after every inkstorm people complain about QRSJ, but nothing ever happens.
But the key to remember is Splatoon 1 is literally on it's last legs as Splatoon 2 is about to come out. I do hope sincerely that they adjust the numbers a bit, but for Splat 1... As a community I think we should consider nerfing their respawn ourselves by limiting QR or simply removing the pair. Because QR SJ isn't allowing meta shifts, it's staling the game to suicide pushes.
In any case, suicide pushes will only work against teams that are either inexperienced at playing against a team that uses qrsj (see: western teams vs japanese teams in last inkstorm), inexperienced in general, or are not using voice chat or even looking for stealth jumps. At a high or top level, which I assume is what we're talking about here, suicide pushes will never work. When a player with qrsj suicide jumps to the enemy's base when their teammate has overextended, they die. A blaster, a dynamo, and a shooter destroy them. When teams with qrsj do nothing but repeatedly jump to the tower, it will feed the enemy team kills and stagger their team to the point where the enemy team has taken the lead by standing there and shooting.
The thing that teams don't bother to do against QRSJ is predict the jumps. If you kill a shooter and the other shooter has QRSJ, at least one person has to either put a bomb down, or wait for the jump and shoot when they land. When you do this, it's essentially a free double kill and some map control. This is the way to counter QRSJ, but teams in the West would rather complain when their egos get destroyed after getting 3-0'd by TESTA. People have argued that QRSJ requires a comp change and strategy change, but it honestly doesn't. If you want a certain player to focus map control so they can get bubble and push in, you can do it. If you want to cover for a player so that they can flank, you can do it. Any other strategy that can be done without QRSJ on the other team, can be done with QRSJ on the other team. Any comp can work if QRSJ is on the other team, all that matters is that you know how to counter if someone jumps in.
What teams in the west don't know how to deal with, however, is how the Japanese teams
use stealth jump. In the West, our teams will use it as an easy push. Someone gets a kill, dies, someone jumps into their place, and they trade for one. In the East, the players will use it to get back in. The team will spread out across the map, so that when one dies, they get to stealth jump back in and whoever they jumped to can move freely across the map, setting up for kill options. This is because of the fact that they often play Splat Zones, where a team can get walled out easily.
Teams getting walled out happens much more often in the West than the East because our players don't spread out enough. A flanker comes in, they get a double, their team comes in for cleanup, and they cap zone and proceed to wall out the other team.
Lately, a teammate and I will often get two other players that we know and scrim Japanese teams. Yes, they use QRSJ. But they use it in the way that I described by spreading out. My team and I, until now, did not know how to properly use QRSJ. Because of this, we get grouped up and the scenario I described above happens. The Japanese team walls us out easily because we don't know how to use the combo on the mode. When we get the zone, it's almost never because we get a full wipe. Their team is spread out far enough that even if two die, rarely will the other two die with them, so then their team comes back and we have to defend the zone. We don't get the easy points like they do against us.
Coming down to it, there is a big difference between Western usage of QRSJ and Eastern usage of QRSJ in Splat Zones. Our usage is easily countered, which at the top level makes for only one or two people per team using the combo and the rest can use whatever gear they want. Their usage is much smarter, and thus it makes it harder to wall them out, or get a good push to cap the zone, etc.
However, in Tower Control, we have a higher winrate. In this mode, it is harder to get a good difference between the Western and Eastern usage of the combo because they use it in relatively the same way. The fact that one luna blaster can wipe out a whole tower, or an invincibility special can 1v4 and stall the tower drastically changes how the combo gets used. It results in people jumping to tower while it's being stalled, and then because of the fact that people don't watch it often, they can stall it long enough for their whole team to come back, so one or two people go to the tower, and the charger might stay back and get picks to stop the enemy team from stopping the push at a more aggressive position. The push continues as far as it can without special usage, and then either it gets knocked out because they get kills while pushing, or they all die and the charger has to either go back. Another option is, of course, to have the charger move somewhere so that the players with QRSJ can come back into the game for free, which is why people dislike it.
ok, this post is already long enough and it's mostly gibberish. i'll just post this unfinished thing here