Below are descriptions of the arm classes:
- Gloves
- Multi-Shot
- Boomerang
- Chakram
- Dragon
- Mine
- Missile
- Popper
- Shields
- Whips
- Hammer
- Unique
Individual Arms within each category may vary only slightly or may be dramatically different, but are unified by
Rush type.
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Listing for each Arm class
-Intro paragraph explaining Class of Arm and its use case(s)
-Aim Type: How the class of arm is aimed; whether curve is decided before or after release and how much its path can be affected after release.
-Rush Type: Description of rush and damage (exact damage depends on damage of individual arm)
-Counters: Gameplay tactics and Arms that are useful to counter this class
Description: Gloves can be thought of as the most basic type, sure. But they are also some of the most versatile and potent in the game. They have solid damage, solid speed, solid curvability and ease of use. In many situations, a glove type Arm is basically your safest bet across the board, and as such all of the gloves are valuable from your first Arms match to the highest-tier play in the world. Gloves are also perfect for practicing the fundamentals of the game in its purest form.
Aim Type: Very straightforward, gloves can be
aimed a bit prior to throwing,
even in an upward arc, and then
curved to a reasonably high degree while traveling. They are good practice for the idea of curving punches in general.
Rush Type: A straightforward barrage of direct punches, ending with a finisher as your meter expires. The Rush can be held off and the player can manuever in between any punches leading up to the finisher. Double gloves are able to punch many times but it is difficult to land every possible hit from both and only one finisher can hit.
Maximum damage per arm is 190-215.
Counters: Good fundamentals, footwork and evasion; Arms with wider or unusual curves, because gloves users tend not to be focused as much toward their sides; Arms with "stopping power" like the Revolver/Retorcher/Hydra/Triblast, Megaton, and Megawatt can interrupt the onslaught or simply override in the case of the Heavies with properly timed single throws; Popper and Cracker can outclass them for pure speed.
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Description: Multi-Shot arms are about the closest you'll get to traditional projectile weapons in a game in which everything is a projectile. These light weapons empower you to attack safely from a distance and sometimes completely pin down opponents through either a wide attack radius or rapid-fire. These can worm their way past even Medium and Heavy arms to get the hit with their unusual spread patterns or multiple shots. They can be subdivided into the horizontal and vertical spread-fire Arms (Tribolt, Triblast and Hydra) and the burst-fire Arms (Revolver and Retorcher). For Arms that fire more than one projectile, damage is done as a first and second hit, then causing knockdown. If only one hit connects, only the first number applies. Additional juggles/hits after the second are very difficult and will always do 20 damage.
Aim Type: The projectiles are
shot in the direction you throw the initial punch, and then
can be curved lightly during flight.
Rush Type: Shoot a rapid-fire barrage of the original projectile; opponent will bounce after one cycle of firing and need to be juggled in the air for full damage.
Maximum damage per arm is 165-210.
Counters: While they can be intimidating sending so much lead, electricity, fire or explosions at your face, every single Multi-Shot weapon is a Light arm, meaning the shots can be plowed through with well placed Medium (or Heavy) ARMS. The spread-fire ones also have predictable horizontal or vertical paths that can be jumped over or sidestepped respectively (though when doubled up, they can cover a huge radius).
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Description: Birds offer flexible, unpredictable curve options, anti-air, high Rush meter gain per throw, and outstanding Rush attacks in exchange for fairly long, slow travel arcs and very visible but small hitboxes. They are easy to spot and block against and tricky to hit with, but solid in every area with skilled use. As a Medium, with sharp aim these can counter the Multi-Shots and Poppers to some extent. Offers the only option available for a high-curve Electric arm.
Aim Type: Birds are
aimed in any direction before throwing and can be sent out with a variety of curve options, including
"forehand and backhand" in either direction or a
straight shot. They are also one of the few arms in the game that can be
thrown in upward arcs. Cannot be controlled after throw.
Rush Type: One of the most reliable Rushes to punish an enemy opening with, the bird is thrown with fast flight and on contact, follows up with a number of automatic hits. If the initial hit misses, the Rush ends immediately. No additional input is required and if the first hit connects, full damage is guaranteed.
Maximum damage per Rush is 170-175.
Counters: Long arcs and small hitboxes mean that aggression and straight punches, especially from Gloves, consistently interrupting flight will limit the birds' use. As ranged tools, they are generally passed over in favor of more consistent options, but do have potential to build around.
