SENRAN KAGURA Peach Beach Splash

SENRAN KAGURA Peach Beach Splash

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The Spray Gun Guide
By FX
A guide for one of the most underrated weapons in Senran Kagura: Peach Beach Splash.
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Introduction
The spray gun is the least popular weapon in the game. Where the other guns are relatively straightforward, easy to use and have clear strengths, the spray gun's stats seem mediocre and its functionality too unorthodox for most players to pick it up.

The lack of popularity and knowledge about the gun results in misconceptions about what the spray gun is capable of, like the assumption that it's mainly designed for "support" usage, or that it's incapable of getting kills in PvP.

I've been extensively putting this thing to use in singleplayer and multiplayer. This gun offers something special that the other guns do not, making it a viable pick in certain team compositions and maps while also making it capable of carrying games if used well. I hope I can do it justice by breaking down its intricacies (as well as generally useful information about the game) in this guide.

At the time of this guide's release I tried to include all the relevant information possible, but I still think there is room for improvement, so expect to see some changes to the contents in the future.

With that said, let's get started.

Q&A
What are the aims of this guide?

The aims of the guide are as follows:
  • help people become familiar with the spray gun
  • clear up any superstitions and misconceptions surrounding the spray gun
  • help people get better at the spray gun if they decide to ever use it
  • contain any relevant information surrounding the spray gun (you can treat it as an encyclopedia, if you want)

What exactly is the spray gun's niche? What does it specialize in?

The spray gun specializes in close-range combat like the shotgun, difference being that it is a DPS weapon. It abuses (or in a sense weaponizes) the soaking mechanic in PBS, and is capable of zoning.

Does the spray gun suck?

No, far from it. Like every other gun in the game, it has its own share of strengths and weaknesses, as well as its own niche in the game. Mastery of the weapon is ultimately what makes you strong as a player, and you can get far with it whether you're having fun in singleplayer or trying to play competitively.

What's the spray gun's learning curve?

The learning curve for the spray gun is a bit tricky to define.

Anyone can use the spray gun in its most basic form, or at least grasp the concepts - all you have to do is walk up to things and spray them. How hard could it be?

Spray gun in practice, however, is a different story. I'm sure anyone that used it can remember how they died or got knocked around by enemies. You have to account for spacing, baiting attacks, enemy's movement patterns, and generally paying a lot more attention to who you are fighting. You also have to think a lot more often about the choices you make compared to other guns when you first start improving at it.

Ultimately, the more you understand how PBS works, and the more you get comfortable with the mechanics of the spray gun, the better you become.

Is the spray gun worth the time and investment to learn?

If you enjoy the concept of the spray gun and want to main it, then it is worth the time and investment.

If you are a type that likes to use a variety of weapons rather than focus on mastering a single one, it may be better to just know the core ideas behind the spray gun, more specifically:
  • in what levels does spray gun shine the most (eg. you'll have a better time with spray in Shinobi Estate as opposed to Peach Beach)
  • when to use its firing modes
  • what cards go with it
  • how to pick fights that you can win

The spray gun has no range! Doesn't that make it unusable?

No, the spray gun works fine with its current range. Yes it is very short and some encounters can get very dangerous because of it. A slight buff to the range would do wonders for the gun. However, the spray gun works fine as is.

The limited range is made to balance the gun for its ability to cover a lot of area and zone out opponents. The spray gun can do a better job at holding chokes or objectives than any other gun in the game.

Only 13 damage?! That's hardly anything!

The damage on the primary fire isn't outstanding, but neither is it for the other guns. In fact majority of the weapons in PBS suffer from damage falloff, making something like Dual Pistols or even Gatling deal less than 13 damage at max range. Spray gun doesn't suffer from that.

Due to high water capacity of the spray gun, damage buffs can be easily applied, at which point its damage becomes close to lethal. Not to mention that your secondary firing mode, traps, deal 17 damage per hit, which hurts quite a bit.

I followed everything you said in the guide and I still don't get it. Why would you use this thing over any other gun in the game?

That's totally fine if a weapon doesn't gel with you, as long as you just give it a try. At the end of the day, you want to use guns that you actually enjoy.

The spray gun simply offers a different playstyle, which just makes it fun in its own way. Understanding any particular gun simply takes time and commitment.

All this weird movement tech is really hard to do! Do I really need to learn this?

It depends on the context. For 90% of PBS (i.e., singleplayer and Co-Op) you don't need it. For PvP and speedrunning, you're putting yourself at a disadvantage by not learning movement tech.

At the very least I recommend learning how to slide. Sliding is a powerful technique as it makes you faster, gives you more options during a fight, and gives you a competitive edge in PvP where tempo is very important.

I will stress the fact that spray gun is perfectly playable without doing anything fancy. As long as you play around the gun's strengths and understand its weaknesses, you can adapt a more slower and methodical approach and get just as far. Find the playstyle that works for you!

How does the spray gun work with the controller?

Although my experience with the controller is limited in PBS, the essential tech is very much transferable regardless if you are a mouse and keyboard or a controller enjoyer, so it's really just a matter of preference.

Why are you writing a guide for a dead game?

The guide was written at the time when I was excited to play PBS and learn how it works. Seeing the lack of informative content on the game motivated me to share my findings, regardless of what other people may think.
== BASICS ==
This section is about:
  • The spray gun, at a closer detail
  • How to use it, including some tech that you can do
About the Spray Gun


The spray gun is a bit of a weird mishmash of features shared between other guns that adds something unique into the mix. Essentially what you get is an automatic close-range gun that can fire large but slow projectiles and stationary traps.


Spray gun in story mode.

Firing modes
The firing modes of the spray gun (with level 10 stats listed) are listed below.

Important notes:
  • 1 meter = 100 in-game units
  • Both firing modes are not affected by damage fall-off
  • Spray gun's maximum water capacity is 1000 (same as other weapons in the game)



Release (primary fire)
Your main firing mode for close-range DPS, moving around, soaking allies and just about anything you do. It has low water usage, allowing it to fire for a long period of time without having to reload.

Release stats
Range
6.0 m
Water Usage
10.0 per shot
Power
13.0
Accuracy
100%
Fire rate
20.0 shots per second
Soak per hit
5.0
Projectile hitbox size
1.0 m (double that of the assault rifle)
Projectile travel speed
2.0 m/s (7.5 times slower than the assault rifle)

The spray gun's fire rate is decent and projectiles are easier to hit once in range compared to other weapons. The power of 13 is mediocre; while it can still hurt, if you're fighting mobs of enemies which have a lot of health, or if your opponent in PvP is using barrier, killing them will take a while.

Release deals about 23 damage per hit under a 60% damage buff (5* Ryobi card). A damage-buffed spray gun can:
  • kill players in 9 hits
  • break 5* single Ryoki barrier in 14 hits,
  • break Kagura barrier in 44 hits.

How often will you find yourself landing that many hits on your opponents? On mobs or against player bots - quite easily, since they don't pose a threat to you and don't make a good attempt at running away from you. Against real players? Depends on their skill, agility and how threatening they are at close range.



Spray gun's main firing mode in comparison with the assault rifle. Note the difference in the projectile hitboxes.



Set (alt fire)
A less intuitive but very strong fire type. You have to get comfortable using traps to become better with the spray gun.

Set stats
Range
2.5 m
Water Usage
300.0
Power
0
Accuracy
100%
Fire rate
0.6 shots per second
Soak per hit
0
Projectile hitbox size
1.0 m
Projectile travel speed
2.0 m/s

Set projectiles don't do any direct damage. Instead, they create special projectiles called "traps" upon collision or after reaching maximum travel distance. Traps are basically small, stationary clouds that deal persistent AoE damage.

Set trap stats
Trap range
2.5 m
Trap power
17.0
Trap soak per hit
8.0
Trap hit rate
10.0 hits per second
Trap hit count
10

The duration of a trap is roughly 1.6 seconds, and outputs 10 hits during its duration (170 damage total). They are really good for soaking allies at the start of the game.

With the 60% Ryobi damage buff you will deal 27 damage per hit with traps, which is about 270 damage total. Soji attack speed buffs will let you have multiple traps present at the same time (the traps, however, will still do 10 hits during their duration).

This fire type is unique to the spray gun alone. The traps allow you safety and a variety of interesting strategic setups, including:
  • using traps as small zoning tools (eg. on chokes in closed maps, or on Capture the Bra flag point)
  • jumping in and out of a busy skirmish to try to spray trap as many people as possible
  • placing traps behind you while you run away or kite somebody
  • combining it with cards or melee (more on that later)

Set is semi-automatic and slow to fire. For this reason you should not use this as your go-to fire type, but similarly you don't want to ignore it either. Mastery of both set and release fire types is essential to getting the most out of the spray gun.

Pros & Cons
In practice, you can pretty much derive the following properties of the spray gun:


  • has a high fire rate mode that is automatic
  • large projectile size, making it easier to hit things
  • traps provide good zoning capabilities
  • great mobility (good jump type + decent normal dash)
  • decent water usage with reasonably quick reloads
  • best gun for soaking
  • works well in closed spaces
  • very good in Queen of the Hills and Capture the Bra
  • doesn't rely on soak to be effective
  • resilient to most debuffs in the game
  • flexible playstyle
  • less demanding on good aim (generous aim assist)
  • safe to use in a high-latency setting (multiplayer)
  • improves team synergy and awareness of your allies


  • this gun soaks enemies just as well as allies, making it a double-edged sword
  • tricky to use; demands a completely different approach to the game
  • half of its utility is specific to PvP only


  • worst range in the game
  • insufficient damage for Co-Op, needs cards to help
  • the projectiles are slower in comparison to other guns
  • can get bullied by guns with longer range
  • can struggle in Team Battle and Squirmy Showdown
  • struggles against flying enemies
  • struggles in open spaces
  • heavily card dependent (needs barrier and usually at least one attack card)
  • fighting at close range can be dangerous

In my experience, this is quite a mechanically demanding gun to use. To make the most of it you have to get comfortable with it and understand its strengths and weaknesses, which takes time, practice and more importantly patience.

With the spray gun, you can make it difficult for your opponents to react to your movement. It can be a menace in closed maps and objective-based game modes. This gun is the best in the game at soaking allies, allowing you to rush start with your team at the start of the game before the enemy team can finish soaking themselves.

This does come at a cost of being heavily card dependent, where a lack of synergy in your card decks can create unnecessary downtime, and certain gun matchups and maps can put you at a severe disadvantage.

This gun exercises your game awareness and tests your strategies, and when these things go well this gun feels quite rewarding to use.

The greatest challenges with the gun is being able to take risks and knowing how you can contribute to the game in worst-case scenarios, which can happen more often than you'd like. It can be frustrating, but overcoming such challenges is what makes this gun interesting and ultimately fun to use.
Universal Tech
Jump cancel
Originally posted by Senran Kagura: Peach Beach Splash/Water Guns, Kagurapedia:
TIP: When holding the reload button, there is a slight delay before you actually begin reloading, the length of which varies per water gun. This delay is skipped if you are airborne so it is recommended that you jump before reloading water guns with long delays, such as the gatling gun.


Jump cancelling is a fundamental concept in PBS and just about any main Senran Kagura game. Fortunately, it's quite easy to grasp: after just about anything you do, jump to cancel the end lag animation.

