Thing is, Twintelle seems so much less threatening the more I play against her. She seems more threatening on the ground with just the threat of her having the air dodge thing keeping you on your toes. With Ribbon Girl if she's jumping so much it's predictable when she's going to land, she can be punished. She's still really tough though.
Aerial Twintelle in your face is probably the best rush down in the game. After a knockdown I will start the air slow down just as the opponent is getting up. At this point they can't attack because it's an instant slow down > dodge > counter punch > knock down to reset the situation. So they have to either stand there (meaning I get a point blank throw they can't react to) or they dash to either side, which I can also punish if I want to take a risk and guess correctly which side they'll dash to.
Most of the times I beat Gore it was because I landed a knock down and was able to move in for rush down aerial Twintelle.
Any talk as to how TO's plan to run ARMS tournaments?
BYO Switch? No arms customisation? Must use default character Arms?
Looks like it will be default Arms at the very least. Valle is asking people to bring Switch consoles to WNF if they decide to go with Arms, but I think that's only because few TOs have a good number of Switch consoles (for obvious reasons).
I do expect the default Arms situation to remain that way for some time though, if not for the tournament life of the game. You may see some special tournaments that allow any Arms, but that probably won't be the standard.
Chilla guarantees the opponent can't move for a much longer period of time then Sparky's, and if you land hits on a frozen player they won't fall over from knockdown so you can keep laying into them if they don't block. From my playing, not a lot of players know you can block while frozen. If they do block, which a good player will do then you get the throw, plus +10 damage compared to Sparkys. The point though is there is far more potential to rack up a lot of damage and keep the player under a lot more pressure then wake up does. Do you see the risk/reward part of its design? This has worked really well for me, at least. Most of the time the frozen player tries to attack as I get closer to them, but since I can dodge around them and they can't move or turn around they are wide open for more punishment.
It's really not that much longer "stun" time between the Chillas and Sparky. While you may tag novice players, that's not really how you should judge what's good in this game. With a Sparky I get guaranteed follow-up from almost any distance.
With Chilla nothing is guaranteed at all. Even if you're right on the opponent, they can still break your throw, meaning you take damage. If you don't throw and they just block, you get nothing. And if you're not at point blank range it's easy to break a throw on reaction, meaning you get nothing and you likely took damage from the throw break.
I also don't see the risk/reward here. There's zero risk with Sparky and I get guaranteed throw damage. With Chilla against a good opponent I get nothing guaranteed, risk taking damage if I go for a throw outside of point blank range and at best land that throw damage.
So at best you get +10 damage at point blank range if they opponent didn't read a throw was coming and at worst you take 70+ damage for the throw interrupt. I still don't see this how you're landing multiple hits on a skilled player unless you're point blank and they mistakenly read you're going to throw (and try to break it).
Anyone know if the Charged Dragon beam counts as Medium or what?
Dragon is medium at all times. Both the laser and the dragon head. However, the laser tends to ignore some Arms like the Megaton. Seems to just go right through it for some reason.