WHY Are Splashdown And Reefslider ALWAYS BAD
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- Опубліковано 29 вер 2024
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Splashdown was one of the best concepts we've ever seen for a special, though also one that's been horrible for its entire time in the series, so why is that?
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I really made this video and then they made another Splashdown LOL
Edit: They did a good job with this one, one day when I do a big special design video i'll talk about it.
i guess we know why they didn’t give reefslider a superjump option
I came back to this vid just to say that. lol
The new splashdown would’ve been so much cooler if, instead of fists, the other explosions were clones and you could swap between them freely to make you harder to shoot down and choose where to land a little.
Nintendo saw this and decided to shut you up xD
@@0mO493 same
How to fix slider;
Muuuuuch shorter startup time or armor the instant the special is initiated. There is no “track” visible to the enemy team. There is no more end lag. It allows for aggressive plays that don’t end in a basically guaranteed death, while also still being very easily punishable.
Man I miss splashdown so much it was so much fun. Reef slider just ain’t it
I hope they bring splashdown back with major buffs
I think it'd be excellent if Reefslider could use Drop Roller.
- It makes Drop Roller relevant on more weapons
- It lets those weapons survive after Reefslider
- Drop Roller gives movement buffs too, so it's perfect for following up the explosion
Imagine, you Reefslider, roll away from attacks into position, then use the extra mobility to follow up.
It's not a total fix but it'd help immensely.
That might be really cool and really fun I like it
@@TorayNixthey should do it for all transformation specials tbh
@@asianclicks3368 heh, not really sure about that tho
The other transformation specials doesn’t need that compared to Slider
@@TorayNix just an idea to make drop roller better
Drop roller gives an element of unpredictablability to the special and something to do during the endlag allowing for a seamless transition into gameplay
watch slider get a crazy buff that makes it meta next season !!
I'm not even joking it would be so funny if reefslider and stamp both got crazy mega buffs that instantly made them meta so the meta instantly began to revolve around idk Luneo, L-3 D, Tetras and S-Blast
@@sonicrunn3r895what about ink nouveau
@@JVSTG4L4XY Probably niche for a few maps
@@sonicrunn3r895Wiper go brrrrrrrrrrrrrr
Given the patch history of this game, I feel like this mythical buff that makes slider meta would be something like a damage radius buff, that makes its explosion so ridiculously large it outranges anything short of an unscoped splat charger.
Well, I'm ready to see the sequel video in a month.
You don’t have to wait long 😅
I’ve never cared that Splashdown was bad because it was fun when you used it right. Super jumping to teammates in firefights and splashdowning on them to help them was one of the most fun things to do!
Agreed. I like Splashdown way more than Reefslider
I have an idea, what if you could jump off of the Reefslider? Unlike detonating early the slider still goes the full distance but you just off and are in the air like after a squid surge
Another idea to add onto this: bailing off early would significantly reduce the explosion radius, sacrificing some of the special’s strength for reliability and safety. This would even help balance Zones cheese - if you want that instant flip, you have to fully commit and risk dying for it.
I also had this idea, was surprised when I saw someone else have the same idea :)
@@xraenon1664 Plus it could also work where you can jump off right before it explodes, it would still be predictable and vulnerable but it would allow for a mix up and dualies can quickly drop to the ground
I know it was mentioned in the video but there's literally no reason for Reefslider to wait until touching the ground before startup. Even if the special itself needs proper buffs, my number one hope is that this trait is removed (or at the very least, make it so you can complete the startup middair and then go the moment you land)
my guess is that its to prevent players from accessing areas they're not supposed to be able to. if it had any forward momentum when going through the air, it could theoretically get into enemy spawn on some maps, and unlike inkjet or zipcaster, it doesnt have you return to your start position once the special is over, so you could stay in enemy spawn indefinitely.
@@lukehoffman9742 The startup is so long that you probably couldn’t get anywhere anyway though with the flatter verticality (MAYBE you could get somewhere on Flounder idk, still a bit tough to gauge because the spawn snipes are far enough from the heights). Plus my idea of just making it done the startup middair and then only move on landing still stands for what it SHOULD probably do
@@sonicrunn3r895 oh yeah, they 100% should do it that way, wasn't disagreeing with that. i was just speculating on the dev's reasons for not designing the special like that in the first place.
from a salmon runner's perspective man i HATE reefslider, why is it so susceptible to knockback (from which you don't travel at all and just explode), and any slight elevation change (even on a small hill) means anything caught at point blank still manages to live... and even the SALMON can punish your endlag in that case
Or how it's not considered bomb damage despite exploding, so the Fly Fish just casually laughs at ya while throwing MLG missiles.