The main applications of jump cancelling in PBS is resource management with water and interrupting certain techniques, such as dashes and melee attacks. I will elaborate on these down below.

Dashes
Dashes are extremely important. They can help you traverse maps quickly, improve your survivability, help get out of hitstun and knockdown, and render cards like Rin and Imu completely useless.

The spray gun rewards you for properly utilising mobility, which will very often be in the form of dashes and double jumps. Mastery of the two allows you to get on top of your opponents better, avoid dangerous situations more effectively, and allow you some neat engage/disengage tactics with traps.

Certain types of dashes that exist in the game are not obvious as they are more of an engine quirk than a legitimate gameplay feature, so the game doesn't explicitly teach you about them. However, getting comfortable with these dashes will not only improve your experience with the spray gun but also with any other gun.

How exactly? Let me show you:

Short sliding

Short sliding (previously referred to as "tap dash" or "dry dashing" in this guide) is essentially just tapping the dash key. This executes the brief dash windup, but doesn't actually dash you normally.

The short slide serves as a foundation to proper sliding, which will be discussed shortly.

Short sliding has the advantage of allowing you to travel a hefty distance while barely consuming any water. In fact in situations where you have no water, doing the tapping dash -> jumping -> reloading loop will allow you to refill your water capacity to the max while remaining vigilant, instead of having sluggish movement while trying to reload.

One annoying thing about the short slide is that it's easy to mess up if you mistime the jump cancel, so it takes practice to get fully comfortable with it.

Slide

Sliding (previously referred to as "instant dash" and sometimes known as "drifting") is a combination of tapping the dash key and firing that instantaneously propels your character at fast speeds.

A slide can be performed in two ways:
  • Tap dash -> fire
  • Fire -> tap dash

Note: you never want to hold the dash key while doing this, otherwise you'll slow yourself down.

Tapping dash then firing works for both semi-automatic as well as automatic weapons, excluding the gatling gun. It consumes the least water per dash, however it is also easier to mess up if you mistime your keys.

Firing then dashing is a safer way to slide, but it doesn't work with semi-automatic weapons.

Dash comparison

This should hopefully highlight why getting comfortable with sliding is extremely important, if not mandatory, for the spray gun in particular. You have high ammo capacity, but normal dashing is so inefficient that it will just waste it all for nothing.

However, it is not to say that normal dashing is bad. There are situations where you need to dash normally for better control over your movement, as you can often overshoot when sliding.
Spray Gun Tech
Check out the video below for demonstration of some of the spray gun tech that you can practice. Explanations are listed below.


Release -> Set: You can toggle from release to set seamlessly. This only works in one direction though, reason being that release has a faster fire rate than set.

Being able to effectively toggle between different fire modes allows you to adapt to different combat situations much quicker, thus improving your damage output.

Melee cancel: Works on ground melee only. When your character is in a melee attack animation, it can be canceled by jumping. This is useful for two reasons:
  • You can use melee as means of gap-closing to an opponent without committing to a full melee attack
  • If your attack does hit, you can cancel the recovery animation, thus giving your opponents a smaller window for being able to punish you

Release -> jump -> melee: You can loop this attack indefinitely on your target, knocking them back while spraying them, until they hit a wall. This attack loop is helpful in Co-Op, where combining your melee with spray helps improve your damage output.

Set -> double jump: Simple but useful to practice. Sometimes you just want to seamlessly lay traps in the middle of a fray without wanting to commit to it, so being able to do it efficiently (that is, finding perfect angles in maps to time your jumps) helps.




Tap dash: A useful movement mechanic that is applicable to any weapon. You essentially tap the dash key (without holding it) to create a mini slide. This is the PBS equivalent of bunny hopping. It's particularly great when you are low on water, as it doesn't consume much of your resource.

Release slide: When you shoot your gun immediately after tap dashing, you slide. A powerful movement tech that the spray gun makes great use of with its primary fire mode, and is most crucial to know if you want to maximize your speed, aggression, and disengage. Mastering sliding makes you very slippery and difficulty to defeat.

Release slide -> double jump: Being able to smoothly slide and double jump will allow you to outpace all the other guns in the game, with the exception of those buffed by Rin cards. Don't forget to reload your gun mid-air to cancel the animation lag you get when you land after your double jump. Mastering this will make you strong in Capture the Bra game mode.

Release slide -> set: Setting traps at the end of your slides is just a way of dealing damage while being slippery. Useful in situations where you don't want to get too close to your opponent.

Release slide -> set -> double jump: Sliding and double jumps are a strong combination. Combined with traps, you can do some creative engage/disengage tactics while placing traps to deal damage.

Set slide: A disengage tactic for when you escape a fight, poke with traps or try to damage someone who is chasing you as you run away. If you have Soji attack speed buff, sliding with traps can be done more consistently, much to the same degree as release sliding.

Release slide -> set slide: Combines release engage with trap disengage, which is something you might find yourself doing when you are dueling or trying to poke people in PvP.

Set slide -> double jump: Can also double jump into a set slide as a form of ambush, but in either case it is a form of disengage.




Melee cancel -> set: It's useful to get comfortable with the distance at which the gap-close dash is triggered when you melee. Melee cancels are just one way of landing traps in someone's face, which may be difficult in PvP but certainly useful in singleplayer and Co-Op.

Tap dash -> melee cancel -> set: If you are just out of range to gap-close to someone with a melee cancel, something quick like a tap dash can help.

Dash -> melee cancel -> set: Same as above, except you dash normally. Dashing normally can be useful too, as you are better control over your movement. You can then lock-on during your dash to redirect your character to the target you want to melee.

Tap dash -> dash (redirection): This is not useful in any significant way, but it's just a way of showing that tap dashing into a dash is possible, albeit finicky.

Tap dash -> dash -> melee cancel -> set: An application dash redirection to reposition your character, so that they can detect their target properly. Not actually useful in practice, but just generally good to know that it's a thing.

(A better alternative to this method of redirection is to just lock-on your character during a normal dash before you melee, but unfortunately I haven't captured that method on video yet.)




Sound bug: If you switch firing modes while holding down the shoot button on release, the release sound will continue to play as long as you hold the button.


Additional tech
Some things that have not been recorded in the above video:

Air melee: Although mid-air melee cannot be cancelled, it has other interesting properties, such as being able to halt you mid-air. This can be useful in situations where you want to double-jump but stop yourself at just the right moment.

Pogo jumping: Pistol, dual pistols and the spray gun can double jump mid air indefinitely, meaning they can essentially pogo mid-air. This allows for strategies with the spray gun where you can place traps on an objective, such as point in Queen of the Hills, while staying in the air.

Release/set slide -> Jump -> Lock-on -> Air melee: A way to melee people from behind, without them likely suspecting it. Placing a trap in advance would mean that they can get knocked down into it if your melee successfully hits.
Other Movement Topics
Additional movement topics that are less important but still relevant for achieving fluidity in movement mechanics of this game. Most notably I'd like to briefly mention the following topics:
  • Knockdown cancel
  • Lock-on movement
  • Landing animation cancel

Knockdown cancel is when you get knocked down by a melee attack, a projectile, or something similar. The recovery animation is excruciatingly long. To get out of it quicker, just spam the dash key.

Lock-on movement or movement while firing your gun is different from moving normally in PBS. Normal movement (when you don't input anything other than WASD keys or joystick movement) interpolates the forward vector of your character and rotates it to where you want to go. Basically whenever you're walking sideways your character actually walks forward, just arcs their way towards a new direction.

Now say you are on a long, narrow crate, and you want your character to go back and forth without falling down. What do you think is going to happen?


With a joystick you have tight enough turns to move about the crate without falling, but on keyboard you likely won't be able to do it through movement input alone.

To resolve this issue, you simply lock-on or shoot. What this does is basically locking your character to face the direction of the camera, thus making your movement independent of your character's forward vector and letting you have more control over your movement.

Landing animation cancel is a bit tricky to explain because at first it may not seem like a big deal, but it can bite you in the ass if you're not aware of it.


As you can hopefully see in the video, when you shoot your gun then jump, the animation that comes up when you land interrupts your attack while holding the fire key. It's less noticeable with slow semi-automatic weapons, since the interval locks you in the firing animation and thus doesn't trigger the landing animation.

You want to avoid the landing animation by moving your character before you land. Simple, right?

The landing animation also appears when you double jump, but simply moving your character before your land isn't going to cut it completely. To be sure that it does however, is by reloading mid air. Literally just don't forget to reload mid-air if you don't want your movement interrupted while dashing and jumping and whatnot.
Useful Game Information (WIP)
There are some important aspects of the game which are important understand to have a competitive edge in achieving what you want in PBS. Topics include:
  • Hitstun
  • Hitstun extension
== CARDS ==
This section is on the topic of cards, more specifically:
  • Card ratings in the context of the spray gun, from best to worst
  • Detailed explanations of individual cards based on personal experience
  • Example decks for different situations
Spray Gun Card Tier List
The spray gun relies heavily on cards since they effectively govern what you can and cannot do in a fight.

If you do not have any kind of buff cards or barrier, chances are you are going to be extremely vulnerable when trading with opponents, thus significantly risking in you dying.

If you have zero cards for utility, locking people down to enter your range will become more difficult.

Perhaps you don't actually want to use the gun for damage and just want to rely on staying far away and supporting your team with team buffs and debuffs!

These things can be achieved with the right card decks. Below I will be discussing the cards that in my experience have been quite useful in ranked pvp and co-op.

They are by no means perfect and have been built around my preferences with using the spray gun, therefore I encourage you to play around with customizing and experimenting with card decks that work for you. At the end of the day, PBS is about having fun.

Card tier list
Below is the spray gun card tier list based on personal experience.
For more detailed explanations on each of these cards, please see the Spray Gun Card Choices Explained sections.



Tierlist explained
Exceptional
These cards have long stood the test of time and proved to be meta and usable in virtually any scenario.

Useful
These cards are versatile and can be slotted in with just about any kind of deck. There is little drawback in using these cards, and ultimately the selection depends on your preference in playstyle.

Situational
This slot is reserved for cards that are potentially powerful in the right circumstances, but otherwise tend to backfire or not be as impactful.

Better alternatives exist
These cards have a common characteristic of being too unreliable or difficult to use. Not only that, but the cards above are guaranteed to yield more impressive results when they work.

Not needed
Similar to the above category except much less rewarding, if not redundant.

You're trolling
In a legitimate match, they can be either useless or detrimental to your team.

Co-Op Only
These cards have a legitimate place for spray gun in Co-Op.
Support Cards Explained (1/3)


Minori cards are meta in PBS. A major source of instant healing in the game, this card is useful in virtually any scenario. It is crucial on the spray gun since you will be taking damage constantly. It is extremely rare that you would need more than one Minori card in your deck, since a single card is already very potent.

Single - A fully-leveled 5* variant will recover 95% of your health. Cheap cost lets you bounce back into action much quicker.

Team - A fully-leveled 5* variant will recover 76% of everyone's health at cost 2. Valuable in PvP as it can save allies that are at risk of getting killed.

DLC - A cost 1 team heal which recovers only 38% of everyone's health. If you want a low cost deck and don't particularly care about heal potency then this card is an option.






NOTE: Ryoki team barrier will overwrite Kagura barrier. Keep this in mind.

Another meta card and a major source of barrier in this game. Crucial for the spray gun as it keeps you safe. Best used in combination with the Kagura barrier pet card, allowing you more opportunities to enter combat.

