S-BLAST '92
A mode-switching Blaster: fire on the ground for "long-range mode" with fast shots and long direct-hit range, or fire mid-jump for "short-range mode" with a bigger blast. A direct hit splats in one shot in either mode, so it's a versatile weapon that can fight at any distance, but its painting, fire rate and object damage are low, and switching between the two modes takes practice.
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | B +0.3 | B +0.4 | A +2.1 | A +1.0 | — |
| Tower Control | B -0.3 | B -0.3 | A +1.3 | B +0.4 | — |
| Rainmaker | B -0.5 | B -0.9 | B -0.2 | B -1.6 | — |
| Clam Blitz | +0.1 | +0.2 | +0.5 | +0.5 | — |
| Turf War | — | — | — | — | -4.4 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- In long-range mode, the shots are the fastest of any Blaster, direct-hit range is long, and there's no spread, so it's easy to one-shot distant enemies
- The jump-shot short-range mode has a big blast, so it's easy to land blasts up close, even while backing off
- Shorter end lag than the Range Blaster, so it moves nimbly for its range
- You can pick your mode to match the distance, so there are few ranges it struggles at
Watch out for
- Long-range mode has the smallest blast of any Blaster, so missing the direct hit deals almost no damage
- Painting is among the worst of any weapon, and it's bad at object damage too, like breaking the Rainmaker's shield
- Slow fire rate, so drawn-out fights tend to go against you
- Hard to land hits on enemies on high ground
- Rough when short-range weapons with great mobility or TTK get inside your range and move first
Tips
- When things are even, use your ground-shot range to hold the line with your team; once you have the advantage, move in and finish with the big jump-shot blast
- If you press fire before jumping, you can still shoot in long-range mode mid-jump. Practice it in mid-range 1v1s
- Long-range mode has a small blast, so don't rely on it and aim for direct hits
- Ink cost and the post-shot ink lockout are heavy, so even a little Ink Saver (Main) makes fights easier
Common gear
Quick Respawn, Comeback, Stealth Jump, Ink Saver (Main), Ink Saver (Sub), Swim Speed Up, Quick Super Jump, Ink Resistance UpThis kit
Sprinkler covers the weak painting, footing and special charging, and Reefslider forcibly breaks up grouped enemies and shields or bubbles.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 8)
- 11.0.0: Main weapon: damage radius of the close-range (short-flight) shot's explosion reduced by about 11% (source 8)
- 11.0.0: Special points 200→210 (S-BLAST '91) (source 8)
- 11.0.0: Special change, Reefslider: 220-damage radius up by about 20%, dash distance cut by about 19%, paint radius down by about 7% (S-BLAST '92) (source 8)