It's literally meant to be an anti stinger or anti eel, assuming Salmonids don't get too close for a free hit.
The rushing mode has more value than the exploding part, which for some salmon run situations is downright pathethic.
As a tetra dualies player, I seriously wish reefslider was better. I always die once the special ends... 😭
Dappler here and same. I die when the special starts too 🥲 Too much startup time…
You guys at least get to roll, me and my S-blast can barely ink my feet to flee 😭
@@hermitcrab5586you can just see me awkwardly attempting to swim away
I love reefslider and splashdown so much, it's a shame they are too weak...
It's not weak by any means. It's just too vulnerable. You die more often for using it than kills you may get
@Whodjathink it is weak when the most it can do is predictable and counterable. Damage isn't an issue since they all do that
@@Trattt Which means it's too vulnerable, not really weak. When it works it's oh so nice. The problem is even when it works, you die anyway
It's not weak, you can hit a MASSIVE area at once. It's just that you are extremely vulnerable after the explosion.
Never forget early on you could squid roll to survive reef's explosion before they massive buffed the damage to offset the armor. And don't get us started on how it still can't fizzle bombs out.
I really wish reefslider was more mobility focused. Getting to ride a shark for a few seconds while using your main weapon sounds so fun.
Just make it give ink armor after use, or even invulnerability. It's meant to help you go in, but right now it doesn't have any follow up inherent to the special.
I wish Reefslider was faster to activate, it takes a lot of time and I normally get splatted before I can start sliding.
Yeah, making it start before the lines finish appearing would be nice, on top of the obvious necessary nerf of reduced endlag. That'd really be all it needs, but a superjump dive similar to what Splashdown had (For an animation, imagine the Flipper Flopper but its a Reefslider shark) or just the ability to dive off ledges or activate mid-air would be really nice.
Prochara: Splashdown And Reefslider are awfully design
Devs: Let add fist 👊👊 to Splashdown
Outside of the obvious flaw of bad endlag and startup mechanics, I think Reef could really use an increase to how long the explosion lingers, like Booyah bomb. It would create a smokescreen for a short while after exploding, lets say a whole second to be generous, and it would allow for you to slide in, explode, and then get out or approach from a different angle without the opponent seeing. Imagine a Tetra sliding in, blowing up, and then doing four rolls out at you from a random angle that you couldn't see due to the smokescreen, or an UCB actually getting some kit synergy by using the smokescreen time to set up two mines and/or get its shield up.
Wait a minute you might be onto something. We could make the smokescreen make sense because it's a vehicle. Though the endlag would still drag it down a bit
I miss canceling peoples Splashdown's with charger 😔
I don’t
Guys
The stationary training room dummies are right there 💀 Also yeah its back
Splashdown was never gonna be easy to fix in Splatoon 2 but the best way I could've seen it getting fixed was to have the armour start up faster whilst making the overall special linger in the air about half a second longer so that players might have something to react too.
Slightly Decreases it's Staying in the air time like with the armor so it lands a bit faster like 3-5 frames it Really needs it
@@PenguinXD4 Problem with that is it makes it harder to react and get away from.
I always thought splashdown should work kinda like how super chump does, you activate it in safe land and fire yourself at the enemy. Then, hopefully, dont immediately die. Reefslider was basically that concept, but in execution its that "then dont die" part that fails it... thing is, if you somehow stopped that it becomes unpunishable so, its a tough one.
Expanding on the "Reefslider x Superjump Splashdown", imagine they make your inkling Izuna Drop the shark for the Splashdown part.
Not exactly practical but cool as hell.
Needs to happen 👏😤
Well now they're both here
I hate panic buttons that are cheap so I’m glad it’s bad
I think another thing to bring up about Splashdown v Reeflsider is that Splashdown doesn't add to your positioning. Reef takes you to new places. Splashdown would keep you in place while Reef adds to your movement. Really love Reefslider more.
I mean if the devs are so afraid why not try at least the impact of adding the long overdue bomb-destroyer the Reefslider lacks.
Test that for 1 month and if there are new adjustments needed, do it after.
