’m going to miss carbon so much if none of them come with splat bomb, it was so vital to the way i played the weapon. I could assist kills from far away, it made it easier to land my own kills if i couldn’t one shot, it provided fast wall coverage, i might have to main something else entirely if we lose that 😔
i feel you, carbon is such a fun weapon with burst bombs. without it, playing carbon feels hollow i still have hope that they’ll bring burst bombs back, but i fear that they’ll neglect carbon entirely and not give it a variant
I’ve been having a blast with the Tenta Brella! Pushing with the tent launch is so good now and I love coming in clutch with the Ink Vac in tight situations.
I really like how this game is more about placement that DIS-placement, and bamboo is good because how exists, also most weapons can very easily shoot through stamp I have noticed
I would love to see Prochara react to his old takes now towards the end of Splatoon 3's lifespan, see what he got right or wrong with how the game developed
I think it's also important to note for inkbrush how much better in was in 2 for clams. You have mines for info on your base and baller for life and super jump plays
As a dapple player, this new kit is revolutionary. Our three kits did not synergize in any way back in Splat2n. With a beakon, you can sneakily place one or two at mid or the enemy spawn. Acting as a support / slayer hybrid, you can use tacticooler for your friends or for your survival. I absolutely love this thing man.
Goo Tuber's uniquely long charge hold is actually HUGELY buffed by the new movement mechanics. I think it's gonna be really underrated (not the best in the game by any means, of course) and since Torpedo paints your feet now it could really be a force to be reckoned with. The biggest issues holding it back in 2 were the kits being either garbage or cloned from Squiffer which was objectively better and the fact that the charge hold glow negated the possibility of stealth, making the charge hold time just about useless as the only reason to use it was going up walls which other chargers could manage just fine for the most part. The Roll and Surge invincibility turn the Goo Tuber from gimmick to aggressive support perfectly. You're a huge threat as a charger as long as you have good aim, and the long charge hold time combined with the survival option of the Squid Roll means you have a really flexible survival strategy that can mix-up into an aggressive play that other chargers might struggle with. My hot take of the day: Goo Tuber is a better front-line/support than Squiffer now because Squiffer has shorter range, a worse kit, and less survivability.
Dude inkbrush feels SO OP in turf war. I used to never like it buts so aggressive in turf and can build killer wail quick. The wail is so good when you're trying to push right into their spawn.
@@Chara-yp6zj I was specifically talking about splattershot (which is where he mentioned mpu). I am pretty sure splattershot mpu ONLY affects jump rng, therfore intensify action would have the same effect. (That was the point of my comment, I didn't mean aerospray)
I think Rapid Blaster's vanilla kit works, but it's best at Splat Zones and 2nd best at Tower Control. I use Mini Splatling instead for Rainmaker and Clam Blitz. Ink mines can help defend the zone and partially paint over enemy ink, as well as reveal the location of anyone getting close to the zone or are on their way there. 3x Inkstrike helps shut down pushes on the zone, or at least serves as an adequate stalling tool. I've found success with it in solo queue but your points about it being mediocre will probably be more evident to me once my team starts scrimmages in this game, but I'll have to see.
X rank tri slosher here. I’m sad to see the tri from 2 go, but as a fast paced offensive player, I’m happy to see the kit it received in 3. I love slowing down opponents with mist and accessing unreachable areas with jet. It might just be a buff for the slosher 👌🏽
>Splattershot Pro >Worse Stock Splattershot Pro is amazing. Angle Shooter is an amazing sub weapon that can bring back the twoshot vulnerability as well as helping you track opponents and Crab Tank is a *beast.* Considering how ink-hungry the pro line is, giving it a cheaper sub and a special that gives it even more range is a straight upgrade.
I think the combo of high paint and a defense special gave Splattershot Jr. an interesting niche case in attackers on tricolor. Particularly when paired with a partner with a more aggressive special like reef slider it made coordinating pushes for the signal a bit faster. but considering that limited use it's going to be hard to explore meta about that due to the comparatively limited time we have to study that game mode each month.
as a squiffer player that never ran mpu on any gear i had (couldn't be bothered to farm for it once its release), it's honestly not too different if your aim is decent losing ink armor is a shame but it's fun to plant down the new special onto someone who needs it
Idk about how good itll end up being as im a mostly casual player But Killer Wail 5.1 on Brush is *so fun* Because you can move around opponents with the roll while its activating meaning you can effectively corner an opponent with it and then cover the blind spots with the brush itself I especially like it though because it means the kit with splat bomb doesn't have to suffer from splashdown anymore either
One note: I’m pretty sure Intensify Action reduces weapon spread in the air. If that’s so good for Splattershot, then getting that plus the other benefits of Intensify Action would make the Splattershot better.
