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ARMS |OT| (’-‘)-------------

bon

Member
What character are you using? I'm by no means an expert, but I can offer a few reasonable tips for everyone bar Ribbon Girl!

It's Ribbon Girl. T_T

I already played through GP on easy with Spring Man, thought I'd bump up the difficulty and try each character from left to right. Was not expecting to get wrecked this hard with any character on medium difficulty. I just started so I feel like there's something fundamental that I'm not grasping.
 
It's Ribbon Girl. T_T

I already played through GP on easy with Spring Man, thought I'd bump up the difficulty and try each character from left to right. Was not expecting to get wrecked this hard with any character on medium difficulty. I just started so I feel like there's something fundamental that I'm not grasping.

Oh dear! I'm terribly sorry that I'm not going to be much help; but I'll do my best.

Ribbon Girl is at home in the air. Try to take advantage of her superior air movement to dodge around punches and retaliate. Don't forget that holding an air dash will allow you to almost instantly dive to the ground. This can be very useful to keep up your offense.

Ribbon's signature ARMS all have their uses:

Sparky is a fairly reliable ARM with no real gimmicks. Its Shock attribute is extremely handy, as it can disable the foe's arms temporarily when charged fully.

Popper is one of the fastest-firing ARMS available. If using them, punch often to fill your Rush gauge. The Wind attribute can help get aggressive foes away from you.

Slapamander is tricky to get used to, but its curving ability and unusual slapping motion make it handy for fast opponents like Ninjara or Kid Cobra. The Fire attribute knocks your foe down, which can buy you a little breathing time.

...again, I'm sorry that I'm not too helpful with RG. She's the only character I haven't really gotten the hang of.


Anyway, I bear news that may or may not be known: Springtron has alt colors.. Make of that what you will, but it's fairly promising evidence towards him being a playable character later...!
 

Rafavert

Member
My two cents concerning slapmanders:

Like Lexicovermis said, they're great for their curvature and very useful against nimble characters. Try to aim for where they'll dodge to! (press left/right when throwing the punch to give it more curvature)

Due to their high curvature, they're also nice to go around heavy slow weapons, like the megawatt/ton. You get to slap (hah) the opponent before his hit lands and stop it.

On the other hand, slapmanders are awful to defend from grabs since they usually go around rather than straightforward, so bear that in mind!
 

bon

Member
Thanks for the tips, I managed to get through GP.
I don't think I'm gonna stick with Ribbon although I got kind of attached to her jump ability.
Trying Ninjara next.
 

efyu_lemonardo

May I have a cookie?
What difficulty level are you playing on bon?
By medium do you mean 5?

Also, I agree with others that coins for badges are a much needed addition, and hope for more robust replay sharing in future versions.

Multiple skins for springtron do indeed make it seem like he'll be playable down the line.
 

bon

Member
What difficulty level are you playing on bon?
By medium do you mean 5?

Also, I agree with others that coins for badges are a much needed addition, and hope for more robust replay sharing in future versions.

Multiple skins for springtron do indeed make it seem like he'll be playable down the line.
It was set to 4. That's the minimum to fight the real last boss, right?
 
I disagree; Springtron's stats and EMP make him fairly distinct from Spring Man. They only really share:
-Animations
-Body type
-The Deflect ability
-The ARMS Loadout (and who's to say he won't get his own later?)

Otherwise, they differ in:

-Stats
-Secondary Ability
-Voice clips

I'd say that lowering the EMP range, giving him Signature ARMS, and further altering his stats would make him a fairly respectable fighter.
You are seriously brushing aside the things that demand more development resources to make an ARMS character? i don' even know what to tell you... i guess it's cool you are cool with it. Since everything points out at Springtron being a future character is kind of disapointing it will be a rehash.

Is like a racing gaming with 10 cars claiming it features a 100 when considering tune ups and different paint sets XD

I believed I replied to you, let me know if it worked.

Some messages where sent weeks a go but i got them with your recent replies. SO thank you Mr. Gore.

Replay mode is a bit disappointing, but the badges are really neat.

Do you think Nintendo will put forth an effort over the holidays to spur on more sales? I say that only because I just played a bout of Party Match with mostly the same 4-5 people, and had my ass kicked. Repeatedly. Maybe that was bad luck - I usually can win a few games - but I wouldn't mind some fresh players to uh, practice against.
i.e. take out my frustrations on:)
Sadly Nintendo isn't going all the way in the sales aspect with the game. Since they centered more in bundling games that don't need it to get sales like Splatton 2 for example. Forcing ARMS bundles while the Switch is a hot comodity would do wonders for the adoption rate.
 
