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

I know I'm interrupting technical discussion, but I had a question. Do we know what language each ARMS character speaks? Spring Man and I think Ribbon Girl speak English, Twintelle French, and Ninjara Japanese, but what about the others? Is Min Min speaking Chinese? What language does Mechanica speak?

And are there translations of what they're saying?

Mechanica speaks Japanese as far as I can tell.
 
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Via https://twitter.com/ARMS_Cobutter/status/870038193327886336
So MK8 U introduced YouTube importing, what if ARMS is doing the same thing, paired with it's own (improved) replay system?
 
So now that we already expended the '..has legs' joke, what can we cook up for the OT?

ARMS OT/TO ARMS

ARMS |OT| Touched by her noodly appendage

??

I got some suggestions:

-ARMS~~~~~~~~~~~~~~~~~~~~~~(|OT|) (Can't find a good text symbol for a spring or coil)
-Coil-Man's Punch Out!!
-Right Hooke's Law
-Answer the Call
-Welcome to the Gun Show!
-Just this once, it's OK to skip LEG Day
-ARMS |OT| Spaghetti
-Flexible Fisticuffs
-"Spring" isn't over yet!
 
Items in ranked is a great idea. I've never understood why people are so scared of having to adapt mid-game to their circumstances. Yeah, RNG sucks, but adaptability is a critical skill and i'd be hard pressed to call someone a 'champion' if only under vanilla circumstances like Fox/Fox/Final Destination. The real world doesn't work that way. Try running a multi-million dollar project in an environment that assumes everything is static and won't change. Competitive games should be no different imo.
You already have required adaptability in the stage design, which is designed to be both even and non-random.
 
Items add to the game, they aren't as unfair as in other games and both players can benefit from them as they are area of effect(bomb excluded). And if you get hit by a bomb you're doing something wrong anyway.

I feel like items are there to punish players that hide in cover to drag the game along.



The A.I. will be your training, it's said that it can be pretty tough on the higher levels.
There are times when some people are just in the perfect position to benefit from an item while the other can't though.
 
Arms |OT| Stupid Sexy Springman

Then have a picture of Springman as Sexy Flanders in the OT.

Edit: or Maybe an Acronym that spells ARMS.
 
...But punches ARE mapped to ZR and ZL in all but single-joycon configuration (...actually now that I think about it they might work in single-joycon too). It's not listed on the button info cards, but it exists. I'd still personally rather have jump and dash on them but eh.

Did you try clicking the triggers?
There's a missunderatanding here. The post was pretty clear: Punches using Shoulders or Triggers "in ALL Gamepad configurations."

i know you can punch with ZL and ZR with a Pro but there's no reason on why punching with SR and SL shouldn't be the default for single Joycon play, which was what i was talking about. The only instance where a player might want to use the face buttons to punch when using a single Joycon is when not using the strap, as SR and SL might feel less optimal to press due to small size.

With the above in mind, it would make sense to offer 2 control schemes for single Joycon play. SR & SL for punch (specially for strap enabled Joycons) and A/B punch in case the player doesn't want to use the small SR & SL for punching. i mean a PRO basically offers this 2 setups from the get go, so we wouldn't run into any balancing issues.

Also Doorman, obviously i was talking about changing targets with ZL when in motion control mode, since ZR and ZL are mirrored for activating specials. i do wonder how SR and SL would work (ergonomically speaking) when in thumbs up mode and with straps for changing targets, if for whatever reason Nintendo doesn't want to use ZL for that.
 
There's a missunderatanding here. The post was pretty clear: Punches in Shoulders/Triggers "in ALL Gamepad configurations."

i know you can punch with ZL and ZR with a Pro but there's no reason on why punching with SR and SL shouldn't be the default for single Joycon play, which was what i was talking about. The only instance where a player might want to use the face buttons to punch when using a single Joycon is when not using the strap, as SR and SL might be somewhat feel less optimal to press due to small size.

With the above in mind, it would make sense to offer 2 control schemes for single Joycon play. SR & SL for punch (specially for strap enabled Joycons) and A/B punch in case the player doesn't want to use the small SR & SL for punching. i mean a PRO basically offers this to setups from the get go, so we wouldn't run into any balancing issues.

Also Doorman, obviously i was talking about changing targets with ZL when in motion control mode, since ZR and ZL are mirrored for activating specials. i do wonder how SR and SL would work when in thumbs up mode and with straps for changing targets, if for whatever reason Nintendo doesn't want to use ZL for that.

I do absolutely think that single Joy Con play should offer "trigger" punches. As it is, this control method is the odd one out. Motion controls and Pro/Grip controls are solid, but face buttons should not have been the standard for non-motion mode punches, imo. Should have been triggers from the get-go.
 
Honestly I'm not usually the guy who gets up in arms (no pun intended) about being able to remap control schemes but if ARMS doesnt let you then the game is going to take a hit from players and critics alike. Please Nintendo.
 


I am 90% sure I heard that from someone here on GAF post-March, but I will happily reiterate it as the proper OT subtitle. It's too good.

Honestly I'm not usually the guy who gets up in arms (no pun intended) about being able to remap control schemes but if ARMS doesnt let you then the game is going to take a hit from players and critics alike. Please Nintendo.

A game like this really needs it. That said, one thing that bears consideration is that blocking stops movement in all cases currently. If they allowed blocking to be mapped to a button not involved in moving, they would have to address completely different ways to make blocking stop you.
 
So as far as we know, the only new element to this weekend's test punch is Min Min's stage?

EDIT: I just saw the trick shot mode will also be available, nice! Though isn't that just where you punch targets, similar to the practice mode you can play while waiting in the lobby between matches?
 