LMAO
It's crazy, Reefslider went from "this special is INSANE, what am I supposed to do about this?!" to "oh i'm glad they clicked reefslider now i can kill them" in, like... a month's time from the game's launch.
Also, you could've EASILY filled this video with some of the pre-buff Reefslider shenanigans. People used to SQUID ROLL THE EXPLOSION and just shoot the person who used it! And it used to have 60 damage which neutered half of the weapon combos!
I’ve always said reefslider is the special with the most missed potential. It could be really good if you could survive after it
The ability to super jump into the splashdown was honestly one of the most fun things to do in Splatoon 2. Too bad I got into the game near the end of its life...
Giving the Reefsliderthr splashfoen jump would be pretty cool. Like, the player pulls out the shark and suplexes it into the ground.
Salmon Runner here. Reef is one of the weakest specials in SR due to all the reasons listed here. I would also add that it has a tendency to get "knocked off course" way too easily, rendering it useless. Positioning yourself where you'll get the most value out of your weapon (or special) is crucial for SR, so getting knocked off course, or even just getting "snagged" on a tiny ledge is devastating. You're only given 2 specials across 3 waves, so losing one due to a stupid accident is just... stupid.
If you can pull it off though, it's still a great special for clearing swarms of lessers and bosses, making egg running safer.
Give me ink armor that lasts 2 seconds after the special ends. That way I have 1 second to react or something.
Sorry Chara I didn't listen, I was too busy vibing to Rush Hour
Lol
One of the biggest issues I see with USE of Reefslider is folks failing to recognize opportunities for it. You can't just think about being able to hit your target, but if the target is able to react to it, and if your end position will make you vulnerable. A lot of folks will slam the special only to have their opponent move because they had space and time to react to it, and then die in the end lag because they're left completely exposed.
In addition to acting as an effective counter-special for many of the other specials in the game, it works great as a mobility aid that can get short-ranged weapons too far from a weapon that outranges it over to a protected position fast enough that they can then attack within the required timeframe. Cases where you would actually use the explosion itself to get splats is when enemies are barricaded in a position and have nowhere to run from the explosion radius, and opportunities of that kind present themselves often. If done right you'll ideally pressure enemies into taking defensive positioning in those very locations and then use Reefslider to finish the job because they're trapped within the fatal range of the explosion.
All that said, it does need buffs, namely slightly reduced startup time to increase the range of opportunities that present themselves, the ability to destroy sub weapons, and either a full heal so you're not as vulnerable at the end, or lean into the "press stick to die" problem with a quick respawn effect so if you do die the penalty is lessened.
speakin of splashdown
I use Reefslider as more of a "get out" Special than a "get in" one, at this point. I don't bother trying to get anyone with the explosion or trying to get into a fight with it, but it does a decent job at letting me *retreat* with the low startup lag - it's not good at fighting, but it does a decent job being invincible while I race for enough cover to regroup.
When we didn’t know that you could shoot down splashdown in the air that thing was broken
There was a time as well where netcode meant it couldn’t be shot down either too. Sadly that all ended in like 5.0
It wasn't just that people didn't know about it
Originally splashdown could sometimes not be canceled depending on the user's connection
Ive seen clips of people dying using splashdown on a super jump. Like it was frame perfect bomb explosions, but the person died before hitting the ground, not evrn using the splashdown because a perfectly timed bomb killed them a frame before.
HAHAHAHAHAHAH
if nintendo went about splashdown differently, it could have had so much potential.
Splashdown is at least useful in S2 Salmon Run while Reefslider is just straight up pathetic
What if they made reefslider paint like booyah bomb so it didn’t cheese zones as hard and then gave it another range buff?
I feel like they should just remove the endlag entirely, but to balance it out, they should make its paint like Splashdown and Booyah Bomb, where it doesnt fullt paint the area, to prevent the instant zone flip cheese.
That way, it can still be used to paint the zone, but could be contested, like how you a Booyah Bomb can help flip a zone, but has counterplay.
It would be worse at cheesing zones, but without the endlag, or with significantly reduced endlag, it would be so much better at what its actually meant to do.
Idk why people want splashdown when it god awful
Better than reefsliderr
And also reef slider exists
@@df63vu3f73kYou are on some crazy copium, can I have some?
Well well well...
My solution to the reef slider issue is to make so you jump off of it right before it explodes (immediately after you press the activation button). It would certainly be awesome to do at the very least. You could input were you would jump to too, simliar to the rolling caused by that one super jump upgrade you can get on your shoes. No inputs would just make you jump straight up and land in the explosion's center.