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Description: Boomerangs offer extremely wide, unpredictable and versatile curve arcs, unique element options, and high rush meter gain per throw with the tradeoff of poor direct/straight attack ability, low damage Rushes, and slow travel combined with long recovery periods that can leave the user vulnerable. Boomerangs are identical in throw performance to the Chakrams but have a vastly different Rush. Their hitbox is also much smaller, making them tougher to interrupt with Gloves or other Mediums.
Aim Type: Boomerangs are
aimed entirely before throwing in wide arcs offering a variety of options including
"forehand and backhand" in both directions and
extremely wide circular arcs to hit opponents from the side. They
cannot be fired straight forward and always travel with at least a slight curve, though it can be made very shallow with aiming.
Cannot be controlled after throw.
Rush Type: Shoots out a tornado that hits multiple times and can sometimes be followed up for a same-arm juggle.
Maximum damage per arm is 160-165.
Counters: Long arcs mean that situational awareness to guard against the curve combined with aggression and straight punches, especially from Gloves, consistently interrupting flight can limit their ability to connect. Limited effectiveness against airborne enemies. As ranged tools, they are generally passed over in favor of the Chakrams.
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Description: Chakrams offer extremely wide, unpredictable and versatile curve arcs, good damage, and high rush meter gain per throw with the tradeoff of poor direct/straight attack ability and slow travel combined with long recovery periods that can leave the user vulnerable. Chakrams are identical in throw performance to the Boomerangs but have a vastly different Rush.
Aim Type: Chakrams are
aimed entirely before throwing in wide arcs offering a variety of options including
"forehand and backhand" in both directions and
extremely wide circular arcs to hit opponents from the side. They
cannot be fired straight forward and always travel with at least a slight curve, though it can be made very shallow with aiming.
Cannot be controlled after throw.
Rush Type: Punch continuously for a rapid barrage of thrown chakrams.
Maximum damage per arm is 190-210.
Counters: Long arcs mean that situational awareness to guard against the curve combined with aggression and straight punches, especially from Gloves, consistently interrupting flight can limit their ability to connect. Limited effectiveness against airbone enemies.
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Description: Dragons are a completely unique set of Arms that fire off a head a short distance that them produces a beam that shoots to max range. They are unpredictable, have timing that is difficult to counter, and very good damage along with one of the best implementations of the Ice element in the game. If not for the slowest punches per minute in the entire catalogue, these versatile weapons would be among the easiest to recommend.
Aim Type: Dragons can be
thrown straight out in any direction, then pause, and
fire a beam which can be dramatically curved. The starting angle of the
beam can be aimed before it is actually fired.
Rush Type: Catch opponent in a giant beam fired like a single standard Dragon shot. You can fire again after the initial for the duration of the Rush. Knocks down.
Maximum damage per arm is 175-190.
Counters: Dragons can be outplayed with high evasion and aggression, and are awkward to use as defensive tools. Thus some of the Multi-Shots are also very effective against them. Any Heavy Arm will simply block the beam and continue on toward its target.
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Description: The duo of Mine Arms are the game's big daddy Heavies. They have huge hitboxes, and Megaton's increases in size when charged; they can be curved considerably (more than opponents might expect) during their incredibly long flight paths (which also generate a ton of meter). There's nothing subtle here: they are huge, powerful, and slow, just barely beating out the Dragons for the spot of second-slowest class in the game.
Aim Type: Mines can be
thrown with a slight curve before aiming, and
aimed continuously after throwing. Mines are one of the few Arms that can be
thrown with a slight upward arc.
Rush Type: Toss out a massive version of itself, which catches opponents and hits multiple times for huge damage. A second follow-up on the bounce can add 25-30 damage onto the theoretical maximum, making for one of the biggest spikes of damage available in the game.
Maximum damage per arm is 175-190.
Counters: Heavies fail to shine on the field against other Heavies constantly canceling each other out, and they can be outplayed with high evasion and aggression. A number of curving Arms can completely avoid their paths Whiffing with a Mine is inherently punishable.
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Description: The Mines are to brute force what the Missiles are to firepower. You throw them, they home in on enemies, hit them, and explode. They have a huge blast radius and high damage when charged, despite lower than average when uncharged. The delayed hit of the explosion can catch new players off guard if they stop blocking too early, and the Missile Rush is one of the best in the game.
Aim Type: Missiles can be
aimed with a slight curve before throwing, and then home in enemies for the rest of their travel path. They are one of the few Arms types in the game that can be
thrown in an upward arc. Cannot be aimed after throwing.
Rush Type: Fire a huge missile that explodes whether or not it hits anything. Enemies can be caught in the explosion from behind if unlucky. Massive damage.
Maximum damage per arm is 200-220.