For me the dualie squelchers is now worse, and I speak as a main of the OG dualie squelchers of splatoon 2 and have 580 hour on this game. I may not have the same objetive approach as you but I think we can see things differently : OG dualie squechers was made for detection, movement and kill : if you're gonna be in pain but you're still not quite yet, or if someones hide somewhere and want to force him out : radar so everyone can focus on him. If he rush then, just flee with he's incredible dogding fluidity movement, or keep him far with the range of the weapon. And the special was great to know where everyone was and tell him to team members, or just lock them so everyone can see for a brief period of time other people, plus, it may ink places on the map. And the weapon was a killer weapon type. So the main weapon seems quite the same (I don't know if this is an impression but I have the feeling it is dealing more damage but it fires a bit slower which is fine) then splat bomb... well many people prefered the second version of this dualie so I guess it is a plus for everyone even though I'm kinda sad and the new radar... on special... oh gosh it is so bad : it's like the secondary weapon radar but on a special so you can't use it as often, you have less range with it, it is easy to dodge, it only help kills during fights and it is very rare and also the 3 "radar waves" has a very short range. So maybe many people will find it good but I think it's ain't : it's trying to mix the two versions of the dualie from splatoon 2 but it get's rid of the detect/pathfinder role of the OG and the kill weapon that can actually inks the map of the second version but it ink way less because of no longer having rain of ink or multi-missile and radar is now trash. I think it is worse. And that's why I was also checking your video, so it may help find me my new main weapon. Overall it's a great video, thx for the advices. I just wanted to share my opinion on this weapon because I don't feel at all the same way as you for it. That's all 😄.
I’ve been maining .52 gal since splat 1 days and I gotta say imo, I prefer the new killer wail over booyah bomb. Booyah bomb pushed k52 into the No think meta and really kills a lot of the 52’s playstyle. 52 imo plays best as a sneakier lead the charge slayer. You have fairly good range, doing a quick ZL to fix early rng, and can splash wall chokes/team to lead or defend pushes. I like the tracking from wail, so not only does it soften the enemy up, it can serve as a “LOOK THIS WAY” for your team to go hunt down any stranglers. I’d rank 52 at the same or better now. The kit just calls for a different style of play that’s a bit more skill and a change back to the older style of play I feel. Idk Maybe the nostolgia for having my killer wail is making think this way but eh,, I just hope this helps push 52 back towards its glory as being regarded as a good weapon rather then salty meta
I went into ranked and immediately had to go against 2 tetra mains who were both very obviously god gamers, it was a very sad day in my spawn as I helplessly watched the rainmaker move towards my base as the tetras didn’t allow me or my teammates to play the video game
2 extra things
First off idk how no we didn't notice but Flingza and Zap was forgotten.
Flingza has a niche missile spam kit which is better then being overshadowed by Vjet in S2.
Nzap 85 is basically the same, staple support just with a new special.
Second a clarification. MPU on shooters like Shot and 52 decreased both jump rng AND ground RNG, while Intensify ONLY does jump RNG. Hence being weaker.
Will there be 2nd kits in future updates?
They should regardless imo.
@@spiral3578 yeah, we just have to wait for the next update to add what I presume are the custom kits
What about Nzap? It was also missing.
You forgot nzap too
@@caveot7672 Really wait thats odd?? jeezsus im sorry about that, same
I like to call the dapples the engineer duelies since it essentially has a teleporter and dispenser special
Inkgineer gaming
Octoh splattin ma beakon
“Hey look, buddy, I’m an engineer. That means I solve problems.”
deploy a tacticooler here
We need a Tacticooler right here!
It’s interesting how many weapons got nerfed between games but are still considered to be quite good like 52 Gal and Splattershot. Goes to show that just because something is “worse” now it can still perform great in the new game and new meta
Well because something's worse doesn't mean it's mid and that you shouldn't use it. If anything it means nintendo's balancing the weapons in a way where there's no one meta weapon or class and that any weapon can be used.
@@SVD63Ninja being mid could be true, really. Being mid is still very usable and sometimes mid weapons have great niches. That's how a good game is balanced in my eyes.
Yeah exactly. “Worse than Splatoon 2” doesn’t mean “Bad in Splatoon 3”
yea very few weapons actually feel bad its crazy
personally the bigest wepon change i have noticed so far is NEARLY 3X Arrowspray range whitch is more of an advantage to me but at the same time like bro what
probably the most tragic thing about carbon not having burst bombs is that it's legitimately incredibly fun to use with squid roll. the mobility it offers while still letting you attack with either horizontal OR vertical flick depending on your input is amazing for it, especially when comparing its speed with that of other rollers, but it just doesn't have a sub at all, it's depressing
And the second most tragic thing is that while S1 and early S2 Carbon had only burst bomb as a good sub option so second kit could be whatever, later Spla2n introduced Fizzy and Torpedo and 3 gave us Line Marker which all can actually work for it. Finally, sub variety! Yet, we never got a third Carbon in 2 and Autobomb took one of the potentially three, likely two kit slots it has in 2.
