Some commenters have shared some updated tips that I didn't even know about, so I'll compile them here: -For jumping up through grates, you can actually just hold ZL+B before you hit the wall to instantly jump through it. -For zipping through opponents, directly going through them will inflict 60.0 damage, but you actually need to land near them as well to inflict splash damage, which is 35.0. This is how you achieve 95.0 damage.
To go a little more in depth on the zip damage: there are actually 2 different sources of zip damage, a small 35 splash on impact, and a 60 damage hit for zipping through someone. To get the 95 direct you have to both zip through an opponent, as well as land close enough to them to hit them with the splash impact! You can also go for the 2x zip through combo which doesn't rely on landing near them cause you're just using the zip through 60 hit.
Careful on going for the 95 hits. Zipping directly through someone already means that if they get their aim on you, it stays on you the whole time you're zipping. If you also try to land on them, it also means that if they back up slightly, they stay aimed at you when you land and have your zip endlag, and you're generally just making yourself really easy to target for their whole team. It's a good way to get yourself popped immediately and a big reason why the short-range zip options like Luna really don't work well. Landing a 95 can be reasonable if someone backs themselves into a corner, though.
I'd like to bring up a quirk for everyone learning Zipcaster to be aware of: it's cross-hair gets misaligned from the weapon's cross-hair the further your character looks away from parallel ground. Angle Shooter also suffers from this quirk and while not impossible to overcome, I hope this gets fixed since it needlessly complicates the learning process of both of these inherently complex mechanics. Mess around in the lobby with 'em and you'll experience my point.
A tip for if you are trying to stall with zip caster, use a long range zip at the very end of your duration to stay in the zip and distract the enemies a little bit longer. The zip caster can’t end mid zip so it will wait for you to finish the zip before sending you back to your recall. This small amount of added distraction time can be just enough for your teammates to kill the distracted enemies or get a lead on the objective.
Hello! I just wanted to mention you can hold zl while you’re traveling to do the same jump cancel, which might make it easier or harder to remember. Just an option.
Thank you so much for this video. I'm currently going through the growing pains of playing light tetra. It's been the toughest challenge I've had learning a weapon in all of the Splatoon games. I'm typically a mid to backline type of player so an aggro play style is somewhat foreign to me. However through the growing pains I'm having a blast, its like the zip weapon I've been waiting for. Light tetra really has that Spiderman feel that's so addictive and intriguing.
I just yesterday picked up the light tetras because they are such a fun weapon! I also play the slosher deco so I found thees zipcaster tips very helpful especially because zipcaster is one of my weakest specials mechanically.
After getting 5 star on Splatana Stamper and the Gold Zipcaster badge I had thought I knew the in's and out's of zipcaster but when light tetra came out I was genuinely really surprised to find out that it was challenging to get used to. You can't use zipcaster the same way you do stamper for tetra's and honestly I love that, gives me more to learn with the weapon and how the special fully works. Will definitely be trying out some of these tips.
You can also use zipcaster to cancel the tetra dodge roll end lag, so you can constantly roll and avoid the stationary frames, which is insanely useful in fights, just very difficult
@@Chase247 fairs yeah, I never played splatoon 2, I just noticed you could do it in this game, but it's been too difficult for me to do consistently, I normally mess up and die haha. Just thought if someone mastered it it could look like some dragon ball z shit haha
One thing I wanted to mention is that zipcaster lets you access areas of the map that are normally not accessible, for example on hagglefish market, on the left and right sides of mid are some elevated surfaces that normally you cannot get on top of, but with zipcaster you can go up there and fire down on people and you can just hang out there and be annoying if you want, it won’t force you out of that area until the special ends.
I’ve been waiting for the instant roll tip!! Up until now, I’ve been holding away from the wall while holding ZR, then beginning my rolls until I land and know I can use the rest of them. Now that I know a consistent way of starting my rolls instantly with zipcaster I can be so much more threatening and annoying to the enemy team! Edit: plus, I cant wait for the guides for both kits. The tetras are some of the most fun frontline weps in the game hands down
General tips with all Zipcaster weapons is that It helps to have some pre determined routes on some stages. Like on Inkblot zones Zipping from enemies Tree to their spawn (Near to where the Rm goal would be not their actual spawn )and then to their plat. You’ll have enough time to splat two players when using tetras. Yes it can take longer but don’t always zip towards the same spots . When I was playing Stamper it helped to have some pre determined spots to Zip to so you can get the jump first . This would require paying attention who is respawning. A charger always likes to go back to their snipe if their is no push so beat them to the punch.
