ARMS (equipment): Difference between revisions

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(Grammatical error in Russian. Changed from Особый свойство (Osobyy svoystvo) to Особое (Osoboye))
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''This article is about the glove-like weapons. For other uses, see [[ARMS (disambiguation)]].''
''This article is about the glove-like weapons. For other uses, see [[ARMS (disambiguation)]].''


'''ARMS''' are weapons worn on a fighter's extendable limbs (also known as [[ARMS (extendable)|ARMS]]), in the same way a boxer wears gloves. There are many different ARMS available to [[fighters]]; a fighter may have two different ARMS equipped at once and may switch ARMS between their chosen three at the start of each round. Each fighter has three ARMS available from the start. All ARMS can be used on any fighter by unlocking them through the [[ARM Getter]]. Fighters can charge their ARMS by holding jump, dash, or block. Charging ARMS will, for a short period of time, both increase their attack power, and activate any [[#Attributes|attributes]] they may have. [[Spring Man]], [[Min Min]], [[Max Brass]], and [[Springtron]] all have abilities which, while active, allow their ARMS to stay permanently charged.
'''ARMS''' are weapons worn on a fighter's extendable limbs (also known as [[ARMS (extendable)|ARMS]]), in the same way a boxer wears gloves. There are many different ARMS available to [[fighters]]; a fighter may have two different ARMS equipped at once and may switch ARMS between their chosen three at the start of each round. Each fighter has three ARMS available from the start. All ARMS can be used on any fighter by unlocking them through the [[ARM Getter]]. Fighters can charge their ARMS by holding jump, dash or block. Charging ARMS will, for a short period of time, both increase their attack power, and activate any [[#Attributes|attributes]] they may have. [[Spring Man]], [[Min Min]], [[Max Brass]] and [[Springtron]] all have abilities which, while active, allow their ARMS to stay permanently charged.


ARMS belong to one of at least nine different '''types''', possess one of eight different '''attributes''', and have three different '''weight classes''', coming down to an astounding 324 different combinations.
ARMS belong to one of at least thirteen different '''types''', possess one of nine different '''attributes''', and have three different '''weight classes'''.


== Types ==
== Types ==
''(Note: these names may not be official.)''
''(Note: Beam, Hammer, Missile, Nunchuck, Bouncy, Umbrella and Unique are not official names.)''
* '''Curve''' ARMS fly in a wide arc from their starting position before returning. Their trajectory can be modified significantly by curving them.
* '''Curve''' ARMS fly in a wide arc from their starting position before returning. Their trajectory can be modified significantly by curving them.
* '''Glove''' ARMS function like basic boxing gloves. By default, they travel in a straight linear path but can be curved. How steep the curve can be depends on the glove.  
* '''Glove''' ARMS function like basic boxing gloves. By default, they travel in a straight linear path but can be curved. How steep the curve can be depends on the glove.  
* '''Hammer''' ARMS are similar to Heavy ARMS, but slam downwards at the end of its flight rather than continue flying forward.
* '''Hammer''' ARMS are similar to Heavy ARMS, but slam downwards at the end of their flight rather than continue flying forward.
* '''Heavy''' ARMS work similarly to Glove type ARMS; however, they are bigger, heavier, slower, and do more damage. They can also be used to block enemy attacks.
* '''Heavy''' ARMS work similarly to Glove type ARMS; however, they are bigger, heavier, slower and do more damage. They can also be used to block enemy attacks.
* '''Multi-Shot''' ARMS fire many small projectiles at once, and are therefore harder to evade than other types, but are generally light and can be knocked down by most other ARMS.
* '''Multi-Shot''' ARMS fire many small projectiles at once, and are therefore harder to evade than other types, but are generally light and can be knocked down by most other ARMS.
* '''Whip''' ARMS that can be sent in many different angles to hit your opponent. They have a slight delay before hitting so they are best used for predicting where your opponent is going.  
* '''Whip''' ARMS can be sent in many different angles to hit an opponent. They have a slight delay before hitting so they are best used for predicting where your opponent is going.  
* '''Missile''' ARMS that have a homing property. Cannot be controlled while flying.
* '''Missile''' ARMS have a homing property. They cannot be controlled while flying.
* '''Beam''' ARMS fire a beam that can sweep left or right when curved.
* '''Beam''' ARMS fire a beam that can sweep left or right when curved.
* '''Shield''' ARMS move slowly and can block multiple hits before retracting.
* '''Shield''' ARMS move slowly and can block multiple hits before retracting.
* '''Nunchuck''' ARMS have two methods of attacking depending on if the attack is used in the air or on the ground. They also have above average homing.
* '''Nunchuck''' ARMS have two methods of attacking depending on if the attack is used in the air or on the ground. They also have above average homing.
* '''Umbrella''' ARMS have their speed change depending on proximity to the opponent. They also have considerable homing ability and large hitboxes.
* '''Umbrella''' ARMS change speed depending on proximity to the opponent. They also have considerable homing ability and large hitboxes.
* '''Bouncy''' ARMS are similar to Heavy ARMS, but bounce up and down on the way to the enemy. The height of the bounces can be modified by leaning the joystick backwards. These ARMS can potentially jump over your opponent’s ARMS.
* '''Unique''' ARMS have their own abilities that are not shared with any other ARMS.
* '''Unique''' ARMS have their own abilities that are not shared with any other ARMS.