Counters: These heat-seeking missles need to be given constant attention, but they are outmanueverable with moderate evasion or guarded against as they are quite slow. Any fast-firing Medium with the ability to shoot straight can decidedly shut them down at range.
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Description: Speed is the name of the game here- both Popper-class Arms are the fastest firing in the game. They are weak uncharged, but surprisingly strong charged and make up for low Rush gain per punch with the highest "rate of fire" in terms of MPPM in the game by far, which can build Rush at an alarming rate.
Aim Type: Poppers are rapidly
fired straight ahead, then curved a fair amount after throwing.
Rush Type: Fires a souped up popped straight ahead. A well-timed followup hit can add another 30 to the maximum damage.
Maximum damage per arm is 155-165.
Counters: Parasol is a hard counter for poppers. High evasion and a high curve weapon can put a Popper user on their toes, especially if combined with a Gloves- both Mediums beating out the Light popper shots. Heavies can also power through the barrage, though watch out for the easy punishment on whff. The Whips can attack through and around the onslaught as well.
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Description: The Shield Arms, Guardian and Parasol, have little in common, though they both block enemy Arms and share a Rush.
The Parasol is a potent, unique Medium weapon that extends into a width circular shield when thrown and carries the Wind effect. It can shrug off Lights and hit with decent damage. The Guardian is a slow, homing Electric shield that has its own HP and can absorb multiple arms hits before "breaking." It also has a secondary attack which quickly homes in if close to a target.
Aim Type:
Parasol has a slight start-up time, then is
fired straight and then can be significantly curved in flight.
Guardian is simply launched from the position of the arm when you punch, and then begins
homing very slowly onto your target as it heads toward max range.
Punching again will extend its path with a slight rush forward to hit the target if it's close enough, then retract.
Rush Type: Slight startup time, then fires fast in a straight line to max distance and returns. Can be fired again at short range for a possible follow-up hit.
Maximum damage per arm is 155-175.
Counters: Parasol is a versatile, popular weapon, but as a Medium its wide hitbox can be easily punched through by a Heavy Arm. Good fundamental use of Gloves and high curve weapons are also effective as they will match Weight and can simply be beaten in a slugfest. Guardian requires patience, attention, and occasionally a more conversative playstyle to outplay when used well.
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Description: The whips stand alongside the chakrams and boomerangs as effective keepaway tools, and are uniquely satisfying to connect with. Side evasion is punished by them. Each of the two has distinct pros and cons and ideal use cases; broadly speaking, Slapamander is better on a single arm while Slamamander is the better choice for dual-wielding.
Aim Type: Whips are entirely
aimed prior to throwing and can be curved versatility to end up hitting a point at the distance of your target when you start the attack. Unlike the other high curve Arms, the Whips
can be aimed straight forward.
Cannot be aimed after throwing.
Rush Type: A flurry of straightforward whips and a finisher attack.
Maximum possible damage is 175-180. A lucky followup can add another 15-35 damage.
Counters: Comparatively long recovery and broad curves are a dilemma when facing straight-punching Mediums in close. Curve Arms that just barely beat these to the punch will be able to keep them tied up as well.
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Description: The Whammer is currently the lone occupant of this category but that may change with the arrival of Max Brass to the roster. This is a Heavy Arm with a massive hitbox. It's slow, it's unwieldy, it does high damage. Not a subtle weapon.
Aim Type: The Hammer is
aimed before throwing the punch, in fairly shallow arcs, travels to the opponent and pauses before slamming.
Rush Type: The Hammer extends to the opponent and slams a bunch of times.
Maximum possible damage per Arm is 195.
Counters: This weapon's laborious speed and predictable slams make it straightforward to evade; it is most threatening when paired with another disorienting or unpredictable Arm. It can be stopped with the other Heavies and its users interrupted by fast curving Arms.
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Description: Currently, the Blorb stands alone with a unique bounce aiming style, an effect that physically obstructs the player's view, and unpredictable stopping power and damage as the final Heavy Arm.
Aim Type: The Blorb is
aimed in a large arc prior to throwing, and then can be
redirected at the point of a first bounce and second bounce before retracting.
Rush Type: The Blorb Rush tosses a blorb in an upward curve that finally explodes for high damage and applies the blind effect.
Maximum possible damage with a single arm is 200. A lucky followup hit can add another 45 damage, for one of the biggest single damage spikes in the game.
Counters: Blorb's incredibly unusual bounce pattern can certainly interrupt many Arms and power through Mediums and Lights, but it will suffer against high curve Arms and speed in general. Without
Here's an at-a-glance chart of the vital stats of all 30 Arms:
Now, on to the arms...
For more detail on each,
Continue to part III.