Cross-checked

Controls & Techniques

The full button map, the moves the tutorial skips, and the settings worth changing before your next raid.

By the SplatAtlas editorial team · Last updated: 2026-08-05

Controls & Techniques
Image © Nintendo.

Why this page exists

Raiders teaches you to shoot and to swim, and then stops. Everything past that, the roll that gives you armour, the wall launch and the step that moves you across bare ground faster than walking, the game leaves for you to find. Most of it is documented only in Japanese, and the English control table published by the largest guide site has the X button wrong. So we read all four tables, cross-checked them against the dedicated pages behind them, and show our working on the one row that was wrong.

The full control map

Verified against four independent tables: Game8 Japan, Game8 English, Gamepedia Japan and GameWith. Everything below is agreed by at least three of them. The X row is the one two of them got wrong; the section under the tables shows the working.

On foot

InputAction
L StickMove: your speed scales with how far you tilt, so a light tilt is a real option when you are lining up a shot
R StickCamera
R Stick (press)Showstopper: your Bot Buddy's special, available once the gauge is full
BJump
YReset the camera behind you
ZLSquid form: dive into your own ink
ZRFire your main weapon
LGadget, left slot
AGadget, centre slot
RGadget, right slot
+Pause menu
D-pad ↑ / ↓The two multiplayer signals (JP: カモン / ナイス, the series' "This way!" and "Booyah!")
XCall your Exploration Bot: it lands with ink and damage. Next to a crystal deposit it starts mining instead. Host only in multiplayer

In squid form

InputAction
ZL (hold)Stay submerged. Health and ink both refill while you are under
BJump out of the ink
Stick opposite your travel + BSquid Roll
B held on an inked wall, then releasedSquid Surge

The X button: resolved (corrected 2026-08-05)

We first published this row as an open conflict between four control tables. It is not open any more, and the correction belongs on the page rather than in a changelog: two dedicated Exploration Bot pages, Game8 Japan and GameWith, describe the X press in mechanical detail, which settles it. X calls your Exploration Bot. Press it and "カモン!" appears over your head; the bot lands with ink and damage around the impact point; stand near a crystal deposit and X sets it mining instead. In multiplayer only the host can call it, which is why the Japanese control table lists Super Jump on X for guests. Here is what each source said, kept so you can see how the error propagated:

  • Game8 Japan: Solo or host: calls the Exploration Bot. As a multiplayer guest: Super Jump. The pause menu is on +.
  • Nintendo Life: X summons your Exploration Bot for quick repositioning, but the same guide routes you to the difficulty setting with "X, then R twice, then Options".
  • Game8 English: X opens the menu.
  • Gamepedia Japan: X opens the menu; + pauses.

What we got wrong, and what it cost: our first version offered a tidy reconciliation, that X is context-sensitive, a menu on the ship and a bot call in a dungeon, labelled as inference. It was the wrong instinct. Two of the four sources were simply mistaken, and a hypothesis that makes every source correct at once is exactly the kind of explanation that feels satisfying and hides an error. The pause menu is on +. Treat any English control table that puts a menu on X as a flattening of the Japanese original.

The techniques the game never teaches you

Three of these are built into Raiders. Two are inherited from Splatoon 2 and 3; if you have series muscle memory, it transfers unchanged, and if you do not, the Raijin Step alone will change how the bare-ground sections feel.

Squid Roll

イカロールBuilt into Raiders

While swimming, flick the stick against your direction of travel and press B

You spin out of the ink in squid form wearing armour that absorbs a set amount of damage, and come out facing the other way.

This is the dodge. Not a flourish: the armour is the reason. Roll through a Steelhead bomb or a Big Shot shockwave instead of trying to outrun it, and roll on the way in so you arrive at close range with the armour still up.

Squid Surge

イカノボリBuilt into Raiders

Swim up against an inked wall, hold B to charge, release

You launch straight up the wall. The momentum carries you across unpainted gaps that would normally stop a climb.

The escape button. Surrounded on open ground, the nearest wall is a door. It is also how you reach the ledges that hold crates without painting the whole face of the wall first.

Mech Jump

メカジャンプBuilt into Raiders

Press B in mid-air near your Exploration Bot

A much bigger jump than your normal one.

Reaching a shelf you cannot climb to, and crossing gaps without a wall to surge up. The bot is a platform, not just a gun, so park it deliberately before you jump.

Raijin Step

雷神ステップInherited from the series

Fire one shot at your feet, immediately squid-dash into it, repeat. Shooters and Dualies only.

You cross unpainted ground far faster than walking, painting it as you go. It works because your dash is faster in the moments right after you fire.

Every traversal section, every crystal lap, every retreat across dry floor. This is the single largest time saver on this page and the reason farming routes are worth optimising at all.

Inertia cancel

慣性キャンセルInherited from the series

While squid-dashing, raise a gadget

Kills your dash momentum instantly, so you can cut to a new direction with no slide.

Dodging anything that tracks you. A dash has a long skid; a cancelled dash does not. Pair it with the Squid Roll and you can change direction twice inside one attack window.

Jump shot

ジャンプ撃ちSituational

B, then ZR in mid-air

Attack while airborne. Some weapons lose accuracy in the air.

Shooting over a Big Shot shockwave rather than stopping to jump it. Check your weapon on the ground first: the accuracy loss is real on some guns and irrelevant on others.

Curved shot

曲射Situational

Aim upward and fire

Uses the arc of your ink to drop shots behind cover or onto higher ground.

Chipping a Flyfish pilot from behind a rock, or painting a ledge you have not climbed yet.

Plant jump

(日本語名のみ)Situational

Press B next to the springy plants

Launches you upward, like the Mech Jump but from level geometry.

