Another thing to note is that (iirc) you get a sharper turning radius by holding directly left or right on the control stick instead of diagonally forward during the "DK" mode
you can still throw it as the special is wearing off, as long as you let go of the sub button before the timers counted down! it'll finish the throw, windup and all
Some of my Stamp thoughts: * At the start of each match, it's worth thinking about which weapons on the enemy team will have a hard time stopping you from attacking them with Stamp. These are pretty much any weapon with slow fire rates, and especially those that have trouble aiming low, like Blasters. * Similarly, take note of any special the enemy has that Stamp is good into. Things like Crab, Vac and Big Bubbler. While you don't necessarily want to always use Stamp just to cancel other specials, doing so is one of the easiest ways to get high value. * DK mode is excellent for popping the RM, but just going straight at it will possibly get you splatted by the RM shield. To solve this, while in DK mode, jump and hold back as you start hitting the shield. This will slow you down while keeping up the DPS. * Jump swing is especially useful when sharking under a ledge. It hits a pretty good range over a ledge and hits quite quickly. So it's worth engaging your Roller / Blaster brain when you have special ready. *DK mode can block Trizooka shots. I don't necessarily think that makes it good against Zooka, but its worth knowing.
Can confirm, the stamp did block a trizooka shot that won me a match. It was aimed at the RM carrier heading for the goal, and I blocked it from even coming out LMAO. I will also add a tip though: - BE WARY OF THE RAINMAKER CARRIER. While they themselves are vulnerable, shots that hit the ground and sometimes the stamp will still explode and cannot be defused like bombs can by a stamp. DO NOT rush them unless you know they won't get off a shot in time. - Similarly, be careful around ink vac. While the matchup is great if vac is in suck phase, shot phase can hit the rushing stamp and explode after, hitting you on the other side if you keep charging. Be wary of how much of the special they've used as you charge them down, and also that I think the shockwaves can fill the vac!
Idk why, but this video reminds me of all the times when the teachers smartboard would give up on them. So they would write everything on the whiteboard.... Man that just made me feel a little old now
@@n4n196 Bro if you're gonna hate on someone's weapon choice at least recommend a good weapon 💀 It's not a good thing to do regardless but Wow L3 really?
I would also like to add, don't just hold down the rush mode when you don't have a target. You're very predictable and easy to aim at. Instead, you can catch a lot of players off guard if you use rush mode for a bit, swim to a new area, and use rush again. Obviously you pretty much always want to throw the stamp when you have a sliver of special left. I've found i really only end up yeeting the stamp (not using either melee modes at all) only when I'm in a very oppressive situation like mincemeat with a charger on the opposing team. In cases like these, using the melee modes puts you in a very vulnerable position if you're playing in neutral or at disadvantage
@@theghostcreator776 your not supposed to be able to, yet people still can, and despite it being "somewhat fixed" in both games, it's still fully possible.
Sometimes it’s nice to just have a fast, long-range lethal one-shot. It’s a bit of a gamble, and a holdover from earlier in S3 when the radius was Much Smaller so the DK mode wasn’t very effective. It’s still a habit for me to just Throw it at whatever backliner I can see within range, rather than use it as a hammer
If someone is standing on a snipe you can't reach with the melee modes, you're not getting better value if they're the target you're trying to remove, so why not give them as little time as possible to react? It's also suicidal to try to rush mode towards a splatling, and sometimes you can't get into position to avoid that. The idea stamp situation is generally to come in with both surprise and an angle that makes it difficult to shoot at you or cuts off escape, but sometimes you're trying to contest mid on Wahoo Zones or something like that and just don't have a good route in.
I have done that before. On that one stage that is based off a zen garden. It's extremely useful to aim and shoot it for a 1 hit K.O. if the ledge is guarded by a machine gun or sniper.
might be biased as a vwiper main but i think hammer is the most fun special in the game :] all the different things you can do with it make it really expressive imo
It kind of goes without saying, but the jump-swing hits over ledges with a large hitbox, and there are certainly maps where this is pretty useful, like Museum (from the side of the enemy plat), Inkblot zones, against tower riders, etc. Sometimes you can just use a special like a really large Splatana melee one-shot in those situations. I've also found that, should you be evaded to the side when trying to DK someone, it is often correct to go a small distance forward, start your throw windup, and flick your camera backwards to try to throw at them, as they will generally be focused on trying to shoot you in the back and unprepared to dodge the throw at close range.
If you have the time, it would be cool to see an edited version when adobe respwans. Or maybe change editors (I know thats a big deal, just a suggestion)
It doesnt make it happen faster in total, but i believe the time in between the end of the swing and beginning of rush will be less. Even if not, jumping at the beginning of when you hold zr to start rushing is often safer than just standing still for that long
@rubberchickensfoot8912 it's only safer if the jumpswing will hit someone. Otherwise you're just delaying dk mode unnecessarily and giving the opponents more time to notice and react