== Attributes ==
== Attributes ==
There are eight attributes in [[ARMS (game)|ARMS]] as well as a "Null" or No Attribute option. The attribute of an ARM will kick in after it is charged. When a fighter is hit by an ARM with an attribute, they will undergo a specific status effect, and in all cases except [[Blind]], they will be surrounded by an effect of a color corresponding to that attribute. Note that Null ARMS gain certain effects when charged as well, but these effects vary. [[Poison]] was added in [[Version 4.0.0]].
There are eight attributes in [[ARMS (game)|ARMS]], nine if including "Null", or No Attribute. The attribute of an ARM is only effective when it is charged. When a fighter is hit by an ARM with an attribute, they will experience the status effect corresponding to that attribute, and in all cases except [[Blind]], they will be surrounded by an effect of a color to show this. Note that Null ARMS gain certain effects when charged as well, but these effects vary and do not involve attribute status effects. [[Poison]] was added in [[Version 4.0.0]], while all of the other attributes were in the game since launch.
{|
{|
|-
|-
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== List of ARMS ==
== List of ARMS ==
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
! Name !! class="unsortable" | Image !! Type !! Attribute !! Weight !! Default Fighter !! class="unsortable" | Brand
! Name !! class="unsortable" | Image !! Type !! Attribute !! Weight !! Default Fighter !! class="unsortable" | Brand
{{ARMSTableRow|Toaster|Glove|Fire|Medium|Spring Man|brand1}}
{{#cargo_query:tables=ARMS
{{ARMSTableRow|Boomerang|Curve|Wind|Medium|Spring Man|brand2}}
|fields=ARMS.name, ARMS.type, ARMS.attribute, ARMS.weight, ARMS.fighter, ARMS.brand
{{ARMSTableRow|Tribolt|Multi-Shot|Stun|Light|Spring Man|brand1}}
|format=template
{{ARMSTableRow|Sparky|Glove|Electric|Medium|Ribbon Girl|brand1}}
|template=ARMSTableRow
{{ARMSTableRow|Popper|Multi-Shot|Wind|Light|Ribbon Girl|brand3}}
}}
{{ARMSTableRow|Slapamander|Whip|Fire|Medium|Ribbon Girl|brand1}}
{{ARMSTableRow|Chakram|Curve|Stun|Medium|Ninjara|brand4}}
{{ARMSTableRow|Buff|Glove|None|Medium|Ninjara|brand1}}
{{ARMSTableRow|Triblast|Multi-Shot|Explosion|Light|Ninjara|brand1}}
{{ARMSTableRow|Megaton|Heavy|None|Heavy|Master Mummy|brand5}}
{{ARMSTableRow|Retorcher|Multi-Shot|Fire|Light|Master Mummy|brand6}}
{{ARMSTableRow|Phoenix|Curve|Fire|Medium|Master Mummy|brand7}}
{{ARMSTableRow|Dragon|Beam|Fire|Medium|Min Min|brand7}}
{{ARMSTableRow|Megawatt|Heavy|Electric|Heavy|Min Min|brand5}}
{{ARMSTableRow|Ramram|Curve|Fire|Medium|Min Min|brand4}}
{{ARMSTableRow|Revolver|Multi-Shot|Electric|Light|Mechanica|brand6}}
{{ARMSTableRow|Whammer|Hammer|Stun|Heavy|Mechanica|brand5}}
{{ARMSTableRow|Homie|Missile|Explosion|Medium|Mechanica|brand7}}
{{ARMSTableRow|Chilla|Glove|Ice|Medium|Twintelle|brand1}}
{{ARMSTableRow|Parasol|Umbrella|Wind|Medium|Twintelle|brand3}}
{{ARMSTableRow|Thunderbird|Curve|Electric|Medium|Twintelle|brand7}}
{{ARMSTableRow|Seekie|Missile|Electric|Medium|Byte & Barq|brand7}}
{{ARMSTableRow|Cracker|Multi-Shot|Fire|Light|Byte & Barq|brand3}}
{{ARMSTableRow|Bubb|Glove|None|Medium|Byte & Barq|brand1}}
{{ARMSTableRow|Slamamander|Whip|Wind|Medium|Kid Cobra|brand1}}
{{ARMSTableRow|Hydra|Multi-Shot|Fire|Light|Kid Cobra|brand6}}
{{ARMSTableRow|Coolerang|Curve|Ice|Medium|Kid Cobra|brand2}}
{{ARMSTableRow|Blorb|Heavy|Blind|Heavy|Helix|brand8}}
{{ARMSTableRow|Ice Dragon|Beam|Ice|Medium|Helix|brand7}}
{{ARMSTableRow|Guardian|Shield|Electric|Heavy|Helix|brand7}}
{{ARMSTableRow|Nade|Glove|Explosion|Medium|Max Brass|brand1}}
{{ARMSTableRow|Roaster|Glove|Fire|Medium|Max Brass|brand1}}
{{ARMSTableRow|Kablammer|Hammer|Explosion|Heavy|Max Brass|brand5}}
{{ARMSTableRow|Funchuk|Nunchuck|Stun|Medium|Lola Pop|brand1}}
{{ARMSTableRow|Biffler|Multi-Shot|Blind|Light|Lola Pop|brand6}}
{{ARMSTableRow|Clapback|Shield|None|Heavy|Lola Pop|brand6}}
{{ARMSTableRow|Scorpio|Unique|Poison|Medium|Misango|brand7}}
{{ARMSTableRow|Glusher|Heavy|Poison|Heavy|Misango|brand8}}
{{ARMSTableRow|Skully|Unique|Poison|Light|Misango|brand7}}
{{ARMSTableRow|Lokjaw|Unique|Explosion|Heavy|Dr. Coyle|brand8}}
{{ARMSTableRow|Parabola|Umbrella|Electric|Medium|Dr. Coyle|brand8}}
{{ARMSTableRow|Brrchuk|Nunchuck|Ice|Medium|Dr. Coyle|brand8}}
|}
|}