Separate from that idea, just give the ability to slightly turn around while swimming. Nothing big, but something noticeable. Not a solution to the main issue, but it would increase it's ability to be unpredictable and deadly.
How about having it bonce on surfaces to make its path less predictable and let bubbler/Line marker players have a piece of geometric cheese
What if to make reefslider valuable, it worked a bit like curling bomb. The less far it goes, the more the blast radius. And to buff splashdown, just make it jump a lot higher and take a lot longer to finish
GIVE SPLASHDOWN BOOYAH BOMB ARMOR
PLEASE
The fact that Reef can't even slightly turn baffles me, not to mention the heads up it gives the other team by showing a giant light trail to warn everyone you're about to slide in.
Reeflsider should get a way so you can slightly turn it
Let us turn/redirect the Reefslider OR make the end lag ~10 frames with an extra ~10-20 frames of invincibility BUT you can't shoot your weapon until those 10-20 frames have passed. It allows for a short period of repositioning after the explosion without giving you a free attack while invincible.
was just boping to the AHIT ost, need to rewatch it to hear what chara actually said
Video 4 of commenting on Chara videos till brella gets fixed
why the fuck is booyah bomb a better panic button than reefslider
The AHIT music is very pleasing
As a Dapple Dualies Noveau main i rarely see anyone point out that the special most of the time does not work at all
If you hug a corner, the special doesn’t affect you when it explodes. A lot of the time the special will explode and the enemy will stand there like nothing happened, and it doesn’t explode around corners.
That’s the reason I don’t like Reefslider… the end lag is kind of whatever to me, it’s the fact that it feels like the special is a pretty-looking glitch 90% of the time
Oliy you my goat for using so much hat in time music
Make reefslider work with drop roller!!! (I know the special doesn't have a recall)
Drop roller gives an element of unpredictablability to the special and something to do during the endlag allowing for a seamless transition into gameplay. The roll may be predictable, but you have less of a chance of insta-dying and it provides a good mix up that you can use to combo with the main weapon.
Maybe slowing it down a bit and giving you a quasi instant recall ? That would change its use a lot, maybe focusing more on the paint than the splating, having it also paint along the slide, not just the explosion ?
Taking this opportunity to once again throw out my idea to make reefslider good: just before the slider explodes there is a window where you are able to squid roll in any direction with the same amount of invincibility as before (but also the same amount of lag)
Wait, Reefslider is bad?!?😦
Personally I would let reef slider accelerate the further you slide with it. That would at least help it not be completely useless at its max range.
And yet, Splashdown and Reefslider are some of my favorites specials
I like reefslider not splashdown
Get well soon
@@Bodoque-yt3px heh?
@@coffee_2234 fair enough
Based hat in time music
A hat in time ost WOOOOO
Based Hat in time music
The devs really need to give Reefslider a substantial buff. Imagine some Reef weapons unlocking their potential/usefulness if the special was good.
Give me the option to jump off the slider and use it as a linear projectile. As trade off the explosion radius is reduced when used as projetile. This creates a 50 50 wheather you stay behind and distract with projectile slider or get behind enemy lines by staying on
i think they should give you the ability to jump off at any point in the special with splashdown's height while still retaining the i-frames you'd get if you ended the special normally
If they made it so you can leave the shark 0.5 seconds before it explodes (during the initial exploding animation) and if they let you keep the invincibility effect in those frames then you would be less vulnerable because you would be able to escape snipers or splash bombs and you would have more options.
Nowadays splashdown it's back and stronger than ever!
I think it’s fine if they just remove the endlag
You can keep the startup but REMOVE THAT ENDLAG PLEASE
Afraid to give Reef more range without increasing its paint? Makes the pattern dripplez like Splashdown/Tri strike/BooyahBomb.
Wants to give players a chance to get out of their own explosion after it ends and easing that by giving them more invincibility after it all ends without visual indication? Gives them armour or just delete endlag.
Beside from nuking every object based specials, why not make it destroys bombs too??? Even Kraken EATS the bomb but not Reefslider???
Looking at Splashdown, if it's SUPPOSED to be a panic button, _It should function as a panic button,_ and the opponent's counterplay should result in "okay I'm not dead," likely by being "get out of the way." Reefslider doesn't really seem like it's supposed to be a panic button, though. Some ability to move but not shoot after it ends might reduce it's predictability, like jumping off of it in some kind of roll instead of just standing around after the explosion.
