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ARMS Global Testpunch Thread: Let's see if this has LEGS

That's why I'm just waiting for the full game to come out so I can practice my heart out with the motion controls lol

Can traditional controls even expand the grab range like motion lets you do? I'm not sure, but if so, I can't get it to work.

Apparently, you can, but you have to "plink" the punches while doing a corresponding motion with the left stick(left to right). Like, I understand folks using standard because there's not a lot of time and folks want to get in and win, but the ones claiming motion controls are useless and that nonmotion will be for "competitive" need to take a step back and wait til the full game.
 
Don't know if any of y'all noticed the hatchlings when using the Thunderbird. :) It's probably there with the Retorcher as well.

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Also, I'm gonna attempt to stream this upcoming session: https://www.twitch.tv/gevurah22

Will be using motion controls, as well.

Yeah, pretty sure the nest is there with the Retorcher too.
 
Rewatching donkey shows early clip and I keep noticing punches I don't think standard controls will be able to do, at least not with the ease that this seems to be.

instarms44.gif


Like this attack right here. Notice how the min min is never actually in view, and the punch doesn't curve until past the pillar, out of sight, and connects, all the while moving in a different direction. I really can't wait til the game is out so we can settle this violently.

I don't believe that move is any more difficult on non motion controls. High arc or high curve arms like those can't be controlled post launch. They tend to arc themselves pretty well around pillars automatically.
 
I don't believe that move is any more difficult on non motion controls. High arc or high curve arms like those can't be controlled post launch. They tend to arc themselves pretty well around pillars automatically.
Watch the rest of the fight, they're curving all over the place, in this particular punch, you can see they don't curve until the very end. It's a very deliberate punch.
 
Watch the rest of the fight, they're curving all over the place, in this particular punch, you can see they don't curve until the very end. It's a very deliberate punch.

It has nothing to do with the controls really. It could be just a straight punch at the right distance and angle.
 
It has everything to do with the controls. You can see the arm fix it's trajectory out of it's inherent curve and continue straight.

Even if you assume that donkey has full control over the precise trajectory of that arm, how is it any more difficult with an analog stick?
 
Electric is the one that disables you completely, right? It's so easy to get a free grab or free rush afterwards.

Also, did anyone else learn that you can arc bird-type arms upwards and downwards? I realized it yesterday while using Twintelle. The upwards (or overhead) arc is pretty nifty on someone who doesn't expect it.
 
Like I said, it's a very brief stun where the opponent flashes yellow for at most a second.


I don't understand why electric seems to be superior to all other elements in 1v1 though.

In that case electric seems superior to stun in every way. It leaves your opponent unable to move, dash, jump, or use their arms for certainty longer than a second, normally long enough to where you're able to get a guaranteed grab.
 
Even if you assume that donkey has full control over the precise trajectory of that arm, how is it any more difficult with an analog stick?
It's all about the timing. They're holding off a curve until the last second while maintaining direction, and only change directions when getting back behind the pillar to dodge a potential follow up. With a stick you'd have to choose between curving and movement, and once you move you kill any input on your last punch. But joycons can continue the aftertouch while moving in an opposite direction just due to needing to lean both in a direction. The devs have noted motion gives you a more granular control on punches, just looked apparent in these clips compared to others using a pro controller, not nearly as much finesse that I've seen.
 
It has everything to do with the controls. You can see the arm fix it's trajectory out of it's inherent curve and continue straight.

I'm sorry to break it to you, but that ARM has about 5-6 fixed trajectories that activate based on where your wrist is or where the analog stick is when you throw it. It's impossible to curve it once you already threw it.
 
I'm sorry to break it to you, but that ARM has about 5-6 fixed trajectories that activate based on where your wrist is or where the analog stick is when you throw it. It's impossible to curve it once you already through it.

Guess I'm wrong then. But there are simliar punches with the same trajectory that don't curve like that in the same fight, so I just assumed it allowed it. And the way the arm moves in my gif looks like it's being guided, but it's not my gameplay so what do I know?
 
Guess I'm wrong then. But there are simliar punches with the same trajectory that don't curve like that in the same fight, so I just assumed it allowed it. And the way the arm moves in my gif looks like it's being guided, but it's not my gameplay so what do I know?

For the most part any circular or glove arm and such are guided after the fact.

ARMS like those birds and the ram ram/chakram and dragons and such are all guided before the fact. From my experience the guided ones don't usually have curves that are extraordinarily crazy and usually don't make a difference. I don't think any guided arm could go around one of those tubes, or at least very few.
 
It's all about the timing. They're holding off a curve until the last second while maintaining direction, and only change directions when getting back behind the pillar to dodge a potential follow up. With a stick you'd have to choose between curving and movement, and once you move you kill any input on your last punch. But joycons can continue the aftertouch while moving in an opposite direction just due to needing to lean both in a direction. The devs have noted motion gives you a more granular control on punches, just looked apparent in these clips compared to others using a pro controller, not nearly as much finesse that I've seen.

You can't independently move and control arm direction with motion controls either. You can control two arm directions simultaneously and independently however. Those are different arguments compared to controlling an ARM to curve precisely though.
 
This game is an absolute blast. I havent tried using pro controller but I had a match where we were both evenly matched and were dodging and counter punching methodically. But the best part of that match was when it was coming down to the wire, I got a hang of his normal pattern and preemptively threw out a punch I had a feeling he was going to move towards to. Needless to say he couldnt dodge it and won me the match.
 
I really enjoyed all the demos I played so far. I played 6-7 hours from the demo and it feels really addicting. The game really feels complex with how you fight. The fighting feels quick and rogue-like which keeps you busy.

However, it looks like long-term this game still feels really bare bone tbh, We have seen pretty much all the different types of arms and I wish there was more. However, I'm pretty sure when the DLC comes out with the new characters there would be a decent amount of arms that would fix this problem.

I also feel like it should have a lot more items in party mode. 3-4 items is barely anything, it would be cooler if they had more items especially different variation of the bomb. Like a lot of small bombs in a net and if you hit it the bombs, it would scatter everywhere.

They could also add sticky bombs which will stick onto you and you only have a few seconds to tag another player before it explodes. Or maybe they could add an item that makes your character auto charged for 10-15 seconds long.

This might be thinking out of the box but since BOTW had a weather system, it would also be cool if they added a weather system into this game. Like a stage would have the wind blow at a certain time or it could even be an item and if a character punches there arm, it would move with the direction of the wind.

I know these items would change the game play and make it more random to the game. It would also be very time consuming to program into the game, but the developers could be way more creative than they are right now.

I also feel like the volley ball, hoops, and target section should have more map variation like how 1 vs 100 is. Like I find these game modes fun for now, but I know overtime looking at the same map over and over again will get boring real quick.

The game is really great and I'm enjoying it a lot but I wished they could of done a lot more to it. My opinion could change after I play the full game, but this is how I feel after playing the demo and watching all the videos on this game from Nintendo.
 
Rewatching donkey shows early clip and I keep noticing punches I don't think standard controls will be able to do, at least not with the ease that this seems to be.

instarms44.gif


Like this attack right here. Notice how the min min is never actually in view, and the punch doesn't curve until past the pillar, out of sight, and connects, all the while moving in a different direction. I really can't wait til the game is out so we can settle this violently.

I've actually curved punches around those tubes with the grip. Usually with a boomerang type arm though.
 
Man my lobby just cant deal with my Twintelle. Doesn't help them that nearly every punch i throw is a charged punch.

Her dash/charge/time mechanic is great
 
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