ARMS Dashboard

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The ARMS Dashboard is a ranking that lists the most successful players in Ranked Match in terms of rank and win rate, among other factors. It was added to the Japanese ARMS website in 2017, and was later made available for view in ARMS in Version 5.3.0.

The Dashboard features rankings for Worldwide, Regional, and Party Crashes. You can also view rankings for specific fighters. There's a second tab for movies, which includes categories like Tips & Techniques, Fighter Focus, and Tournament Clips.

Movies

Tips & Techniques.

  • Landing Attacks
    • In ARMS, you win when your opponent's HP falls to zero. So you need to land some hits. Try practicing on a stationary opponent to learn the ropes. Next work on curving your ARMS to hit a mobile opponent. Then work in some throws, which have a wide hit box, making them easier to land. To get some practice, check out "Punching" in Training.
  • Avoiding Attacks
    • Let's switch our focus from attacking to dodging. If you never get hit, you'll never lose! You'll also want to master the art of guarding. And don't forget that you can deflect incoming throws with a well-timed punch. To get some practice, check out "Trading punches" and "Don't get thrown" in Training.
  • The Rush Gauge
    • When your rush gauge fills up, you can unleash a rush attack! It's a chance to deal huge damage, so you want to be proactive about looking for an opening. The rush gauge fills up a little bit each time you attack, and it will also fill a bit each time you charge up or take damage. Check out "Rush practice" in Training to learn more.
  • When to Guard
    • You should always try to guard when it feels like you won't be able to avoid an incoming attack. Guarding for long enough also gives you a charge. If you take damage while guarding, dash to stop guarding and go for a counter! Keep in mind that you can't guard against throws and also that if you guard for too long, your ARMS will break. Still, even if you mostly keep it in your back pocket, it's a good idea to learn how and when to guard properly.
  • ARM Breakage
    • ARMS have only so much durability. When they're about to break, you'll see "!" pop up to let you know. Their durability will decrease when you take attacks on the extendable, defenseless portion of your arms or when guarding against enemy attacks. When an ARM breaks, you'll have reduced mobility for a short time. When an opponent has a broken ARM, that's a great chance to attack. ARM durability will repair over time, so when you see that "!" pop up, plan your next moves carefully.
  • Knockdown Recovery
    • If you input a direction while getting up from a knockdown, you'll do a roll in that direction. Try to roll to whatever position you think is most advantageous. If an opponent is aiming to hit you right out of your recovery, you can fake them out by rolling to one side but then immediately dashing in the opposite direction. You can also roll backward to get some distance from your opponent or roll forward to close in on them.
  • ARM Flight Paths
    • Broadly speaking, ARMS fall into three different basic categories based on flight path: straight, curved, and homing. Straight is the standard. You have a lot of freedom to steer them where you want, but on the other hand, steering them is entirely up to you. Curved ARMS can, well, curve around obstacles and will also target automatically. Homing ARMS are all pretty idiosyncratic. If you're finding it hard to target your opponent, you might want to experiment with ARMS with different flight paths.
  • ARM Weight
