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

Same.

Still wish I could remap block to A and B.

Hmm, as far as I know, motion controls are capable of making maneuvers that standard controls simply can't execute. I'm not saying you shouldn't use standard, if it's your preference then go for it, but I have a feeling the aforementioned information might cause motion controls to be used by most of the player base.
 
Well that's it, you're left into the jungle of people that already played 4h and know all the tricks and every subtlely about the gameplay.

I know it sucks, but you'd be surprised how proficient the players were already with the second test punch a day ago... There are also a lot of people playing that have played the game before or for quite some time as Nintendo sent out tons of games to "Ambassadors" a few weeks prior the testpunch.

This is for sure no newbie-friendly environment Nintendo throws you in with this testpunch, I also think they could have done a better job(also by providing more options like playing the SP a bit).
 
Hmm, as far as I know, motion controls are capable of making maneuvers that standard controls simply can't execute. I'm not saying you shouldn't use standard, if it's your preference then go for it, but I have a feeling the aforementioned information might cause motion controls to be used by most of the player base.

Movement feels way too important in this game which I feel confident in saying that standard is objectively better at.
 
Tried the Pro-controller after playing with thumbs-up grip for my first round.
Horrible stuff, even after I remembered you could use the triggers to punch (very silly not to have that on the control screen) but at least the option is there for those that like it.
Maybe it's because I was playing Master Mummy, and I'd have felt the benefit if I'd been using a character that had greater mobility, but my only issue with thumbs-up is that it's a pain to switch between players in 3-way/4-way fights.

Very quickly switched controls back to thumbs-up and worked my way to the top of a tight lobby, with 6 of us exchanging similar results, but me generally coming out ahead when I didn't make mistakes and allow the more manoeuvrable characters (2 good Min-Min, 2 good Ninjara, and a Ribbon Girl in my lobby) to punish me with throws.

Really looking forward to the full game, and experimenting with new combos. Megaton/Retorcher was great for most circumstances, but went Retorcher/Retorcher for V-ball.

EDIT: Playing in the UK. Had one DC from a new player in the lobby, everything else was rock-solid.
 
Movement feels way too important in this game which I feel confident in saying that standard is objectively better at.

Yet you can't move for a brief period when you punch someone. I'm also not sold on motion controls yet though, I have the problem that I am not centering myself all the time(like the analogue stick does obviously) but that seems to be incredibly important or the punches just won't connect at all.
 
Movement feels way too important in this game which I feel confident in saying that standard is objectively better at.

For the love of God Nintendo, please just map motion control movement to the analog stick.

Edit: what is the best way to leave a comment for nintendo? Probably won't matter... Such an easy fix.
 
Playing in a European lobby sucked.
Fewer players, and they all kept DCing.

Didn't have any problem whatsoever.
Found a terrible mechanica in the lobby, I faced her while trying master mummy and she completely crushed me. She was just standing there a pummel me with hammer and triple shot. The timing was so precise I didn't have the time to react.
On the opposite I had a wonderful perfect against an elix using minmin. Dragon to hit from far away (really far, dragon's reach is ridiculous) and chakram to evade the guardian.
Oh, and my love for vball keeps on growing, but 2v2 vball is totally better.
 
I think Min MIn's kicks need some adjustment. Her back kick doesn't feel like it comes out fast enough. She should also have a dash kick on the ground. It would be a lot more useful than her dash kick in the air which I find useless.
 
Yet you can't move for a brief period when you punch someone. I'm also not sold on motion controls yet though, I have the problem that I am not centering myself all the time(like the analogue stick does obviously) but that seems to be incredibly important or the punches just won't connect at all.

Movement is not about being able to move while punching, it's being able to position yourself better and to move in ways to bait out attacks for a counter.
 
DA47twtUMAA20-U.jpg

that alt looks really good paired with the popper
 
Motion controls don't mean anything when the most important thing is position. It doesn't matter that you can curve at certain angles better. If your in the wrong position it's not gonna land.
 