I'd be a fan of the ability to remap control options, if only because that's already standard for basically any other fighting game. If there are certain few actions they want to keep locked (like stick-click to block if they feel like that's a particular balance thing), then okay, but adjusting for individual player's comfort is pretty important for games that usually stand up in the competitive space.

I'd still rather have jump and dash on shoulders to stay consistent with motion controls and use the face buttons to punch, but I also understand people who feel the opposite way too.

Edit:
EDIT: I just saw the trick shot mode will also be available, nice! Though isn't that just a mode where you punch targets, similar to the practice mode you can play while waiting in the lobby between matches?
It's the target-shooting mode, but remember that your opponent (or opponents--this is available in 2v2 as well) is standing on the other side of the target range, and is trying to break those same targets as they pop up before you do. You can even hit or throw your opponent(s) to interrupt their target-shooting attempts, so there's still some direct player vs. player action going on as well, in deciding whether you'd rather play to disrupt or play to go for scores yourself.
 
ARMS |OT| Robo-Pit Reborn!
ARMS |OT| Twintell inside
ARMS |OT| I'll buy it when it's $20
ARMS |OT| Oh Oh Oh Oh Oh Oh o o Oh Oh Oh
ARMS |OT| These OT titles are a stretch
 
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
 
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.

It's not about items making a significant contribution or even a minor contribution. It's ranked mode; they shouldn't contribute anything.

Since this game was announced in January, they have touted it as "Depth and Challenge", "head-to-head fighting game, that demands a high level of strategy and tactics", specifically refers to "fighting fans" that ARMS gets "deeper and deeper" as you experiment, and "thousands of playstyles and strategies" to discover. They even specifically refer to Ranked Match mode where "only 1-on-1 is allowed" and you go to "fight like you mean it". Nintendo was clearly trying to make a legitimate fighting game but with a Nintendo esthetic. From all the character skills, the weight class to ARMS, the weakness chain of Punch > Grab > Guard, to the charged attributes. The random factor that randomly spawning items adds flies in the face of all that.

Even if they don't make significant impact on games or even outright determine the winner, items objectionably do factor in how the fight went. The item makes a player move to get away, approach it, or position it to their advantage. Gives a player a super on deck or more health to encourage riskier approaches which will factor in how the players approach each other now. Every one of those items shifts the dynamic of the flow of the fight to some degree, and that abrupt shift regardless of scale should not be a factor in the mode specifically tailored to people who want to explore the depth and creativity Nintendo marketed this game as having available for those who want it. Having items exist to breakup stalemates is also a poor reason as zoning is a legitimate strategy, no matter how unpleasant it may be to fight. It falls on the players to break it up. If Nintendo felt that such stalemates or evasive tactics were so prominent that items needed to be added, they should have made smaller arenas or improved chasing tools like faster movement of characters or speed of certain ARMS.

If the wildcard factor items offered was appealing enough to Nintendo, they should make the items equipable as part of your loadout. You pick an item to take into battle but you can't spawn it without being at 50% health or something. Bottles spawn in the middle between the two players to prevent someone from camping to recover all their health / super and bombs can be set as "toward" or "away" so they spawn near the player forcing an aggressive opponent to retreat or they spawn near a far away player forcing them to move or provide cover while the pursuing player closes the distance.

But right now, they took one of the random styles available in the clearly for fun option of "Party Mode" and just gave it a new hat.
 
I know I'm interrupting technical discussion, but I had a question. Do we know what language each ARMS character speaks? Spring Man and I think Ribbon Girl speak English, Twintelle French, and Ninjara Japanese, but what about the others? Is Min Min speaking Chinese? What language does Mechanica speak?

And are there translations of what they're saying?


Min Min speaks in Mandarin.
 
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)

Not even the super one?

That shit is hella scummy lol

There seems to be scaling on non-charged attacks, but no scaling if you juggle with a charged hit.

When the super or health field appears, my opponent has three choices: Leave it for me to get, go in and risk getting blown up for having to stand relatively still to stay inside, or stand nearby guarding to make sure I can't just waltz in.

Novice players seem to go right for it and usually get punished. People also seem to like going for throws once they see someone inside, which leaves them wide open to a counter attack.

It's not about items making a significant contribution or even a minor contribution. It's ranked mode; they shouldn't contribute anything.

Since this game was announced in January, they have touted it as "Depth and Challenge", "head-to-head fighting game, that demands a high level of strategy and tactics", specifically refers to "fighting fans" that ARMS gets "deeper and deeper" as you experiment, and "thousands of playstyles and strategies" to discover. They even specifically refer to Ranked Match mode where "only 1-on-1 is allowed" and you go to "fight like you mean it". Nintendo was clearly trying to make a legitimate fighting game but with a Nintendo esthetic. From all the character skills, the weight class to ARMS, the weakness chain of Punch > Grab > Guard, to the charged attributes. The random factor that randomly spawning items adds flies in the face of all that.

*snip*

I will give you the fact that items do have an impact in regards to positioning and posturing. I don't think the super item gives you enough super to really change things, but the positioning and posturing are still present.

That said, this game was not designed with tournaments or competitive play in mind. If I was a tournament organizer running an Arms event, I would not be happy. Even if the gameplay ends up being deep (I still think it's fairly shallow for a competitive fighting game), the design of the game does not have competitive play in mind at all.

I can discuss this in detail soon, but there are just things in Arms that I would be shocked to see in Tekken.

I'm not against items either, though I'm curious, are you at liberty to discuss what these other more greater concerns to competitive are?

Soon.
 
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