The opponent super jumped back to their base. You are invincible after 80 frames after initiating a super jump. Equipping just 3 AP of Quick Super Jump reduces that to 58 frames.
@@dragongamerz5304 Btw, that's the reason why so many players have just 3 AP of Quick Super Jump equipped. I don't think that super jumping back to base is a good tactic in most cases (this was an exception where it was a good decision) because the super jump still takes more than 3 seconds, and you leave your teammates in a 3v4 or worse until you return to a relevant part of the map, which is similar to having been splatted, but you don't lose as much time and you do keep your special charge if you can super jump out successfully since you did not get splatted. It's too much of a gamble in my opinion because if you are not successful at super jumping out, then you get splatted anyway without even putting up a fight - literally feeding the opponent.
Finally,He put the roller down. Just to pick it up next Monday. (Is Jex looking forward to whatever random things I comment?I ain't judging him because he mains roller,I used to also...Should i pick rollers back up or continue maining octoshot?)
12:05 and following confused me. I thought the opponent should have been splatted after being hit by your charged slash (I checked in 0.25x speed to confirm that he was actually hit since it was hard to see) and your 3 following uncharged slashes, but your opponent still had spawn armor (kind of hard to see due to being cooler-ed up, but spawn armor lasts for 4 seconds from the time that the symbol in the HUD is no longer grayed out). Do you know how much damage spawn armor prevents?
i havent been active since im not really into splatoon anymore, i'll probably pop up here and there! (i missed you too!! ypur gameplays never dissapoint, keep it up!)@@jexeex