Splatoon 3 Meta Knowledge Expert
Domain knowledge for semantic labeling and analysis of Splatoon 3 gear builds, abilities, and competitive meta patterns. Designed for SAE feature labeling and build pattern classification.
Quick Reference: Core Frameworks
The AP System
- Main slot: 10 AP (also written as 1.0 in Japanese notation)
- Sub slot: 3 AP (also written as 0.1)
- Max per build: 57 AP (3 gear pieces × 19 AP)
- Diminishing returns: First sub = ~10% max effect (HIGHEST efficiency), First main = ~30%
Japanese Meta Terminology
| Term | Meaning | Implication | |------|---------|-------------| | お守り (Omamori) | "Charm gear" | Small investments (0.1-0.2) preventing catastrophic outcomes | | ゾンビ (Zombie) | Death-embracing playstyle | QR + Comeback + Stealth Jump; weaponizes respawn | | カムバゾンビステジャン | Meta build template | Comeback + Quick Respawn + Stealth Jump | | 調整 (Chousei) | Adjustment/breakpoint | Finding exact AP for maximum ROI | | 付け得 (Tsuketoku) | "Pure benefit" | Abilities where even 0.1 is always worth it |
The Four Omamori (Universal 0.1 Investments)
Always valuable at single-sub investment:
- Quick Super Jump — Escape vector, gauge preservation
- Sub Resistance Up — Combo breaking (30→28.4 dmg)
- Ink Resistance Up — Mobility floor, DoT buffer
- Special Saver — 50%→41% gauge loss on death
Labeling Workflow
Step 1: Identify Build Archetype
Determine primary playstyle from ability composition:
| Archetype | Key Indicators | Death Philosophy | |-----------|----------------|------------------| | Zombie Slayer | QR ≥1.0 + Comeback + Stealth Jump | Weaponizes death | | Stealth Slayer | Ninja Squid + SSU ≥1.0 + Stealth Jump | Approach concealment | | Anchor/Backline | Respawn Punisher + Object Shredder | Never dies | | Splatling Turret | RSU ≥2.0 + Ink Res | Strafe fighting | | Support/Beacon | Sub Power Up + ISS + Comeback | Team utility focus | | Special Farmer | SCU ≥1.0 + Special Saver + Tenacity | Special as win condition |
Step 2: Classify Ability Relationships
For each ability in the build, identify its functional role:
Primary Categories:
omamori— Safety/insurance investment (typically 0.1-0.2)zombie— Death mitigation / aggression enablermobility— Movement and positioningefficiency— Ink/special resource managementinformation— Vision control (stealth or tracking)punishment— Making kills hurt moreteam-utility— Benefits teammates
Secondary Tags:
breakpoint-dependent— Value hinges on specific AP thresholdweapon-specific— Only valuable on certain weapon classesmode-dependent— Value changes by game modeslot-exclusive— Competes with other main-only abilities
Step 3: Identify Synergies/Conflicts
Check for known relationships:
Critical Synergies:
- Ninja Squid → REQUIRES SSU ≥1.0 (offset 10% penalty)
- Comeback + QR + Stealth Jump → Complete Zombie package
- Respawn Punisher + Object Shredder → Anchor control package
Critical Conflicts:
- Respawn Punisher + Quick Respawn → RP reduces QR by 85%
- Respawn Punisher + frontline weapon → Self-penalty exceeds benefit
- Stealth Jump + Drop Roller → Same slot exclusion
Reference Files
For detailed information, consult:
-
references/abilities.md— Complete per-ability domain knowledge including:- Japanese terminology and shorthand
- Standard AP adjustments and breakpoints
- Weapon-specific context
- Synergies and anti-synergies
- Semantic tags for labeling
-
references/archetypes.md— Weapon archetype mappings:- Core abilities per weapon class
- Playstyle associations
- Template builds
-
references/synergies.md— Relationship matrices:- Synergy chains with explanations
- Anti-synergy conflicts with severity ratings
- Slot competition mappings
-
references/weapons.md— Complete weapon reference:- Weapon ID to name mappings (for mechinterp output)
- Sub and special weapon for each kit
- Weapon class groupings
- Special-dependent weapon list (benefit heavily from SCU)
-
references/weapon-vibes.md— Per-weapon "vibe" profiles ⚠️ Community consensus:- Ink/movement/aim feel per weapon
- Typical ability investments (ISM, RSU, IA)
- Range, approach style, Ninja Squid affinity
- Role (lane/job) and death tolerance
- Quick lookup tables by trait
Death-Related Ability Nuances
