Hey Squids, it’s Hank here from Nintendome. In one of the past episodes of ThInk Tank,
I discussed the value of killing in Splatoon. But how can one even acquire these kills in
the first place? In this two-part episode of ThInk Tank, I am teaming up with Imperious
FLC to tell you squids how to get the perfect shot. Now, there are multiple facets that
go into actually getting this perfect shot. You might think that hitting good shots or
out-shooting your opponent solely relies on your aiming skill; you’d be right if you
were talking about a fair fight. But Splatoon is a shooter and if you’re taking fair fights
in a shooter, you are doing it wrong. So today, we are starting with positioning and movement
to show you how to make these fights unfair and in a future episode of ThInk Tank, we
will cover aiming.
Movement and positioning are the two most fundamental aspects of getting the perfect
shot. Positioning is really about initiative. You want to ensure that you are the one instigating
any conflicts. In the most ideal situation, anyone that wants to shoot you has to be in
your line of sight and your range to do so.
The key you must keep in mind to achieve ideal positioning in Splatoon is ink. Ink explicitly
tells you where and where not to stand. You do not stand in enemy ink or even near the
edge of enemy ink. Instead, where possible, you stand in your own ink with nothing but
your own ink behind you. This helps ensure that you get the initiative off of any engagements.
Again, you want to be the person that is instigating firefights, not your opponent. As you push
forward, make sure you always cover your opponent’s ink from a safe place. Just remember not to
walk into the open and ink as chargers will be able to punish you if you do. You should
get into the habit of stopping for a moment every couple of seconds to check your surroundings
for a potential flank. If you follow these guidelines, you will be able to move forward
carefully without exposing yourself and get into a proper position to get the perfect
Beyond progressing forward into your enemy’s turf, it is also imperative that you cover,
but do not stand near, your teammates. You want shots on the people your teammates are
shooting but you do not want to be anywhere near these teammates, otherwise a push from
your opponents might take both of you out. Coordinating your positioning with your teammates
under these circumstances is quite simple. If you outrange the enemy, you should draw
attention away from your teammate so he or she can come in from the side. If you are
outranged by your enemy, you should let your teammate divert the enemy’s attention while
you come in and shoot from a new angle.
Another huge facet of positioning is prediction. Consider this Walleye’s Warehouse clip.
Here, a decent player would sit behind their wall and eventually die to a flank. A great
player would take a few shots to secure mid, back off and assess the situation, then react to what is happening
across the map. An excellent player, however, would predict where the other is likely to approach from given past experience with
the people on
the other team. This gives the ‘excellent’ player a few extra seconds over the opposing
‘great’ player. While prediction is a huge factor in positioning, it is not something
I can teach people through video tutorials. It must
come from experience.
As FLC said, figuring out what weapons your opponents are using and where they are on
your gamepad can be very helpful. For example, right here we can see that the opposing team
has a Roller, an Eliter, a Blaster, and a Splattershot. The frequent bursts of ink on
the leftmost path indicates that the blaster is getting ready for a flank. The occasional
straight lines of ink in the left-middle path tells that the E-Liter is getting ready to
threaten someone on my team that is attempting to capture the zone. The smooth wide ink trail
in the right-middle path and the quick sloppy ink trail in the rightmost path are getting
ready to capture their own zone.
Now onto movement. Simply put, movement in Splatoon is all about options. Because of
this, how much ink your weapon can spread is a very important factor you should consider.
If your weapon puts down more ink than the weapon of the inkling you’re shooting at,
you can gain a movement advantage. Putting turf down gives you more movement options
than your opponent and this is invaluable in firefights. For example, the Tentatek’s
excellent ink coverage allows it to get in close to longer--range weapons and thus nullify
the opposing weapon’s range advantage. Now contrary to popular belief, jumping and shooting
is usually not ideal for most shooter-class weapons beyond a certain range as your landing
is extremely predictable. Instead, you should be mixing up your shots with squidding in
the ink. This makes it difficult for your opponent to hit you and makes it especially
difficult for your opponent to predict where you will move next.
There are also many movement options such as Splatterdashing and Splatterhopping that
can assist you with moving around the map in less-than-ideal situations to strengthen
your positioning. It can also be very effective to super jump out of fights into, huge emphasis
on this word, SAFE positions.
That’s everything for this episode of ThInk Tank. For more videos like this, including
the last episode of ThInk Tank where I covered utility the damage up ability can provide,
please consider subscribing. If this video helped you out or if you just enjoyed, please
consider hitting that like button and sharing it with your friends to teach them a thing
or two about positioning and movement as well. Before I go, I want to thank FiveLeafClover
from Imperious for assisting me with this episode. As you guys can probably tell, he
has a lot of insight to share regarding Splatoon so you should all be keep an eye out for him
and his team in the next Splatoon tournament. Welp, that’s all for now. I hope this video
helped you out and I’ll catch you guys in the next one.