Thanks for the tips, I managed to get through GP.
I don't think I'm gonna stick with Ribbon although I got kind of attached to her jump ability.
Trying Ninjara next.

No problem, happy to help! Here's a bit of advice on Nin:

Your air dash has you vanish for a split second, making you temporarily invincible; take advantage of this, but don't get too predictable, you're open for a moment after reappearing. Ninjara's block is unique in that he will automatically teleport away from any "blocked" attack barring grabs. I THINK you can influence the direction he teleports, but I cannot remember for certain.

Regarding his ARMS: the Chakram can be kind of hard to get a handle on, but its wide curve and Stun attribute can come in handy. The Triblast is a nice wide attack with the Explosive attribute. Take care: charged Triblasts can and will damage you if you're in their blast radius. Finally, the Buff is a non-elemental ARM that simply grows when charged. Simple and straightforward compared to his other ARMS.

I asked for tips and got flat ignored 🙁

Oh, I'm sorry! What'd you need tips on?

You are seriously brushing aside the things that demand more development resources to make an ARMS character? i don' even know what to tell you... i guess it's cool you are cool with it. Since everything points out at Springtron being a future character is kind of disapointing it will be a rehash.

Is like a racing gaming with 10 cars claiming it features a 100 when considering tune ups and different paint sets XD



Some messages where sent weeks a go but i got them with your recent replies. SO thank you Mr. Gore.


Sadly Nintendo isn't going all the way in the sales aspect with the game. Since they centered more in bundling games that don't need it to get sales like Splatton 2 for example. Forcing ARMS bundles while the Switch is a hot comodity would do wonders for the adoption rate.

Well, of what I listed, only more Signature ARMS would really be needed; the shared animations, Deflect, and general model would most likely be kept given the nature of Springtron. I'm certain that making a fighter takes a lot of time, but I'm also certain that Springtron wouldn't require much more work to become playable.
 
Just getting back into this game and I'm getting a weird freezing issue. Every so often when I win a match on grand prix, it'll lock up on the victory screen. Sometimes opening the home menu and closing it will solve the freeze, but not all the time. This common?
 
Just getting back into this game and I'm getting a weird freezing issue. Every so often when I win a match on grand prix, it'll lock up on the victory screen. Sometimes opening the home menu and closing it will solve the freeze, but not all the time. This common?

Very odd...

I'm afraid I don't really know how to help you, as I haven't experienced that bug before. Sorry!
 

Rafavert

Member
I asked for tips and got flat ignored ��

I can't point you a video, but can share some tips that helped me early on:

Don't throw punches randomly! Whenever you throw both punches, you're rendering yourself defenseless. Always make sure it's safe to throw the second punch or you'll be an easy target for a grab or worse.

Be aware that your ARMS can be curved when thrown. This is useful not only to give a little chase, but also to get around defenses like shields or heavy ARMS or catch someone when they try to dodge.

Remember, the longer you charge after dodging, the more time you'll have to make use of the ARMS' additional effects. Of course, you have to be aware that charging will also leave you vulnerable.

ARMS have different weights. Usually fast ARMS are light and slow ones are heavy, with the average ones weighting in at medium. Two ARMS of the same weight will knock each other down. A heavier ARM will always knock down lighter ones and continue on it's merry one toward the target. Say you use a Retorcher (light) and I throw a Megawatt (heavy). The Megawatt will knock down your retorcher projectiles and continue toward you. Be aware that, during Rush, all your ARMS weight category goes up by one! So a Toaster (medium) during Rush can knock down other medium ARMS and continue it's trajectory and stop (and be knocked down by) a heavy one, like a Megawatt.

and above all:
Try lots of ARMS! There's a lot of variety in how they work. Some are blinding fast, some are slow and steady, some can curve in all 4 directions...

My personal favourites:

Slapmanders
Great to catch dodgy foes. Aim at where they'll be!

Hammers
Heavy ARMS with an unusual movement. Awful to defense from grabs, but they do good damage and strike from above.

Birds
Can strike from all 4 directions. Great against jumpy foes (strike em from below!) and dodgy ones as well. Can easily curve around heavier ARMS. Have a short range, though.

Blorb
It's just fun! Awful to block hits, but the bouncing way it moves makes it somewhat unpredictable. If you're high up, it will always fall straight down, so it's mostly useless against foes that jump a lot. If anyone has tips to share, I welcome them =p

Funchuks!
Fast ARMS. If throwing while in the air (including jumping sideways while defending!) it will spin facing the opponent rather than the usual side spin, covering a wider area and protecting you from smaller ARMS.