Beam, Hammer, Missile, Nunchuck, Umbrella, and Unique are not official type names for ARMS.
[[Max Brass]]'s default ARMS--the [[Nade]], [[Roaster]] and [[Kablammer]]--were released as part of [[Version 2.0.0]]. <br>
 
[[Lola Pop]]'s default ARMS--the [[Biffler]], [[Funchuk]] and [[Clapback]]--were released as part of [[Version 3.0.0]].<br>
[[Max Brass]]'s default ARMS--the [[Nade]], [[Roaster]], and [[Kablammer]]--were released as part of [[Version 2.0.0]]. <br>
[[Misango]]'s default ARMS--the [[Scorpio]], [[Glusher]] and [[Skully]]--were released as part of [[Version 4.0.0]].<br>
[[Lola Pop]]'s default ARMS--the [[Biffler]], [[Funchuk]], and [[Clapback]]--were released as part of [[Version 3.0.0]].<br>
[[Misango]]'s default ARMS--the [[Scorpio]], [[Glusher]], and [[Skully]]--were released as part of [[Version 4.0.0]].<br>
[[Dr. Coyle]]'s default ARMS-- the [[Lokjaw]], [[Parabola]] and [[Brrchuk]]-- were released as part of [[Version 5.0.0]].
[[Dr. Coyle]]'s default ARMS-- the [[Lokjaw]], [[Parabola]] and [[Brrchuk]]-- were released as part of [[Version 5.0.0]].


