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

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.

Finished editing and posting for new page, curious on what people have to say.

Edit: Sorry for double post
 
If there's a Master Mummy in a free for all I immediately prioritize him since speaking from experience I was able to win a FFA by fighting a bit, and if I got damaged and the others focused on each other, I did nothing but heal and won by default once the timer stopped.
 
This game is gonna get balance changes. I have some gripes with certain characters. Surprisingly Mummy and Mechanica don't need nerfs like I guessed back when they were revealed.
 
To be honest when i see someone doing it i switch to them immediately and more often than not the other guy did so too.

There's honour in the ring.
 
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?

Having been comfortably ahead in two sessions with Master Mummy, I can't agree with that.

The only characters I didn't see doing well were Helix and Mechanica.
 
Finally got to try it out tonight. It's great fun, the matches are short and it's easy to get into like Splatoon and Mario Kart, but like Splatoon it's still got alot of depth and can be really tricky to master with all the different playstyles and if you comeup against a tricky opponent.

This is one game where I also thought motion control would be more fun (especially with turning the control stick left or right to aim your arms after you fire them) but it just feels so much more fun controlling with a gamepad which is great because it makes portable mode just as fun.

There was particular opponent towards the end that I matches up against that did a interesting thing which was keep on bouncing on the background of the small stage to get higher up where it was more trickier to hit her, was a nice strategy and I love that the stages offer that changeup in it. The dojo style stage being on a slope means you can take advantage of being on a higher/lower plain, the labs stage has all the giant vials so you can use them as a defense and offense (attack around them to hit your opponent)


I'm so glad it's coming out so close to when the testpunches end and that they're gonna keep updating it with content because i'm itching to play more of it.
 
took my son in with me and i kept losing any time we played a match together but id absolutely wreck in solo. i figured out he was punching me in the back. tell your teammates to go to the side!
 
I know this might not be a big deal since it's a small detail but how come nobody has acknowledged that the full game will include an infinite time during fights option?
 
There's seriously no way to tell now lol, especially when we don't have full access to arms/fighters combinations.

Ah, well of course. I was merely remarking upon the default characters and arms being balanced, though we'll have to see if the full game keeps up.

Also, guys, I might be confused, but if I recall technically not every character will be able to use EVERY arm, right? I mean, each character has thirty unlockabke arms exclusive to them, and while I'm sure some will be similar to those that another has while having a different element, I don't think each character could have access to all 3,000 ARMS, or am I missing something?
 
But that's when you change targets and bring them into the fight, no? At least that's what I've been doing. As for not knowing how to switch targets being the reason, yeah that sucks and they absolutely should have included that in the tutorial but that seems like a temporary problem for the demo only, not necessarily one that's a problem with the mode itself.

Agree on the last part, though.

I did get a draw in one round of 1 v 1 v 1, though.

[.IMG]https://pbs.twimg.com/media/DA6n2G0VoAEVuI7.jpg[/IMG]

Oh yeah, I always try to force the third person into the fight. The issue lies if they keep avoiding and the other person still keeps targeting you, thus you're leaving yourself vulnerable from behind.
 
Mind elaborating? Because frankly I feel like the game is balanced as is, both in mechanics and characters.

I've mostly played Min Min and my gripe is her kicks need to come out faster and she needs another kick. Idk why you can't do a dash kick to the side. And maybe shorten Ribbon Girl's double jump. Seriously, she might as well be renamed "Air Girl".
 
Having been comfortably ahead in two sessions with Master Mummy, I can't agree with that.

The only characters I didn't see doing well were Helix and Mechanica.

I had some decent success with Helix, though I've mostly been ruling the lobbies as Spring Man.

It's definitely tricky to figure out when best to utilize his stretchiness.
 
I've mostly played Min Min and my gripe is her kicks need to come out faster and she needs another kick. Idk why you can't do a dash kick to the side. And maybe shorten Ribbon Girl's double jump.

If it came out faster it would be too easy to block, as it stands, just like spring man's counter, the kick needs skill to use. Having another kick would also make it too easy since you would be able to block two ARMS in a row. You can't dash kick to the side because I believe it's meant to be more of a counter than a mobility option. As for Ribbon Girl, her quadruple jump doesn't last that long and it general doesn't gain that much height.
 
So Master Mummy is considered top tier?

IDK, I bodied most of those I faced with Ninjara, unless it was in team with another guy. #Tooslow.
 
Does someone know if every fighter will be able to use every ARM in the full version of the game? Like Ribbon Girl with a Megaton for example? -So you just configure a loadout of three favorite ARMS for every Character or something.
 
If it came out faster it would be too easy to block, as it stands, just like spring man's counter, the kick needs skill to use. Having another kick would also make it too easy since you would be able to block two ARMS in a row. You can't dash kick to the side because I believe it's meant to be more of a counter than a mobility option. As for Ribbon Girl, her quadruple jump doesn't last that long and it general doesn't gain that much height.

Her kicks are already super strict on timing. I don't think it would hurt to give her another kick. I think they need some tweaking. Sometimes they work and sometimes a punch just ignores the kick and still hits me. Idk if it's lag or something else. If Ninjara can smoke dash to the side then Min Min should kick to the side. Her air kick is useless. I haven't seen one Min Min player able to use it.
 
