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

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.
 
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.

She's really good at making use of charge punches. You basically get to charge for free, because time slows down around you and it's really easy to deflect something. I'm pretty much always charging.
 
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.

If I still have a lot of HP against hedlok, I move to front and try to cancel all his punches for a bit.
 
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.
 
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.

Using double Dragon arms w/ Min Min in that mode is some pretty funny stuff.
 
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.

Mechanica has access to one of those. Also any sideways shots like Slapamanders or Phoenixs or Thunderbirds or rams also knock her out of the sky 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.
#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)
 
Another fun hour. I was at the last milisecond of hoops, 7:9 in the opponent favor, as I threw Helix into the ring, time was over, but since it was from the three points line, I won!

I'm definetly more comfortable with Mechanica/Mummy.
 
Using double Dragon arms w/ Min Min in that mode is some pretty funny stuff.

Yeah, especially because the dragon laser can swipe horizontally, taking out multiple targets in a plane that no other Arm can. Having the right character selected shouldn't be a prerequisite to winning a mode, although I imagine this will be better in the full game with more Arms for each character.

EDIT:

#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)

Fair enough on #2, I guess I just haven't gotten the hang of it. I do find it annoying to be constantly hit while trying to line up shots, I think the mode might be more fun if the points for hitting/throwing your opponents weren't so high.
 
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.

In both control schemes I would like to remap the block as well. There are buttons free in both controller and motion setups would be ideal for the block.

It is interesting how different people feel on the controls. I feel very comfortable with the motion controls right now. I'm not thinking about the controls when I use them. Just think about what I want to do and my hands just respond and my character does what I want most of the time assuming I'm not moving to fast or trying to do to much while my character is already doing something else.
 
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
 
could only join about half way of this session
went well. lost one hedlok fight , one skillshot and one good ribbon girl in a close match.
Won everything else.
Got a rematch with that ribbon i lost to and was about to beat her but...connection lost
Wish i could of started earlier

My Min Min quickly learning how to deal with twintelle , ribbon girl and mechanica players
glad i actually got quite a few matches with the latter two this session.

oh yeah. And one hoops match i won in the final second. That springman must of been salty about that one
 
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.
 
It's funny how many people have changed their opinion in a positive one after playing some of the testpunches.
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.
 
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.

That's not a "problem". There's a reason the game lets you switch out arms
 
Didn't plan on playing this session, but I managed to shove aside some other commitments and make time for it. It's that kind of game.

Once you are in rooms where everybody is fairly proficient at the basics of movement, charging, and curving punches—basically, when they know how to land hits or deflect them with a counter-punch and can aim consistently—the weight priority on the arms begins to matter a lot. I won most of my 1v1 matches, but against multiple players, I found that nothing gave me more trouble than someone who used Mechanica's hammer with decent aim and timing. Just couldn't get through their hammer-fist at all, and they were good enough to deflect anything of mine.

Min Min's potential truly begins to open up once you actively seize opportunities to do the "long charge" on her dragon arm (the arm, not the Dragon weapon). If someone is playing defensively at the beginning of the match, you can build an advantage this way. It's like Master Mummy's self-heal: you can't leave an experienced Min Min player alone for too long or they'll happily take the window to power up. My win rate with her shot up in proportion to my dragon arm uptime.

One interesting discovery on the noodle bowl stage: you can actually duck under an enemy special/rush by diving into the low ground as they activate. This hasn't come up often enough for me to try it consistently, but it works. Countering rushes is something I'm still working on: the timing is very tight if you want to punish it with a risky play (like interrupting it) instead of responding with the more reliable but time-consuming block or sidestep.

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.

This happened a few times to me as well, and I'm still not clear on what triggers it. It might have to do with the distance or positioning of both players on the court. I hope it's not something to do with the hitboxes on the models themselves, but I think I only saw this happen with Master Mummy and Mechanica (but with a sample size too small to tell us anything).
 
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

Truthfully, with the way the game works and the various movement options, it hardly felt like a high ground advantage was an advantage at all, both in that stage or the Ninja college. I never felt like I was extremely at a disadvantage because I was on the bottom.
 
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.

Same i was totally not impressed at the Switch reveal presentation footage and mildly interested after the Arms direct, after 1-2 testpunches i pre ordered it.
 
Had a lot of good fights too! And one sided conversations on my end, talking to people that couldn't hear me.

Really liked that Hedlok boss battle a lot. Just so very excited so very excited for this game. Working with a partner you can trust really helps a lot in 2v2, just like in Gundam EXVS. Though this only applies if you are playing on the same system.
 
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)
 
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)

That won't be an issue in the full game, I think he's implying that that's why you chose three arms to pick from so you're always ready for any mode

And also for the record double parasol in skillshot has not been beaten thus far. Especially if I'm in the middle and send the right one to the right and the left to the left
 
People seem to be learning not to grab Hedlok. My lobby focused more on charged 1-2 punches.

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.
 
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.

I've come so damn far since first seeing it in January. I mean, even then I thought it looked pretty interesting, but I wasn't planning on buying it at all.
 
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.

1) Select your best arms to suit you then.

2) Not really? Your points are based on your combo in one volley of punches. If you just hit the other player then you get a measly 10. Your better suited to hitting 3-4 targets and then trying to end it with a punch to the opponent for a big chunk of score at the end. You can get 250 or some stupid amount for ending a chain with a opponent hit. Now in 2v2, yeah, grabs are great for disabling the opponent since it's chaotic in 2v2 skillshot. Otherwise, just punch through the grab as usual and try to deflect/dodge punches to avoid your own downtime.
 
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.

yeah this was me. I always loved the graphics and character designs but the game just didn't seem interesting to me. first Direct with the 3DS games up front same deal, not interested. the most recent Direct showing off all the content in the game, now I'm intrigued. the first testpunch hour I played, ehhh not feeling it. the second hour, ok there's something here. the third hour, let's fucking go I'm in. every hour since has just been me trying to get better.

Nintendo really played their cards right in terms of slowly introducing the game and then announcing the testpunches during the Direct where they really sold the game
 
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)

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
 
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

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.
 
Should someone be able to choose which arm they charge up?

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.
 
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.

Most of the other modes do have viable strategies for most if not all arms though
 
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.

Nah, the only time I feel like it's worth grabbing him, at least at higher levels, is when he's doing a rush attack on someone. Otherwise you're just hurting your DPS because of how long the grab animations take, possibly leading to a time out.
 
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 think impressions on skillshot will improve once people have access to more Arms. A number of the default choices are horrible for it. It was the same with V-Ball. I think these type of matches are going to be frustrating initially in the Grand Prix mode if the're included.
 
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.

I wanted to play close-mid range hit and run Min Min with her megawatt on the left charged up as the primary attack. She can be good at hit and run because on ground, her backdash includes a kick counter. Unfortunately my left hand didn't feel like it was up to the task.
 
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.
 
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.

This. So much this. Lost 2 matches against him due to grab spammers.
 
This was fun.

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