Advanced Techniques

Advanced Techniques are little tricks or quirks that are in the game to enhance certain maneuvers, but may not be that well known or flat out said within the game. Please note that the names of these techniques may not be official, and are used primarily to give a name behind them to identify them eaiser.

Shield Parrying
When guarding there is a small trick to give the player a small speed boost when leaving a guard. Once an ARM hits your shield, if you press either the dash button or the jump button a little bit late (we're talking about a fraction of a second here) after an ARM hits, the shield will disappear and pink sparks will fly out indicating you did a Shield Parry. When this happens, whatever direction the control stick or the Joy-Cons (if using motion controls) are facing will make you dash in that direction (if using the dash button). If the jump button is used, then it'll make you jump into the air quickly, though jumping from a Shield Parry is a bit harder to pull off.

Grab Expansion
You can actually increase the length of a grab attack, making it so the green bar that stretches between your two ARMS is wider. If using motion controls: tilt the tops of Joy-Cons away from each other either before or while moving both Joy-Cons when preforming a grab attack. If using button controls: tilt the left and right control sticks away from each other either before or while pressing both punch buttons when preforming a grab attack.

ARM Retraction
Say you just threw an ARM out (and it doesn't hit anything), normally you'd have to wait a second more or less (depending on which ARM you're using) for that ARM to come back to be usable again. If you press the dash or jump button at the very end of the ARM's flight when it's about to normally come back, it will come back much faster compared to just standing still and waiting for the ARM to come back normally.

Air Damaging
You can actually do more damage to your opponent if they're air born despite being in their knocked down animation. If you time a punch just right so that your opponent bounces off of a trampoline, is in the air thanks to a charged wind type ARM, or is generally in the air long enough from getting knocked down, you can hit them again for an additional 20 damage. It doesn't just have to be a singular punch, you can preform a Rush attack while they're air born and they'll be subjected to the full attack.