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All ARMS Character Abilities : r/ARMS

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{
  "post": {
    "title": "All ARMS Character Abilities",
    "selftext": "Hey guys, the user who compiled all this information is u/TheSnowballofCobalt. s/o to this dude man he's so cool\n\n______________________________________________________\n\nMight as well give people all the information that I've mustered up from binge watching tournaments and looking closely at the new direct. These are all of the special, character related abilities and stats I've found throughout watching ARMS matches on Youtube. Feel free to use this as a guide for your future fighter if you pick up the game. ;p\nJust as a first, I believe all characters have the same amount of health, which looks to be around **1000**.\n\n______________________________________________________\n\n**Spring Man**\n*The Bouncer*\n>Ability 1: A charge after dash will cause incoming ARMS to stop all momentum and sink to the ground, leaving an opening\n\n>Ability 2: When under 25% health, ARMS will be permanently charged\n\n>Throw damage: 150\n\n**Ribbon Girl**\n*The Air-ress*\n>Ability 1: Ribbon Girl can midair jump up to four times\n\n>Ability 2: Can fall to the ground really quick (how to perform this, currently unknown)\n\n>Throw damage: 150\n\n**Ninjara**\n*The Student of Stealth*\n>Ability 1: When dashing in midair, Ninjara will pop in and out of existence for a brief time\n\n>Ability 2: Can dash out of block by disappearing and reappearing\n\n>Throw damage: 150\n\n**Master Mummy**\n*The Grim Creeper*\n>Ability 1: When blocking, will heal in 10 health increments; healing per second increases the longer block is held\n\n>Ability 2: Will not flinch from non-charged (and some charged) attacks while jumping, dashing, or punching; also gain 50% damage reduction when a punch is resisted\n\n>Throw damage: 200\n\n**Min Min**\n*The Ramen Bomber*\n>Ability 1: While dashing, will kick away airborne ARMS, knocking them to the ground, leaving an opening\n\n>Ability 2: After a successful throw or a long charge after dash, left arm will become a dragon and the left ARMS weapon will be charged for a much longer time; ends prematurely if Min Min is knocked down\n\n>Throw damage: 150\n\n**Twintelle**\n*The Silver Screen Queen*\n>Ability 1: When charging up ARMS in any way besides blocking, Twintelle will slow all incoming attacks in a small area around her for a short time\n\n>Ability 2: Unknown\n\n>Throw damage: 160\n\n**Mechanica**\n*The Scrapyard Scrapper*\n>Ability 1: Can hold jump to hover for a short time\n\n>Ability 2: Will not flinch from non-charged (and some charged) attacks while jumping, dashing, or punching; also gain 50% damage reduction when a punch is resisted\n\n>Throw damage: 160\n\n**Byte and Barq**\n*The Clockwork Cops*\n>Ability 1: Barq is AI controlled and can attack, move, bodyblock, and be knocked out for around 5 seconds; using the Super Move will instantly revive Barq and merge him with Byte, removing him from the field\n\n>Ability 2: Byte can jump on Barq to jump with extra height\n\n>Throw damage: 150\n\n**Kid Cobra**\n*The Speed Demon*\n>Ability 1: Can charge up dashes in conjunction with ARMS, making dashes quicker and giving more distance\n\n>Ability 2: When \"charge dashing\" on the ground, Kid Cobra will duck under all incoming attacks\n\n>Throw damage: 170\n\n**Helix**\n*The Man(?) of Mystery*\n>Ability 1: Hold jump to stretch body vertically, keeping Helix in place and causing only his torso to move with the controls accordingly\n\n>Ability 2: When dashing, Helix ducks temporarily, dodging high attacks\n\n>Throw damage: 150\n\n\n______________________________________________________\n\nWell, that's all I've got for this. Which one is your favorite?",
    "url": "https://www.reddit.com/r/ARMS/comments/6bwxu8/all_arms_character_abilities/"
  },
  "comments": [
    {
      "body": "Great post. \n\nTwo clarifications, Spring Man's ARMS retain charge under 25%. They don't charge themselves.\n\nAlso when Byte jumps on Barq a shockwave releases from Barq that deflects punches like Spring Man.",
      "replies": [
        {