Single-source (Gamepedia Japan), and we list it because it is easy to confirm yourself the moment you see one, but it is not cross-checked.

Your weapon class has its own button

Every class does something ZR alone will not do. Switching class without learning its action is most of why a weapon can feel worse than the one it replaced.

ClassActionInputWhat it does
Chargers · Splatlings · StringersHalf chargeRelease ZR before the charge completesA shorter shot for much less charge time and ink. Against small Salmonids a full charge is waste: you are paying twice for a kill that needed half.
ChargersCharge keepHold a full charge, press ZL to submerge, then release bothStores the charge while you move through ink. Charge behind cover, swim to the angle, surface already loaded.
DualiesSlideWhile firing, tilt the stick and press BA fast lateral dash. Afterwards the reticles converge, which is the class's damage window; the slide is the setup, not the escape.
BrellasPurgeHold ZRFires the canopy forward as a projectile. It is also how you stop being pinned: the canopy leaves and so does the thing standing on top of you.
SplatanasCharged slashHold ZRThe heavy single hit. This is the class that pairs with the Ice Breaker Weapon Power, and the charged slash is the hit that consumes the multiplier.
SloshersSweepFire, then swing the gyro left or rightBends where the ink lands mid-flight, widening your coverage from one throw.

Settings worth changing before your next raid

Two of these are one-time fixes that stop costing you runs the moment you set them.

  • Motion aiming is on by default and starts at a sensitivity of -1. If you played Splatoon 3, your hands already know this, so leave it on.
  • You cannot remap buttons in the game. If you want a different layout, it has to be done in the Nintendo Switch 2 system settings, and it applies to the whole system.
  • Difficulty does not change your loot. Every source agrees: lowering it lowers enemy level and nothing else. There is no reward penalty for dropping to Tourist to clear a wall, and no reward bonus for suffering on Survivor.
  • Y resets the camera behind you. It is the cheapest habit on this page: every time you lose your bearings after a roll, tap it instead of fighting the right stick.

Motion sensitivity by weapon reach

Game8 English's recommendation, which is the only published guidance we found on this. The logic is sound and matches how the series has always played: the further your weapon reaches, the more time you want to spend on each aim, so the lower you want the sensitivity.

Weapon reachSensitivityWhy
Close range1.0 to 5.0Targets appear beside you and behind you; you need to get there fast.
Mid range-1.0 to 3.0The balanced band. -1 is the game's own default and a fine place to stay.
Long range-3.0 to 1.0More travel per degree of aim means more time to settle the reticle.

Treat these as starting points, not a meta. Sensitivity is the one setting where the correct value is genuinely personal: set it once, then leave it alone long enough to adapt before you judge it.

Loadout presets (My Set)

You can save loadouts and switch between them instead of rebuilding a kit every time you change dungeon type. Worth doing the moment you own two real builds, since a freeze setup and a farming setup want completely different gadgets. Note the sources disagree on the button: Nintendo Life says − in the Gear menu, GameWith says X inside the menu. The feature is real; you may have to look in both places.

Ink is your health bar

The single most common thing separating a player who clears Awlmun Den from one who keeps failing it is not aim. It is treating ink as ammunition instead of as terrain.

  • Submerging in your own ink refills health and ink at the same time. Not a slow trickle: this is the fastest heal in the game and it costs nothing. When you are low, the answer is almost always "get into your own ink", not "keep shooting".
  • Enemy ink slows you and drains you. Paint over it before you cross it. The two seconds you spend painting are cheaper than the health you lose wading.
  • Do not hold ZR until you are dry. An empty tank in a crowd is a death sentence, because the escape (swimming) is the same resource as the attack. Pulse your fire and stay above roughly a third.
  • Paint your escape route before you need it. A route you painted on the way in is a route you can swim out through at full speed.

Let the Salmonids kill each other

Several large Salmonids do more damage to their own side than you do. Positioning them is a real technique and it is worth more than raw DPS in a packed room.

  • Steelhead (バクダン): Its death is an explosion that heavily damages nearby Salmonids. Never kill one in the open; walk it into the crowd first, then pop it.
  • Big Shot (テッキュウ): Same principle: the blast when it dies catches everything around it. Its wind-up before each slam is also your safest attack window.
  • Slammin' Lid (ナベブタ): Dodge the slam and it crushes whatever was underneath, including its own summons. Then climb on top of the craft.
  • Maws (モグラ): The red bobber tells you where it breaches, and which way it faces tells you where its back will be. The belly is armoured; the back is not. Read the bobber, stand behind the line.
  • Udejiman (ウデジマン): The body is armoured and eats your damage; the four fins are not. Each holds a different weapon: Hyper Pressure, Spinner, Tongs, Splash Bomb, and a destroyed fin shrinks and never comes back, taking that attack with it. Order matters: Game8 Japan says take the bottom-left fin (the Tongs) first, not because it hits hardest but because the sweep flings you far enough to drop you off the edge of the arena, then the top-right Spinner for its sustained damage.

Full attack patterns and counters for all 29 large Salmonids: Bosses

How we verified this

The control map is the agreement of four independent tables, Game8 Japan, Game8 English, Gamepedia Japan and GameWith, and every row above is backed by at least three of them. The X button is the one row where they conflicted; we first published it unresolved, then resolved it against two dedicated Exploration Bot pages and corrected this page the same day, showing what we got wrong rather than editing it away. The advanced techniques come from GameWith's technique list and AppMedia, cross-read against Game8 Japan; Raijin Step and inertia cancel are documented as Splatoon 2 and 3 techniques by the same publisher, which is why we label them inherited rather than new. Sensitivity guidance is Game8 English's and is attributed as such; no source publishes measured aim data for this game, and we are not going to invent any.

Related guides

Sources