what i wanna know is why they put ZIPCASTER on a ROLLER
you could argue there is a legitimate argument to be made for a roller whose faster flicks might allow it to combo together with it
except you think about it for more than a few seconds and realise you just gave possibly the most extravagant and un-stealthy special to a weapon that literally cannot fight anything unless it sharks _even when it has burst bombs_ and expect it to do anything besides fly at people and immediately perish
maybe in a future update it will get a variant?
there's no doubt that it will get a second kit, the problem is we don't know what that second kit is until it's out. therefore it is just as reasonable to assume that it could get the perfect kit (burst and trizooka) as it is to assume it'll get something horrific that works just as little as the vanilla (like sprinkler and missiles or something)
0:17 sploosh o matic
0:25 splat jr
0:32 ae spray
0:42 splattershot
0:48 .52 gal
1:00 splash o matic
1:08 splattershot pro
1:14 .96 gal
1:19 jet squelcher
1:24 l3 nozzlenose
1:32 h3 -
1:40 squeezer
2:05 clash
2:14 rapid blaster
2:19 rapid pro
2:29 roller
2:41 dynamo
2:54 brush
3:04 oct brush
3:15 squiffer
3:23 goo tuber
3:34 bamboo
3:53 e liter
3:59 slosher
4:05 tri slosher
4:16 machine
4:27 explosher
4:40 blob
4:43 mini
4:59 heavy
5:05 hydra
5:17 ballpoint
5:31 nautilus
5:47 dualies
6:13 glooga
6:27 tetra dualies
6:36 brella
6:47 tenta
7:15 undercover
7:28 final thought
Thanks u beautiful person
legend
Glad you are just covering what anyone can see instantly right now instead of story mode. I can't wait to play
Remember that 8 Suction Bomb/LDE comp that you faced a long time ago? Imagine that plus the Tacticooler because the N-ZAP ‘85 can now enable that even further.
Refreshing!
My copy hasn't shipped yet, but assuming it's the same as the direct, it costs 45 chunks to swap out the main ability on gear, giving you 15 chunks of the ability you replaced. This is a 3:1 ratio which is significantly better than the 10:1 ratio needed to exchange chunks from the last game. This means the best way to use useless leftover chunks is to exchange it on main slot for more useful chunks. I just think you should make a quick video so that this information can get out to more people.
Chunk grinding is so much easier now that I don't even think you really need to worry about that. Also to get special main abilities you need to craft them with smaller chunks
One thing to notice is that price for secondary abilities was changed from 15/30/45 to 10/20/30, making it easier to form good gear.
Then there is a new thing where fully upgraded gear now gain exp for free chunks. Gacha (like from Octo Expansion but charging coins) also can give you chunks and I believe Salmon Run too.
Overall It just so much easier and convinient
@@xouleater2517 it was 10/20/30 in the last game
as an ink brush main I think having the killer wail is actually quite nice.
it seems it makes it quite easy to kill some people who were too focused on the killer wail by sneaking up to em.
or for ranked getting people away from the target for a bit (that being the ink zone, clam or tower) also a good a way to get close with the brush.
overal I like the balance for now
Personally I think the aero spray kit is great, it’s basically a dedicated “paint everything” weapon that can easily paint its own turf, throw fizzes for area denial and painting more turf, and reefslider to go in and paint more turf.
Fizzy really is the perfect sub for it. Now it doesn't have to choose between aggro mobility of PG and zoning of MG, it can have both, just like it had with Seeker in Splatoon 1 but even better and more multi-fauceted. And Reefslider for fast breakthroughs without relying on the team, something it really struggled with before.
Now we hope RG gets Mine and Ink Vac.
agreed, the kit is way too aggressive to not be good
Its still a very solid kit honestly, jus aero PG in 2 is still competition, burst booyah is near perfect for it. I still think aero feels nice.
the only bad part about it is if you whiff your reefslider you have literally nothing to defend yourself as your sub takes time to charge and your main is the worst combat weapon in the game. but thats basically the kits only downside.
@@remix7345 You don't have to charge up fizzy for it to do something for you, thats part of what makes it so good. Uncharged fizzy leaves a nice long (albeit thin) trail of ink really fast, so its good for getting in/out in a hurry.
I'm glad bamboo is worse. If you were playing tetras in splatoon 2 and you saw an mpu bamboo on the other team, the game instantly becomes 10x harder to win.
I feel slightly bad for the dedicated Bamboo mains for having to return to the “no extra damage” times again like pre 4.0s Splatoon 2 though.
@@sonicrunn3r895 bamboo is still pretty good without mpu, not amazing but it's decent, issue is it has auto bomb which makes it unplayable
@@sonicrunn3r895 nah it just means they'll actually have to learn how to get good at the game
@@unl3ash3d95 That's fair. Bamboo players are gonna have to adapt to this. And also hopefully get a sub that benefits them better.
