Glossary

This is a page of various terms used within the game and its community, referring to various game mechanics, abilities, and techniques.

Game-Specific Terms

 * ARMS - The name of the very game in question, as well as the various gloves each fighter can be equipped with.


 * ARM Weight - There are three levels of weight: Light, medium, and heavy. When two ARMS hit each other while extending, the lighter one gets knocked down. Both are knocked down if they have the same weight.


 * ARM Attribute/Element - An additional effect to an ARM's punch that is activated while a fighter has charge. Some ARMS have no specific attribute, and their properties while charged are totally unique.


 * Insta-Counter


 * Rush Farming


 * Rush Juggle


 * Dash Hop


 * Tap Dash - A partial dash where the button is released early, causing the fighter to gain no charge and travel less distance but exiting out of the dash sooner and causing their ARMS to lag behind less.


 * Yabuki Combo


 * ARM Cancel


 * Extension


 * Retraction


 * Charge


 * Constant Charge


 * Perma-Charge - A state in which a fighter's ARMS are charged for the rest of the round.


 * Heavyweight

Character-Specific Terms

 * Shockwave/Deflect


 * Warp


 * Actress Aura/Starstruck


 * Tower Mode


 * Puddle


 * Big Bang - Springtron's signature move, a huge blast that comes out after fully charging. This disables all extending ARMS within its radius, and grants Springtron a ten second buff of constant charge and increased movement speed and distance. This ability takes a full second to activate and afterwards Springtron is left completely vulnerable for half a second.

General Terms

 * Hitbox - A technical term for an area of collision for any attack that causes damage to a fighter who touches it.


 * Hurtbox - An area of collision attached to the fighter that causes them to take damage and enter hitstun when touching a hitbox.


 * Frame - A unit of time based on the internal clock a game runs by. As an animation plays, it changes a frame at a time.


 * Active Frame The point of time during an animation in which a hitbox is capable of interacting with other areas of collision.


 * Recovery Frame - A period of time after a hitbox is no longer active in which the player must wait for the move's animation to finish before using it again.


 * Punish


 * Guard/Block - A defensive state that heavily reduces damage and prevents hitstun from attacks, in exchange for being unable to perform any action.


 * Parry


 * Grab - An attack with special properties that bypasses a block and allows the user to force their opponent into a new position.


 * Knockdown - Certain attacks cause fighter to become knocked to the floor, interrupting all action but also making them temporarily incapable of taking damage.


 * Wakeup - After getting knocked down, a fighter must eventually stand back up and return to neutral. The player can decide to roll to change their position and avoid attacks as they get back up.


 * Okiseme/Oki - An action performed when a character is getting up from a knockdown state, designed to pressure them and/or restrict their options.


 * Meaty


 * Unblockable


 * Guard Break


 * Anti-Air


 * Trade


 * Clash - When two active hitboxes collide, canceling each other out.


 * Hitstun


 * Invincibility Frames/I-Frames


 * Armor/Super Armor


 * Turtling


 * Neutral


 * Mixup


 * Pressure


 * Rushdown


 * Zoning


 * Whiff


 * Chip Damage


 * Juggle


 * Poke


 * Magic Pixel


 * Buffer


 * Tech - An advanced technique found by players that grants a character or ARM addition tools in battle.