Hope this helps =)


Oh, right! Regarding SPRINGTRON!

I can confirm you CAN'T lose a single fight to face him. You have to win 2-0 all the way.
 
I can't point you a video, but can share some tips that helped me early on:

Don't throw punches randomly! Whenever you throw both punches, you're rendering yourself defenseless. Always make sure it's safe to throw the second punch or you'll be an easy target for a grab or worse.

Be aware that your ARMS can be curved when thrown. This is useful not only to give a little chase, but also to get around defenses like shields or heavy ARMS or catch someone when they try to dodge.

Remember, the longer you charge after dodging, the more time you'll have to make use of the ARMS' additional effects. Of course, you have to be aware that charging will also leave you vulnerable.

ARMS have different weights. Usually fast ARMS are light and slow ones are heavy, with the average ones weighting in at medium. Two ARMS of the same weight will knock each other down. A heavier ARM will always knock down lighter ones and continue on it's merry one toward the target. Say you use a Retorcher (light) and I throw a Megawatt (heavy). The Megawatt will knock down your retorcher projectiles and continue toward you. Be aware that, during Rush, all your ARMS weight category goes up by one! So a Toaster (medium) during Rush can knock down other medium ARMS and continue it's trajectory and stop (and be knocked down by) a heavy one, like a Megawatt.

and above all:
Try lots of ARMS! There's a lot of variety in how they work. Some are blinding fast, some are slow and steady, some can curve in all 4 directions...

My personal favourites:

Slapmanders
Great to catch dodgy foes. Aim at where they'll be!

Hammers
Heavy ARMS with an unusual movement. Awful to defense from grabs, but they do good damage and strike from above.

Birds
Can strike from all 4 directions. Great against jumpy foes (strike em from below!) and dodgy ones as well. Can easily curve around heavier ARMS. Have a short range, though.

Blorb
It's just fun! Awful to block hits, but the bouncing way it moves makes it somewhat unpredictable. If you're high up, it will always fall straight down, so it's mostly useless against foes that jump a lot. If anyone has tips to share, I welcome them =p

Funchuks!
Fast ARMS. If throwing while in the air (including jumping sideways while defending!) it will spin facing the opponent rather than the usual side spin, covering a wider area and protecting you from smaller ARMS.


Hope this helps =)


Oh, right! Regarding SPRINGTRON!

I can confirm you CAN'T lose a single fight to face him. You have to win 2-0 all the way.

Ah, I figured Springtron required a perfect run. Thank you for the confirmation!
 

czk51

Member
Got up to Springtron last night. Wiped the floor with me ;_;

That said, happy to have a challenge on my hands and will give it another go!
 

Adam Prime

hates soccer, is Mexican
Can we get a Twitter hashtag going so we can share videos with other users? I would LOVE to watch clips from just GAFers.

May I suggest a simple #ARMSGAF ?
 

Infinite

Member
Thanks for the advice! Playing this game right now is I don't know how to open people so to speak and I don't really know when I should throw a punch. Been practicing on that lvl 7 training against the ribbon girl AI and I can't hit the computer for shit.
 
Thanks for the advice! Playing this game right now is I don't know how to open people so to speak and I don't really know when I should throw a punch. Been practicing on that lvl 7 training against the ribbon girl AI and I can't hit the computer for shit.

Keep at it, I'm sure you'll get the hang of things soon enough!

What character(s) are you using?
 
Fascinating analysis, Gore!

So my intuition that he DOESN'T have Super Armor was correct!

Interesting that EMP places him in a sort of super mode... perhaps Overload would be a more fitting name?

I know that you're very well versed in the inner workings of ARMS; what sort of changes do you feel a playable Springtron would require to be fair?

And congrats on your victory, bonesquad!

I think for the most part, he's fine as is. So long as the playable version doesn't start a round charged, and his deflect timing is similar to Brass', he seems fine and balanced to me.
 
Ah, I see! So, you DON'T think his EMP Wave covering so much distance is a problem?

Nah, in fact it should be like that. It doesn't hurt you if you don't punch, and the only way it'll hit you is if you allow him to get a full charge, which will only happen when you punch from a long distance anyway, or do an extremely late punch or punch in the middle of a charging dash.

You can literally throw multiple punches at him over and over at medium or close range, making him unable to full charge and subsequently making him unable to EMP and power up. Same thing with Brass, he loses to pressure and a bombardment of punches thrown from a single arm at a time that alternate.
 