Worse is ok. Non-MPU bamboozler was a challenging weapon with rewarding heights that was already good (though rare). Giving it *autobomb* is a big fuck you to non-MPU bamboo players because it does *nothing* for the weapon. It's like giving sheet music to a carpenter, and I'm pretty sure it's just there to trick us into accidentally wasting ink on an ink-hungry weapon.
Maybe it's just me but the Splat Rollers overhead strike feels worse, the kill range feels way less, but that might just be the main power up loss
Yeah I was playing the roller and it felt pretty bad. It felt fine in the test fire though 🤔
They definitely nerfed Splat rollers HARD, at least from my perspective. I’ve been a splat roller main since the first game and have noticed the attack range and damage has decreased to the point it’s pretty difficult to defend yourself if you’re not with a teammate that would help you. The specials aren’t as nice as they were in the previous game like splashdown worked well with the roller while now with the newer specials with the rollers seem more aimed towards shooters rather than the actual weapons needs. Hopefully they add better rollers in the future.
@@whitecloverart1607 nintendo hates splat roller mains
@@whitecloverart1607 thank god I wasn’t the only one who felt like the attack and range were lower in this game, I hope they give it a buff since I’ve also been a roller main since splat 1
@@pugglez4798 Yeah, I’m a Dynamo main and in Splatoon 3 it just feels… slow. SO slow! Like I know it was always slow, but playable. In the test fire it was fine, but the rollers feel nerfed overall. I hate it, Dynamo used to be amazing, but not even the Tacticooler gives it a significant speed boost. lol
Honestly, we only have the vanilla kits for these weapons right now, so everything you said was worse might get a better kit later.
I have faith too, because the kit balance is WAY better at launch than 2's (seriously, SPLASHDOWN GOO TUBER?? SPLASH WALL FLINGZA?? What were they thinking?)
@@sonicrunn3r895 some kits are pretty wack rn, range blaster has suction bomb, because yes, the weapon that uses the most ink needs a sub weapon that takes 90 percent of your ink tank, wave breaker is awesome on blaster tho
@@Cringe89563 That is true, but MOST kits are alright. It's only the minority that are weird. And with MPU gone, a lot more weapons can play gear that enhances the kit
@@sonicrunn3r895 fair
@@sonicrunn3r895 Splashdown on Goo Tuber actually does make sense. It is a very aggressive charger that wants to get around. Splashdown was intended to be a strong close range special.
Getting this vid recommended after almost a year of splat3, its funny hearing him talk about how bad the ballpoint kit is and saying that reefslider isn't that bad of a special
0:42 I don't even need to say anything, you know the joke
As someone who hardly knows anything about these weapons from a technical standpoint, this sure came in handy
I appreciate this video and the effort put into it but I think it would’ve been better if half the weapons weren’t compared to MPU/different kits. It should be base weapon vs base weapon but i totally get where you’re coming from
I def agree, also felt like he should said if the kits were still good overall or not bc someone who is new to the game might not necessarily know what is good. Like they might assume jet squelcher is bad since it got nerfed. Might also help if Chara linked another video or something; maybe his weapon rankings for every kit in this game?
Agreed plus if we do wanna be technical,weapons that get reduced spread like the splattershot would be about the same,if not,better simply cause intensify action replaced MPU in terms of accuracy.
"Ugh... Bamboo lost MPU... this is terrible" -Nobody except ProChara appearently.
@@KSCK993 oh hi kirb. But yea,good riddance to that ability,now bamboozler is a proper skilled weapon that should focus on support.
Guys #saveNautiluskit
I love Killer Wail on the Inkbrush. Feels like you can be more threatening from a slight range creating pressure for you to close the gap. I honestly like it more than any of the brush sets in 2.
“Tetra has an actual special” -ProChara 😂😂😂
Am I blind or is there no mention of Flingza Roller in this vid?
I know it has a disgusting kit since it got Ink Mine instead of Suction Bomb and has Missiles, but I got surprised that Chara skipped it.
nah mine is amazing. It’s a missile support and mines can help with that. Not as good as bomb but the next best thing
I still think that Flingza with Missiles in this game is... sad...
Even though I main Foil Flingza, but now I just want to drop it until it gets maybe a more aggressive kit or just any bomb at least.
@@IceStar23 I really wanna play agressive Flingza. It's a unique weapon with cool strengths that's forced to fall into the category of missile spam to keep up. If it had just A LITTLE BETTER damage, it would be insane
@@sonicrunn3r895 I ran flingza in splat 2 with my full mpu gear occasionally, and it was pretty fun.
Damage is what also worries me about Flingza in Splat3. Since there's no MPU we have no way of making it deal a bit more damage, so whether Flingza has a decent damage or not is purely in Nintendo's hands now.
in retrospect you skepticism about splash’s kit is hilarious
pls make 96 gal have tacticooler
First Splatoon game for me- And I’m already impressed with how good the Splash O Matic could be-
This is so funny to look back on almost 5 months later tbh. Some of these were spot on and some of these were not even close
It's great
I love this format, really fun idea, great watch.