Easy pass for me, it's pretty fun for half an hour but not something I would consider throwing in my multiplayer rotation.
Any chance they 'll do another splatoon testfire, grabbed a switch when mk8 launched so I missed the first one?
My bet would be a week or two after ARMS comes out. It is kind of interesting two multiplayer games come out so close to each other.
 
Movement feels way too important in this game which I feel confident in saying that standard is objectively better at.

Yet you can't move for a brief period when you punch someone. I'm also not sold on motion controls yet though, I have the problem that I am not centering myself all the time(like the analogue stick does obviously) but that seems to be incredibly important or the punches just won't connect at all.

I lean more toward toward MTC100. I've learned to move efficiently with motion and simultaneously punch while doing so. Furthermore I don't have an issue centering myself or throwing straight punches while moving, or any issues with having them connect whatsoever.

Motion controls are the best for position in my experience, I don't understand where that mentality is coming from. I have never felt like my positioning was off or that motion controls were better for movement for me.

Furthermore, at least for people like Ribbon Girl, punching while dashing and jumping is monumental.
 
Shit, I played horribly this time, my punches would not connect at all, would get grabbed all the time... very frustrating, the first rounds I did much better.
 
Alright, Nintendo got me again. Couldn't resist, need a physical copy of the game. I've preordered ARMS for 51 Euro incl. shipping from 365games. If you live in the UK you get it even cheaper as you don't pay shipping...

I guess I'll be playing the game on launch day, they shipped me P5 a day early too :)

Now... if only splatoon wouldn't be 60 Euro, maybe there's gonna be another deal in the future.

It's cheaper for you from base.com 40.65+1.29GBP shipping to mainland EU
 
Hold dash while in midair. I suggest holding it long enough to the point that your ARMS are charged by the time you hit the ground or slightly after.

Like I said before, hold dash to dive bomb and simultaneously charge ARMS, hit vulnerable enemy with sparky to disable their ARMS, and then grab

I still can't perform the dive kick.
All holding dash in mid air does is charge my arms/
Halp
 
Motion controls don't mean anything when the most important thing is position. It doesn't matter that you can curve at certain angles better. If your in the wrong position it's not gonna land.

For me it was more about having jump and dash instantly accessible (ie, I'm using a different thumb for each, not one thumb for both), along with not having to double-think what I'm doing with the left-analogue ("Am I angling to move or to aim at this instant?").
That said, I'm glad other people are saying pad-controls are good/best, because that makes me feel a bit better about being ahead in the lobby using thumbs-up.

If I play in the final Testpunch I'm going to try filming myself using the thumbs-up controls, because it feels so natural, but I bet I look like a complete mental case. :)

This is objectively the best ARMS screenshot.

Haha! I was debating picking that one out too, but that one of the curling Ribbon Girl punch is awesome too. Game looks so damn stylish.
 
I still can't perform the dive kick.
All holding dash in mid air does is charge my arms/
Halp

We're talking about Ribbon Girl, correct? That's odd. For motion controls you hold L, which is the same button as the dashing button. I'm not sure what your set up is so maybe it's slightly different, I suggest going to tips and selecting fighters and viewing Ribbon Girl to see how it's done in your control scheme. Perhaps it's because when you're holding it, it's dashing you in a direction and/or you follow up with a jump? When you hold dash to dive bomb you have to commit to it, so I suggest doing a jump for extra air and then dive bombing immediately after.

Basically when you hold dash in the air you have to hold it for quite a while and make sure that it's the only button you're pressing aside from movement while you do so.
 
Tried Handheld for the last 15 minutes or so. It's not bad! Although motion controls still feel best here.

Probably will try Pro Controller for half of the 2pm testpunch. Think I know how that'll go too.
 
It's cheaper for you from base.com 40.65+1.29GBP shipping to mainland EU

Didn't know that site yet, but they don't seem to give you points for ordering that you can exchange for credits, Arms gave me points equal to 2 pounds so in the end it's about the same again, but will check that site out for further purchases, thanks :)
 
You know other than a disconnect or two, I've never noticed any outright lag. Makes me wonder how responsive it might feel in local play.
 