Nah, in fact it should be like that. It doesn't hurt you if you don't punch, and the only way it'll hit you is if you allow him to get a full charge, which will only happen when you punch from a long distance anyway, or do an extremely late punch or punch in the middle of a charging dash.

You can literally throw multiple punches at him over and over at medium or close range, making him unable to full charge and subsequently making him unable to EMP and power up. Same thing with Brass, he loses to pressure and a bombardment of punches thrown from a single arm at a time that alternate.

Ah, excellent points! I look forward to Springtron's inevitable upgrade to playable!
 

bon

Member
Tried out a few more characters.
So far I like Master Mummy. It feels like his sturdiness really compensates for my sloppy playing.

Interested in Min Min because I like her kick move, but I don't really get how to use her.
 
Tried out a few more characters.
So far I like Master Mummy. It feels like his sturdiness really compensates for my sloppy playing.

Interested in Min Min because I like her kick move, but I don't really get how to use her.

I'm a big fan of Mummy; incredibly straightforward fellow!

Min Min is interesting in that she's a pseudo-Stance based character. Landing her grab or holding a charge to its max will greatly increase the size of her LEFT arm and keep it permanently charged until she's knocked down. You should try to keep this buff up as long as you can. And, as you said, learning her kick's proper timing is useful. All of her signature ARMS are pretty straightforward, and I personally recommend going with the Megawatt on her left, as it becomes positively MASSIVE with her Dragon Buff.
 
Just did my first GP run since the patch, and I didn't see Springtron. It seems that even a draw throws you off the track. I was lucky enough to get Hoops and V-Ball after failing miserably at Skillshot on my first attempt at a run, scored a nice and easy 11-0 on Hoops, and went into V-Ball confident that I'd 5-0 it as I reliably did back when I played this game more actively—only to draw and, probably because of this, not encounter Springtron. I cleared everything else on the first try without any continues; no trouble with the fights on GP 4, at least, even though I've barely practiced in recent months.

Am I also right to say you can't save replays in GP, only in multiplayer? Because I couldn't figure out how to save replays.

Also, unless I'm mistaken, I no longer see a way to toggle health bars on and off while viewing replays (for screenshot purposes, you see). I think it was previously on the +/- buttons, but now those just bring up the menu.
 
Just did my first GP run since the patch, and I didn't see Springtron. It seems that even a draw throws you off the track. I was lucky enough to get Hoops and V-Ball after failing miserably at Skillshot on my first attempt at a run, scored a nice and easy 11-0 on Hoops, and went into V-Ball confident that I'd 5-0 it as I reliably did back when I played this game more actively—only to draw and, probably because of this, not encounter Springtron. I cleared everything else on the first try without any continues; no trouble with the fights on GP 4, at least, even though I've barely practiced in recent months.

Am I also right to say you can't save replays in GP, only in multiplayer? Because I couldn't figure out how to save replays.

Indeed, it seems that only an absolutely spotless record will allow you to butt heads with Springtron. Diligence will get you there eventually!
 

bon

Member
What exactly do points do when you're playing that target game to unlock Arms? Do more boxes appear if you get a higher score or something?

edit: Also can arms be upgraded beyond +?
 

Rafavert

Member
What exactly do points do when you're playing that target game to unlock Arms? Do more boxes appear if you get a higher score or something?

edit: Also can arms be upgraded beyond +?

+ is the max

I think point make you level up, increasing the number of targets and also the number of ARMS that you can get.
 
Just played some 3.2 for th first time because I needed some physical movement. Nice update, the game is feeling like what I wish it was at launch.

Game is still gorgeous and I still suck at it.
 

Adam Prime

hates soccer, is Mexican
Just played some 3.2 for th first time because I needed some physical movement. Nice update, the game is feeling like what I wish it was at launch.

Game is still gorgeous and I still suck at it.

Giving you more Fight $$$ through badges should have been there Day 1, it was my #1 complaint. It's the best addition... well that and video capture, of course.

There still needs to be something else single player. Grand Prix is alright and the arcade modes are whatever, I think the game needed more unlocks, like Tekken's customize character with non-sense type of thing. The multiplayer is still fun and exhilarating, but only in short bursts.

I think ARMS 2 with more a fledged out single player content is going to be awesome.
 
Fantastic fights all around. Would recommend at the least starting from the semifinals onwards. Here's atime stamped link:

https://youtu.be/4jGTIoWWoU8?t=2h37m14s

Since the thread has been iced mostly i would recommend even the lurkers to go watch and share the video, is really impressive even for people that don't follow the game but might like fighters.
 