Unlike Kagura barrier, Ryoki barrier has comparatively low durability at the exchange of longer duration. This means that it will struggle against high damage output (e.g., grenades and sniper shots), but does a better job at protecting you from pesky things like attack cards, weaker guns, melee and crowd control effects (hit stun, knockdown, stun, freeze, zap, etc.)

While the durability is comparatively low, it can be improved by casting debuffs on your enemies, such as Ryona damage debuff or Bebeby accuracy debuff.

Single - Your usual go-to, as it is most durable (300 HP max) and has a reasonable cost.

Team - Usually not used as it is too expensive to deploy, but if you're aiming to play in a more supportive manner then this card is worth considering.

DLC - A more cost-efficient team barrier with a penalty on durability (200 HP max). While it can be useful, you can quickly notice that 200 HP barrier is quite paper thin, and beyond protecting you from attack card harass its utility is a bit limited.






Ryobi is useful on the spray gun when you like to play aggressively, benefiting both of the spray gun's firing modes to unleash some scary damage numbers.

Single - Your go-to as it is cost 1 has the highest damage increase of 60%.

Team - Seldom used but usually fares better than the other team buffs in the game. It can be useful depending on your team composition, so long as you are not conflicting with the buffs that your allies are bringing (e.g., if your ally uses gatling and needs Kafuru reload cards, think twice before taking a team buff).

DLC - Not needed. It can help snipers in your team one-shot, but it's not going to help the spray gun in any significant way.






Ryona cards are ideal for use with the spray gun. Being a close-range gun, you want to be able to endure fights and survive incoming damage.

Damage debuffs help improve the lifetime of your barrier when active, as well as being generally useful for contesting PvP objectives (queen and bra) and crippling damage of dangerous matchups (grenade, sniper, assault rifle).

Cost 2 variant - Max rarity card can achieve a 60% damage debuff. This is usually good enough.

Cost 3 variant - Max rarity card can achieve a 90% damage debuff. This card is a bit overkill given the cost, and cost 3 can really slow your ability to cycle through cards. An experienced player is very likely to have a buff in hand that can cleanse this debuff. Ultimately, the choice depends on your personal preference.

DLC - Same as 60% variant but with cost 1, making it really strong.






Ayame cards are a source of invisibility in the game that behaves in the same way as a normal buff support card. Being able to conceal yourself helps the spray gun in particular.

Icon invis - A strange card that hides your icon on the mini-map, as well your player indicator that enemies can see through walls. It has very niche uses in PvP when you want to play mind games against experienced opponents. Most useful in maps with lots of walls and cover, such as Toad Springs. Outside of PvP, this card is useless. Ayame DLC makes this card obsolete.

Full invis - Fully conceals you from both enemies and allies. Homing attack cards and Luka will not track you, which can improve barrier durability and even save your life. Very strong effect, but cost 3 and short duration makes it difficult to use reliably.

DLC - Full invisibility at a cheaper cost makes this one of the strongest buffs in the game.






Soji cards provide a wide variety of buffs and debuffs to choose from:

Attack speed buff - Playstyle preference. Spray gun interactions with attack speed are quite interesting, empowering your zoning with traps and ultimately letting you soak enemies and allies much faster. Generally very flexible. It is useful for the "soak the enemy to death" strategies in PvP.

Attack speed buff (team) - Most guns do not benefit from attack speed, so I would avoid this card unless you know what you are doing.

Range buff - Good for open maps. This is my preferred buff when facing Team Battle and Squirmy Showdown modes. Longer range on the spray gun allows for more safety and higher likelihood of hitting things.

Range buff (team) - I would typically avoid unless you are in a special match where this makes sense. Same goes with any other team buffs mentioned: use it on your team if you know what you are doing.

Range debuff - My personal go-to on spray gun. Range debuff is strong in that it forces your opponents to enter your attack range. It also helps with dealing against shower gun users.

Attack speed debuff - This card is misleading and does NOT reduce attack speed like it suggests! The true value for the highest rarity card is somewhere around 50%, not 90%! That being said, this card is underwhelming in comparison to other debuffs you can use. It only hinders some guns (especially the rocket launcher, and to some extent even the spray gun), while having no significant effect against others (eg. shower gun; gatling; single pistol secondary fire). Lowering damage with Ryona is generally more useful than lowering DPS.

Accuracy debuff - If for whatever reason you're not using Bebeby or want multiple accuracy debuffs, this is the card for you.

DLC: Not particularly useful.


Support Cards Explained (2/3)


Murakumo reload speed debuff can greatly hinder the ability of your foes to attack, fly and dash. This is a strong effect in PvP as it can catch opponents off-guard and score you easy kills. Unfortunately, this has no effect on opponents that are soaked due to unlimited water supply.

The spray gun soaks enemies quicker than any other weapon in the game, making this combo counter-intuitive. However, there are still niche situations in which a reload speed debuff can be useful even with spray.

Cost 1 variant - A cost 1 debuff is a rare sight in the base game. -30% reload speed isn't significant, but still annoying. Its main strength is being able to cleanse enemy buffs at a quicker rate thanks to the cost. However, if you have DLCs available, there is no reason to use these cards.

Cost 3 variant - A -60% reload speed debuff is scary when timed right. Do note though that the duration of this debuff is lower than on other cards.

DLC - A cost 2 -60% reload debuff. Use this over base variants when possible.






Yagyu cards alter double jump behavior. Buffs are useless on spray gun, since this gun's double jump is already water efficient. Jump buffs generally aren't meta to begin with. The debuff, however, can be nasty.

Single - Don't need this.

Team - Don't need this.

Debuff - A situational but potentially devastating card, depending on the matchup. Hopping guns such as pistol, dual pistols and spray cannot double jump under the effects of the max rarity jump debuff. Similarly, guns that hover or rely on long jumps cannot maintain themselves in the air, opening up more opportunities for ambush.

DLC - Don't need this.






Naraku cards provide a different kind of barrier, with significantly higher durability and stationary placement in maps. These cards are rarely used, but can offer some interesting gameplay strategies.

Naraku cards are strong in singleplayer content, as often time CPUs will struggle to effectively pierce through it. In additional, high durability is included even in lower card rarities, such as 1*s and 2*s.

I would avoid using it in Co-Op since it doesn't actually protect towers from grunt damage.

Do keep in mind that, as with Ryoki and Kagura barriers, Naraku barrier can also be shredded by shield-breaking cards (Katsuragi and Yozakura).

Static (Green) - The most durable variant at a somewhat manageable cost.

Reflective (Red) - This card variant is less durable but can knock down enemies when you cast barrier on top of them (assuming they are not protected with a barrier of their own). Very niche and rarely useful. Due to high card cost, I would avoid.

DLC - Reflective barrier with a cheaper cost. Has some strategic uses, but is seldom useful.






In PBS, melee is an art of its own. Hanabi cards attempt to encourage you at using melee. Since spray is a close range weapon and you will be fighting people at point blank anyway, buffing melee may seem like a good idea.

Given the fast-paced nature of PBS, landing melee in PvP matches is quite difficult, and forcing yourself to use melee often is the same as playing the game on hard mode. Melee is rewarding when it hits though, so ultimately forcing a melee playstyle is a preference.

If your characters deals about, say, 74 damage per melee hit (assume ground, but air damage would be different), then the damage would come close to about 118 with Hanabi melee buff. This damage comes close to that of a rocket launcher.

One thing worth noting is the spray gun doesn't offer any kind of crowd control effects, like hit stun, which you would otherwise get with guns like rocket, grenade, sniper and assault rifle. This makes melee on spray more difficult, and often times you can only land it after soaking somebody (only if you have barrier to resist power-up knockdown), or as a follow up to an attack card.

Single - The only card you should realistically consider if you're opting for melee damage.

Team - Avoid using this card. Melee buff is useless on most guns, so you're just making lives of your allies unnecessarily difficult.

DLC - Avoid using this card. Literally useless.






Kagura cards serve to debuff gun and melee damage altogether. It's a rather strange debuff as there is hardly a situation where both gun and melee damage are a problem - it's only going to be one or the other. For that reason I never bother using this card, as other more specialized debuffs outperform it to some capacity.

Cost 2 variant: -55% on a max rarity card. Only loses 5% of damage reduction compared to a cost 2 Ryona, so in some sense it is quite strong.

Cost 3 variant: -65% on max rarity. Given that the effectiveness of the debuff increases by 10% at cost 3, whereas Ryona or Shiki cards increase by 30%, I would avoid using this card.

DLC: Weaker effect, but comes with cost 1. Never really used it, but it could be useful depending on your play style.






Haruka cards do not help the spray gun in any special way, as the gun is perfectly playable without soak. However, it can be useful for two things:
  • If you enjoy spamming traps with Soji attack speed cards, soak helps
  • Haruka buff can help manage your soak gauge, avoiding situations where you die from a badly-timed soak powerup (which could be caused by a foe or ally)

Single: Your typical go-to option. Max rarity card will grant you 71% additional soak to your current soak gauge.

Team: Avoid using this card. Not only is the cost ridiculous, but soaking your allies at a wrong time can literally get them killed.

Debuff: This one is interesting. Since spray gun soaks very quickly, using a Haruka debuff may seem like an anti-synergy, but at the same time you can avoid shower and gatling opponents the opportunity to obtain soak themselves, since this buff is particularly strong on them.

It's a double-edged sword. Could be useful in some cases, but personally I don't bother with this card on the spray gun.

DLC: Avoid using this card.


Support Cards Explained (3/3)


Daidoji cards buff gun and melee damage, at the cost of being more expensive.

I avoid this card on spray gun simply because of the cost, as it is a big deal in PvP. It loses in competition against most cost 1 buffs, which provide stronger effects anyway.

Cost 2 variant: Your go-to card. This card can be used more safely in Co-Op and singleplayer, since you don't risk having the buff be overwritten as much.

Cost 3 variant: It's a team buff. Given the cost and how melee is rarely used, I would avoid.

DLC: Cheaper version of the team buff.






Reload buffs do not help the spray gun in any special way. Although traps can consume quite a bit of water, your base reload speed is already fast enough for it to not matter.

Single: Can achieve up to 5 times the reload speed at max rarity. Strong card, but just not amazing on the spray gun.

Team: Shares same multiplier as the single card. Same caution applies as with other team buffs. This card can particularly help gatling users in particular, especially in Co-Op.

DLC: Same potency as a normal team card at a cheaper cost and slightly lower duration.






Imu cards affects water usage from dashing. Every gun has different dashing behaviour, particularly in speed and water usage, so dash buffs and debuffs affect them differently. That being said, the spray gun doesn't care about either of them.

Single: The spray gun doesn't suffer from water usage problems. With mobility tech, this card is useless.

Team: The dashing buff won't help your team in any way, I'm sorry.

Debuff: Can bully guns with slow fire rates and those with poor water usage when dashing. Beyond that it's useless.

DLC: Don't need it.






A fun card with very niche uses that can improve or hinder the dashing speed. This card is particularly useful on low fire rate weapons like the sniper rifle or rocket launcher, both of which can't use mobility tech well and must often resort to dashing normally.

Single: Your go-to card. Although isn't amazing on spray, it's fun to use. Makes you extremely fast, which can startle your opponents whether you're ambushing them or escaping from fights.

Team: Don't need it.