I always thought the two specials had exact opposite design. Splashdown for some weapons you combo it AFTER using another attack, like a burst bombs into splashdown for vshot, a roller vertical into splashdown, and a torpedo into splashdown for clear dapples. For reefslider, you combo the reefslider damage BEFORE comboing with another attack, like how tetras dodge after activiting reef, some main weapons combo on their own, and undercover supposedly opens up its shield. Unfortunately, this doesnt apply for all weapons, and just some examples no more than the ones i listed.
I think what would be cool is if slider worked like the flipper floppers from salmon run with the ability to dive in and out of the ground. Give it 2-3 jumps with the final being an explosion. (Obviously don't give it the floppers area to paint over). It would provide agency with directional jumps, and would be less predictable.
An idea I had for Reefslider to have is maybe have an ink armor-esque ability after the explosion, protecting you briefly from being one shot, then after a second of the explosion, the ink armor fades.. Ink armor isn't a thing in three, and it would definitely help with it's survivability afterwards. To clarify, what I mean is that you use reefslider, the explosion happens, then after the explosion your are covered in a ink shield that prevents a couple shots from getting in or a bomb, but could still be bursted down quickly with other specials like stamp or inkjet.
So basically their biggest issues is that they're designed like displacement specials except thay take up a player. That's the only issue. If Reefslider was a remote-detonated Junkrat wheel it would be 200% better.
I understand their hesitance on Reef Slider. But if they're too afraid to buff it to viability, can we at least get some quality of life changes? Let it slide around minor obstacles. I'm so sick of getting stuck at the bottom of a ramp because I didn't notice there were still 2 inches of the incline in my path.
Let it clear minor gaps. It's incredibly unsatisfying to run into lowground on the way to the enemy, cutting off line of sight from your explosion and getting punished for the terrain screwing you over.
Also I think the Super Jump into Shark is a great minor buff! I'm pretty sure you've mentioned it in previous vids and I still feel like it's a fantastic idea.
I main Dark Tetra Dualies, and I will say that reefslider has its ups and downs. I personally think that reefslider is better than crab tank. And I’ve gotten really good with reefslider. But I agree, it is predictable at times, and needs major buffs. But I think that crab is very predictable as well. As crab tank is too slow and can be easily destroyed by a charger or a few hits. But I’m no pro. I just prefer reefslider compared to crab tank and I find reefslider very useful and good when used properly.
Day 50 of commenting on Chara’s videos until Dynamo (DANG HALF WAY TO 100)
If you could jump off the reefslider and it kept going that would make it better. Basically making it a powerful curling bomb.
I believe that reef needs less endlag rather than more invincibility, but what it would REALLY help the special is the ability to climb walls, like, instead of just running into a wall like an idiot, the path it shows when it starts up, goes into the wall, if I started in front of the wall I would have more rail to go over a wall, and it would let your main weapon to with who ever you rush into, like if zipcaster had just one arm but the landing explotion was 4x bigger and wouldn't have recall.
You still only have one special to climb up a wall, but with maps and that its a counter to snipers, while still weak to bombs, I imagine being a top special that will let thing like vac being used for counter reef, or tristrike insted of trizooka for the area of efect.
(/Side note I have,
the start up is the worst part of it, I have screenshots of how late it comes out, like 3/4 of tge special off and I die, over that i get the special punish, its ridiculous/)
Easy fix for them: make it so Reefslider can turn and be directed, not on a linear line.
Make it so splashdown instead rises up, and you can direct the splashdown in a limited radius. Also make it so both have better armour, which means give reef some armour.
These specials are satisfying when used right, but they really are only good for single player stuff.
I wonder if part of the reason why we got such cramped maps was to accommodate something like Reefslider. In general it's definitely the worst special, but it can be good when your team is already winning or you have enemies pinned down.
But that's about it. Nobody wants their special weapon to be only occasionally useful.
In my opinion:
1. Strip its invincibility and make it launch the player in a direction of their choosing when it explodes, about the length of one squelcher dulie slide
2. Add an option for the player to bail with the reefslider still exploding at the end of its path
3. Add a small amount of steering, allowing the player to end up as much as one squelcher dulie slide to the right or left of the path
This would give the player options without a frustrating i-frame issue. The bail option is essentially like throwing stamp, allowing the special to have an effect somewhere other than your player. The launching if you do stay on allows the player to escape bombs while still allowing for counterplay if the opponent knows where you are going. The steering allows the player to target moving players and escape potentially dangerous scenarios like a stamp, crab, or vacuum camping your launch or bail.