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''Main article: [[ARM Getter]]''
''Main article: [[ARM Getter]]''
[[File:Switch arms armgetter.jpg|thumb|right|The ARMS Getter training stage.]]
[[File:Switch arms armgetter.jpg|thumb|right|The ARMS Getter training stage.]]
ARM Getter is a single-player training stage that allows the player to acquire new ARMS. Players earn ARMS by hitting a number of reward boxes within a certain time limit. Players may pay {{Token}}30 for a short timer, {{Token}}100 for a medium timer, or {{Token}}200 for a long timer.
ARM Getter is a single-player training stage that allows the player to acquire new ARMS. Players earn ARMS by hitting a number of reward boxes within a certain time limit. Players may pay {{Token}}30 for a short timer, {{Token}}100 for a medium timer or {{Token}}200 for a long timer.


==Plus ARMS==
==Plus ARMS==
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When an ARM receives the Plus Bonus, its base damage and charged damage increases by 10 points. For example, a regular [[Buff]] ARM does 90 damage uncharged and 100 damage charged, while a [[Buff]] Plus ARM does 100 damage uncharged and 110 damage charged. There is also a secondary attribute specifically for "generally" '''heavy''' type ARMS, where, if equipped, the fighter does their base grab damage plus 5 additional points. This effect stacks if the fighter uses two Plus '''heavy''' ARMS, meaning if [[Spring Man]] (whose base grab damage is 150) was to equip two [[Megaton]] Plus ARMS his new grab damage would be 160.  
When an ARM receives the Plus Bonus, its base damage and charged damage increases by 10 points. For example, a regular [[Buff]] ARM does 90 damage uncharged and 100 damage charged, while a [[Buff]] Plus ARM does 100 damage uncharged and 110 damage charged. There is also a secondary attribute specifically for "generally" '''heavy''' type ARMS, where, if equipped, the fighter does their base grab damage plus 5 additional points. This effect stacks if the fighter uses two Plus '''heavy''' ARMS, meaning if [[Spring Man]] (whose base grab damage is 150) was to equip two [[Megaton]] Plus ARMS his new grab damage would be 160.  
The ARMS that receive this grab damage bonus are as follows: [[Megaton]], [[Megawatt]], [[Whammer]], [[Guardian]], [[Kablammer]], [[Clapback]], and [[Lokjaw]]. All other ARMS in the game just receive a damage increase.  
The ARMS that receive this grab damage bonus are as follows: [[Megaton]], [[Megawatt]], [[Whammer]], [[Guardian]], [[Kablammer]], [[Clapback]] and [[Lokjaw]]. All other ARMS in the game just receive a damage increase.  
There's also another effect where the overall performance of an ARM is enchanced; for example, the time it takes an ARM to retract back to the fighter may be decreased.
There's also another effect where the overall performance of an ARM is enchanced; for example, the time it takes an ARM to retract back to the fighter may be decreased.


==Trivia==
==Trivia==
*Interestingly, in the metadata for the official ARMS site, the Electric, Ice, Explosion, Stun, Blind, and Poison attributes are referred to as "lightning," "cold," "explosive," "energy," "psychic," and "skull," respectively.
*Interestingly, in the metadata for the official ARMS site, the Electric, Ice, Explosion, Stun, Blind and Poison attributes are referred to as "lightning," "cold," "explosive," "energy," "psychic" and "skull," respectively.
*On the Japanese ARMS official website, there is a symbol for ARMS that have no attribute. It represented by a white '''無'''(mu)kanji, that means null or nothing.
*On the Japanese ARMS official website, there is a symbol for ARMS that have no attribute. It represented by a white '''無''' (mu) kanji, that means null or nothing.
*The game's files include some extra unused ARM Types, these are: 'Blade', 'Swatter', 'Yo-Yo', 'Mortar', 'Snake', 'Hand', 'Sky Shotgun', 'Spread', 'Sword', 'Cutter', and 'Pile'
*The game's code makes reference to four types of electric "tiers" for the electric attribute: 'ThunderWeak', 'Thunder', 'ThunderStrong, and 'ThunderLong'.
*The game refers to the Lokjaw as an explosion attribute ARM, but internally it is referred to as an 'Ashura' ARM.


==Names in other languages==
==Names in other languages==
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|GerM = ARMS
|GerM = ARMS
|Ita  = ARMA
|Ita  = ARMA
|ItaM = ARM
|ItaM = WEAPON
|Rus  = Оружие
|Rus  = Оружие
|RusR = Oruzhiye
|RusR = Oruzhiye
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