Clapback: Difference between revisions
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The Clapback is a shield-type ARM that reflects opponents' ARMS back towards them. When charged, it charges the reflected ARMS as well. These can hit the opponent and deal the same damage to them as normal. When hit, the network of blue energy on the face of the ARM begins to turn red and deplete, eventually breaking. | The Clapback is a shield-type ARM that reflects opponents' ARMS back towards them. When charged, it charges the reflected ARMS as well. These can hit the opponent and deal the same damage to them as normal. When hit, the network of blue energy on the face of the ARM begins to turn red and deplete, eventually breaking. | ||
Similarly to the Guardian, 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). Furthermore, whilst the Clapback is out, the player cannot block until it is retracted, leaving them open to a [[Grab]]. Unlike the | Similarly to the [[Guardian]], 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). Furthermore, whilst the Clapback is out, the player cannot [[block]] until it is retracted, leaving them open to a [[Grab]]. Unlike the Guardian, the Clapback will not move towards their target automatically when thrown out. Instead, they will remain stationary until they either run out of energy by being hit too many times, hit an opponent or are punched with again which triggers their homing attack. | ||
The Clapback can guard against a Rush attack, however, it is unlikely to last long against the sustained period for which a Rush lasts. | The Clapback can guard against a [[Rush]] attack, however, it is unlikely to last long against the sustained period for which a Rush lasts. | ||
When using a Rush attack, the Clapback grows in size (increased ARM girth) and quickly rams into an opponent, dealing around 200-300 damage. It cannot be destroyed in this period. | When using a Rush attack, the Clapback grows in size (increased ARM girth) and quickly rams into an opponent, dealing around 200-300 damage. It cannot be destroyed in this period. |
Revision as of 02:03, 30 April 2019
Clapback | |
---|---|
Type | Shield |
Attribute | Null |
Weight | Heavy |
Default Fighter | Lola Pop |
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 an 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 charged, it charges the reflected ARMS as well. These can hit the opponent and deal the same damage to them as normal. When hit, the network of blue energy on the face of the ARM begins to turn red and deplete, eventually breaking.
Similarly to the Guardian, 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). Furthermore, whilst the Clapback is out, the player cannot block until it is retracted, leaving them open to a Grab. Unlike the Guardian, the Clapback will not move towards their target automatically when thrown out. Instead, they will remain stationary until they either run out of energy by being hit too many times, hit an opponent or are punched with again which triggers their homing attack.
The Clapback can guard against a Rush attack, however, it is unlikely to last long against the sustained period for which a Rush lasts.
When using a Rush attack, the Clapback grows in size (increased ARM girth) and quickly rams into an opponent, dealing around 200-300 damage. It cannot be destroyed in this period.
Technical data
Damage
Clapback | |||||||||
---|---|---|---|---|---|---|---|---|---|
Normal | Plus | ||||||||
Uncharged | 80 | 90 | |||||||
Charged | 80 | 90 | |||||||
Rush | 150 (5 total hits) | 150 (5 total hits) |
Frame data
Clapback | |||||
---|---|---|---|---|---|
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 |
---|---|---|---|
You won a battle as Master Mummy using the Clapback. You were a wall! |
30 | File:Badge-LlGSmIbXpEdhQrIbtzT4N-nDOhmSIMV0.png | 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? |
30 | File:Badge-RandomPurple.png | Win a match with Guardian and Clapback equipped. |
Gallery
-
The Clapback in use.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | キックバック Kikkubakku |
Kickback |
Spanish | Escudo Pop | Pop Shield |
Version history
Version history | ||
---|---|---|
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. |
Trivia
- If a Clapback is rotating when in the ring, then it has been charged.