Debuff: Not very useful against matchups that can slide.

DLC: Don't need it.






Shiki cards reduce melee damage. Useless in PvP, but has uses in Co-Op and singleplayer content.

These cards are great in Co-Op in particular, as it prevent mobs from one-shotting towers between waves 30-50. Especially helpful for the spray gun since you don't have any immediate way of clearing out enemies. They are also great for supporting your allies.

Cost 2: Weaker than cost 3, but still decent.

Cost 3: The most useful variant of all, especially in late Co-Op stages.

DLC: Weaker than cost 2, but its effect is also pitifully low. Has its place regardless, but don't expect it to save you at late Co-Op stages.

Pet Cards Explained (WIP)
Some important general information on pets:
  • Pets that deal damage target enemies furthest away from them
  • Major categories of pets:
    • Normal
    • Destructor
    • Support
    • Walker

Normal pet cards are simply pets that stay alive for their specified duration (20 seconds assuming max upgrade) and shoot things while they are active.

Destructors immediately chase down an enemy in their line of sight upon spawning. They can be hard to use as they often miss or go after an unintended target. However, destructors are good when you want to get rid of pet cards as fast as possible to get your skill cards back in rotation.

Support cards are your typical buffs and debuffs, with healing and barrier as the two outliers. Due to being pet cards, they can be activated spontaneously, thus making them very strong.

Walkers are pets that put you on a giant walker vehicle and changes how your character moves and shoots. Press the taunt button to leave the walker once its duration runs out.




Puppet Ball
Normal
  • Too slow to be useful in more challenging content
  • Outperformed by Luka

Bebeby
Support
  • Same potency as a Soji accuracy debuff
  • Strong in PvP where accuracy greatly impacts most guns

Luka
Normal
  • An exceptionally strong pet card, useful virtually anywhere
  • High DPS and auto aim makes it meta in PvP. However, shots are easier to dodge the further you are away from Luka
  • Helps the spray gun with additional range
  • Can help deal with flying enemies

Ninto
Normal
  • Same as Puppet Ball but with a shock effect
  • Outperformed by Luka

Amano
Destructor
  • A destructor pet with a shock effect
  • The shock effect makes it useful in niche PvP and Co-Op situations
  • Targets furthest enemy in range

Kotaro & Kagero
Destructor
  • Does most damage of all destructors
  • Loses out in competition to other destructors due to limited utility

Hanzo
Support
  • Gradual healing over time. Max rarity Hanzo heals 10 HP per second for 20 seconds, with a total of 200 health gained
  • Weaker than higher-rarity Minori healing cards. Can be used if you need a normal card slot for something else

Baby Bat
Destructor
  • A destructor with a poison effect
  • Poison effect is great for PvP and in any scenario where you need to cripple a target with a lot of health

Kagura (barrier)
Support
  • Exceptionally strong pet card. 1000 durability is insanely good
  • Spray gun loves this card
  • Watch out for shield breaking cards
  • Duration of the barrier is less compared to Ryoki cards

Ushiwakamaru
Normal
  • Very little range makes this pet practically useless
  • Need further testing to see if it actually works

Pontaro
Support
  • Cheap complete invisibility, very valuable
  • Strong in PvP and singleplayer content. Helps spray in particular, since fighting up close while invisible makes it harder for enemies to lock onto you with aim assist
  • I don't recommend using invisibility in Co-Op, since cloaking yourself means enemies will instead target towers

Puppet Walker (Wood/Red/Green/Black/White)
Walker
  • Absolutely useless cost 10 cards with little reward
  • You can dash very fast
  • You cannot cast cards while the walker is self-destructing

Attack Cards Explained (1/4)


Before we move on it's important that I address the Yumi, Hibari / Homura, Hikage (YH/HH) family of cards. I will refer to them by YH/HH for the remainder of the guide.

To put it simply:
  • Yumi - Fast homing, freeze
  • Hibari - Slow homing, zap
  • Homura - Fast homing, burn
  • Hikage - Slow homing, poison

Freeze and zap immobilize the target in place for a couple of seconds. This effect is great for PvP. These cards help set up slow weapons like rocket and sniper.

Burn and poison apply damage over time (DoT) of 1% health damage every second, for the total duration of 30 seconds. This scales really well against high HP targets. The effect pairs well with weapons that have range and high fire rate, such as pistol, dual pistols and assault rifle.

The different between an immobilizing effect (freeze/zap) and DoT (burn/poison) is that the former requires you to react promptly when the opponent is frozen, while with DoT you are playing a more patient game. In other words, freeze immediately opens doors for a potential ambush, allowing you to all-in with spray and setting up your allies with slower weapons (e.g., sniper, rocket). Burn on the other hand needs to whittle down the opponent's health before you get any value from it, which gives you opportunity to recharge your cards, reposition, and then engage.

YH/HH cards are strong regardless of card rarity, since the base damage of the card isn't a priority - it's the effect. For this reason, even a 1* Homura card can be deadly in PvP as well as some singleplayer missions (especially in level 1 gear challenge runs) because of the burn effect alone.

These cards have very similar functionality and exact same variants, with roughly the same level of usefulness with respect to the spray gun.

Homing - The most important variant and defining identity of these cards. Deals 120 damage at max rarity and level. Allows you to catch opponents in the air, which is extremely useful for PvP.

Bouncing - Unreliable and not very useful. You can throw it over walls, but that doesn't say much. Loses in competition to the homing variant by a significant margin.

Trap - Fulfills a different niche from homing and bouncing variants, instead being used as a zoning tool. Has some PvP applications in close maps, placed on squirmy tents to catch enemies, and in Capture the Bra game mode. It's difficult to use due to its stationary nature and small range. Usually only hits a single target, but has the ability to hit multiple targets with the right setup.

Homing DLC - By far the best attack cards in the game. They fire three projectiles, each dealing 80 damage and amounting to 240 damage total. It goes without saying that this damage can instakill if the opponent is low enough to bypass safety barrier.

Bouncing DLC - Still nowhere as useful as the homing variant.

Trap DLC - Spawns three traps in a straight line. It is indeed stronger than the vanilla trap.






An attack card from YH/HH family of cards. Freezes hit targets.

This is one of my favourite cards to take on spray as it provides great utility for yourself as well as your allies. An immobilized target buys enough time for you to catch up to the target and spray them to death.

Homing - Fast. Same YH/HH properties.

Bouncing - Same YH/HH properties.

Trap - Same YH/HH properties.

Homing DLC - Extremely useful on spray. Same YH/HH properties.

Bouncing DLC - Same YH/HH properties.

Trap DLC - Same YH/HH properties.






I often refer to Miyabi as the "kill confirm" card for a good reason: if an opponent gets caught in the vortex, they (very often) die. This is because of the card's absurd damage numbers and ability to lock enemies inside the vortex. Players cannot escape unless safety barrier is triggered at half health, Kagura barrier is cast, or team Ryoki barrier is cast.

Miyabi cards are one of the most versatile cards in the game, useful in most situations in singleplayer, extremely important in Co-Op, and have a high impact in PvP.

A strong synergy can be achieved with the spray gun. Not only does it address weaknesses of spray, but it does complement the strategy of soaking enemies. Because once an enemy is soaked, they are stuck in the soaking wet animation and become vulnerable. This gives you ample time to prime Miyabi vortex on them at a safe distance. Indeed, a well-timed vortex can turn the tide of any confrontation in the game.

Some Miyabi cards have invulnerable variants, with which you do not receive damage while casting these cards. You can determine if a card is invulnerable or not from its description. It goes without saying that you should prioritize these cards over the non-invulnerable variants.

Black Hole - Cost 2. Deals 110 damage at max rarity. Has the utility, but the super black hole variant is more popular due to damage.

Super Black Hole - Cost 3. Deals 262 damage at max rarity, which is very high for an attack card. It will leave a dent on Ryoki barrier in PvP, and heavily damage grunts even in the latest stages of Co-Op. This damage is worth the cost.

Black Hole DLC - Cost 1. Deals 90 damage. No point using it.

Super Black Hole DLC - Cost 1. Deals 212 damage. Easily one of the strongest attack cards in the game. Very valuable to the spray gun.






An attack card from YH/HH family of cards. Applies the burn status effect on the hit target.

Homura attack cards are very powerful. While it has no special synergy with the spray gun, burn is a strong effect that can help secure kills. Burn can psychologically mess with hit enemies as they are less likely to fight or take objectives.

Homing - Fast. Otherwise has the same YH/HH properties.

Bouncing - Same YH/HH properties.

Trap - Same YH/HH properties.

Homing DLC - One of the strongest attack cards in the game. Same YH/HH properties.

Bouncing DLC - Same YH/HH properties.

Trap DLC - Same YH/HH properties.






An attack card from YH/HH family of cards. Applies the poison status effect on the hit target.

Hikage cards work exactly the same as Homura cards, with the difference being that homing cards are slower.

The quiet card activation sound and poor projectile visibility (only in v1.08 and earlier) makes them appealing for PvP scenarios. Hikage cards are also often used in combination with Homura cards for attack card spam decks.

Homing - Slow. Otherwise has the same YH/HH properties.

Bouncing - Same YH/HH properties.

Trap - Same YH/HH properties.

Homing DLC - Like Homura DLC, but slower. Same YH/HH properties.

Bouncing DLC - Same YH/HH properties.

Trap DLC - Same YH/HH properties.



Attack Cards Explained (2/4)


A heavy-duty barrier-breaking card. Can suppress hit targets in front of the user due to hit stun, and wield enough damage to kill them. These cards are similiar to Miyabi, but with less range, making it harder to catch people in the air. There is a small chance that the hit players can escape Yozakura attacks if they spam the dash key.

Yozakura cards are mainly useful in PvP. You see experienced players use them on occasion with various weapons. They work great with the spray gun, making it useful for baiting and punishing people that are too close to you.

Cost 3 - Leaves you vulnerable during duration. Max-level 5* variant deals 188 damage throughout its duration. A bit risky, so I avoid taking it

Cost 4 - Has invincibility for the entirety of duration. Same damage numbers as the cost 3 variant. This is one of the few cards that, despite the high cost, are still worth taking

Cost 2 (DLC) - Has invincibility for the entirety of duration. The damage is equivalent to a normal 3* card. However, the damage isn't important here, as the lower cost makes and invulnerability together make this card substantially more scary






A quick and cheap shield breaking card with a surprisingly good range. Has good damage. If the opponent doesn't wear barrier, they get knocked back. Useful for PvP and Co-Op, and makes spray more threatening at close range.

The main drawback of this card is terrain preference. Using it in open spaces is much harder than in closed spaces. It also depends on game mode, as you will find Katsuragi (and similarly Yozakura) more effective in Queen of the Hill mode where targets generally orbit around capture points.

Melee - The most useful. Generous range and knockback.

Ranged - Complete trash. Tiny hitbox without knockback.

DLC - Not needed.






An attack card from YH/HH family of cards. Zaps hit targets.

I prefer Yumi over Hibari cards for the simple reason that the freeze effect is a little more desirable than zap, as zap can lead to unexpected results. More specifically I'm talking about the phenomena where a sliding target, if zapped, starts to zoom across the map. I call this the "taxi" effect.

Aside from that phenomena, Hibari homing cards are slower than Yumi homing. Otherwise, they behave the same.

Homing - Slow. Same YH/HH properties.