It seems like bamboo players like autobomb tbh, i havent tried it yet but i remember auto condistently get people with its indirect which is nice, but most importantly it gives bamboo a way to poke better and displace enemies that usually give it a lot of trouble. I think its a more indirect help to the main, but overall helps bamboo have more value. Also its cheap
Me watching this while not being competitive at all : “I like your funny words, magic man!”
Splat net is already so much better because you get your gear same day now, if you grind enough you can get more than one peace of gear a day.
You won't even have to grind that much probably once you've got enough cash
wasn't that already how splatnet worked? or do you mean getting gear from other players in the plaza?
@@frostyclouded splatnet always made me wait till next day to get gear on splatoon 2, when i checked on the order status the same day he would just say i have to wait for the order or something like that.
@@42dusk45 huh. i was sure i used to get gear immediately after i ordered it on splatnet. checked the wiki and it also says that's how it worked, so i have no idea
@@frostyclouded I'll have to check my game again because i only ordered gear on splatnet before i hit level 20 and and never touched it after i got the gear i wanted from it.
Looking back this is funny because Ballpoint is now top tier lmao
It seemed like charger shot velocity was higher when i played, similar to splatoon 1
You were right about the Kensa Splatpro. I was addicted to that variant. And sidenote, I think inkbrush has returned to its usage as a Skirmish and Flank weapon. The Killer wait 5.1 gives good chip dmg if it even hits an enemy. (Documented by me, a Dedicated Bamboozler)
As someone who has really enjoyed Inkbrush in both S2 and S3, the new special is a really good 'smokescreen' to distract the enemy and make it easier to flank. And it's good for displacing longer ranged weapons to get them off your back for a bit. And also a great poking tool along with the Splat bomb, just like the base kit in 2, and *any* special is better than Splashdown was there. And lastly it's good for tracking down targets from a significant distance (although I think they might've added a cap to the maximum lock-on distance since the testfire).
Side note; someone told me in the comments on another video that they adjusted the hitboxes of the brushes to be more consistent, and idk if that's true but they definitely *feels* like it.
I'm maining heavy splatling, but I can't believe how much of a taunt kit it has. I haven't touched ranked, but throw a sprinkler next to the enemy and you don't exist anymore. Seriously, I've gotten so many splats where the enemy just stands still and shoots at the sprinkler, while I just unload on them. Then you have wave breaker, which has the same effect, but so much more.
I would actually argue for octo and brella to be better, because in 3 they feel much more fluid and overall better
Honestly I like the way the undercover brella feels in this game. Especially in splat zones it makes for being able to hold out the zone with ink mines and the shield. Not to mention reef slider makes running in and catching the enemy off gaird from behind so much easier due to the wind up at a distance.
fully agree, never used the undercover much in 2 but it's probably already my main in 3
it's even more satisfying how you can just stand inside an enemy reefslider explosion with the brella up. love how this thing is able to survive its own special
I’ve noticed a trend with certain Splat 3 kits mimicking Splat 2 vanilla kits which, for Undercover and Squiffer is NOT what they need.
But Hydra is SO FRICKEN AMAZING LETS GOOOOO
Splattershoot- (Gets MPU removed). Intensify action- I got you fam!
As a person who actively used and still uses the mini splatling, gone is the strategy of inking enough points to use tenta missles, use tenta missles to get all your ink back, and repeat. Super great strategy, but now you can't do that cause it now has ultra stamp. Although it's still super good, it's a nerf.
Normal Carbon also had autobomb in S2, only deco has burst bombs, which I also expect in S3
I like the part where he called reefslider an actual special
How optimistic lol
(Yeah ik its better than splashdown but...)
I used mainly vanilla dualies in splatoon 2 (even if it was only 150 hours) but playing it in splatoon 3 feels not right. I dont know if its the change of the sub weapon (wich is a paim for me bc ink usage is so much higher. Its also possible that the controls just feel slightly diffrent. Im focusing on the big splatana (i dont know the name ) but still hope i can get back to dualies
Same with me, used to play vanilla dualies but they don't feel quite right here. I've been mainly playing goo tuber, but when it comes to dualies the dualie squelcher and dark tetras have been hitting the spot for me personally.
Bamboozler and Squiffer both got hit pretty hard. Squiffer lost its extra range and was smited by Point Sensor once again, while Bamboozler lost MPU, got a (not horrible) but still pretty average kit, and had none of the nerfs it recieved because of MPU reverted back, even object damage : (
Very disappointed with both weapons.
Squiffer MPU range was a blessing and it's hard to get used to being in death range for every attack. Big bubbler definitely feels mediocre on the weapon compared to when I play roller, and point sensors are....... in existence.
On bamboozler, I keep throwing out autobombs thinking they're curling bombs and then get stuck in enemy ink. Not too happy with them. I was relieved that the main weapon felt the same as it did at the end of S2 (unlike squiffer), but I realize now it was just because I always played it without MPU, and the fact that it's still insanely ink hungry and can't break the things it used to break is disappointing.