So Master Mummy is considered top tier?

IDK, I bodied most of those I faced with Ninjara, unless it was in team with another guy. #Tooslow.

Well from Ninjaras perspective yes, he's the best character to tackle Mummy, besides Ribbon Girl I'd say.
 
Today is the sour experience, loosing a lot like the opponents were faster, the game matching the two players with high money together EACH TIME in 2v2, and a guy on v-ball that was smashing the v-ball right before it appeared...
 
ALSO EVERYONE I FINALLY FIGURED OUT THAT CONFUSING MECHANIC IN THE TIPS MENU.

Apparently if you press L after blocking a punch, your character will do a quick/long dash forward, both of their arms ready to be thrown, but with a shield to protect you during the animation of the dash forward and slightly after the animation finishes, it is unknown if this counter shield can be grabbed. Also, if the distance between two incoming punches is great, you can block one and counter dash only to block and counter dash again, making you really close to the enemy.

However my memory is foggy and I'll have to test again to see if your character's arms are truly able to be used while you're dashing forward and the shield is up.
 
So Master Mummy is considered top tier?

IDK, I bodied most of those I faced with Ninjara, unless it was in team with another guy. #Tooslow.

Way too soon to be having that conversation. Not to mention I bodied most of the Master Mummies I came across, dude is way too slow not to take advantage of.

I'd say Ninjara's reach and speed make him the most formidable at the moment, but everyone is having different experiences. I've been maining Mechanica.
 
Today is the sour experience, loosing a lot like the opponents were faster, the game matching the two players with high money together EACH TIME in 2v2, and a guy on v-ball that was smashing the v-ball right before it appeared...

Don't worry.

Like every competitive game.

Just embrace the salt within.
 
I'm kind of upset I got my Perfect 1v1v1 in handheld mode... If only because it wasn't plugged into my capture device so I could actually record that match, lol
 
Does someone know if every fighter will be able to use every ARM in the full version of the game? Like Ribbon Girl with a Megaton for example? -So you just configure a loadout of three favorite ARMS for every Character or something.

Yep. The other arms need to be unlocked, but every arm is compatible with every character.
 
Master Mummy can beat Ribbon Girl relatively easily with practice, though.

Everyone can beat everyone. That's the point of a game balance. I'm switching between all players equally and I comfortably can beat anyone with any character. You just pick a good ARMS combo and then don't suck.^^
 
I'm gonna guess Ninjara, Ribbon Girl, Twintelle, and Kid Cobra will be top tier.
Everyone can beat everyone. That's the point of a game balance. I'm switching between all players equally and I comfortably can beat anyone with any character. You just pick a good ARMS combo and then don't suck.^^
We all believe a fighting game is balanced the first couple of weeks.
 
I tried the second time today and it became much more fun than yesterday.
I was playing with motion control, the biggest problem I have is I forget I have a left hand... almost all my attacks come from my right hand and I need to make a conscious effort to use my left hand more
But I think I will stick with motion control for now since I begin to have a hang with it
 
Her kicks are already super strict on timing. I don't think it would hurt to give her another kick. I think they need some tweaking. Sometimes they work and sometimes a punch just ignores the kick and still hits me. Idk if it's lag or something else. If Ninjara can smoke dash to the side then Min Min should kick to the side. Her air kick is useless. I haven't seen one Min Min player able to use it.

I dunno, my experience has been different. It might be lag you're experiencing. I remember fighting a Min Min that would counter most direct punches by doing the air kick, landing then quickly jumping and doing the air kick again. If I recall correctly it can also stop two arms if they're close enough, so it was a tricky situation for me. As for Ninjara as I stated I believe his ability is meant more for evasineveness and trickery while Min Min is more designed around aggressiveness and counter play.
 
ALSO EVERYONE I FINALLY FIGURED OUT THAT CONFUSING MECHANIC IN THE TIPS MENU.

Apparently if you press L after blocking a punch, your character will do a quick/long dash forward, both of their arms ready to be thrown, but with a shield to protect you during the animation of the dash forward and slightly after the animation finishes, it is unknown if this counter shield can be grabbed. Also, if the distance between two incoming punches is great, you can block one and counter dash only to block and counter dash again, making you really close to the enemy.

However my memory is foggy and I'll have to test again to see if your character's arms are truly able to be used while you're dashing forward and the shield is up.

Also, guys, I might be confused, but if I recall technically not every character will be able to use EVERY arm, right? I mean, each character has thirty unlockabke arms exclusive to them, and while I'm sure some will be similar to those that another has while having a different element, I don't think each character could have access to all 3,000 ARMS, or am I missing something?

Anyone? I'm curious about your thoughts on the first quote and I'm seeking clarity with the second
 
played only the basics thing as wife pulled they puyo card :( it seems like stupid fun. i could buy a second set of joycons for this.
 
There's also a slight meta in regard to arm placement. If you see your enemy put a medium arm on their right and a light on their left, it's best for you to put a heavy on your left and a medium or higher on your right.
 
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