I've said it before and I'm sure I'll say it again: they could've salvaged splashdown.
I think the key oversight the devs made with splashdown (one that they continue to make to this day) is that it was designed around turf war. In turf war it was often pretty easy to get the splashdown off without getting canceled, why is that? It's cause there, players are all spread across the map, the only person nearby is often the one you were aiming to use splashdown against, and by timing the special well you have options as the splashdown user to catch them off-guard and minimize their chances of canceling it.
But then in ranked where both teams are centered around the objective, all of that goes out the window as there's now up to 4 players close enough to splashdown cancel. I believe all splashdown needed to be good was armor that shielded it against players who were outside of the splashdown radius: make it where the only way to do the counterplay is to risk getting killed if you fail. So many of those splashdown clips were ones where a charger sniped it from across the map, and IMO the splashdown should've had armor to shield it from those players, only being vulnerable from below. Something like that wouldve given it the safety it needed while not affecting turf war or lower level play (if you're far away from the splashdown it doesn't hurt that you can't cancel it), but because it was fine enough in turf war it never got a buff like that.
Reefslider I'm still pretty iffy on. I feel the counterplay of punishing the endlag was always inherently less interesting than reefslider cancels, and so there's less than can be done to balance it. I think you're way underestimating how annoying the special would be if that endlag just wasn't there (it's already pretty frustrating at lower levels and again, that's the only counterplay option available to punish this otherwise invincible entry tool). But one idea I heard that I do like is to specifically reduce endlag when you travel the full distance. The further the reefslider goes, the more time you have to react and get out of the way, so in that situation at least I think it's entirely fair to remove most or all of the endlag. And it would also give more strategy to using the special (do I detonate early and go for the kill but risk getting punished, or go the full distance for a safer exit but not splat anyone?)
I've already seen the main ideas I have for the special mixed into the comments, so instead, props to Oliy for the aHiT music & quality editing.
Cmon Chara ! Splashdown was my favorite special of all splatoon 2, it was the one who help me clean everything on my way, by mistake them to spawncamp, but yeah… reefslider, it’s not gonna getting high
A rework of splashdown that I think could work would be “Belly Flop”
You go up in the air for a bit keeping your movement momentum and then flop down on the ground making a shockwave like splashdown, after the special is over you continue your momentum and are put into either swim form instantly or have a short getup animation before your able to shoot. There would be time before the user hit the ground for avoidablility but not so much to make the special useless.
Take away Reefslider's telegraphed pathing for the opposing team. Reefslider's top issue is its extreme predictability, and taking away the onscreen pathing for the opposing team (or even overall) will let Reefslider create more of a threat and demand better reactions.
In Splatoon 1 they nerfed kraken slightly where you just couldn’t use you main weapon for half a second after the special ends. I feel like that would buff reefslider without making it broken
also kek at "Nothing is the worst special you just need to know how to 'youse' it well"
He said. To chara, a top western competitive player... Know your lane bro.
It''s more of a QoL change than a buff that would save the special, but I would like for Slider to gain quick descent if activated in the air, similar to a dualie's air dodge roll. Whatever else is wrong with this special, there is nothing worse feeling than activating Slider in the air or falling off a ledge during start-up.
Kinda funny how despite being so low tier slider kinda counters alot of the other specials at least on paper
Crab and booyah it can instakill
Bubble it eviscerates
It doesnt care about vac's slow down
Jet cant avoid the blast well
And it can easily i-frame tristrike, chumps and hammer
Only ones it doesnt counter well is missiles and wail (and i guess cooler)
Such ruined potential to be an awesome special.😔
Gonna write Slider buffs on my Christmas list.
The easiest fix is to just let the rider get off the shark or change direction by holding the R stick in either direction
Dying afterwards just sucks and even when you use it as a getaway option you’ll still die
The special could have unique but strong situational uses but because Nintendo like simple bad specials then complex good ones
We’ll most likely see slider as the worst special forever
Panic buttons are fine imo. They can reward you for saving up your special. A couple frames of lag that still let's you move to dodge shots would also be fine.