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Kid's Guide to Becoming a Squid

Disclaimer: With the game having only just been released, this guide is mostly based on early impressions, but also based on past experience in other shooters. Genre fundamentals generally carry over, but with Splatoon's unique attributes and the meta being young you should take everything in here with a grain of salt. This guide is only written from a Turf Wars perspective, but I would imagine most of it will apply to Splat Zones too. You're on your own for Octo Valley and Battle Dojo though.

Use gyro controls. I seriously cannot stress this enough. If you want to truly master Splatoon, you will need to learn the new controls. At an expert level, gyro users will have a huge advantage over analog users. Gyro aiming is positional - you move your wrist a specific distance and your reticle moves that exact distance instantly. This makes it ideal for both large turns and small adjustments. This is the exact same principle as a mouse! Analog aiming, on the other hand, is velocity based - you have to wait for the reticle to reach its destination. Even if you increase the sensitivity to offset that, you'd then lose the ability to make small adjustments. Even if you think analogs are more comfortable, these limitations will hold you back from high level play, so if you're determined to reach the top you will need to make the jump and get used to gyro. If you're having trouble I highly recommend turning the sensitivity up, the default is set so low it's no wonder a lot of people don't like it at first. You shouldn't need to strain yourself with large arm movements, just a small fine twist of your wrist. Remember to use Y to recenter the camera when you need to reorient, as well as to make instant 180 turns. If you truly just don't want to do it that badly, well, it's your choice... have fun down in C rank I guess.

They can't ink you if they're dead. One of the most common misconceptions I see thrown around is that kills aren't very important since they aren't the objective. This could not be further from the truth, kills are quite possibly the most efficient way to accomplish the objective. Not only do kills put your opponent out of commission while they wait to respawn, it also forces them to give up their position. By pushing enemies back towards spawn, you maintain control of the map, can continue inking more turf, and deny them the ability to take that turf. It's not about maximizing your score, it's about simply outscoring the other team - denying them points is worth the same as scoring points yourself, and can be far easier sometimes.

Surprise! Almost everything in Splatoon kills quickly, if not in one hit. Getting the jump on an unaware foe is typically assured victory before they can even react, whereas charging headfirst could allow them to take you down with them, or even win. Hiding as a squid is a great way to set a trap.

Use cover, and know when to back off. In the event that something hits you and doesn't kill you right away, it's usually better to get to safety, recovery, and re-engage on your own terms than try to just keep fighting at low health. Resist the temptation to just charge at a foe who already has a lock on you, even if you manage to kill them you're almost certainly going down too. However, if you know you can outrange them, fleeing and shooting at the same time can save you from, say, a W+M1 roller with tunnel vision.

Pick your battles and avoid tunnel vision. Many novice players just keep trying to hunt down the first target they see, only to get lured to a dangerous position or flanked by teammates. Don't let this be you. Pay attention to your surroundings at all times, and if an opponent is running away you should check and make sure it's safe to chase. It's okay to let them go if you have to.

Death from above. Elevation is crucial in Splatoon. Almost every weapon is a projectile affected by gravity, which means that firing from high up increases your range, while trying to reach a high target from below is a bit harder. Every map contains a couple elevated vantage points to take note of. Chargers in particular should focus on getting up there. For more information, consult Star Wars Episode III.

Pop it, don't drop it. Dying drains a percentage of your Special meter, meaning you just lost your chance to use it. Since Special fills as you ink turf, it may be hard to recover while you're in the lead, and then you could lose your lead as they all get their Specials and you don't. It's better to use it too early than not use it at all. Bubble users, remember that it can be used to save a teammate's life even when you yourself are not in danger. See this handy instructional video for more details.

Strength in numbers. There is no I in Splatoon, that's basic spelling. The team that works together wins together. In a face-to-face firefight, a pack will almost always devour a lone wolf. Use the buddy system when pushing into enemy territory, and think twice before trying to take on a group by yourself. And remember Bubble users, that thing is even more devastating when used together. Use the d-pad to call your teammates if you need backup, and please listen when they try to call you. Especially if a Bubble user is calling - they might have a present for you!

Split up when the coast is clear. Teaming up is a great way to fight, but not a great way to ink. When you know it's safe to paint, go off in different directions. Most maps have several branching paths that lead to the same destination, paint each path separately then regroup at the end so you're ready to fight again.

Watch the map. It's a bit easy to forget since you have to glance down at the Gamepad, but there's a lot of useful information you should check periodically. The map will tell you what your teammates are up to, what areas need to be taken, and sometimes what your enemies are up to. See if you can spot the distinctive patterns enemy Chargers and Rollers leave behind.

Use super jumps carefully. While super jumping, an indicator appears at your destination that both teams can see. If an enemy sees it, they can just kill you right as you land. Rule of thumb to avoid this, don't jump to a far out teammate who's right on the front lines, they may be engaged in a fight. If they lose, you'll go down with them. Instead, jump to a teammate who's in the middle of your own territory, perhaps just the second farthest teammate who's a short ways behind. You can run the remaining distance.

Control territory, and not just with ink. Map control is one of the most important principles in any competitive shooter, and Splatoon is a game that puts even more emphasis on it. Every map has notable points of interest you want to hold, and choke points to cut off access to them. Knowing what the most important spots are, how to capture them, and how to keep them is an essential part of high level play. For example, take these sections of Saltspray Rig:



Get the big targets. Section 1 comprises a large percentage of the map, making it the most high-value target. In almost every match I've played on this map, whoever controls section 1 wins the game, since it's worth so much and hard to control a big enough majority of the rest of the map that you can outscore that. If enemies make it back here, get up on top of the crates or the crane for the high ground advantage.

Hold the chokes. Section 2 is the only entrance to section 1. By guarding section 2, you prevent enemies from reaching section 1. Once you've painted section 1, focus on holding section 2 to control both. Controlling both is more or less a guaranteed victory on this map!

Use the flanks. Section 3 has three different entrances, two of which are elevated one-way drop downs. It's easy to get into and hard to block (though not impossible for a Charger above one of the drop-downs). If opponents are trying to block one entrance, take the other to slip in. But because it's so hard to block, it's generally not a good idea to try and focus too hard on holding it for a long period of time, more trouble than it's worth. You could try to just take it at the last minute, or let it serve as a distraction as you paint it and run off so they have to retake it. I generally just save it for after I'm confident 1 and 2 are secured, treating it as an extra.

Gotta go fast! Splatoon offers several key movement techniques to zip around faster, and even ink faster too. You should never just walk. See that ZL button? Press it! A basic spray-squid-spray-squid-spray-squid lets you advance at a decent pace while covering a lot and keeping your ink meter full, for most weapons this should be your main form of movement. If you need to get somewhere quickly and it's too important to stop and ink on your way, learn Splatdashing and Splatterhopping to reach top speed. These are generally good at the start of a match when both teams are racing to key points like Saltspray section 1, grab it first then you or your teammates can get the rest later.
Author
missingno
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Latest updates

  1. Rough draft

    Early meta, early guide. I'll come back and revise this over time. Feedback is appreciated...

Latest reviews

Multiple strong points with detailed explanation, but that last sentence on gyro controls is unnecessary.
Why has there not been shown any love to this guide yet? It's not the most detailed by any means but it really covers most basics in the game. Not much new here for veterans but a must read for new players.
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