Nice, manage to actually create a decent gear on my own. Mine is very similar to yours but is have two intensify action instead of one quick respawn and ink resistance
I'd like to see those guides after the 2 years of updates end, so you avoid having to do again the guides because of any buffs or nerfs that might change how the weapons plays, gear and special/sub uses. It's just a recomendation but of course make them whenever you want
On gear: I see many using Comeback with the Lights, probably for the Special Charge, sub saver (for cheaper sprinklers after spawning), and the slight swim speed and main saver help. Do you think that’s a solid idea or is the sacrifice of less QR just too significant? (Definitely can’t be run alongside Haunt, that’s for sure)
yo chase, just wanted to say because of u I now main the letras. zip took a bit of learning but with this video the tips helped soooo much so thank you! ive always played tetra i just ended up undervaluing the kit way more until now. Do you have any thoughts currently about light tetras and tetras in general in meta rn?
This is by far the most complicated zip weapon, you really need to pay attention on where you're gonna zip and roll, too large and flat terrains is not that great since you're gonna be pretty predictable while too narrow and tiny will limit your movement and roll options
i really hope that they make zipcaster zips faster. on long distances you have very few safe options to zip to and on close range it is too slow. zipcasters speed makes it REALLY difficult for me to learn and survive with it. wait i just had an idea: what if zipping to the floor lets you jump upwards just like a wall jump?
hey chaise will you make a upcoming guide on the lighttetra dualies. Im a octobrush main primarily so these tips only helped me with zip even furrther but as of seein this i wanna be a tetra playe rnow
For me, I sometimes use it for Spawn Camping lol. And yes I get. That’s not what the weapons are made for but however it was the only advantage I can make with those weapons.
I'm late but there's a weapon specific tech you can do with this weapon, it allows you to both Zipcaster wall jump and roll in the air at the same time, which really elevates the level of mobility and lethality this kit can have during Zipcaster.
If you time two inputs and a roll input just before impact on a wall during the buffer window (I do it by holding ZR and a direction, then using B and ZL on the timing), you will immediately jump and roll resulting in instant aerial movement both vertically and horizontally while negating the aerial inaccuracy. Unlike rolling in the air as well, it gives you hang time so you can line up accurate shots before zipping somewhere else without even touching ground
Some commenters have shared some updated tips that I didn't even know about, so I'll compile them here:
-For jumping up through grates, you can actually just hold ZL+B before you hit the wall to instantly jump through it.
-For zipping through opponents, directly going through them will inflict 60.0 damage, but you actually need to land near them as well to inflict splash damage, which is 35.0. This is how you achieve 95.0 damage.
To go a little more in depth on the zip damage: there are actually 2 different sources of zip damage, a small 35 splash on impact, and a 60 damage hit for zipping through someone. To get the 95 direct you have to both zip through an opponent, as well as land close enough to them to hit them with the splash impact! You can also go for the 2x zip through combo which doesn't rely on landing near them cause you're just using the zip through 60 hit.
Yeah it’s like how an Explosher shot and a Crab Tank cannon shot work.
Careful on going for the 95 hits. Zipping directly through someone already means that if they get their aim on you, it stays on you the whole time you're zipping. If you also try to land on them, it also means that if they back up slightly, they stay aimed at you when you land and have your zip endlag, and you're generally just making yourself really easy to target for their whole team. It's a good way to get yourself popped immediately and a big reason why the short-range zip options like Luna really don't work well. Landing a 95 can be reasonable if someone backs themselves into a corner, though.
That’s true!
for jumping through grates, you can also hold ZL + B the whole time while zipping n you’ll squid form n jump up as soon as you hit the wall
I never knew you could jump away from the wall under the grating in Zip form that's pretty neat actually
I'd like to bring up a quirk for everyone learning Zipcaster to be aware of: it's cross-hair gets misaligned from the weapon's cross-hair the further your character looks away from parallel ground. Angle Shooter also suffers from this quirk and while not impossible to overcome, I hope this gets fixed since it needlessly complicates the learning process of both of these inherently complex mechanics. Mess around in the lobby with 'em and you'll experience my point.
