I love Twintelle but for the life of me I can't quite figure how to play as her, Mechanica clicked with me way more, still will try more.
I love Twintelle but for the life of me I can't quite figure how to play as her, Mechanica clicked with me way more, still will try more.
I love Twintelle but for the life of me I can't quite figure how to play as her, Mechanica clicked with me way more, still will try more.
So apparently my theme for this round was "March Madness." I had like three come-from-behind post-buzzer victories (or well one was a come-from-behind draw), it was pretty fun and nuts. On the draw I managed to barely land a hit from my rush as time expired and it carried the combo out into the guaranteed 3-pointer. Whew!
Quite a few closer matches this time actually. I still feel like I have a long way to go and certain grab hitboxes still feel a little funky but the balance of the game is there. I might have to try out Spring Man in more 2v2 matches, since it seems his shockwave can actually be handy for keeping your teammate covered as well as yourself. I'd really look forward to being able to put other arms on him as I'm not really a fan of his defaults at all.
Level 4 Hedlock - Down!
perfect 12 with the finishing score being a Rush. Does that score go higher than 12, btw?
To me, skillshot has 2 problems.
1) It is entirely too reliant on Arms choice. if you have missiles or shot blockers, you are way overpowered.
2) The optimum strategy isn't to go after targets, but to just keep hitting or grabbing your opponents. But unlike the regular game, it isn't that fun to just get getting hit over and over while you're trying to hit the targets.
I know, right? It feels awesome. That being said, there are kind of hard counters in homing shots and vertical 3 shots, but no one has access to those rn, so bomb away.
#1 is totally trueTo me, skillshot has 2 problems.
1) It is entirely too reliant on Arms choice. if you have missiles or shot blockers, you are way overpowered.
2) The optimum strategy isn't to go after targets, but to just keep hitting or grabbing your opponents. But unlike the regular game, it isn't that fun to just get getting hit over and over while you're trying to hit the targets.
Using double Dragon arms w/ Min Min in that mode is some pretty funny stuff.
#1 is totally true
#2, you can do both at the same time. I think I got 1600 on my own one game (ended up being like 2400-900 or something like that)
I felt the opposite, so your response is very interesting to me.
And I would really like the option to bind block to a button that isn't what it is now.
Well, yeah.It's funny how many people have changed their opinion in a positive one after playing some of the testpunches.
To me, skillshot has 2 problems.
1) It is entirely too reliant on Arms choice. if you have missiles or shot blockers, you are way overpowered.
2) The optimum strategy isn't to go after targets, but to just keep hitting or grabbing your opponents. But unlike the regular game, it isn't that fun to just get getting hit over and over while you're trying to hit the targets.
More perfects than ever that round, but apparently I don't know how to play Hoops, considering my opponent bounced off the rim three times in a row.
So with the Ramen bowl stage being playable, how do you guys feel about having higher ground advantage? I feel it just makes attacks on both sides harder to hit
Well, yeah.
First announcement, I was indifferent.
ARMS Direct, I was intrigued.
After the Testpunch, my wallet is ready for when ARMS goes live on the eShop.
That's not a "problem". There's a reason the game lets you switch out arms
Certain characters have a marked advantage. For example, Twintelle doesn't have a missile Arms. Min Min's Dragon Arms is a *HUGE* advantage. Instead of being able to try different strategies by mixing and matching Arms, you have to have the right one for the mode. It just goes against the grain of everything else except maybe Volleyball. Although Volleyball's problem is more that certain arms are just horrible (like Mechanica's hammer, I played someone who did double hammer Mechanica and they didn't score a point in Volleyball)
People seem to be learning not to grab Hedlok. My lobby focused more on charged 1-2 punches.
It's funny how many people have changed their opinion in a positive one after playing some of the testpunches.
Seeing Arms footage just like Splatoon does not do it justice you really have to play it. Although high skill matches are pretty fun to watch tho in both games.
To me, skillshot has 2 problems.
