two

actually the number two IRL

Thanks for playing, everyone. I'll see you around.


That's interesting! From what I understand Splashdown didn't get imported from Spoon 2 because it was far too weak in competitive play: beyond a certain skill level it was very easy for other players to just aim up a bit and splat you out of the air. It sounds like they've tried to prevent that by making it so part of the special still activates even if you die using it. Which at least turns it from a "get splatted" button into maybe an automatic 1-for-1 trade. And you know, that's better than I'm usually able to get out of Reefslider, so that sounds like a win for me.

I'm excited to play with it again because making misguided superjumps and then using splashdown to turn the tables on the players camping my jump point was one of my favourite gimmick strategies in Spoon 2. Now that we have Tacticooler, which saves (almost?) all of your special charge when you get splatted, I'm probably going to be doing this a lot!


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in reply to @two's post:

Yeah, in 2 after you started getting matched with people of a certain skill weapon most weapons were able to shred the splashdown before it got to act, so it was mostly used as a quick ink refill when disengaged or for the super jump slam

And by most I really mean most, IIRC the only weapons that couldn't were blasters(ink armor blocked them), chargers(same deal), brellas(low DPS) and some of the slower sloshers and rollers, and those weapons usually had plenty of time to disengage when a splashdown was used or were in a position where if you were in splashdown range they already made too many mistakes

Honestly the new splashdown is really in a "I have to see it in action to really be sure" cuz the fists still do their thing even if you die but they can also be shot down so like, will they have enough health and spacing that a tri-slosher can't make the special completely useless? Or will it be more like a booyah bomb where you need to focus at least two people on it to take it down