Block: Difference between revisions

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Tag: Rollback
(Basically a rewrite, adding more in-depth information about guard breaking and its relation to ARMS' damage levels)
 
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'''Blocking''' is the main defensive technique in {{game}}. It will reduce the damage dealt by a single arm to 5, but will not stop grabs. After being hit too many times, the guard will break and both the guarding players arms will be disabled for a short time. The guard will break faster if one of the guarding players arms was hit by another player's arm recently.  
'''Blocking''' is the main defensive technique in {{game}}. It will reduce the damage dealt by a single ARM to 5, but will not stop grabs. While blocking, a circular "shield" will appear in front of the fighter, featuring the fighter's own emblem in the center. The color of this shield indicates how close the block is to breaking: it appears blue when at full "health", and cycles through green, yellow, orange, and finally red as it approaches failure.
 
When an attack connects with a blocking fighter, both of the blocking fighter's ARMS take a small amount of damage. If one or both of a fighter's ARMS become temporarily disabled, the fighter cannot block at all until regaining use of the disabled ARM(S). Due to this, the "health" of a fighter's block is directly tied to the damage level of the fighter's most damaged ARM. For example, if one of the fighter's ARMS is completely undamaged, but the other ARM is heavily damaged, the fighter's block will be very close to breaking as well.


{{NavboxTechniques}}
{{NavboxTechniques}}

Latest revision as of 06:28, 6 April 2020

This page is a stub and needs more information. Please help ARMS Institute by expanding it.

Blocking is the main defensive technique in ARMS. It will reduce the damage dealt by a single ARM to 5, but will not stop grabs. While blocking, a circular "shield" will appear in front of the fighter, featuring the fighter's own emblem in the center. The color of this shield indicates how close the block is to breaking: it appears blue when at full "health", and cycles through green, yellow, orange, and finally red as it approaches failure.

When an attack connects with a blocking fighter, both of the blocking fighter's ARMS take a small amount of damage. If one or both of a fighter's ARMS become temporarily disabled, the fighter cannot block at all until regaining use of the disabled ARM(S). Due to this, the "health" of a fighter's block is directly tied to the damage level of the fighter's most damaged ARM. For example, if one of the fighter's ARMS is completely undamaged, but the other ARM is heavily damaged, the fighter's block will be very close to breaking as well.

Techniques in ARMS
Basic Moves BlockChargeDashGrabJumpPunch
Advanced Techniques