Bouncing - Same YH/HH properties.

Trap - Same YH/HH properties.

Homing DLC - Same YH/HH properties.

Bouncing DLC - Same YH/HH properties.

Trap DLC - Same YH/HH properties.






Mirai cards volley a bunch of projectiles in various directions. These projectiles do chip damage (with the exception of grenades), and hit stun players. Every card fires 11 projectiles, with the exception of of the grenade variant, which fires 13 projectiles.

While these cards are generally versatile at any part in the game, they are most popular in PvP. The only drawback is the existence of barrier making these cards harder to abuse.

- Homing Barrage (Front): A somewhat common variant, mainly useful for finishing off targets with low HP. It deals surprisingly good damage at point blank. So much so that, if you were to cast a 5* card of this variant on a 300 HP target after a melee strike, they will die instantly without triggering the safety barrier.

- Homing Barrage (Up): An unusual attack card that launches projectiles directly up. It is one of the rare cards that are made specifically for anti-air purposes. Unfortunately barrier and invisibility make it less reliable, but it can still work in specific conditions and deal a lot of damage when timed right.

- Bouncing Barrage: An uncommon variant with arguably the weakest range due to the bouncing property, but can still be deadly in the right conditions. In can be used to catch enemies in closed spaces or those landing on the ground after a double jump (e.g., sniper, grenade, rocket or shower). This way, assuming they don't wear barrier, they risk getting hit stunned multiple times, and once they do, you can ambush and potentially kill them.

The instant kill gimmick after a melee hit applies to this card, similarly to the front homing barrage variant.

- Bouncing Grenade: The most commonly seen variant and also quite famous for being an artillery card in PBS. Huge range that can even hit flying enemies; huge bouncing projectiles; good damage. One caveat is it leaves you vulnerable during a long cast animation.

This card works really well with spray due to range and high damage. When you can't engage at close fights for whatever reason (low health, no barrier, etc.) but want to contribute to a fight, you can do so from afar with this card.

- Bouncing Grenade DLC: Just use the vanilla variant.


Attack Cards Explained (3/4)


Ever wanted to shoot giant lasers? If so then these cards got you covered.

Leo cards are somewhat flexible for various types of content in PBS, albeit not outstanding at anything in particular. They deal good damage against grunts in singleplayer and Co-Op, assuming they walk in a straight line. Their use case is interesting in PvP - it's generally weak due to barrier, but can otherwise be a very effective way of finishing off enemies with low HP that are out of reach. The fact that it goes through walls gives these cards an element of surprise.

Note that lasers can be moved around during cast time. No invulnerable variants of Leo exist in the game. All DLC variants are cost 1.

- Direct Laser: Cost 1. The least flexible variant, as it requires opponents to be directly ahead of you.

- Direct Laser (Horiz. x3): Cost 2. If you strategise playing around ground level, I recommend using this card over the single direct laser variant.

- Direct Laser (Vert. x3): Cost 2. Hard to use even against flying enemies, so I avoid taking it. Homing cards usually do a better job for anti-air.

- Direct Laser (Cross Spread): Cost 3. Shoots out most lasers. It will destroy things at point-blank, including Ryoki barrier, assuming all lasers connect.

- Direct Laser (Horiz. x3) DLC: Just use cross spread DLC.

- Direct Laser (Vert. x3) DLC: Just use cross spread DLC.

- Direct Laser (Cross Spread) DLC: Low cost makes this card quite attractive, even if it does less damage than the vanilla variant. You can achieve about the same kill pressure after soaking the opponent as with a Miyabi card, which makes it a good alternative for when you want be threatening at close range as well as from afar.






Murasaki cards are scary for both the opponent and the person casting it. The small range and long duration makes this card extremely unsafe and easily punishable if you screw up. However, if you do hit someone, the opponents hit will be stunned for a short duration. It's a powerful status effect that can easily make hit opponents helpless.

While I believe Murasaki cards can be strong in the right hands, I unfortunately have very little experience with these cards due to the shortcomings mentioned above. It makes you more threatening at close range, but other attack cards exist that can do it better without risking your life.

- Dome Surging Wave: Suicidal card. Sure it's cost 2, but you better make sure you equip barrier prior to casting this card.

- Dome Surging Wave (Invuln.): Has i-frames at cost 3. The stats are otherwise the same.

- Dome Surging Wave DLC: Cost 1 with invulnerability, even though the name suggests otherwise. This makes it superior to the above variants.






Renka cards are another source of the zap status effect in the game, others being Hibari and Ninto. They have good range but can be difficult to use. Has noticeable lack of damage, limiting its use cases and making it useless against barrier. It is only good for zapping targets, assuming you can land these cards.

I have limited experience with this card with respect to the spray gun. I tried it on multiple Co-Op and PvP scenarios, all of which proved disappointing.

- Direct: Shoots lightning bolts in a straight line. Can change direction. Can hit grunts easily, but good luck hitting players in PvP with it. Even if it has long range, I wouldn't call it good in open maps. Closed and hybrid maps though? Better chances of hitting stuff.

- Ranged: It has a bizarre property of only working against enemies that are in the air. If grunt or player is standing on ground, this card will not connect. Why? Beats me.

- DLC: Direct variant with cost 1. Generally preferred over vanilla.






Yomi cards are fun but seldom used due to high cost and lack of i-frames. When it does work, however, it provides a unique ability to push your foes away in the direction of your tornadoes, which in rare circumstances can be useful.

Horizontal tornadoes can be redirected.

- Horizontal: Cost 3. Giant frontal tornado that pushes everything directly ahead of the user. Can work as a potential zoning tool in PvP and other types of content.

- Vertical: Cost 3. Very impractical due to limited range. Neither is it good as an anti-air card. You mainly use it to launch opponents up into the air.

Despite its impracticality, it pairs well with the spray gun. Opponents that are hit by vertical tornado are group together nicely for you to hit a trap on them as they land. Theoretically it's good for Co-Op. Practically? Not so much.

- Horizontal DLC: Cost 1. Slightly smaller in size compared to the vanilla horizontal variant, but gets the job done just as well.



Attack Cards Explained (4/4)


Ikaruga cards are unpopular for the simple reason that Miyabi cards exist. These cards do less damage and, more importantly, have a smaller hitbox than the vortex. This makes it significantly more challenging to catch people with this card, especially airborne targets.

Advantages of Ikaruga cards are the quick cast time and lower duration. Unlike Miyabi vortex, enemies can take damage from outside sources even while being hit by this card. This makes trap combos possible.

- Rapid Slashes: Cost 2. 188 power on max rarity. Being vulnerable is of course very undesirable for a card like this, but with a well-timed barrier you may be able to offset this risk.

- Rapid Slashes (Invuln.): Cost 3. 188 power on max rarity. Invulnerably may be more desirable for PvP.

- Rapid Slashes (Invuln.) DLC: Cost 1. 158 power, which is equivalent to the 3* variants. I would prefer this over the other cards for the invulnerability and cost.






Hit things and watch them fly into the stratosphere. Fun card that unfortunately sees little use.

Hard to use in PvP due to barrier existing, but may see some use in hills and bra. It has applications in Co-Op for pushing enemies away from towers, but their effectiveness depends on the map.

Worth noting that these cards go through walls and they are all AoE, so you will hit everything that is in range of these cards. If the cards are underleveled, they will cause enemies to slide on ground instead of getting knocked back.

You may get decision fatigue from deciding which cards to pick, so let's walk through them.

- Giant Slash (Horizontal): Cost 1. Generous horizontal hitbox, but little forward range and no vertical range. If your opponent just entered the soaking wet powerup, you have enough range to punish them from a safe distance. My go-to for Co-Op.

- Giant Slash (Vertical): Cost 1. Surprisingly generous frontal range. Generous vertical range, as the name suggests. Zero horizontal range. If you have multiple targets in a straight line, they will all get yeeted into orbit.

- Giant Slash (Vertical x2): Cost 2. Your frontal coverage expands into a cone, giving you more horizontal range the further you are away from your opponent. Makes it easier to hit multiple targets.

- Giant Slash (Vertical x3): Cost 3. The cone has greater coverage.

- Giant Slash (Vertical x5): Cost 4 (with the exception of UR rarity, which is cost 3). Very large cone coverage. You can actually hit multiple targets at point blank with this card. It will hit more things from afar than you might think. My go-to for PvP.

- Giant Slash (Crossing): Cost 2. Frontal range is comparable to the vertical variant. Vertical range is still present. No horizontal range at point blank, but you get more range when you step back a little. Overall this variant hits more in a cube fashion rather than a cone.

- Giant Slash (Horizontal) DLC: Cost 1. 4* variant damage.

- Giant Slash (Vertical x3) DLC: Cost 1. 3* variant damage.


A basic visualization of Yuyaki card variants. The red dot is the player casting the card




Asuka
- Lose in competition to just about every other attack card in the game
- Deal good damage against ground enemies, but their versatility is very limited
- Can technically be used in Co-Op, but in late stages their damage becomes insignificant
- Can theoretically pair well with a melee playstyle
Example Decks (1/2)
Let's discuss how we can combine these cards together to make some powerful spray gun decks. Below I have listed the decks that in my experience have been strong with the spray gun and I explain why that's the case. Feel free to take inspiration and modify them to your liking.

As you play with people in PvP, chances are they will gradually learn your deck. For this reason it's useful to have multiple decks prepared, leaving your opponent guessing what your next move will be.

PvP Decks
PvP Deck #1 - Mixed


An well-rounded deck with emphasis on damage. It's a relatively balanced deck with no card duplicates.

This deck hurts. Ryobi melts enemies; Homura helps deal with enemies from far away; Miyabi lets you catch your opponents, potentially killing them.

Misusing cards can create downtime and thus be quite punishing, so more care should be exercised when using this deck.

PvP Deck #2 - Card spam


Note: 1* and 2* cards are harder to react to in PvP scenarios since they don't have character voices associated with them like with higher-rarity cards, thus increasing your chances of landing them when the enemy least expects it. Although still weak and with limited variety, these cards still hold legitimate strategic value.

Less reliant on the spray gun, this deck is more focused on positioning to unleash damage via cards as often as possible. Even if cards miss, the low average card cost means you'll cycle through them relatively quickly. The cards give you plenty of range to work with to even punish people in the air.

A homing card-heavy deck struggles against barrier and invisibility. A debuff is handy for taking out invisibility from the opposing team. If you want a lower-cost debuff, Murakumo reload debuff and Bebeby are your friends.

PvP Deck #3 - Damage, extra barrier


This deck lets you be tanky (as well as make your friends tanky if you so choose) and allows you to deal some good damage. Can slot in a team Ryobi buff to reinforce high damage output of your entire team.

The only potential issue is the lack of debuffs. Can swap one of the Ryobi cards for a debuff if the situation calls for it.

PvP Deck #4 - Aggressive


My personal favourite deck, simply because it forces you to use the spray gun, thus accentuating skill expression with the weapon.

Katsuragi can be replaced with another damage buff if your heart desires, but personally over many games of running support card only builds, the need for a consistent damage card like Katsuragi became more apparent.

PvP Deck #5 - Trap spam


A quirky deck that emphasizes on the use of the secondary firing mode of the spray gun.
It's effective at the following things:
  • more likely to put opponents in a badly timed soak power up state
  • makes sure you don't get soaked at a wrong time with the help of Haruka
  • stronger zoning power when you concentrate traps in a single area, dealing good damage
  • discourages enemies from chasing you by sliding with traps
  • makes skirmishes generally more chaotic with greater trap frequency

TL;DR: it cranks up the power of traps up to eleven.