A tip for if you are trying to stall with zip caster, use a long range zip at the very end of your duration to stay in the zip and distract the enemies a little bit longer. The zip caster can’t end mid zip so it will wait for you to finish the zip before sending you back to your recall. This small amount of added distraction time can be just enough for your teammates to kill the distracted enemies or get a lead on the objective.
Thanks for showing us how to use the Light Tetra Dualies Chase!
Hello! I just wanted to mention you can hold zl while you’re traveling to do the same jump cancel, which might make it easier or harder to remember. Just an option.
i can't believe they actually gave us this special it's so damn annoying i love being a flying roach so much
Thank you so much for this video. I'm currently going through the growing pains of playing light tetra. It's been the toughest challenge I've had learning a weapon in all of the Splatoon games. I'm typically a mid to backline type of player so an aggro play style is somewhat foreign to me. However through the growing pains I'm having a blast, its like the zip weapon I've been waiting for. Light tetra really has that Spiderman feel that's so addictive and intriguing.
Yessssss I’ve been waiting for this!
I actually would have likely never figured out a good amount of these tricks without this video, thanks for the amazing tips Chase!!
This video is super convenient for me because just today I decided to finally try out the light tetras! Anyways, these tips are great; thanks
I just yesterday picked up the light tetras because they are such a fun weapon! I also play the slosher deco so I found thees zipcaster tips very helpful especially because zipcaster is one of my weakest specials mechanically.
That thumbnail is so cool
Great video Chase! I’ve been really enjoying the light tetras and this helps a lot
I'm currently trying to get used to tetra dualies (both of them) so this is helpful :> (especially since I suck with zipcaster)
I’ve been wanting to use the light tetras but I suck at using zipcaster. This was very useful! 😊
HOLY BASED ZIP GUIDE
I once started to use sprinkler a lot and it made the fights a lot of sense
After getting 5 star on Splatana Stamper and the Gold Zipcaster badge I had thought I knew the in's and out's of zipcaster but when light tetra came out I was genuinely really surprised to find out that it was challenging to get used to. You can't use zipcaster the same way you do stamper for tetra's and honestly I love that, gives me more to learn with the weapon and how the special fully works. Will definitely be trying out some of these tips.
Awesome video! I also wanted to ask what tool/effect you use to smooth out the in-between frames whenever you slow footage down
In premiere pro the effect is called "optical flow" when you slow the speed down 👌
You can also use zipcaster to cancel the tetra dodge roll end lag, so you can constantly roll and avoid the stationary frames, which is insanely useful in fights, just very difficult
you can but the benefit is very minimal. it's not like autobomb rush in splatoon 2 where majority of the end lag gets canceled
@@Chase247 fairs yeah, I never played splatoon 2, I just noticed you could do it in this game, but it's been too difficult for me to do consistently, I normally mess up and die haha. Just thought if someone mastered it it could look like some dragon ball z shit haha
One thing I wanted to mention is that zipcaster lets you access areas of the map that are normally not accessible, for example on hagglefish market, on the left and right sides of mid are some elevated surfaces that normally you cannot get on top of, but with zipcaster you can go up there and fire down on people and you can just hang out there and be annoying if you want, it won’t force you out of that area until the special ends.
I didn't play tetras at all in 2 or dark tetras in 3, and now light tetras is one of my favorite kits period
You should have said “I have a good GRAPPLE on how to use zipcaster” 😂
I’ve been waiting for the instant roll tip!! Up until now, I’ve been holding away from the wall while holding ZR, then beginning my rolls until I land and know I can use the rest of them. Now that I know a consistent way of starting my rolls instantly with zipcaster I can be so much more threatening and annoying to the enemy team!
Edit: plus, I cant wait for the guides for both kits. The tetras are some of the most fun frontline weps in the game hands down
General tips with all Zipcaster weapons is that It helps to have some pre determined routes on some stages.