For me it was more about having jump and dash instantly accessible (ie, I'm using a different thumb for each, not one thumb for both), along with not having to double-think what I'm doing with the left-analogue ("Am I angling to move or to aim at this instant?").

Wait, how small is your thumb? It's real easy to hit both at once, because the joycons are so small and tightly spaced.

Also you aim afterwards anyway. You always stop moving while punching so there's no real need to consider movement when you punch.
 
We're talking about Ribbon Girl, correct? That's odd. For motion controls you hold L, which is the same button as the dashing button. I'm not sure what your set up is so maybe it's slightly different, I suggest going to tips and selecting fighters and viewing Ribbon Girl to see how it's done in your control scheme. Perhaps it's because when you're holding it, it's dashing you in a direction and/or you follow up with a jump? When you hold dash to dive bomb you have to commit to it, so I suggest doing a jump for extra air and then dive bombing immediately after.

Basically when you hold dash in the air you have to hold it for quite a while and make sure that it's the only button you're pressing aside from movement while you do so.

What does the dive bomb do? Just get you to the ground faster?
 
Everyone! I'm curious to see what your load outs are, specifically what ARMS you put on which hands and why. For example when I play Ribbon Girl I use the slapamander on the left and sparky on the right. Right is my dominant hand and I feel sparky requires much more precision than the slapamanders which usually control themselves after the initial input give or take some slight adjustments afterward.
 
the testfire and testpunch have been an interesting experience for me.
I never played the original Splatoon but I really enjoyed the Splatoon 2 testfire so I will be buying it.
But this ARMS testpunch is another level for me. This is exactly the game I want. I like it ten times as much as Splatoon so far even though I really did enjoy that too.

This Switch purchase is working out just fine lol
 
Everyone! I'm curious to see what your load outs are, specifically what ARMS you put on which hands and why. For example when I play Ribbon Girl I use the slapamander on the left and sparky on the right. Right is my dominant hand and I feel sparky requires much more precision than the slapamanders which usually control themselves after the initial input give or take some slight adjustments afterward.

I mainly play mummy, it got me above 100 points the last time and it feels good for me, it's weak to ribbon girl or ninjara to some extent but matches up good against everything else it seems.

My Loadout is usually 1 Megaton 1 Scorcher, depending on the enemy. For faster Foes like Ninjara and Ribbon Girl I usually pick two Scorcher as they are pretty fast and Megaton rarely hits them because of their speed.

For Volleyball I go with 2 Scorchers as well, they are perfect for keeping the ball on the enemy playing field.

I also played Springman a lot, I felt like the Spark-Punch Gloves in combination with the Tri-Glove were the best, they work great in Volleyball too.
 
What does the dive bomb do? Just get you to the ground faster?

Indeed it does. However it's extremely useful because when you're in the air and dive bomb after an enemy punches or grabs, they're completely open in two ways, being that their arms have to retract and that you're slightly off the center of their camera, giving you a great opportunity to counter or punish. As I've said a good tactic is to wait for them to attack, dive bomb toward their side and simultaneously charge, then hit them with a sparky to disable their arms, and grab
 
Just for fun...

Top 3.

1) Ninjara
2) Min Min
3) Ribbon Girl

Bottom 3.

5) Spring Man
6) Monster Mummy
7) Helix Man

What's your tier list look like so far?
 
The tier list is actually pretty difficult for me to make up. To be honest I feel like this game is extremely well balanced and that all the fighters can equally be extremely powerful in the right hands. I've experienced competent and worthy adversaries that have played as everyone, even a good Helix which focused on trickery and trolling as its primary offense. I'll admit Helix might be at a slight disadvantage because of his default arms but in the full game he can use anything, and even then like I said even with default arms I saw people use Helix rather competitively, they even did the whole thing in the trailer where they became tall and evaded a super. Spring man is good overall and can counter, and I find he's more of a waiting type of playstyle. Ribbon girl is more mind games and evasiveness and speed. Ninjara is more of a fake out and movement guy as well. Master Mummy is a powerhouse and can destroy and bait people with ease. Min Min is agile and can block attacks, and the charged left arm is no joke. And mechanica's hover is surprisingly useful and tricky too.