          "body": "> Also when Byte jumps on Barq a shockwave releases from Barq that deflects punches like Spring Man.\n\nWait, WHAT?! \n\nDo you have a video of this. I need it now!!!!!",
          "replies": [
            {
              "body": "It's in both the Direct AND their personal trailer. You can see the effect as Byte constantly jumps. It's never shown deflecting punches, but considering the effect is identical to spring man's, that might be the obvious assumption.\n\nYou can also see that Barq may be moving to attempt to catch Byte like a mobile trampoline within a certain range.",
              "replies": [
                {
                  "body": "I don't like to assume. It would make Byte and Barq hilariously more powerful though. Not sure how I'd feel about it if they had it.\n\nThe reason I'm skeptical is because Biff did not mention it at all in the Direct, even though it would be a pretty big deal. Plus, like you said, it was never shown deflecting anything, so I'd assume that the visual effect being the same is mere coincidence.\n\nEDIT: I saw it on one of Polygon's videos. It does deflect punches. Well well, that's insane. :O"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I think kid cobra is going to be one of the strongest characters. Maybe helix too. It depends on how punishing jumping is. Usually, jumping is a pretty punishable action in traditional fighting games. Since ribbon girl, mechanica, and byte barq all have jumping abilities, I think smart players will be reserving one arm slot for the vertical glove to punish in those match ups. \n\nThe low dashing of kid cobra and helix, not to mention the mobility, seems broken as I'm not sure I've seen anything that would counter it yet. Maybe helixs bouncing blue ball arm hits ducked targets? \n\nKid cobras throw damage is also pretty damn high. Aren't grapplers usually balanced by low mobility? Being able to charge arms and dash and evade makes me pretty interested.\n\nSince anyone can slot fast attacking arms, I don't see how spring man's, byte barqs, or min mins counter could be universally effective. At best you'd hold a lighter arm back, wait for the counter then throw that. Maybe the speed is fast enough to hit? If not a dash seems OK. \n\nCan't wait to play around with it. ",
      "replies": [
        {
          "body": "Hm interesting points, but I think that min min's counter still wins. If you wait for the counter and go for light, she has megawatt which is heavy. With both arms out you cant block only dodge but not duck(Kid). If she hits with charge, both arms are disabled she gets a free grab and giving her dragon arm(the ability not the arm).\n\nI personally think that helix's duck is a bit better then Kid's right now. Because he doesnt need to be charged to do it, and he seems to be able to stay in it for a longer period of time.",
          "replies": [
            {
              "body": "I need to see how fast she can recover from a dodge. Considering she has to dodge to counter, I wonder if her recovery frames will be less than a light arms attack. \n\nEspecially if you're dodging into your opponent to trigger the counter, the distance will be short so the arm doesnt have much travel time. \n\nI like cobras dash more because you retain your charge if I'm reading it right. Which means you can hit and run harder than Helix. Cause helix has to dodge then charge then attack, where cobra just dodges and attacks. \n\nHard to say for sure, but I'm interested. ",
              "replies": [
                {
                  "body": "Cobra's dash is completely in conjunction with ARMS charge. If the ARMS are charged, the dash is too.\n\nThe reason it looks like he retains charge specifically is an illusion (Oooooooooo0oo0o0o00ooo...)\n\nAll characters can charge up ARMS for a prolonged period of time. Each has a particular animation for doing it in fact. For example, if you see Master Mummy doing that sort of position where it looks like he's trying to spook his opponent like a ghost, he's charging his ARMS for a longer period of time. Also, Min Min uses this \"long charge\" as I call it to create her dragon arm without needing to throw someone. Cobra simply uses this universal mechanic to also charge up his dash.\n\nI should probably make a thread on charging up ARMS now that I think about it."
