Clapback: Difference between revisions
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* If a Clapback is rotating when in the ring, then it has been charged. | * If a Clapback is rotating when in the ring, then it has been charged. | ||
* The beam from Dragon type ARMS and the fireball from [[Lokjaw]] are completely immune to the Clapback reflect properties. | * The beam from Dragon type ARMS and the fireball from [[Lokjaw]] are completely immune to the Clapback reflect properties. | ||
* Clapback has its beta model intact in the files of Version 1.0 | |||
{{NavboxARMS}} | {{NavboxARMS}} |
Revision as of 01:25, 11 September 2023
Clapback | |
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Type | Shield |
Attribute | ![]() |
Weight | Heavy |
Default Fighter | ![]() |
Brand | ![]() |
The Clapback is a Shield-type ARMS weapon in ARMS. It was introduced in Version 3.0.0, and is one of the default ARMS for Lola Pop.
Description
Appearance
The Clapback appears as a red and black shield that expands when deployed to reveal a net of blue energy.
Function
"It's finally here–a shield that repels ARMS! Any attack that hits this puppy ricochets back at an opponent. How'd we ever live without it?" —Official Description
- The Clapback is a shield-type ARM that reflects opponents' ARMS back towards them.
- When uncharged, reflected ARMS will return as they hit the shield, being uncharged or charged.
- When charged, reflected ARMS will always be charged when they reflect back.
- The Clapback requires two punches before retracting. The first punch will send the Clapback out a set distance and the second will make them move quickly towards their target and ram them (a homing attack).
- Unlike the Guardian, the Clapback will not move towards their target automatically when thrown out. Instead, they will remain stationary.
- The Clapback will remain active for approximately 3 seconds before it runs out of energy and retracts, duration decreases when it is punched by opponents. It will also retract if the ARM itself hits an opponent or the second stage homing attack it triggered.
- The Clapback can guard against a Rush attack, however, it is unlikely to last long against the sustained period for which a Rush lasts.
- A Rush sends the shield forward as it opens up then it quickly rams into an opponent, dealing multiple hits; weight class of the projectiles is increased to Super Heavy for the duration of the attack.
Technical data
Damage
Clapback | |||||||||
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Normal | Plus | ||||||||
Uncharged | 80 | 90 | |||||||
Charged | 80 | 90 | |||||||
Rush | 150 (5 total hits) | 150 (5 total hits) |
Frame data
Clapback | |||||
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Standard | Grounded | Aerial | |||
Extension speed | Retraction speed | Extension speed | Retraction speed | ||
Max duration (uncharged) | 228 frames (3.8 sec. approx) | 11 frames (0.18 sec. approx) | 228 frames (3.8 sec. approx) | 11 frames (0.18 sec. approx) | |
Max duration (uncharged) [Thrust] | 43 frames (0.72 sec. approx) | 15 frames (0.25 sec. approx) | 43 frames (0.72 sec. approx) | 15 frames (0.25 sec. approx) | |
Max duration (charged) | 228 frames (3.8 sec. approx) | 11 frames (0.18 sec. approx) | 228 frames (3.8 sec. approx) | 11 frames (0.18 sec. approx) | |
Max duration (charged) [Thrust] | 43 frames (0.72 sec. approx) | 15 frames (0.25 sec. approx) | 43 frames (0.72 sec. approx) | 15 frames (0.25 sec. approx) | |
Grab | Grounded | Aerial | |||
Extension speed | Retraction speed | Extension speed | Retraction speed | ||
Max duration (uncharged) | 67 frames (1.12 sec. approx) | 28 frames (0.47 sec. approx) | 69 frames (1.15 sec. approx) | 28 frames (0.47 sec. approx) | |
Max duration (charged) | 65 frames (1.08 sec. approx) | 28 frames (0.47 sec. approx) | 68 frames (1.13 sec. approx) | 28 frames (0.47 sec. approx) | |
Rush | Grounded | Aerial | |||
Extension speed | Retraction speed | Extension speed | Retraction speed | ||
Max duration | 84 frames (1.4 sec. approx) | 27 frames (0.45 sec. approx) | 85 frames (1.42 sec. approx) | 27 frames (0.45 sec. approx) |
Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.
Note: All frame data shown is tested using Spring Man.
Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.
Note: All frame data is used consisting of the ARMS weapon being in both hands. Note: The retraction speeds for the thrusts are the minimum amount. Note: Cancelling the Clapback takes 21 frames (0.35 sec. approx) .
Related Badges
- Main article: Badge Stash
Description | Reward | Design | Unlock Criteria |
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You won a battle as Master Mummy using the Clapback. You were a wall! |
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Defeat an opponent using Master Mummy equipped with the Clapback on at least one ARM. |
You won a fight using Guardian and Clapback! They say the best offense is a good defense. But who are...they? |
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Win a match with Guardian and Clapback equipped. |
You've punched with a Clapback 1,000 times. Clap, clap, clap! |
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Punch 1,000 times with the Clapback. |
Gallery
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The Clapback in use.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | キックバック Kikkubakku |
Kickback |
Chinese (Traditional) | 盾反拳 Téuhnfáan Kyùhn |
Reversing Shield Fist |
Chinese (Simplified) | 盾反拳 Dùnfǎn Quán |
Reversing Shield Fist |
Spanish | Escudo Pop | Pop Shield |
Version history
Version history | ||
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3.0.0 | Added to game. | |
3.1.0 | ▼ Decreased Rush attack damage. | |
3.2.0 | Fixed multiple online play issues. | |
4.0.0 | ▼ Decreased maximum reflection angle. | |
4.1.0 | ▼ Decreased speed of direction changes during rush attacks. | |
5.0.1 | ▼ Decreased expansion rate when extending. ▼ Decreased maximum reflection angle. | |
5.2.0 | ▼ Decreased retraction speed. ▼ Decreased time until automatic retraction after placement. | |
5.4.0 | ▲ Increased expansion rate while extending. ▲ Increased expansion rate for charge attacks. |
Trivia
- If a Clapback is rotating when in the ring, then it has been charged.
- The beam from Dragon type ARMS and the fireball from Lokjaw are completely immune to the Clapback reflect properties.
- Clapback has its beta model intact in the files of Version 1.0