I'm hoping bamboozler will get fixed and that both bamboo and squiff will get a good second and third kit, but i don't have a lot of faith when the first kits for both are bad or mediocre and Nintendo probably won't even notice there's anything wrong with bamboo since so few people use it without the MPU safety net.
So, I main the fresh squiffer and the nautilus 47 in splat 2, and both have the same kit (suction bomb ink jet). I liked them because they were very fun mid liners, you could play aggro, or play back depending on what your team needs. Now, both nautilus and squiffer have such passive kits, and neither really have long enough ranges to really justify it in my opinion. If it were me, point sensor would be removed from this game. Squiffer should have burst bomb and taticooler, could be a fun kit for a mid line weapon.
As an Undercover main, I am enjoying life, I'm fairly sure they decreased the space needed between ink mines and I'm now consistently able to punish overextension. Also Reefslider is hilarious because if I really need it, I can get invincibility when crossing problem areas, especially grates (I see you Gorge). The main downside right now is that if an enemy has the height advantage I'm basically useless, when I see a Hydra on Market I basically know that I'm stuck to the side paths, and even then only to our half of them.
Undercover main represent babeyyy
It messs with people too, even if they kill you, it takes them forever, being a distraction to there team
I've only played with 2 weapons so far which is Jr. and Jet. To me Jr feels like its shot rng is much worse and jet I feel shoots slightly faster but these are just my thoughts
shot rng is definitely worse than even the splatfest demo we did a few weeks ago. Squelcher dualies and areospray are definitely much harder to kill with. I do think Chara was wrong about the overall downgrade on aerospray because with how fast it can charge it's special reef slider is very spamable. On a good match I can get 6-8 of the reef sliders in
I enjoyed playing the Octobrush in Splatwo. Hiding out near the spawn ledge in the tiniest puddle of ink to ambush unsuspecting players. I tried Splatlings, but global specials made them too hard, and almost all the good ones were at super high level.
Then I played the Splathree demo. Hydra Splatling was right there. I tried the Octobrush, but with a lack of a small spawn cove, ambushing got really hard. I resprted to Hydra. I discovered the crazy range and the damage output. There was no ink armor. People didn’t know what they were looking at until they heard the shots long after they died.
In all the games I’ve played, there was one person who successfully outplayed my range with a combination of bombs, and the E-Liter. That demo, and the lack of global specials made me fall in love with that weapon.
As a bamboo main, honestly I think it’s only a bit worse, I’ve actually found auto bombs pretty helpful for poking, and killer wail 5.1 works really well with a super fast recharge charger that gets decently close to killing in one hit
as a dualie squelchers main it’s so refreshing to not have to waste so many painful hours racking up on mpu and finally being able to actually use the bomb.
I'd argue that the Inkbrush is a buff, given it was stuck with splashdown before and now it has a special actually worth using
also less damage falloff so your kills are more consistent, which imo is the biggest change for the weapon. It was so common to end up having to do 5 or 6 hits in Splat 2 instead of the ideal 4 hits that it now consistently does in Splatoon 3 simply due to the fact the distance-based damage fall off was extremely high despite how short range the weapon was.
Honestly the current kit feels for the most part ideal for the weapon. The only thing I could see being better for it is if it got a kit with torpedo as a sub and a special to help deal with chargers more easily
@@Vexal50 I hadn't even noticed that yet
@@somethingcleverandwitty567 it was the first thing I tested when the splatfest beta went live, and the weapon balance, as far as I can tell from the testing I've done while waiting for matches, seems to be the exact same as the splatfest beta
as a dualie main, yeah, no, Splat Dualies ditched some of it's best and most annoying tools and still got something amazing out of it. just need to get a outfit.
The explosher kit is super good and much better at support than the kits it got in Splatoon 2
Oh boy, can't wait to see Chara rewatch this video 3 or 4 years from now
I actually like the bamboozler kit more than I thought I would. Autobomb and killer wail are pretty okay at getting the enemy to move when you want to so it can set up combos
Probably wont be my fave bamb but okay for now.
You can see his Blaster bias and it's great
I feel like Glooga paints much better now which is great because you actually get your special and you can actually swim 😳
L3 got a fire rate buff which makes up for the lack of MPU, and the kit works pretty dang good. I feel like the lack of MPU still hurts, but I’d say it’s about the same if not slightly better.
lol watching during patch 3.1.1,, seeing the ballpoint labeled worse was quite the delight
I’m confused on how splattershot is worse now w/o mpu, when intensify action reduces jump RNG anyway
7:14 if only he knew
I liked the slaying power of the dapples but it always gets a raw deal on subs and specials.
As an Undercover main, the fact that we still got Ink Mine, even after vanilla Undercover was one of the weakest weapons in the game, hurts my soul.
Now I'm going to do everything within my ability, mind and determination to prove you wrong.