PvP Deck #6 - Utility 1


A deck that makes consistent use of Ryona and Yumi. This deck lets you maintain the state of the game more often to be in your favor, while allowing frequent opportunities to catch people with homing cards.

This deck is exceptionally powerful in capture the bra and queen of the hill, but can struggle in team battle due to lack of damage.

PvP Deck #7 - Utility 2


Intended to be a variant of deck #4 that stands a better change against shower gun users.

I found the Katsuragi card to be great, as being able to shred barrier (or, even better, knock enemies down), allows you to get kills easier even if you are under an influence of a debuff.

PvP Deck #8 - Melee 1


A melee deck that makes use of Yumi to catch enemies. Immediately after Yumi lands, activate Hanabi then melee them for heavy damage.

Different characters in the game have different melee damage numbers (eg. Mirai melee does 74 damage; Hanabi melee deals 78; Yumi melee deals 71, and so on). Assuming we play as Hanabi,
melee damage under the melee buff becomes roughly 124. Paired with a 5* Yumi card, which deals 120 damage, we deal a total of 244.

If the opponent were to take over 56 damage prior to the Yumi -> Hanabi melee combo, it's pretty much guaranteed death for them. Just food for thought.

PvP Deck #9 - Melee 2


You catch opponents with Miyabi instead of Yumi, which pulls enemies at just the right range in order for you to melee them right after.

The only cards that would counter this strategy are Kagura barrier. You either bring a shield-breaker card along with you, or use the Miyabi -> Hanabi combo only after your opponent has depleted their Kagura barrier.

PvP Deck #10 - Non-interactive support 1


Support card abuse. You can build a deck entirely composed of annoying cards, and expect all the hard work to be done by your allies. This deck assumes that you never use the spray gun for fighting.

PvP Deck #11 - Non-interactive support 2


Attack card abuse. Focuses on damaging enemies from afar who are distracted by fighting your teammates or doing something else. Again, very annoying.


PvP Decks (DLC)
PvP DLC Deck #1 - Mixed


A balanced deck for PvP. Has enough versatility to be used in team battle.

PvP DLC Deck #2 - Close-range threat


Makes you a real threat at queens and bra. An extra Katsuragi card can be replaced with a debuff.

PvP DLC Deck #3 - Card spam


DLC homing card spam. Disgustingly annoying, since DLC homing cards are extremely overpowered in PvP.

PvP DLC Deck #4 - Cancer


Another cancerous spam deck. The idea is you deplete everything in order to get to barrier, buff and debuff combo, which together allow you to opportunistically use your spray gun.

You don't need healing because barrier and homing cards are extremely over tuned and ruin the game. Saying this from personal experience.

Note that this deck does struggle in queen of the hills due to limited safety.
Example Decks (2/2)
Co-Op Decks
There is a lot of customization that can be achieved in co-op.

The concern for high card costs is not high as you typically have plenty of time to charge them between waves (with the exception of puppet walker pets, since the games will often end before this card even finishes charging).

Co-Op Deck #1 - Carry


This deck can effectively solo co-op stages with the help of AI companions.

Miyabi and Katsuragi are very strong cards for co-op as they allow you to effectively force enemies away from the towers. You still need barrier to avoid getting stun-locked and from suffering too much damage at the later stages, but it does help you immensely. The Shiki card is best used in clutch situations, like for a last wave or when you expect a wave of very hard-hitting opponents.

Co-Op Deck #2 - Melee


A fun melee deck. Can replace Hanabi with Daidoji for a more balanced damage output.

Co-Op Deck #3 - Trap spam


Just place as many traps as humanly possible around a tower and watch your enemies melt. Still need Shiki for reducing damage and an attack card for some sort of stun, such as with Miyabi or Murasaki.

Co-Op Deck #4 - Maximum knockback


Just push enemies as far as you can away from your towers.
== PvP ==
This section is dedicated to multi-splash PvP modes, of which there is free match and ranked.
More specifically, this section goes over:
  • What the spray gun's role is in different PvP modes, reflecting on the win conditions and how to achieve them
  • The different ways and play styles the spray gun can adapt to in PvP
  • Example footage of PvP games for these modes
  • Matchup-specific information
Spray Gun in PvP (1/2)
A couple important notes on PvP before moving on to this section:
  • Use caution when soaking allies while in the middle of the fight, as they might get killed during the soak powerup animation
  • since you have the worst range in the game, ALWAYS watch out for the soak powerup knockdown. If your barrier is down, it will screw you over. If an ally tries to perform a squirmy on someone near you, the tent that spawns can also knock you down as well
  • if you recently started playing the game: level up your character first, then gun, then cards to prepare yourself for PvP
  • It is strongly recommended that you take Minori heal and Ryoki barrier in PvP


Watch out for the splash knockdowns.

To get the most out of the spray gun in PvP, it's best to understand the win condition to form your strategy around.

The PvP in this game is broken down into four game modes, with the scores calculated after the match timer ends:

Team Battle
get more takedowns than the opposing team
Squirmy Showdown
perform more squirmies than the opposing team
Queen of The Hill
score more points than the opposing team
Capture the Bra
score more bra than the opposing team


Team Battle
Killing people with the spray gun is hard. Depending on the matchup, your engages can risk in you dying, or having to fight against opponents with guns too oppressive for you to properly get in range. People will often try to jump or fly away from you, so being able to track their movement becomes crucial in order to confirm kills.

Various strategies can be used for team battle, and in fact you might find yourself switching between them depending on the situation. Some strategies for killing players include:
  • Aggressively chasing after your opponents and spraying them to death (depends on gun matchup and opponent's skill). If you can identify a weak link on the enemy team, this strategy will often cross your mind.
  • Spamming damage cards is the safest but least reliable method of doing damage. More experienced players tend to get better at dodging and reading attack cards.
  • Immobilizing them with cards to then get on top of them (most likely to guarantee kills). Miyabi or Yozakura cards are often good for that.
  • Soak them to then guarantee a kill with an attack card.
  • Let enemies come towards you (you don't force fights, but if they happen you'll be prepared for it)
  • Not fight (prioritize survival). Good if you have a lead or just want to play strictly as a support for the team.

You can take risks in fights and search for opportunities to engage by playing around your cards, allies, and actions of enemies. You can also use your secondary firing mode more often when kiting around them.

Summary of the match:
  • Don't miss Miyabi cards like I do :P
  • Position well, look for engage opportunities
  • I refrained from taking on fights where I was unsure if I would win
  • Melee cancels can be quite difficult in practice

Squirmy Showdown
One important thing to note about Squirmy Showdown is that you cannot perform squirmies on anyone past the final 15 seconds of the match.

This gamemode is similar to Team Battle, with the notable exception that you have to perform squirmies to gain scores. Meaning you and your allies can play around saving each other, or at the very least protect you from getting squirmied while down.

Summary of the match:
  • Be patient
  • Positioning often depends on your current card roaster
  • Place traps on enemies locked in the soaking wet buff animation
Spray Gun in PvP (2/2)
Queen of The Hill
This game mode can either be good or bad for the spray gun. Your opponents will often be forced to enter your attack range, but equally you can be pressured by enemy fire from outside your reach when trying to cap points.

The advantage depends on whenever you are playing in a closed map or an open one; close maps are more in your favor while open ones can make you more vulnerable to gunfire. There are many ways to play around the two scenarios and try to win games, but ultimately you want to be able to pressure points while making use of your mobility and oppressive trap placement.

Summary of the match:
  • Don't soak your allies at spawn; do it near a point if necessary
  • Switch often between release -> trap, especially near the point
  • When you have buff and barrier advantage on ground over the opponent, run them down
  • Invisibility helps deal with Luka
  • Can lock people down with Yozakura and Miyabi cards near points easily

Capture the Bra
Some things to keep in mind when playing in a Capture the Bra match:
  • auto barrier persists whether you carry a flag
  • the flag stays with you whenever you perform squirmies

Arguably the most advantageous game mode for the spray gun, but can also get quite complicated. Map knowledge for finding the shortest path to capturing bras is a big bonus here, as spray gun's mobility shines the greatest in this mode. Ultimately though you want to find the balance of when you need to chase vs when to defend the bra.

Depending on the map, you can focus on:
  • rushing bra non-stop (if the map is small)
  • defend your bra (if the map is too large to capture bras quickly, or you have a score advantage)
  • hybrid of defensive and aggressive (depends on your team composition and tactics, or if members of the opposing team are down)


Control of your movement and knowing the shortest path lets you cap the bras very quickly.

You want to be mindful of your health at all times in this mode when you think about stealing the bra. Because you start with the auto barrier ready, unless you get one shot by a card + sniper rifle combo you can actually apply a lot of pressure to the enemy flag by suicide bombing into the enemy base and simply running away.

If timed well the auto barrier will continue to protect you as you run away.

There are various ways to play around pressuring the flag, and your traps are particularly powerful at applying pressure or even when running away.

The biggest problems that can arise is if your team is out of sync (i.e., no one knows what they're doing), or the entire enemy team is camping your base, which can easily happen in a 3v3 scenario.

Your ability to defend the flag is not the strongest, as you can be harassed by guns with greater range and sometimes even card spam.

Summary of the match:
  • If the map is small to medium size, pressure the base immediately at the start of the game
  • Be patient (I wasn't patient enough at one point in the match while trying to cap the flag at low health)
  • Positioning, tactics and game awareness are key to victory
  • Knowing how to move is extremely important when playing around the bra
  • Place traps around the bra to catch people off-guard
  • Mirai cards can intercept player movement (flag carriers in particular)
  • Once you have a stable enough score advantage, you can transition to playing more defensively around your bra
  • If you are low health and carrying the bra, play around your allies
  • Important to be aware of your soak meter, so that it doesn't backfire while doing something (in this case chasing after a bra carrier)
  • If someone on the opposing team is down, you have an advantage in pressuring the bra
PvP Matchups
This section covers tips about certain gun matchups and how to deal with them, as well as debuffs that they would be particularly useful in such matchups.