1) It is entirely too reliant on Arms choice. if you have missiles or shot blockers, you are way overpowered.
2) The optimum strategy isn't to go after targets, but to just keep hitting or grabbing your opponents. But unlike the regular game, it isn't that fun to just get getting hit over and over while you're trying to hit the targets.
Same i was totally not impressed at the Switch reveal presentation and mildly interested after the Arms direct, after 1-2 testpunches i pre ordered it.
Certain characters have a marked advantage. For example, Twintelle doesn't have a missile Arms. Min Min's Dragon Arms is a *HUGE* advantage. Instead of being able to try different strategies by mixing and matching Arms, you have to have the right one for the mode. It just goes against the grain of everything else except maybe Volleyball. Although Volleyball's problem is more that certain arms are just horrible (like Mechanica's hammer, I played someone who did double hammer Mechanica and they didn't score a point in Volleyball)
I don't like that Min Min favors left handed players as a motion control player.![]()
Should someone be able to choose which arm they charge up?
Yeah, but this is only a testfire issue. In the full game any character can use any arm, which was my point. Just make sure you have a varied assortment when going into party rooms and you'll be fine regardless of what mode comes up
Should someone be able to choose which arm they charge up?
That's kinda fine, but if you're only allowed 3 arms, I kinda don't want to have to bring in an Arm *just* to make sure I'm covered for one mode. Especially a mode that I personally don't care for all that much. I think it'd be better if, like in most of the other modes, there were viable strategies for most arms.
Grabbing hedlok is fine, just gottta time it right. Had a lot of success waiting tell he was preoccupied on other fighters or getting stunned, then you grab, then repeat. So either you are setting up a grab for someone else, or swopping in for the grab
and nah, even when you stop the grab spam and can deal with it fine, grabbing I think is a busted mechanic in this game. You shouldn't be able to chain grabs so easily.
To me, skillshot has 2 problems.
1) It is entirely too reliant on Arms choice. if you have missiles or shot blockers, you are way overpowered.
2) The optimum strategy isn't to go after targets, but to just keep hitting or grabbing your opponents. But unlike the regular game, it isn't that fun to just get getting hit over and over while you're trying to hit the targets.
It's probably better for the game if it's consistently one arm: if you're the opponent, this means you can counter-pick against Min Min with a heavy glove on the right. It does seem odd that she is the only character with this kind of enforced asymmetry (unless Byte & Barq have a consistent starting position that also affects your game plan) but I can see the reasoning behind picking one arm for the dragon and sticking with it.
In my own experience with Min Min, perhaps my most-played character over both weekends, I don't think lefties will have that much of an advantage. Dexterity/control over the left arm pays off with lighter, easily curved weapons like the Ramram, which in turn can be countered by weight. I doubt a left-handed player can squeeze out as much of an advantage over righties with heavy gloves on the left like the Megawatt, where the trajectory is not that flexible.
Yes, grabbing Hedlok is easy, but the animation is long and renders him immune to rush damage, so you're really just minimizing the damage everyone can do to him by wasting time with a grab and its limited DPS, allowing him to run out the clock and win. Only time a grab is advised is when you need to save a teammate trapped by his rush attack.Grabbing hedlok is fine, just gottta time it right. Had a lot of success waiting tell he was preoccupied on other fighters or getting stunned, then you grab, then repeat. So either you are setting up a grab for someone else, or swopping in for the grab
and nah, even when you stop the grab spam and can deal with it fine, grabbing I think is a busted mechanic in this game. You shouldn't be able to chain grabs so easily.
Yes, grabbing Hedlok is easy, but the animation is long and renders him immune to rush damage, so you're really just minimizing the damage everyone can do to him by wasting time with a grab and its limited DPS, allowing him to run out the clock and win. Only time a grab is advised is when you need to save a teammate trapped by his rush attack.
I don't like that Min Min favors left handed players as a motion control player.![]()
I don't like that Min Min favors left handed players as a motion control player.![]()