Like on Inkblot zones Zipping from enemies Tree to their spawn (Near to where the Rm goal would be not their actual spawn )and then to their plat. You’ll have enough time to splat two players when using tetras.
Yes it can take longer but don’t always zip towards the same spots . When I was playing Stamper it helped to have some pre determined spots to Zip to so you can get the jump first . This would require paying attention who is respawning. A charger always likes to go back to their snipe if their is no push so beat them to the punch.
Nice, manage to actually create a decent gear on my own. Mine is very similar to yours but is have two intensify action instead of one quick respawn and ink resistance
I'd like to see those guides after the 2 years of updates end, so you avoid having to do again the guides because of any buffs or nerfs that might change how the weapons plays, gear and special/sub uses. It's just a recomendation but of course make them whenever you want
that is the plan yeah. i don't really plan on making them anytime soon
On gear: I see many using Comeback with the Lights, probably for the Special Charge, sub saver (for cheaper sprinklers after spawning), and the slight swim speed and main saver help. Do you think that’s a solid idea or is the sacrifice of less QR just too significant? (Definitely can’t be run alongside Haunt, that’s for sure)
I think just running more QR is better
As someone who has been pushing Light Tetra, I can say that using Zip to distract the enemies is very effective, especially against Chargers.
One of the most fun weapons in the game
6:17 u need to not only zip through them but also on top of them for the 95 dmg. U have to pretty much land ur zip right on top of them.
Yup the pinned comment addresses this
I struggle so much with Zipcaster.
yo chase, just wanted to say because of u I now main the letras. zip took a bit of learning but with this video the tips helped soooo much so thank you! ive always played tetra i just ended up undervaluing the kit way more until now. Do you have any thoughts currently about light tetras and tetras in general in meta rn?
Christ this weapon is so sick
Mashu (the jp tetra) is not running stealth jump because he doesn't care : he superjumps everytime and it works 😆
i mean i was watching some of his stream and that definitely wasnt the case lol
Do you have the link to their stream?
@@JoeUwU-bp1cp youtube.com/@bokourti
Almost my dream kit it just had to get zipcaster tetras are my favorite dualie sand zip is my favorite special but sprinkler god that sucks
This is by far the most complicated zip weapon, you really need to pay attention on where you're gonna zip and roll, too large and flat terrains is not that great since you're gonna be pretty predictable while too narrow and tiny will limit your movement and roll options
i really hope that they make zipcaster zips faster. on long distances you have very few safe options to zip to and on close range it is too slow. zipcasters speed makes it REALLY difficult for me to learn and survive with it.
wait i just had an idea: what if zipping to the floor lets you jump upwards just like a wall jump?
hey chaise will you make a upcoming guide on the lighttetra dualies. Im a octobrush main primarily so these tips only helped me with zip even furrther but as of seein this i wanna be a tetra playe rnow
I answer this in the video lolol
oh lmao i just listened to the end of the vid again my bad (gr8 vid as usual)
How should luna blaster use it?
Which tetra dualies do you use more? Light or dark?
One time i played octobrush and used zipcaster. The other team started chasing me like I was some kind of wanted Splatoon criminal-
For me, I sometimes use it for Spawn Camping lol. And yes I get. That’s not what the weapons are made for but however it was the only advantage I can make with those weapons.
can we all agree to refer to zipcaster hits as punching
I believe the reason some Japanese players don't use Stealth Jump is likely because the weapon already has four dodge-rolls.
That's not why cause I mean, all Japanese players would run Stealth Jump on dark tetras lol. The main weapon is the same
what is the background song?
Tableturf deck edit theme
Missed opportunity to say “zips and tricks”
I'm late but there's a weapon specific tech you can do with this weapon, it allows you to both Zipcaster wall jump and roll in the air at the same time, which really elevates the level of mobility and lethality this kit can have during Zipcaster.
If you time two inputs and a roll input just before impact on a wall during the buffer window (I do it by holding ZR and a direction, then using B and ZL on the timing), you will immediately jump and roll resulting in instant aerial movement both vertically and horizontally while negating the aerial inaccuracy. Unlike rolling in the air as well, it gives you hang time so you can line up accurate shots before zipping somewhere else without even touching ground