Here's our matches with pretty much everything put into play. We played it so much that by the end of the event, we played for 30 minutes nonstop as there weren't many people there or looking to play ARMs in the end.
Here's everything we picked up on(I've put times tamps in here for the video.
Characters
Ninjara (my friends main) is top bloody tier -
Bloody hell this character has the best mobility within the game (see 1:48 for amazing speed and dodges). He is nimble, quick and his air dash is a mini teleport which results him him being invincible AND you can control which way you air dash.
****Prepare to get sick of seeing this character because he is exceptionally good.
The Mummy/Fat Kan-ra (my main) -
He has the worst mobility but has a nice double jump. If you block you also gain health back. It's this characters special block property. (See 5:50)
Mechanic or which we called her, Tronne Bonne -
She basically is Tronne from Marvel. She has an air dash you can hold.
Ribbon girl -
Has a decedent throw which leaves the opponent still flying in the air. If you play on a stage with a bounce pad. She can get some nice combos from enemies that land on it from he grab. He grab is also nice in that it's a great keep away game. Her grab throws enemies nearly back to the full arena.
Stages:
You can break the test tubes on the chemical plant stage can be broken (see second match)
There is a grave yard stage to which the middle of the arena can be broken. This reveals a bounce pad for an dynamic stage change.
The main stage (see Match One) that my friend and I referred to as "Final Destination of Arms" is an amazing stage. Mainly because of how absurd it can be for any rocking the Massive Purple ARMs I was using.
Now the good stuff (The tech we found):
There is a mechanic in the game where your Arms will power up with an attack with an elemental ability whereby you will gain, fire, electric and some other properties. In the case of fire, you take burn damage, but with electric powered up Arms, you gain stun. Stun is important because it means the opponent is looses all control of their character AND their Arms.
The stun+grab combo:
*** The name of the ARM is called Sparky (see 0:07 for Ninjaras loadout. ARM slot 2 (the gloves) are called Sparky)).
(See 2:55)
At this point I get hit with an elemental Stun Punch which leaves me open. The stun time is around 1.5 seconds but you can easily follow up for a combo which means you can grab or even go into your Super Barrage. It really is the best and easiest combo set up we found.
In the video you can see I get hit by this twice in a row from that time stamp into the same stun grab combo (see again at 6:10). It's a nice bread and butter.
Why Sparky is a good ARM and how it works:
If you charge up your left and right ARMs (providing you have Sparky on both hands) you stun that side of the opponent. So if you get hit with a Right Sparky punch, you can move but lose the right side and the same and vice versa. However, if you get with BOTH Sparky Punches, you lose access to your whole body leaving you open for even more punishment.
So why Sparky?
With Sparky you only need to hit your opponent once which will stun that side/body them. However, any followup attacks which knock them out of stun.
Trident is the name of another Arm which has electrical properties. At 5:50 I hit my friend with a charged Trident. Since it's a triple hit unlike Sparky which is a single, the first hit of Trident causes the stun (what you want) but then the second and third hit cause a heavy knockdown which means you can't really get a follow up combo. Maybe some Oki but I prefer the grab.
The instant charge:
There is a mechanic in this game where you can gain elemental properties to your punches by holding in Dash or Jump or just not attacking for about 2 seconds. Doing this gives you the advantage of elemental damage if you the land a hit. However, we found that by jumping, air dashing and then holding air dash, upon landing you gain the elemental property immediately upon landing. Once we found this, we implemented this into our games on grab knock down.
Perfect examples here:
Mummy - 1:40 and 4:39
Ninjara - 4:03 and 5:17
Stage combos
If you knock the opponent into a bounce pad, you can keep punch them for insane combo damage. I mean I almost managed to do do a 75% combo by activating Super then doing one punch into another punch while my friend was flailing on the bounce pads being knocked back into them. I think for characters like Tronne and Ribbon Girl, this can be pretty good due to their throws. It also give characters like the Mummy a bit more mobility. It's a good stage but can be stupid with Supers activated and when you chain your punches. (see first 40 seconds of the first match. My friend and I utilising the stage pads around us)
Super Cancels:
You can cancel into Super at any point from your punch arm. This means from startup, active, and recovery frame. You can cancel into Super on hit. You can also cancel into Super from Grab on hit and from when the animation shows you throwing the opponent.
Cancelling your opponents Super (MASSIVE SALT)!
We also found that by grabbing your opponent who is in Super mode will INSTANTLY lose their Super Mode. There were some matches were we would activate Super, nearly the next few frames get grabbed and then lose our powered up state. If you see your opponent go into Super Mode, GRAB THEM! This mechanic is a huge point to learn.
Oh and yes, you take chip damage from blocking.
There is still so much more and I'm sure I'm wrong on some stuff but you get the idea. Great game. If you're excited about ARMs, you should be. It's a game to look out