The update reset the demo, which means no more exploit
If I turn on my thing right now, will I get bodied ;_;
If you punch into throw the throw will miss unless you're close. Throwing takes longer to execute than a punch with most Arms. If you get a stun you can go for the throw, but even then I prefer a combo. Depends on the situation though. Positioning is also a factor in what I do after a stun.
Also, I basically always have a charged punch. The only time I don't is when I want to hit confirm into a super because it's easier to do on a non-charged punch. Armor is meaningless to me.
There were no damage values in warmup, so I'm actually still wondering what the optimal electric punish is, to be honest.
(like... does damage scale if I throw more punches out or whatever? I don't know)
Also, when I talk about using the extra air dash for a mixup, I'm indeed talking about the scenario where I use the forward air dash to put myself in that range where it's really hard to react to throws.
(of course, there's a bunch of stuff to consider: what arms are thrown out? What arms does the dude still have? What is the durability matchup between us during this specific state? How good is this dude's reactions and should I test it? What are his mobility options at this point in his whiffed attack's animation? etc.)
Also, I basically go in with charges at this point too, but there will probably be a few moments in a match where you will not have this (for characters that actually need to charge to get a charge, it goes pretty fast and you will sometimes lose it by the time your hit connects) but need to go for some kind of punish. So the extra air dash isn't a bad option against armor since you can tag them and not fall in a predictable pattern during the fall/recovery.
Most of what you're complaining about doesn't factor into Arms. The items in Arms are no where near as impactful as they are in Smash. I have yet to run into any instance in which I feel items spawning caused me to lose a match or put me at a disadvantage. The health one can be annoying, but so far it hasn't had a significant impact.
There are certainly concerns with this game from a competitive standpoint, but items are not one of them.
Not even the super one?
That shit is hella scummy lol
I had a match where it spawned on the absolute other side of the stage and, instead of going in, I had to down back in fear of the super.
I think I won that game, but baiting the super out was a headache and I wouldn't have had to deal with it had the item not spawned.
(actually, I'm maybe more concerned about how supers work than I am of the items, but one particular item actually feeds into that lol)
Maybe this is a concesion to motion control players as just taping a button is more easy to do than the guard gesture and also, if they put guard to a trigger/action button pad players will be easily holding down guard all the time which is a lot more difficult to do with motion.
You know, I kinda have a feeling this is why guard is mapped like it is: to give some kind of vague execution barrier that will make holding a guard input down less autopilot for people on traditional controls.
But I feel like it's a pretty misguided way of going about it. Either just let people on motion use a button or change how guard works lol
Well this hybrid method discussion came after the post you are replying to, however going by your description you are not holding the Joycon in a thumbs up position, Nintendo could just enforce the thumbs up way to play. And besides is too early to know how practical this control method is.
A question: Are the Joycon detecting that they are close to each other or are they using the gyros to detect the posture of the controls and assume they are in the grip? For example, if you lay the 2 Joycon flat but far away from each other does the game assumes they are in the grip?
If the joycon detect relative proximity to each other then this would be something new, which im doubting right now although i have an idea how they could achieve this.
I can tell you right now: enforcement of rules during open tournaments tends to be pretty lax lol
I don't know if you saw it, but I posted a video of coaches rushing to the stage in an SFV tourney that was pretty funny.
(I'm not sure what the ruling for coaching in SFV is, actually, but I'm to understand that some venues have rules against it, but people don't follow them anyway)
With regards to the joycon orientation, I think what's going on is that they detect the posture of each individual joycon. Regardless of how far away they are from each other, it seems like they will revert to traditional controls if you hold them in a specific way.
I only put them close together to ensure I convert back to traditional as intended.
As for whether or not the hybrid scheme is practical, for me, it depends on how useful late curving will be as it's the only option I currently know of that I can't recreate with traditional controls (I can't establish its usefulness yet without seeing more stuff)... if it isn't, I'm just gonna go back to pro controller, honestly lol