Note: CPUs are too stupid to utilize the strengths of their weapons, so I wouldn't worry too much about the below tips for singleplayer. This mainly becomes important when you fight real players in multiplayer

Spray Gun vs Assault Rifle




Threat: Medium-High
Debuff susceptibility: damage, range, jump, accuracy, reload
  • can be difficult to chase due to their ability to fly. Attack cards like Yumi, Miyabi and Murakumo can help in catching them
  • they will often be forced to stay mid-range due to damage fall-off, unless they have the range buff
  • their secondary fire (3-shot burst) deals a lot of damage, and in rare cases can cause hitstun. If they are buffed, approach with caution
  • a skilled assault rifle user can follow up on hitstun extension very well, which can hinder your ability to move


Spray Gun vs Shotgun




Threat: Medium
Debuff susceptibility: damage, range, reload
  • they have flight and fast normal dashes (high water consumption), but other than that their mobility is quite subpar
  • the shotgun likes the soak powerup due to its high water consumption
  • their homing fire mode deals roughly half of the damage of their point-blank counterpart
  • much safer to approach when debuffed


Spray Gun vs Grenade Launcher




Threat: High-Extreme
Debuff susceptibility: damage, fire rate, range, jump
  • awkward to approach due to the high damage, stuns and bouncing grenades
  • one of their weaknesses is limited range, which can be exploited
  • unlike you, they can't remain in the air indefinitely
  • you have superior mobility
  • have debuffs in hand for approaching them, otherwise keep your distance or lock them down with cards


Spray Gun vs Rocket Launcher




Threat: Low
Debuff susceptibility: damage, reload, soak, fire rate, range, jump
  • the rocket launcher users constantly need to reposition due to the slow, clunky nature of their rockets
  • they often use homing rockets, which will hit you if you position poorly
  • although not immediately threatening, rockets can still catch you off-guard
  • rockets can stun you
  • they can't remain in the air indefinitely
  • just all-in them with barrier


Spray Gun vs Sniper Rifle




Threat: Low
Debuff susceptibility: damage, reload, soak, range, jump, fire rate, accuracy
  • a somewhat even matchup that is slightly more in favor for the spray gun
  • low fire rate and limited mobility makes them fairly easy to approach, so long as they are not buffed
  • damage buff will one-shot you, so don't fall asleep against an enemy sniper
  • they hate being debuffed as it can heavily diminish the reward / likelihood of their shots hitting
  • if the player is bad then the matchup is free
  • against better players you want a stronger deck


Spray Gun vs Pistol




Threat: Medium
Debuff susceptibility: damage, range, jump, fire rate, reload, accuracy
  • they have high damage, making it potentially tricky to approach
  • their bullets can ricochet, allowing them to put you under pressure in closed spaces
  • safer to approach when they are debuffed


Spray Gun vs Dual Pistols




Threat: Low-Medium
Debuff susceptibility: damage, soak, range, jump, reload, accuracy
  • they have a faster base dash, but your mobility is otherwise the same
  • dual pistols can poke from mid range, but only really become a threat at point blank
  • become significantly less threatening under debuffs, meanwhile spray remains relevant even under debuffs
  • spray has an advantage in queen thanks to traps


Spray Gun Mirror Matchup




Threat: Medium
Debuff susceptibility: damage, range, jump
  • in a 1v1 setting, the player with a better card deck is more likely to win
  • spray is tolerant to most debuffs, but jump debuffs are the most dangerous
  • Yozaruka and Miyabi cards are strong for catching spray users


Spray Gun vs Gatling Gun




Threat: Low-High
Debuff susceptibility: damage, reload, accuracy
  • this thing will turn you into yogurt if you're not careful
  • their range is equivalent to the sniper rifle, so range debuffs won't do much to them
  • insurmountable DPS potential, so often times that alone is enough to make them very difficult to approach
  • they don't need damage cards to be useful, only reload speed and soak
  • unless soaked, they hate jumping and being in the air
  • can move very fast, but running out of water forces them to stop and reload
  • gatling takes skill; if the player is bad then the matchup is free


Spray Gun vs Shower Gun




Threat: High-Extreme
Debuff susceptibility: damage, range, jump
  • polarizing matchup. This thing is a spray gun hard counter that deals stupid amounts of damage
  • they can one-shot you with a damage buff
  • range debuff is strong against them, but they will still deal a lot of damage if they get close to you
  • their ability to fight on ground is awkward, so they prefer to be in air
  • you can poke them with homing cards, like Homura or Yumi
  • when their soak runs out, you can be prepared to catch them and all-in them with Miyabi, Yozakura or similar cards (can get pretty difficult depending on map)
  • can technically get in air as well and shoot them down with Luka or if you have a range buff, but often times it's not going to do much
  • their homing projectiles are slow and can be dodged with your mobility
  • as much as they enjoy flying around, they are eventually forced to land when they are debuffed so that they can cleanse it
== CO-OP ==
This section goes over the role of the spray gun in co-op games. The following ways of playing co-op are discussed:
  • Playing with others
  • Solo with bots
  • Solo without bots
Spray Gun in Co-Op (WIP)
The spray gun in co-op requires you to be creative. The spray gun is great for soaking allies, but beyond that the gun is hard to use due to the following reasons:
  • lack of damage
  • lack of range

Lack of damage means you can't easily clear late wave enemies by yourself, requiring you to get creative with how fend them off. Lack of range means it's hard to deal with flying enemies, but worst of all, you are likely to take damage from donuts, pool noodles, detonator explosions and drone fire because of it. In some cases damage is unavoidable, unironically requiring healing and barrier to not die. Indeed, the spray gun is quite a masochistic choice of weapon for co-op.

Additional general pointers worth bringing up with regards to co-op:
  • focus on defending only a single point instead of all three during harder waves
  • melee is very useful for knocking down enemies, preventing them from hitting towers
  • some stages are harder than others

Playing with others
The spray gun works best in co-op when you have team mates that you can soak. With a competent team, games get a lot easier, allowing you to get away with virtually any card deck that you want to build.

It's good to have a mental clock for when you should soak your ally. Always be sure to soak them at the start of the game. Soaking wet buff lasts for about 30 seconds, after which you can seek out your allies away to soak them. There is no convenient in-game indicator whether an ally is soaked or not (their corresponding characters have a shine to them, but it is often hard to see). For this reason, it's good to have a mental countdown for when to soak allies again. As you play the game and get used to the momentum of Co-Op games, you will naturally develop this habit.

Solo with bots
A common way to play co-op is unironically by playing alone. You can summon bots instead of players that soak you and play like your typical CPUs in other game modes. This is useful when you want to farm co-op for money but don't have others to play with. Additionally, you don't have to worry about net code issues that can happen while playing alone (e.g., when towers mysteriously take damage is a net code issue).

You want to ideally select CPUs with gatling guns for maximum damage output, such as Katsuragi, Daidoji, Abyssal Miyabi, and similar. While CPUs are helpful they of course can't carry the game for you. They are best primarily for soaking, killing weak mobs and baiting dangerous attacks. Overall they do make co-op easier.

Solo without bots
An extremely masochistic way to play co-op with the spray gun and entirely depends on your individual skill. Arguably a little better than using a sniper rifle for no bot soloing, using the spray gun gets very difficult in late stages. However, it makes for a good challenge and can be surprisingly fun. It goes without saying that you need a max level character and weapon to have a chance at beating most maps solo (with the exception of Sakura Fields, in theory).

Some benefits of playing solo without bots is you have absolute control over the enemies' behaviour. If no towers are in their line of sight, they will chase you and do nothing else, allowing you to bait them and thus efficiently clear them. However, this is not always possible and entirely depends on how close enemies spawn to towers. A drawback of this is of course waves take much longer to clear.

Some stages are much easier to clear than others. Strategies depend entirely on level and enemies that you face in a wave. See below the rankings for spray gun solo stages based on difficulty from personal experience:

Map
Difficulty
Tropical Athletics
Medium
Toad Springs
Very hard
Splash Stadium
Very hard / Impossible(?)
Sakura Fields
Easy
Pinball Land
???
Pirate Base
???
Snow World
???
Shinobi Estate
???

Clearing these stages alone will often require the use of different kinds of tech, melee, and preferably cheap cards that can push enemies away (Yuyaki, Katsuragi). Cards may be selected depending on the wave.
== MISC ==
Some miscellaneous things worth bringing up in conclusion to the guide.
About Me
I'm just an idiot that plays this game since 2020.

I used to play offline before getting curious about multiplayer. I spent significant amount of time in the now inactive 閃乱カグラ PEACH BEACH SPLASH 日本 group (aka the "Japanese branch") before major players moved to the new SENRAN KAGURA Peach Beach Splash Headquarters group. This is where my multiplayer experience comes from, ranging from chill Co-Op sessions to some very intense PvP ranked matches.

My total playtime is essentially playing online, practicing, labbing and occasionally just messing around.

My mouse and keyboard binds
People can have different binds for mouse and keyboard because the default ones are not very good. Below I explain the binds I use when playing PBS.

WASD - Standard third-person shooter movement. Rotate camera with mouse

R - Very common and straightforward reload bind. You will use it a lot

Q, E - Convenient access to fire mode switch, which I use very frequently on spray. Being able to switch aim assist on fly is convenient, especially at the start of the game

1, 2, 3 - Cards are within convenient reach. This may require letting go of WASD keys to press them, but I did not find this to be an issue since most skill cards freeze you in place during cast time anyway. Some people prefer binding them to Z, X, C instead

4 - This is PvP specific as it brings up the HUD of the enemy team, letting you see how much health they have and any status effects they may be affected by

Shift, Space - It's important that your dash and jump binds are in a comfortable position for you to perform mobility tech. I found this to work perfectly for me

V - Within reach of the thumb to occasionally throw in melee strikes


Mouse and keyboard binds (1/2)


Mouse and keyboard binds (2/2)

Why I picked up the spray gun
During my early days of playing PBS I reached a point where I completed all singleplayer content and was just getting started exploring PvP. At that time I felt motivated to continue learning about this game and stumbled on the spray gun.

Initially I found the spray gun to be absolutely terrible. it seemed like an awkward weapon that just seemed out of place from the other guns. Spray clouds seemed worthless for practical applications. How can a gun with no range and stationary projectiles be of any use in a fast-paced game?

Despite the weak first impressions of the spray gun I somehow found myself being curious about it. Back then I found the idea of putting all my effort and dedication to learning the spray gun in a dead game to be funny, so I decided to pick it up as a joke and learn it to the best of my abilities. I vowed to exclusively use the spray gun and nothing else, no matter the situation and how difficult it may seem.

For a while it was essentially just self-inflicted torture. Sheer masochism really. I would vent out of frustration about how spray gun needs buffs because of how bad it was, how much I hated fighting shower gun players, and how much I hated open maps. One helpless situation after another, I was asking myself "is there anything I could do to win? Is there something I can improve on?"

Little did I know that during this "joke" experience I actually found myself really engaging with the spray gun and essentially becoming a more competitive player. The challenges I faced while learning made me genuinely care about overcoming them. Doing in-depth research on the spray gun and practicing using it like I was an e-sports player made me learn a lot about the gun and PBS as a whole. Optimizing my playstyle and pulling crazy techniques felt satisfying in the way I couldn't get from the other guns. I felt more connected to PvP matches and felt like I was paying more attention to my allies. Besides the fact that the spray gun is actually pretty good once you understand it, this journey became the reason I stuck around playing PBS for this long.

Nowadays I'm more laid back and don't play PBS as often or as seriously as I used to, and mostly just goof around with different cards and weapons. However, I still find myself coming back to the spray gun whenever I play.

My routine (WIP)
I developed a daily routine to help me get comfortable using the spray gun that I would like to share in this guide. This involves frequent visits to the training room and doing a variety of activities.

Other ways of practicing (WIP)
I at times challenge myself for recreational fun or to push limits of the spray gun, which mostly includes the following:
  • Training room
  • 1v5 vs bots
  • 1v5 vs bots (cardless)
  • Level 1 singleplayer
  • Solo Co-Op
  • Stationary CPU labbing (requires modding)

Terminology
Guide terminology is explained in this section. Most of the terms are derived from the game and the community that I play with, but occasionally I have to use my own terms to explain a concept.

Spray gun
Spray (noun) - Short for the spray gun.
Release - Spray gun's primary fire type.
Set - Spray gun's secondary fire type.
Traps - Spray clouds fired from the set fire type.
Combo - A combination of moves for optimizing intent.