    • Different ARMS have different weights. When ARMS of the same weight collide, they'll bounce off each other. If the weights are different, the heavier ARM will deflect the lighter one and keep going. If you can grasp at a glance how the different weights work, attacking could be your greatest defense. During a rush attack, the weight of your ARMS will increase by one level. If you're using heavier ARMS than your opponent, unleashing a rush should blast through any incoming attack.
  • ARM Attributes
    • Fire guarantees a knockdown if it connects. Electric temporarily immobilizes. Wind sends opponents flying, and you can even juggle them once they're airborne. Ice freezes them in place so you can throw or bring the hammer down. Stun, well, stuns for a second, giving you a chance at a follow-up attack. Explosion will do a lot of damage over a large area, but that damage can harm you as well. Blind obscures an opponent's vision for a time. Poison slowly drains health and can add up to big damage over time.
  • Choosing ARMS Strategically
    • If you're finding you just can't win, it might be that your ARM selection isn't the best. If you want to try some new ARMS, select Get ARMS to play the ARM Getter. Once you've got some new ones, switch 'em in and try 'em in a fight. You want to have three different ARMS with good balance equipped so you'll be prepared for anything your opponent brings into battle. If you're up against someone using a Guardian and you don't have a curving ARM available, you'll be in a really tough spot.
  • One Punch at a Time
    • If you wanna rise above beginner status, you basically need to cut simple one-two punch combos and throws out of your arsenal. If you've got both ARMS out, you'll hardly be able to move your body at all. But if you're only punching with one ARM at a time, you'll keep a lot of mobility. If you're on the offensive, it's prudent to punch with only one ARM at a time. Only send out both ARMS when you see a big opening. It's also a good technique to dash when you punch. Don't just stand in the same spot!
  • No Simple Jumps
    • Jump attacks are powerful, but if your opponent dodges, you're going to be a sitting duck on the way down. So don't jump willy-nilly. Pick your spots for jump attacks. If it looks like your opponent is aiming for your landing spot, do a dash in midair to land somewhere else. Normally you can only use one air dash per jump, but some fighters are special...
  • Countering
    • When your opponent is attacking with both hands or doing simple jumps, those are great opportunities for you to counterattack a defenseless opponent. In short, an opponent's attack is your chance to counter. You should also make good use of the temporary invincibility you gain right when you start a rush attack. To get some practice, check out "Anti-jump practice" and "Trading punches" in Training.
  • Spacing
    • When you punch, the closer you are to an opponent, the slower your ARM will return to you, and the farther you are, the faster it will return. For this reason, you're not as open to counterattacks when fighting at a distance, so you can be aggressive. If you're fighting up close, it's easier to get countered, so be careful. Speeds also vary between ARMS. You want to find the spacing that works best for you and try to maintain it.
  • Rush Timing
    • If you're attacking a lot, your rush gauge is going to fill up faster. One school of thought is that when your gauge fills up, you should just use it right away. But it's also good to be flexible and think about what's going to happen in the next round. Maybe you should save it? If you're aiming to use it as a counter, repeatedly charging to build up your rush gauge can also be a good strategy.