Meanwhile they all have their downsides as well, I feel.

Spring Man is a jack of all trades which while a benefit can also be a downfall. He also lacks some mobility options. Both Ribbon Girl and Ninjara are relatively fickle and can be really punished if someone facing them can counter and punish. Master Mummy is slightly weak to speedy characters and his ability, while it can bait people, is risky at close range. Min Min'd charged left arms goes away when she flinches and also lacks some mobility options when taking others into consideration. Her counter could be argued to be worse than Spring Man's since it's in the air and can be baited and hit from the side. Mechanics can't heal and the hovering is something that requires skill to actually use efficiently, otherwise she's quite he big hit box. Helix's playstyle all around is on another transcendental plane, those who don't master him are in to be punished.
 
The tier list is actually pretty difficult for me to make up. To be honest I feel like this game is extremely well balanced and that all the fighters can equally be extremely powerful in the right hands. I've experienced competent and worthy adversaries that have played as everyone, even a good Helix which focused on trickery and trolling as its primary offense. I'll admit Helix might be at a slight disadvantage because of his default arms but in the full game he can use anything, and even then like I said even with default arms I saw people use Helix rather competitively, they even did the whole thing in the trailer where they became tall and evaded a super. Spring man is good overall and can counter, and I find he's more of a waiting type of playstyle. Ribbon girl is more mind games and evasiveness and speed. Ninjara is more of a fake out and movement guy as well. Master Mummy is a powerhouse and can destroy and bait people with ease. Min Min is agile and can block attacks, and the charged left arm is no joke. And mechanica's hover is surprisingly useful and tricky too.

Meanwhile they all have their downsides as well, I feel.



This is pretty true, with pretty much all the characters I had matches where I did super well, and others where I got my demolished. Really depends how you utilize their strengths and play the character specifics.

Helix though will be great with some different arms. Helix shield and slappamander..... come on baby
 
I played only half an hour during the last sessions and maaaan I had some amazing close combats! Playing with pro controller. I love it. I love how perfectly you can move around,dash and dodge non stop. I suck at fighting games, mostly because I don´t like to learn and remember complex combo sequences, but I love playing this game and I have to say that I am quite good at it. During yesterday´s night session my final points were 100. I´ll end up buying this game day 1. I don´t see myself playing more than 2 hours a day though, but is a lot of fun.

By the way, 1vs1 is the best. Everything else is just too chaotic. Can´t wait for the full game to play only 1vs1
 
Wait, how small is your thumb? It's real easy to hit both at once, because the joycons are so small and tightly spaced.

Also you aim afterwards anyway. You always stop moving while punching so there's no real need to consider movement when you punch.

I was using the Pro-controller, but even so my thumb is indeed capable of operating both buttons.

That's not really the point, though. It's the similar to people who complained about the 'flick to spin' in Super Mario Galaxy not being on a button, whereas I loved the feel of being 'hard wired' into the game with your fingers are locked in place over the primary controls.

Of course I play plenty of games where the right thumb is used for 4 (or more!) things at once, but I prefer that 'hard wired' feeling. That's why my biggest complaint about the thumbs-up controls is the 3-way/4-way player switching being on the face buttons, when it could have been duplicated on the SL/SR buttons.
 
I went gamepad this time and holyyyyy shittttt. I like it a whole lot more than motion. I really liked having analogue movement combined with me feeling in control of my dashing like a mad man. If I had played with motion controls more I'm sure I would of figured the ins and outs eventually, but pad let me figure that out so much quicker. I had no idea you could actually directly control how the punches curved. I assumed it was Left/Middle/Right. After having a stick in my hand I immediately figured out that it can be changed mid punching which is a game changer. It also made it incredibly easier for me to direct the sweep of the dragon laser. It's kind of fucking nuts how much better it felt to me immediately. I kind of wanted to be a motion person because I have the bias that people like to be pad elitists ever since Splatoon, but I'll be sticking with this from now probably.
 
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