Cards
Skill cards - Cards that correspond to a specific shinobi character, of which you can equip 6.
Pet cards - A unique category of cards that don't correspond to shinobi characters and can activate immediately as well as mid-air, of which you can equip 3.
1*, 2*, ... 5* - Reads as "1 star", "2 star", etc. Refers to the rarity of skill cards in PBS.
Mirai bombs - Refers to Mirai's bouncing grenade skill cards.
Vortex - Refers to Miyabi's skill cards.
Heal - Refers to Minori's skill cards.
Barrier - Refers to Ryoki's skill cards and the Kagura pet card.
Ground barrier - Refers to Naraku's skill cards.
Attack card - A category of skill and pet cards that create damaging projectiles.
Support card - A category of skill and pet cards that create buffs, debuffs, healing or different instances of barrier.
Buff - Refer to support cards that cast a beneficial effect to player and/or team.
Damage buff - Refers to Ryobi's skill cards.
Debuff - Refer to debilitating effects caused by enemy players or CPUs.
Damage debuff - Refers to Ryona's skill cards.
YH/HH - A term exclusive to this guide that refers to Yumi, Hibari, Homura and Hikage skill cards.
Homing (noun) - Refers to attack cards with strong homing characteristics, mainly those from the YH/HH category.
DLC - Short for skill cards that are obtained from purchasing additional downloadable content for PBS.
DLC homing - DLC variants of YH/HH homing cards.
Limited (noun) - Cards that come with the PBS Sexy Soaker edition.
Deck - A selection of cards used by a player in PBS. Consists of a weapon, 6 skill cards, 3 pet cards, and a ducky.
Cost - How long it takes for a card to charge. A unit of cost (i.e., cost 1) is equivalent to 10 seconds.
Vanilla - Cards that come with the base game (i.e., no DLCs and limited cards).

Movement
Hop - Refers to the double jump type shared by pistol, dual pistols and the spray gun.
High jump - Umbrella term for types of double jump supported by the rocket launcher, grenade launcher, sniper rifle and the shower gun.
Descending high jump - A type of double jump shared by rocket and grenade.
Ascending high jump - A type of double jump shared by sniper and shower.
Flight - A type of double jump by assault rifle, shotgun and gatling.
Short slide - Refers to the action of tapping the dash button without holding it.
Slide - Refers to the technique of sliding your player character fast in a straight line.
Release slide - Sliding with spray gun's release fire type.
Set slide - Sliding with spray gun's set fire type.

Game
v1.08 - The PC version of PBS.
v1.16 - The console version of PBS.
Soak - To soak someone until they enter the soaking wet powerup.
Soaked - Short for the soaking wet powerup.
Status effect - Refers to common status effects like freeze, zap, burn and poison.
Stun - Murasaki stun status effect.
Hit stun - A gameplay mechanic where the player can be briefly stunned after being hit by attack cards, as well as by certain weapons (rocket, grenade, sniper and assault rifle burst fire).
Hit stun extension - If player enters hit stun, any consecutive damage afterwards will refresh the hit stun, thus extending it.
Safety barrier - A type of barrier that is triggered when the player reaches half of their maximum HP. It looks visually the same as Ryoki and Kagura barriers. Lasts for 10 seconds.
Instakill - The act of killing a player with high enough damage to not let the safety barrier trigger.
Grunt - Refers to generic enemies you encounter in singleplayer and Co-Op.
CPU / bots - Refers to shinobi characters controlled by AI.

Maps
Open map - Refers to Peach Beach, Pinball Land, and Splash Stadium.
Closed map - Refers to Toad Springs, and Shinobi Estate.
Hybrid map - Maps that are open but have elements of cover and verticality akin to closed maps. Refers to Tropical Athletics, Bon Appetit Kitchen, and Sakura Fields.
Kitchen - Short for the Bon Appetit Kitchen map.

PvP
Rush start - Soaking allies at the start of the game with spray to get them mobilizing faster than the enemy team
Main - Someone that heavily specializes at a specific thing (e.g., spray main, shower main, assault rifle main, ...).
Queen - Refers to the Queen of the Hills game mode.
Bra - Refers to the Capture the Bra game mode.
Bra route - An optimal path for catching and stealing bra in Capture the Bra.
Squirmy (noun) - Refers to the Squirmy Showdown game mode.
Squirmy (verb) - Refers to the act of squirmy finishing an enemy during a match.
Tent - A small tent that is created where someone is being squirmied.
Helicopter - Refers to a soaking wet shower gun user that permanently flies in the air and hails down homing shots.
Ranked (noun) - Refers to the ranked matches, a competitive PvP mode in PBS, typically in the 3v3 format.

Other
Netcode - Refers to networking capabilities of the game. If the game is prone to lagging in multiplayer against enemies playing from different regions, it is said to have poor netcode.
I-frames - Invincibility frames; brief moments in time where you do not receive damage from all sources.
AoE - Area of effect; usually applies to damaging attacks that can hit multiple targets simultaneously within some area.
Peel - To divert attention of the enemy from your allies onto yourself.
Tips
On a less important but equally useful note, here are some tips from my experience with using the spray gun and playing PBS in general:

General game tips
  • Press 4 to see current health and buff/debuff status of your opponents in PvP (only works in multi-slash).

  • If your opponent suddenly disappeared from your view, don't forget to look up as they may have likely double jumped. The mini map can also be quite helpful in these situations.

  • If you're looking to challenge yourself, you can create free match 1v5s against bots in team battle and see how you do. If that's not enough, you can create a brand new level 1 save, never level anything up, and try to complete singleplayer game modes on the hardest difficulty.

  • Analyzing your own games helps, especially if you can record them. PBS often involves a lot of on-spot thinking due to the fast-paced nature of the game and the skill card RNG, so looking back on past games helps take things nice and slow and reflect back on how well the strategy worked out and what could be improved.

  • If you're not sure what cards your opponent may have with them, be aware that certain cards have higher probability of being picked than others. Meta cards are very often going to out-compete others. Familiarity with card probability comes with experience.

    Some are going to be gun matchup specific (eg. Gatling users will almost always take Kafuru), or more general (eg. always have heal and barrier; some form of generally useful buff or debuff like Ryobi or Ryona; some attack card to pin people down for kills, usually homing ones like Yumi or Homura or close ones like Yozakura and Miyabi).

  • In PvP, if you play with a small community of players and stick to the same card deck for a long time, they will likely memorize it and read your actions like a book. Varying up your deck once in a while, especially with less popular cards, can surprise your opponents.

  • Check decks of your allies in multiplayer to get an idea of their playstyle. That way you can gauge what cards you can bring to benefit them as well as yourself.

Spray gun tips
  • Always keep track of what cards you have at any point in the game before you decide to do something.

  • If you're thinking about fighting someone in PvP, make sure you have sufficient health or that you have barrier ready. Avoid reckless fights and try to not get poked out, as that could cripple your ability to fight until you can sufficiently heal yourself.

  • Keep a close eye on buffs the opponent might have. If they are under a Ryobi buff, chances are they are going to be cocky and play more aggressively.

  • My rule of thumb with building card decks is to have at least two buffs and one or more debuffs. The reason is because certain debuffs, such as Yagyu, can be extremely detrimental to your ability to get around some of the more complicated maps of PBS (eg. Bon Appetit Kitchen, Snow World). Being able to override such debuffs helps greatly.

  • Don't neglect traps! I see new players that try to use the spray gun only use the primary fire, but not the secondary. Traps are really strong, and you should practice using them.

  • Practicing dashes and switching between firing modes can really help. I recommend giving it a try in training room.
Conclusion
Guide Logs & Updates
05/08/2022 - Fixed typos and wording across the guide
07/08/2022 - Added a tier list for pet cards
30/08/2022 - Modified Spray Gun in Team Battle section, introducing the idea of letting enemies come towards you
30/08/2022 - Separated cards and playstyles into two different sections; added some new decks and removed the Defensive deck for PvP (may come back to it in the future)
11/09/2022 - Added gifs for extra visuals; reworded the Introduction and About the Spray Gun sections to elaborate on my points better; replaced card deck images to no longer show optional cards (doubt they were useful to begin with)
08/12/2022 - The card tier list has been updated, but next I'm thinking about elaborating more effectively on the thought process of the rating and maybe showcasing (through videos or gifs) the performance of these cards with the spray gun
13/12/2022 - Made changes to the card tier list and renamed example decks in the Playstyles section
02/01/2023 - Made changes to the About the Spray Gun section by focusing more on the applications of the fire modes; removed the "Aiming" category from the mechanics section, moving the hitbox comparison gifs to the About the Spray Gun section
06/01/2023 - Added hitstun extension to the mechanics section. Added tips section to the guide.
03/04/2023 - Added a new PvP card deck
11/04/2023 - Changes in wording for matchups and PvP section; split the Spray Gun in PvP section in two, as I was running out of space when expanding the section
24/04/2023 - After numerous performance tests in ranked, added the so-called Utility v2 deck to the guide
30/06/2023 - Renewed the skill card tier list; added descriptions on card choices (WIP)
03/07/2023 - Extended the Spray Gun Cards section to talk more about the card choices; added more reference decks for PvP and Co-Op
06/07/2023 - Added the Q&A section
02/09/2023 - A big pending revamp of the guide structure, aiming to update the contents while making everything simpler and cleaner. Card tier list has been updated.
18/09/2023 - Updates to some of the guide terminology. A proper list of terms (among other important changes) will need to be composed eventually.
25/05/2024 - Co-Op and Pet Cards Explained sections has been added (WIP)
05/01/2025 - Added images to the Pros & Cons section for improved readability
13/01/2025 - Began work on explaining attack cards in greater detail. Yumi and Miyabi sections have been revamped
27/01/2025 - Added the Yumi, Hibari / Homura, Hikage (YH/HH) attack card section
02/02/2025 - Added the Terminology section to the guide
07/03/2025 - Added more detailed information about spray traps
27/05/2025 - Expanded the About Me section

Pending updates
  • Go over more specific tactics and ways of using the spray gun
  • Make the guide less wordy and easier to read
  • Discuss pet cards
  • Card characteristics in terms of game mode preference, map preference, and diminishing returns from duplicates
7 Comments
RightFireworк 1 Aug @ 12:12pm 
Happy 3rd Anniversary of the guide, FX! :drink:
FX  [author] 1 Aug @ 10:31am 
It's the guide's birthday again wawuawaowuawauwau
RightFireworк 31 Jul, 2024 @ 8:54pm 
Really? Oh, then Happy 2nd Birthday to the guide. :winter2019happyyul:
NeuPo. 31 Jul, 2024 @ 7:36pm 
Happy birthday Spray Gun Guide:azuki2:
mchoufleur 6 Aug, 2022 @ 12:54pm 
Great guide! Had I not become such a bada$$ with the Sniper Rifle (after reading a guide about it), I might've been a Spray Gun Slinger while getting all the cheevos :ayamefriendly: Maybe if I pick up the game again in a few months, SK BA is handing me my own a$$ atm :crtstressed:
RightFireworк 5 Aug, 2022 @ 11:36am 
Monumental work you did. Very detailed guide. :)
prettytail 5 Aug, 2022 @ 10:29am 
This guide is awesome! Let me introduce in our PBS group. :miraihmph:
https://gtm.steamproxy.vip/groups/skpbshq