Big Bubbler is a Squid Beacon with a big shield. You can apparently jump to it like it was a beacon but it allows you to survive for a little bit longer(depending on your skill or point of arrival).
I’m going to miss carbon so much if none of them come with splat bomb, it was so vital to the way i played the weapon. I could assist kills from far away, it made it easier to land my own kills if i couldn’t one shot, it provided fast wall coverage, i might have to main something else entirely if we lose that 😔
i feel you, carbon is such a fun weapon with burst bombs. without it, playing carbon feels hollow
i still have hope that they’ll bring burst bombs back, but i fear that they’ll neglect carbon entirely and not give it a variant
I’ve been having a blast with the Tenta Brella! Pushing with the tent launch is so good now and I love coming in clutch with the Ink Vac in tight situations.
If only we knew how much better Splattershot would become. ALL HAIL THE TRIZOOKA!
Thanks for the content! This was very informative considering I don’t really know which weapon to use other than dualies.
I really like how this game is more about placement that DIS-placement, and bamboo is good because how exists, also most weapons can very easily shoot through stamp I have noticed
I would love to see Prochara react to his old takes now towards the end of Splatoon 3's lifespan, see what he got right or wrong with how the game developed
I think it's also important to note for inkbrush how much better in was in 2 for clams. You have mines for info on your base and baller for life and super jump plays
when i am so early that the video plays in 240 p lmao
As a dapple player, this new kit is revolutionary. Our three kits did not synergize in any way back in Splat2n. With a beakon, you can sneakily place one or two at mid or the enemy spawn. Acting as a support / slayer hybrid, you can use tacticooler for your friends or for your survival. I absolutely love this thing man.
Goo Tuber's uniquely long charge hold is actually HUGELY buffed by the new movement mechanics. I think it's gonna be really underrated (not the best in the game by any means, of course) and since Torpedo paints your feet now it could really be a force to be reckoned with.
The biggest issues holding it back in 2 were the kits being either garbage or cloned from Squiffer which was objectively better and the fact that the charge hold glow negated the possibility of stealth, making the charge hold time just about useless as the only reason to use it was going up walls which other chargers could manage just fine for the most part.
The Roll and Surge invincibility turn the Goo Tuber from gimmick to aggressive support perfectly. You're a huge threat as a charger as long as you have good aim, and the long charge hold time combined with the survival option of the Squid Roll means you have a really flexible survival strategy that can mix-up into an aggressive play that other chargers might struggle with.
My hot take of the day: Goo Tuber is a better front-line/support than Squiffer now because Squiffer has shorter range, a worse kit, and less survivability.
Dude inkbrush feels SO OP in turf war. I used to never like it buts so aggressive in turf and can build killer wail quick. The wail is so good when you're trying to push right into their spawn.
Goo tuber can kill with a grounded torpedo and a tap shot. And it can spam missiles. I love it already.
Never thought I'd see the day where Goo Tuber has kit synergy and a chance to be good in the meta
fun fact
all chargers are slightly buffed because you can now store a not fully charged shot while swimming
0:42 Doesn't intensify action help jump rng???
It only brings it back to normal rng, which for aerospray is still very rng obviously
@@Chara-yp6zj did mpu make rng as a whole better?
@@card44 I think so for aerospray? I wouldn't specifically know though
@@Chara-yp6zj I was specifically talking about splattershot (which is where he mentioned mpu).
I am pretty sure splattershot mpu ONLY affects jump rng, therfore intensify action would have the same effect.
(That was the point of my comment, I didn't mean aerospray)
Ahhh. Well sure, it probably does the same thing.
Wow, and I thought ballpoint was crazy. I've been kicking bass and taking names with it, but I suppose I haven't been playing for very long yet.
I think Rapid Blaster's vanilla kit works, but it's best at Splat Zones and 2nd best at Tower Control. I use Mini Splatling instead for Rainmaker and Clam Blitz.
Ink mines can help defend the zone and partially paint over enemy ink, as well as reveal the location of anyone getting close to the zone or are on their way there. 3x Inkstrike helps shut down pushes on the zone, or at least serves as an adequate stalling tool. I've found success with it in solo queue but your points about it being mediocre will probably be more evident to me once my team starts scrimmages in this game, but I'll have to see.
Hopefully we see a variant of the splattershot with the burst bomb again. I'm just so used to the kit from 2.
X rank tri slosher here. I’m sad to see the tri from 2 go, but as a fast paced offensive player, I’m happy to see the kit it received in 3. I love slowing down opponents with mist and accessing unreachable areas with jet. It might just be a buff for the slosher 👌🏽
B-but burst bomb...
>Splattershot Pro
>Worse
Stock Splattershot Pro is amazing. Angle Shooter is an amazing sub weapon that can bring back the twoshot vulnerability as well as helping you track opponents and Crab Tank is a *beast.* Considering how ink-hungry the pro line is, giving it a cheaper sub and a special that gives it even more range is a straight upgrade.
