I'm not having much luck, or fun, in S-Rank battles. Change of tactics! I switch from the short-range Tri-slosher to something that should let me keep my range, but without requiring the precision of a charger: the Dual Squelcher.
An early splat is not encouraging, but getting sent back to the base lets me make use of my weapon's range, as I intend. Regaining control of the tower lets us make our own push, which encourages me to move further forwards than perhaps I should. Or maybe my choice of route does that.
The pink team push up again, and again I use the Dual Squelcher's range to help keep them back. I also make use of the range to splat a charger from across the corridor, and the echolocator to catch a Dynamo Roller from surprising me.
In the end, good teamwork helps keep the other team from surpassing our lead.
I had no joy with the Custom Blaster in S-Rank Tower Control, so I revert to the Splattershot Jr.
Straight up the centre and on to the tower, somehow not getting splatted by the charger on his perch.
I keep riding the tower, my squidmates taking care of the other team, and place myself just out of reach of a well-thrown Suction Bomb.
As we near the goal, my Special chargers, and I remember about it! I pop the Bubbler, it gets shared to my squidmates, and I act as a meatshield in the final moments, splatted by a charger as the tower trundles to the goal.
Tower Control battles could hardly get much quicker than this.
First three pushes are in the three different routes in Arowana Mall. First is right down the middle, getting to the tower super-fast, and getting me splatted with some alacrity too. Second is to the left, to get above the approaching tower, and gets me splatted quickly.
The third route takes me to the right alley, where I narrowly dodge a Splat Bomb as I am echolocated, before splatting my opponent and following up with splatting an unsuspecting charger. Good stuff!
Another highlight is splatting the Inkzooka from above, before he gets a chance to splat me. That almost never happens.
Otherwise, I'm mostly running in to bombs, sloshed ink, or laser sights. Such is my lack of relative competence in S-Rank battles.
I decide to ink over our opponents' routes to the goal, to make it more difficult for them, rather than gt splatted even more.
Three chargers on the other team for Tower Control. On the one hand, it should mean we will get control of the tower and be able to get and keep the lead without too much trouble. On the other hand, it will also mean that we are unlikely to be able to get too deep in to opponent territory, as we'll just get picked off.
Or maybe the S-Rank chargers will just be so good that we won't be able to move without getting spotted and splatted. Thank goodness for the indiscriminate sloshing of the bucket, and its Bubbler special.
A couple of failures with the Splatterscope in S-Rank Tower Control and I revert to the Tri-slosher. I'm still trying to be effective so far, but S-Rank battles are mostly making me feel rubbish, ineffective, and out of my depth.
In this battle, I'm still fairly fresh and trying to compete. I rush to get on the tower, do well to avoid a Suction Bomb, and keep trying to push forwards. It's good to see another Tri-slosher use in the battle as well.
If only I remembered I had a Bubbler, and that it was available, when three of us were riding the tower only a few points away from the goal. That would have saved us some time and mucking around.
At least it lets me find out that, without some swim-speed gear, that central gap cannot be jumped.
I admit that I'm playing it safe with the Splattershot Jr. I could use a different weapon, but the Jr lets me be mobile and gives me a Bubbler for emergencies. I'll swap to something else once I'm a bit more comfortable.
This Rainmaker battle gets off to an amazing start. Despite being disrupted, I grab the Rainmaker and, with my squidmates clearing the way, get almost to the podium in the first carry!
Getting our team splatted requires us to regroup, but we keep the pressure on the blue team. Breaking the Rainmaker's shield just as the Kraken turns back to an inkling is good luck, and gives me another, better chance to get to the podium.
Squidding past a really close Splat Bomb gets me the dunk. Woomy!
I made it to S Rank. I'm not quite sure what to expect, except maybe an increase in skill levels of the other inklings. What I get is a huge increase in skill levels. Splatted by a charger through a tiny gap at the start of the map is unexpected.
But I get on with the battle. Running in to a Splat Bomb is kinda what I do normally, as is running with the Rainmaker. And getting splatted with the Rainmaker. But I also catch the Rainmaker carrier with a Splat Bomb, survive a Killer Wail with my Bubbler, and help us get a good lead.
I like to think I make a contribution to the battle, more than simply cannon fodder, but this seems tough. I'm not sure how long I'll last in S Rank.
Chargers versus Rollers and Gals. As we're on Camp Triggerfish, we probably ought to win this battle comfortably, as we should be able to control the crossing point at the middle of the map without too much trouble. It will only be the last minute of the battle when the gates come down that we'll have to watch our backs.
Or maybe a stray red team inkling will get through, and be able to plant and activate his Killer Wail as a particularly incompetent charger can't hit the side of a barn door. Six shots it takes me! Six shots! He was standing still for all of them!
But my prediction (after the fact) comes to pass, and we keep the turf inked blue almost everwhere. So comfortable is the battle at the end that I do a little victory dance. And, yes, my dancing skills are as good as my Splatterscope skills.
And a second battle: Against the odds in Pokemon Splatfest
Oh no! At 47 seconds, the charger off my shoulder disappears in a poof of blue mist. That means we're down to three inklings on the blue team. Well, let's see what we can do.
I don't have my hopes up, as I'm wearing a new hat, for my Bubbler, and it has no sub abilities yet. I was hoping to get it some.
We're pressed hard, which isn't surprising, but I manage to break through the offensive charge and sneak down a side route. So much pink to cover over!
Thankfully, I'm not oppressively hunted, and I can spray my ink all over the place. The problem is that when I turn around it's turned pink again. This is like painting the Seventh Bridge.
I manage to evade some last-minute attention, and turn it around to get a splat, but not before the Inkstrike goes off. Watching the other inkling jump to his doom makes up for that a little, but the map is still pink all over.