                },
                {
                  "body": "Min min can dash counter in all directions but she has to dodge in the air to get the counter. It would seem common to dodge back to increase distance and charge her dragon up.\n\nYour right cobra's dash does retain charge. I really think that he and twintelle have other abilities.\n\nOh man its going to be great to test stuff out in the test punch."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I wonder why some characters have stronger grabs than other. It could be arm based too",
      "replies": [
        {
          "body": "Maybe to maintain an upside of more damage output while maybe at the downside of slower attacks or grabs.",
          "replies": [
            {
              "body": "The speed of attacks and grabs is solely on the ARMS, not the characters, which is why I didn't put those things here.",
              "replies": [
                {
                  "body": "hmm\n\nwell they just likely have higher damage as part of their upsides. Some characters will just be known for dealing a lot of damage."
                }
              ]
            }
          ]
        },
        {
          "body": "It's not ARMS based. I know. I checked way too many games to miss something like that."
        }
      ]
    },
    {
      "body": "By pressing dash after air dashing once, Ribbon Girl can preform an instant drop to ground herself and confuse opponents. (Tested and confirmed)",
      "replies": [
        {
          "body": "It's really good, it gives you charge *so fast*, man. Definitely one of Ribbon Girl's strongest techniques."
        },
        {
          "body": "you do need to hold it briefly to get the insta-drop move. (just press it will only do an air hop)"
        }
      ]
    },
    {
      "body": "I think that helix can hold his shrink ability by holding dash. I noticed it in https://youtu.be/QSQJLOdaBlY"
    },
    {
      "body": "Oh wow. I'm a cool guy now! So this is what being appreciated feels like. TwT"
    },
    {
      "body": ">All ARMS Character Abilities\n\n.\n\n>Ability 2: Unknown\n\ngee thanks",
      "replies": [
        {
          "body": "I think he means that it's a bit odd that everyone has 2 abilities except her, this list is probably all of them",
          "replies": [
            {
              "body": "No, I know what her ability is now, but it wasn't really \"all\" abilities."
            }
          ]
        }
      ]
    },
    {
      "body": "Min Min's dragon enhanced arm is also significantly bigger than a normally charged version. It might have a bigger hitbox.",
      "replies": [
        {
          "body": "I hope not she doesnt need any more advantage then she already has.",
          "replies": [
            {
              "body": "Wouldn't a bigger hitbox be a downside since you can hit her easier?\n\nOr do you mean while attacking is the hitbox on the charged ARM bigger? Because all charged ARMS have bigger hitboxes (I think). Min Min simply has a constantly charged ARM next to a non charged ARM, so the size comparison is quite easily seen, unlike everyone else that has to charge up both ARMS simultaneously every time."
            }
          ]
        }
      ]
    },
    {
      "body": "Not sure if known or ive missed this or even being a little stupid but could Twintelle Ability 2 be,\n\nWhen you jump and dash in the air you can hold the dash button and hover and it also charges her arms and you can dash again all while still in the air.\n\nHope that makes sense lol"
    },
    {
      "body": "Helix has three I thought? He can also do the pummel attack if he dodges a whole lot",
      "replies": [
        {
          "body": "What pummel attack are you referring to? Is there a video showing it at one point?",
          "replies": [
            {
              "body": "It was sometime during the direct"
            }
          ]
        }
      ]
    },
    {
      "body": "~~Hey since you can charge when landing does that mean that ribbon girl well be able to instant charge with her fast fall?~~\n\nedit: I think that ribbon girls fast fall is done by holding dash in the air."
    },
    {
      "body": "The 2nd ability from Twintelle might just be the ability to jump midair if you cancel your charge while you are jumping ! "
    },
    {
      "body": "Both of Twintelles abilities slow down time. One is ground based the other is an air hover. They also charge her attacks."
    }
  ]
}