I think the combo of high paint and a defense special gave Splattershot Jr. an interesting niche case in attackers on tricolor. Particularly when paired with a partner with a more aggressive special like reef slider it made coordinating pushes for the signal a bit faster. but considering that limited use it's going to be hard to explore meta about that due to the comparatively limited time we have to study that game mode each month.
Most things getting buffed for the sole reason that ink armor and dmg up no longer exists is hilarious to me
as a squiffer player that never ran mpu on any gear i had (couldn't be bothered to farm for it once its release), it's honestly not too different if your aim is decent
losing ink armor is a shame but it's fun to plant down the new special onto someone who needs it
Idk about how good itll end up being as im a mostly casual player
But Killer Wail 5.1 on Brush is *so fun*
Because you can move around opponents with the roll while its activating meaning you can effectively corner an opponent with it and then cover the blind spots with the brush itself
I especially like it though because it means the kit with splat bomb doesn't have to suffer from splashdown anymore either
One note: I’m pretty sure Intensify Action reduces weapon spread in the air. If that’s so good for Splattershot, then getting that plus the other benefits of Intensify Action would make the Splattershot better.
pre-watch prediction: squiffer is the best gun ever now
after watch: WHYY
Sooooo. It's not a gun
can you please show a handcam and an explanation how to do a horizontal squid roll flick with roller? I can't even begin to comprehend the input...
For me the dualie squelchers is now worse, and I speak as a main of the OG dualie squelchers of splatoon 2 and have 580 hour on this game. I may not have the same objetive approach as you but I think we can see things differently : OG dualie squechers was made for detection, movement and kill : if you're gonna be in pain but you're still not quite yet, or if someones hide somewhere and want to force him out : radar so everyone can focus on him. If he rush then, just flee with he's incredible dogding fluidity movement, or keep him far with the range of the weapon. And the special was great to know where everyone was and tell him to team members, or just lock them so everyone can see for a brief period of time other people, plus, it may ink places on the map. And the weapon was a killer weapon type. So the main weapon seems quite the same (I don't know if this is an impression but I have the feeling it is dealing more damage but it fires a bit slower which is fine) then splat bomb... well many people prefered the second version of this dualie so I guess it is a plus for everyone even though I'm kinda sad and the new radar... on special... oh gosh it is so bad : it's like the secondary weapon radar but on a special so you can't use it as often, you have less range with it, it is easy to dodge, it only help kills during fights and it is very rare and also the 3 "radar waves" has a very short range. So maybe many people will find it good but I think it's ain't : it's trying to mix the two versions of the dualie from splatoon 2 but it get's rid of the detect/pathfinder role of the OG and the kill weapon that can actually inks the map of the second version but it ink way less because of no longer having rain of ink or multi-missile and radar is now trash. I think it is worse. And that's why I was also checking your video, so it may help find me my new main weapon. Overall it's a great video, thx for the advices. I just wanted to share my opinion on this weapon because I don't feel at all the same way as you for it. That's all 😄.
You should definitely do this again once balance patches stop for S3, comparing weapons to where they were at the end of S2
I love how Sloshing Machine is even better than it was so that is why I love it.
I’ve been maining .52 gal since splat 1 days and I gotta say imo, I prefer the new killer wail over booyah bomb.
Booyah bomb pushed k52 into the No think meta and really kills a lot of the 52’s playstyle. 52 imo plays best as a sneakier lead the charge slayer.
You have fairly good range, doing a quick ZL to fix early rng, and can splash wall chokes/team to lead or defend pushes.
I like the tracking from wail, so not only does it soften the enemy up, it can serve as a “LOOK THIS WAY” for your team to go hunt down any stranglers.
I’d rank 52 at the same or better now. The kit just calls for a different style of play that’s a bit more skill and a change back to the older style of play I feel. Idk
Maybe the nostolgia for having my killer wail is making think this way but eh,, I just hope this helps push 52 back towards its glory as being regarded as a good weapon rather then salty meta
“Wow, we’re gonna be seeing goo tuber not be a meme pick”
I’m sorry splatanas but Goo Tuber is my child now
I’m really gonna miss the kensa dynamo’s offensive capability with its strong flicks and the booyah bomb, rip good ass weapon
I went into ranked and immediately had to go against 2 tetra mains who were both very obviously god gamers, it was a very sad day in my spawn as I helplessly watched the rainmaker move towards my base as the tetras didn’t allow me or my teammates to play the video game
I wish they kept the crab tank for the clash blaster like they did in the trailer.
As someone who mains both jet squelcher and carbon roller I am very sad it got nerfed. The fact that roller no longer has splat bomb is sad tbh.
As a roller main who suffered through Splatoon 2...Splat Roller not having Splash down but something to PROTECT IT? Happy tears
Earliest I've been to a video. Also, blob being worse is such a relief.
Hey Chara, just wanted to say this video convinced me to pick up Glooga Dualies, and I've already made it to B rank, so thanks for the content!
I’m still in shock they gave goo tuber missiles