Dash: Difference between revisions
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Ground dashing is the fastest form of ground movement given to all characters in ARMS. It is performed by pressing the dash button and moving in any direction. Dash buttons by default are the Y Button/Left Button for Dual-stick Grips/Sideways Joycon respectively, or the L Button for Thumbs-up Grip. | Ground dashing is the fastest form of ground movement given to all characters in ARMS. It is performed by pressing the dash button and moving in any direction. Dash buttons by default are the Y Button/Left Button for Dual-stick Grips/Sideways Joycon respectively, or the L Button for Thumbs-up Grip. | ||
While dashing on the ground, characters can punch, jump, and grab. Blocking cannot be done while dashing. Also, | While dashing on the ground, characters can punch, jump, and grab. Blocking cannot be done while dashing. Also, the player cannot change the trajectory of the dash once they choose the direction. | ||
If the dash button is held and the character has not punched, jumped, or grabbed, after the dash is done, the character will lunge a bit further, then enter a charging animation to charge up both ARMS. During the charge animation, the character will stand still and can only punch, jump, or grab until either the charging animation finishes or the dash button is released. | If the dash button is held and the character has not punched, jumped, or grabbed, after the dash is done, the character will lunge a bit further, then enter a charging animation to charge up both ARMS. During the charge animation, the character will stand still and can only punch, jump, or grab until either the charging animation finishes or the dash button is released. | ||
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===Air Dash=== | ===Air Dash=== | ||
Air dashing is done by dashing while in the air. During the air dash, characters can punch and grab. Like ground dashing, | Air dashing is done by dashing while in the air. During the air dash, characters can punch and grab. Like ground dashing, the player cannot change the character's trajectory once it starts. It is possible to air dash again if the character stays in the air for a long enough time, however, this window is so large that it can only be done if the character jumps from a bouncy surface or from higher ground. Because of this, a regular jump on even terrain will permit only one air dash to be used before hitting the ground. | ||
Air dashing will cause the character to lose all downward momentum for the duration, essentially stalling their descent to the ground. | Air dashing will cause the character to lose all downward momentum for the dash's duration, essentially stalling their descent to the ground. | ||
Just like ground dashing, if the dash button is held while air dashing and the character lands, they will enter their charging animation where they will only be able to punch, jump, or grab until either the charging animation ends, or the dash button is released. | Just like ground dashing, if the dash button is held while air dashing and the character lands, they will enter their charging animation where they will only be able to punch, jump, or grab until either the charging animation ends, or the dash button is released. |
Revision as of 01:22, 20 November 2017
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A dash is a form of ground movement in ARMS. It is faster than regular walking.
Basic Dashes
Ground Dash
Ground dashing is the fastest form of ground movement given to all characters in ARMS. It is performed by pressing the dash button and moving in any direction. Dash buttons by default are the Y Button/Left Button for Dual-stick Grips/Sideways Joycon respectively, or the L Button for Thumbs-up Grip.
While dashing on the ground, characters can punch, jump, and grab. Blocking cannot be done while dashing. Also, the player cannot change the trajectory of the dash once they choose the direction.
If the dash button is held and the character has not punched, jumped, or grabbed, after the dash is done, the character will lunge a bit further, then enter a charging animation to charge up both ARMS. During the charge animation, the character will stand still and can only punch, jump, or grab until either the charging animation finishes or the dash button is released.
Dash speeds vary from character to character, but the ground dash time is the same for all characters, 25 frames.
Air Dash
Air dashing is done by dashing while in the air. During the air dash, characters can punch and grab. Like ground dashing, the player cannot change the character's trajectory once it starts. It is possible to air dash again if the character stays in the air for a long enough time, however, this window is so large that it can only be done if the character jumps from a bouncy surface or from higher ground. Because of this, a regular jump on even terrain will permit only one air dash to be used before hitting the ground.
Air dashing will cause the character to lose all downward momentum for the dash's duration, essentially stalling their descent to the ground.
Just like ground dashing, if the dash button is held while air dashing and the character lands, they will enter their charging animation where they will only be able to punch, jump, or grab until either the charging animation ends, or the dash button is released.