MrBlonde

Member
My wife and I played the demo at Target tonight and we loved it but I was hesitant and wanted to check reviews. I was surprised to see such great reviews and now I might buy a Switch tomorrow, I want Mario anyways so it wouldn’t be just for this game but I am mostly an Xbox player so I hope it gets used enough....this could be a great family system especially with my wife wanting to play, shes bugging me now to go to Walmart lol

My question is what is the best controller option for 2 players? She wants to do motion controls so is that the best way to enjoy the game? And if so that’s rough since another set is $80!! Crazy
 

MrBlonde

Member
Any controller suggestions? Might be grabbing a Switch today and the wife wants to play this 2player. Also are the 2 player modes just fighting against each other or can u team up against AI?
 
Any controller suggestions? Might be grabbing a Switch today and the wife wants to play this 2player. Also are the 2 player modes just fighting against each other or can u team up against AI?

You can team up against AI.

It comes down to what you prefer. Pro controller has bigger buttons and sticks, and better form factor for traditional two handed gaming. Joy-cons have smaller buttons, but can be played free handed, similar to wii-mote/nunchuk without the wire in-between. Two Joy-Cons (one for each hand) are the best way to play ARMs with motion controls, but they're also a lot of people who prefer to use traditional controls for ARMS with a Pro controller.

I'll add that the game can also be played 2 player right out of the box, since single joy-cons work as well. They're not the best way to play ARMS, but it's an option if, say, you decide to wait a bit longer to think more about what controller feels best with you. If you were to buy another set of Joy-Cons, you'd be able to play 4 player ARMS (and 4 players with certain other games, like Mario Kart 8 Deluxe and 1-2 Switch). Pro Controller is, by every means, just one controller.

Simply put: Pro controller = Xbox Controller

Joy con = Wii Remotes/Nunchuk

Joy-cons can also slide into a shell called a Joy-Con Grip that make 'em like a pro-controller, but the feeling in the hands are a bit different. Looks kinda like a Sega Dreamcast controller. The shell/grip is bundled with the system, but the joy-cons sold separately does not come with a grip. Joy-con grips are also sold separately.

Prices:

Joy-Cons: $79.99
Joy-Con Charging Grip: $29.99
Pro Controller: $69.99

These are all Nintendo's accessories. Third party accessories are also available and much cheaper, but I don't know much about their quality. I'd imagine most would recommend sticking with the Nintendo made gear.

And indeed, these are all expensive. Good luck deciding.
 

MrBlonde

Member
You can team up against AI.

It comes down to what you prefer. Pro controller has bigger buttons and sticks, and better form factor for traditional two handed gaming. Joy-cons have smaller buttons, but can be played free handed, similar to wii-mote/nunchuk without the wire in-between. Two Joy-Cons (one for each hand) are the best way to play ARMs with motion controls, but they're also a lot of people who prefer to use traditional controls for ARMS with a Pro controller.

I'll add that the game can also be played 2 player right out of the box, since single joy-cons work as well. They're not the best way to play ARMS, but it's an option if, say, you decide to wait a bit longer to think more about what controller feels best with you. If you were to buy another set of Joy-Cons, you'd be able to play 4 player ARMS (and 4 players with certain other games, like Mario Kart 8 Deluxe and 1-2 Switch). Pro Controller is, by every means, just one controller.

Simply put: Pro controller = Xbox Controller

Joy con = Wii Remotes/Nunchuk

Joy-cons can also slide into a shell called a Joy-Con Grip that make 'em like a pro-controller, but the feeling in the hands are a bit different. Looks kinda like a Sega Dreamcast controller. The shell/grip is bundled with the system, but the joy-cons sold separately does not come with a grip. Joy-con grips are also sold separately.

Prices:

Joy-Cons: $79.99
Joy-Con Charging Grip: $29.99
Pro Controller: $69.99

These are all Nintendo's accessories. Third party accessories are also available and much cheaper, but I don't know much about their quality. I'd imagine most would recommend sticking with the Nintendo made gear.

And indeed, these are all expensive. Good luck deciding.
Thank you for the detailed response, leaning towards the second set of joy cons then pro controller down the road, even though I’m an Xbox player I think playing the switch with my wife it might be more fun having two sets of motion controlled controllers although I had no clue they don’t come with another grip to attach, that is pretty dumb I would need to buy that separate. Plus I was going to get the charging dock, wish that came with a grip that detaches
 

MrBlonde

Member
I ended up pulling the trigger and got a Switch. I like Arms however I do not like that I can not use the thumbstick to move with motion controls, the punching is fine with motion controls but I am definitely having trouble moving the way I want consistently.
 
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