Fighter Focus.

  • Spring Man's Fighting Style
    • Spring Man is a good all-arounder with no real weak points. He maintains charge for a long time too. Recommended for beginners. The shockwave he gives off when canceling a charge will deflect enemy attacks, so use that opening to counter. His ARMS will also stay perma-charged when he gets down to one quarter HP or less, so never give up! Use those charge attacks to pull out a victory.
  • Ribbon Girl's Fighting Style
    • Ribbon Girl is a nimble fighter, and jumps are her specialty. Use multiple jumps to dominate the air and pressure your opponent. Mix in some dive-bomb attacks by doing a long dash in the air to bewilder your opponent and keep them on their back foot. Her charges don't last as long as the average fighter's, but the dive bomb will give her a charge too, so be sure to use it. Since she's on the smaller side, she's also quite adept at dodging attacks.
  • Ninjara's Fighting Style
    • Ninjara's quick moves are a deadly part of his arsenal. His dash speed is second to none, and his air-dodge warping technique gives him an advantage in midair battles as well. Be it from the ground or the air, try to close in on opponents quickly to put yourself in a good position. Warping out of a dodge directly into a counter is one effective strategy. But that warp won't help you against a rush attack, so be careful.
  • Master Mummy's Fighting Style
    • Master Mummy is known for his thick, sturdy limbs. He can take most punches without flinching, but watch out for charge attacks. Still, being able to take some hits means you can take a certain amount of damage and still go for a counterattack. You can also recover HP while guarding, which is sure to get on opponents' nerves, baiting them into attacks that you can counter. He does the most throw damage of any fighter, so get grapplin'!
  • Min Min's Fighting Style
    • Min Min's left arm can turn into a powerful dragon. Her backflips and spin kicks stand out as well. Her kick can knock down enemy attacks and she travels a good distance while doing it, making it a good maneuver for dodging as well. But let's get back to that dragon arm. The quickest way to dragon up is by performing a backflip, but a successful throw will also do the trick. Think hard about which ARM you put on her left.
  • Mechanica's Fighting Style
    • Mechanica fights in a powerful suit she built herself. A good technique is to use her hover ability to control the distance between you and your opponent. Charge attacks and dodges are also easy to pull off from the air. And being armored means many attacks won't make her flinch. Use that highly mobile iron body to keep the pressure on your opponent.
  • Twintelle's Fighting Style
    • Twintelle is a fighter with a mysterious aura. That aura, unleashed when charging, will blunt the movement of incoming enemy ARMS, making her great at counters. Use that aura to take control of the fight. You can dodge from within her aura into a counter, but you can also switch straight into a guard. Rush attacks from within her aura almost always land. But watch out: her aura doesn't affect certain ARMS, such as the Dragon.
  • Byte & Barq's Fighting Style
    • Byte & Barq are an unusual two-in-one fighting team. Barq will punch right along with Byte, and Byte can jump on top of Barq to do a big jump that also unleashes a shockwave. Use that at strategic points, and generally try to fight at a distance. Keeping Barq up and about is key. You can also do a rush attack to team up and bring Barq back! Their movement increases when these two combine.
  • Kid Cobra's Fighting Style
    • Kid Cobra is a keen, tricky fighter. His jump distance is huge, and he's especially good at jumping to the side. Charged dashes allow him to do multiple quick steps. He can even charge-dash forward through attacks, deflecting them. Use this technique to launch a surprise attack. With charge dashes and big side jumps, you can drive an enemy crazy. He also has large, durable arms.
  • Helix's Fighting Style
    • Helix is a mysterious, stretchy fighter. He's tough to use and ideal for top-level fighters. You'll have to put in the time if you want to master him. If his body is stretched out, his attacks will always be charged, meaning he can rain down charge attacks one after the other from a high spot. But if you're about to take some explosive damage, you'll want to quickly cancel and move away. His shrinking ability can also be used to avoid attacks and is ideal for counters. Get up and get down!
  • Max Brass's Fighting Style
    • Max Brass is a fighter who can buff up big and deflect attacks with his shockwave. Executing a long charge or a throw will cause him to buff up. If you can maintain that status as long as possible, you'll be a terror. But that big body also makes you vulnerable when getting up. Use a shockwave or get some distance to counter that. Also, when your HP gets to 25 percent or less, you'll be perma-buff!
  • Lola Pop's Fighting Style
    • Lola Pop is a curious fighter with an inflatable body. She's highly versatile and, as such, is well suited for advanced players. When bounding by dashing in the air, she can repel a single incoming attack. She can also advance while guarding, and by dashing and jumping during her guard she can execute high dashes and high jumps. Try to combine lots of her different moves together to confuse your opponent.
  • Misango's Fighting Style
    • Misango is a fighter possessed by spirits. Do a long charge or guard to become possessed. Red gives you armor, blue gives you quicker dashes and jumps, and yellow increases the rate your rush gauge fills up by and increases your invulnerability after starting a rush attack. The key is being possessed by the right spirit at the right time, and you'll want to be adept at them all.
  • Springtron's Fighting Style
    • Springtron is a truly mysterious fighter. His basic fighting style is the same as a certain someone... The big bang he can let loose after a long charge is powerful enough to break an opponent's ARMS  if they're extended. Against a cautious opponent, you can feint preparing for a big bang with repeated charge attacks and regular shockwaves to confuse them. Keep in mind he's a little bit slower than Spring Man.
  • Dr. Coyle's Fighting Style
    • Dr. Coyle is a fighter who makes use of cutting-edge tech. Her movement is quite unique and will require some getting used to. Keep moving up and down, and don't give your opponent an easy target. Use stealth to change the flow of one-sided fights. The automatic stealth that kicks in when knocked down protects her during recovery. Her temporary extra arm is powerful, but you can't determine which side it will appear on. Keep this in mind when choosing her ARMS.

Tournament Clips.

