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For those playing at E3, newcomers, and vets like me I wanted to discuss a very important key in Splatoon 2
Conditioning
In Splatoon most moves you made we're very reactionary, and the meta consisted of rushdown tactics (Luna, carbon roller, dynamo, tetatek, and the occasional eliter) to gain coverage, build special, and pick off key enemies.
In Splatoon 2 however specials possessing less confirm potential, and more technical sub weapons and special players will have to learn to how to condition the battle.
Conditioning: planning attacks to force confrontation, separate enemies or allow allies to gain better positioning
Here are a few ways to condition the battle with the example octobrush, splateoller, and the dynamo
Dynamo: ink mines are a great way to read opponents, they force the person to move and now reveal locations. Using them you can for enemies into your flicks (or vice versa), or push enemies out of favorable position, like the ledges of moray so you may keep control. Stingray shows enemy positions, so use it to push enemies towards your allies, or towards previously placed mines while covering flanks with the 2nd online. Lastly, ink mines can force enemies into other ink mines though this will take practice.
Splat Roller: I mentioned earlier tech chasing with rollers, curling bombs are really great at forcing reactions. Players can either run, jump over it, or swim away, since most player fall into habits do to muscle memory. So using this you can study reactions if they jump you can vertical flick, if they swim or run you can use the rollers speed or horizontal flick. Lastly you can throw this into a crowd to force them closer and then use splashdown to catch them off guard.
Octobrush: This is a big change in the core octobrush usage, but for you Noveu version you might have better advice (please add to this) but here is my 2 cents.
Autobombs are not going to be easy to use, limited range, delayed explosion, and easy to spot. However hiding these behind corner or even in plain sight force player to be cautious or take different routes. If they do trigger it stay around the outside of the max range and then attack. You can also put this behind chargers so as they flee chaser Wil be force to deal with the autobomb and buy the charger time to run or attack.
Anyways here are some basic example of conditioning and some valuable uses of it as we approach the release of Splatoon 2
Conditioning
In Splatoon most moves you made we're very reactionary, and the meta consisted of rushdown tactics (Luna, carbon roller, dynamo, tetatek, and the occasional eliter) to gain coverage, build special, and pick off key enemies.
In Splatoon 2 however specials possessing less confirm potential, and more technical sub weapons and special players will have to learn to how to condition the battle.
Conditioning: planning attacks to force confrontation, separate enemies or allow allies to gain better positioning
Here are a few ways to condition the battle with the example octobrush, splateoller, and the dynamo
Dynamo: ink mines are a great way to read opponents, they force the person to move and now reveal locations. Using them you can for enemies into your flicks (or vice versa), or push enemies out of favorable position, like the ledges of moray so you may keep control. Stingray shows enemy positions, so use it to push enemies towards your allies, or towards previously placed mines while covering flanks with the 2nd online. Lastly, ink mines can force enemies into other ink mines though this will take practice.
Splat Roller: I mentioned earlier tech chasing with rollers, curling bombs are really great at forcing reactions. Players can either run, jump over it, or swim away, since most player fall into habits do to muscle memory. So using this you can study reactions if they jump you can vertical flick, if they swim or run you can use the rollers speed or horizontal flick. Lastly you can throw this into a crowd to force them closer and then use splashdown to catch them off guard.
Octobrush: This is a big change in the core octobrush usage, but for you Noveu version you might have better advice (please add to this) but here is my 2 cents.
Autobombs are not going to be easy to use, limited range, delayed explosion, and easy to spot. However hiding these behind corner or even in plain sight force player to be cautious or take different routes. If they do trigger it stay around the outside of the max range and then attack. You can also put this behind chargers so as they flee chaser Wil be force to deal with the autobomb and buy the charger time to run or attack.
Anyways here are some basic example of conditioning and some valuable uses of it as we approach the release of Splatoon 2
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