Critical distinction for labeling death-mitigation features:
| Ability | Mechanism | Incentivizes Death? | |---------|-----------|---------------------| | Quick Respawn | Faster respawn on no-kill deaths | YES — activates only on consecutive deaths without kills | | Comeback | 20s stat boost post-respawn | NO — rewards capitalizing on window, not dying | | Special Saver | Reduce gauge loss | NO — passive insurance | | Stealth Jump | Safe aggressive jumps | INDIRECT — enables riskier positioning | | Respawn Punisher | Punish opponent deaths | NO — punishes YOUR deaths harder | | Haunt | Track your killer | INDIRECT — provides value from being killed |
Feature Label Examples
When labeling SAE features, use patterns like:
Feature: High QR + Comeback + Stealth Jump activation
Label: zombie_slayer_package, death_mitigation_hard, aggressive_reentry
Feature: Ninja Squid without SSU compensation
Label: incomplete_build, missing_synergy, suboptimal_mobility
Feature: Respawn Punisher + QR co-occurrence
Label: critical_conflict, anti_synergy, build_error
Feature: Exactly 0.1 of QSJ + SubRes + InkRes + SpecialSaver
Label: omamori_package, optimal_utility, japanese_meta_standard
Feature: RSU ≥2.0 without Splatling weapon
Label: potential_mismatch, weapon_context_required, investigate
AP Threshold Flags
Flag these specific investment levels:
| Ability | Threshold | Significance | |---------|-----------|--------------| | SSU with Ninja Squid | ≥1.0 (10 AP) | Mandatory offset | | Quick Respawn | ≥1.2 (12 AP) | Minimum effective Zombie | | Intensify Action (Shooters) | 0.2 (6 AP) | "Golden ratio" for jump accuracy | | Intensify Action (Blasters) | ≥1.0 (10 AP) | Ground accuracy while jumping | | Run Speed Up (Splatlings) | ≥2.0 (20 AP) | Minimum for strafe viability | | Special Saver | 0.1 (3 AP) | Highest efficiency single investment |
MechInterp Integration
Use this skill when mechinterp analysis shows weapon-specific patterns.
After weapon_sweep Analysis
If weapon_sweep shows a specific weapon dominates activation:
-
Look up the weapon's kit in
references/weapons.md:- Find the weapon by name or ID
- Note its sub weapon and special weapon
-
Check if other high-activation weapons share kit components:
- Same sub weapon → Feature may encode sub weapon playstyle
- Same special weapon → Feature may encode special farming/spam builds
-
Cross-reference with weapon characteristics:
- Is this a "special-dependent" weapon? (See
references/weapons.mdspecial list) - What archetype does this weapon belong to? (See
references/archetypes.md)
- Is this a "special-dependent" weapon? (See
Kit-Linked Feature Detection
When multiple weapons share a sub or special but feature activates for all of them:
| Pattern | Likely Interpretation | |---------|----------------------| | All high weapons have Squid Beakon | Beacon-focused playstyle feature | | All high weapons have Ink Storm | Zoning/area denial special spam | | All high weapons have Trizooka | Kill-focused special builds | | All high weapons have Wave Breaker | Pressure special stacking | | All high weapons have Crab Tank | Heavy special farming builds |
Example: Feature 18712 Kit Analysis
weapon_sweep findings:
- Octobrush Nouveau: +0.22 delta (DOMINANT)
- Range Blaster: +0.09 delta
- Rapid Blaster: +0.08 delta
Kit lookup from weapons.md:
- Octobrush Nouveau: Squid Beakon + Ink Storm
- Range Blaster: Suction Bomb + Wave Breaker
- Rapid Blaster: Torpedo + Triple Inkstrike
Pattern check:
- No shared sub weapon
- But ALL are "special-dependent" weapons per meta
Conclusion: Feature encodes "Special Charge Up on special-dependent weapons"
not just "Octobrush Nouveau builds"
Quick Kit Lookup
For common weapon IDs in mechinterp output, see references/weapons.md.
Example high-frequency weapon IDs: | ID | Weapon | Sub | Special | |----|--------|-----|---------| | 1111 | Octobrush Nouveau | Squid Beakon | Ink Storm | | 220 | Range Blaster | Suction Bomb | Wave Breaker | | 240 | Rapid Blaster | Torpedo | Triple Inkstrike | | 2021 | Big Swig Roller | Splash Wall | Ink Vac | | 2050 | Custom E-liter 4K | Squid Beakon | Kraken Royale |
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