  • JGP 2017 DAY 1: Quarterfinal
    • ARMS JAPAN GRAND PRIX 2017 DAY 1 Players しゃとう (as Twintelle) and がすマスク (as Kid Cobra) face off in the quarterfinals! In the second round, Twintelle using her aura to slow down her opponent's ARMS and then following that up with a rush attack is mesmerizing! And both of these players' clever strategy of throwing punches while keeping a distance from each other is very impressive!
  • JGP 2017 DAY 2: Semifinal
    • ARMS JAPAN GRAND PRIX 2017 DAY 2 Players こへう (as Ninjara) and うろん (as Helix) face off in the semifinals! Watch for when Ninjara goes for a rush attack as his opponent bounces off the trampoline after being knocked down! These players' fierce battle in the last seconds of the first round and close fight in the third round are thrilling!
  • JGP 2017 FINAL: First Round
    • ARMS JAPAN GRAND PRIX 2017 FINAL Players とうふ (as Ribbon Girl) and ポルンガ (as Kid Cobra) face off in the first round of the finals! Was ポルンガ's choice of ARMS in the second round wise? Keep your eyes peeled as you follow this high-speed match in which both players close in on each other!
  • JGP 2017 FINAL: First Round
    • ARMS JAPAN GRAND PRIX 2017 FINAL Players さるかに (as Min Min) and しんごろー (as Mechanica) face off in the first round of the finals! Watch as Mechanica skillfully maneuvers her fighting suit with precise movements! This is a thrilling match with both players only having a little HP left in each round!
  • JGP 2017 FINAL: Semifinal
    • ARMS JAPAN GRAND PRIX 2017 FINAL Players しんごろー (as Mechanica) and ジュニア (as Lola Pop) face off in the semifinals! Lola Pop takes advantage of all her moves—the high jump, high dash, and midair guard! Your heart will race till the very end as you watch this dead heat in the second round!
  • JGP 2017 FINAL: Final
    • ARMS JAPAN GRAND PRIX 2017 FINAL Players Pega (as Max Brass) and ジュニア (as Kid Cobra) fight for the crown! Max Brass's transition from his fine-tuned shockwave to pumping himself up is perfect! Good luck taking your eyes off the screen as these players fight for ultimate glory!
  • US & CA OPEN: First Round
    • ARMS US & CANADA ONLINE OPEN Players GoreMagala (as Helix) and ※Pineapple (as Kid Cobra) face off in the first round! Watch Kid Cobra utilize the Clapback to combat the intricate ARM control of Helix! And don't miss the tense third round in which both fighters stare each other down with full rush gauges!
  • US & CA OPEN: First Round
    • ARMS US & CANADA ONLINE OPEN Players Resolve (as Spring Man) and ※nobi (as Twintelle) face off in the first round! The way Twintelle seizes control of the fight after freezing her opponent is scary! But check out how Spring Man takes her on with a shock-and-throw combo!
  • US & CA OPEN: First Round
    • ARMS US & CANADA ONLINE OPEN Players Gouf (as Dr. Coyle) and MWe | Twin (as Lola Pop) face off in the first round! Both fighters make full use of their respective abilities, making for a close match! Check out the exchange right when time runs out in the first round as Dr. Coyle really puts on the pressure!
  • US & CA OPEN: First Round
    • ARMS US & CANADA ONLINE OPEN Players SirRosa (as Mechanica) and B2S¤Gryff (as Dr. Coyle) face off in the first round! Dr. Coyle brings a quick and light Skully ARM to bear on heavyweight Mechanica! With the poison eating away at her, will her armor allow her to endure?
  • US & CA OPEN: Semifinal
    • ARMS US & CANADA ONLINE OPEN Players ※Pineapple (as Kid Cobra) and Resolve (as Spring Man) face off in the semifinals! Kid Cobra rains down attacks from the air, while Spring Man keeps the battle on the ground! Backed into a corner, can Spring Man pull out a come-from-behind victory? Don't miss round one!
  • US & CA OPEN: Final
    • ARMS US & CANADA ONLINE OPEN Players B2S¤Gryff (as Dr. Coyle) and Resolve (as Spring Man) face off in the finals! In a battle to settle who's the biggest and baddest, these two pull out every technique in the book! You won't want to miss the climax in the third round!

Gallery

In-Game Screenshots

Names in other languages

Language Name Meaning
 Chinese (Traditional) 訊息中心
Seunsīk Jūngsām
Information Center
 Chinese (Simplified) 信息中心
Xìnxī Zhōngxīn
Information Center
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