Charge

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Charge is a technique in ARMS that temporarily powers up a fighter’s ARMS, enabling their equipped weapons to activate their attributes. Charge can be gained through universal actions shared by all fighters or through character-specific mechanics.

Charge lasts for a short period of time and ends when the fighter’s ARM is disabled, when they are knocked down, or when certain character-specific conditions expire. Fighters also cannot gain charge while affected by the Ice attribute.

Universal Methods of Charging

Dash

Performing a grounded dash or air dash will charge the fighter’s ARMS for a brief period.

Jump

Landing after a jump grants charge.

Block

Blocking charges ARMS after a short delay. This provides a consistent way to gain charge without movement.

Character Specific Charges

Spring Man

  • Releasing a prematurely cancelled charge from a dash, air dash, or jump creates a short-duration deflect ring (shockwave/deflect) that nullifies incoming punches.
  • At low health (25% or less), Spring Man passively maintains charged ARMS. This passive charge only ends if Spring Man is afflicted by the Ice status effect. His deflect still requires manual charging and is not activated by his passive low-health charge.

Min Min

  • A full charge gained through a dash, air dash, grab, or jump transforms Min Min’s left ARM into a dragon ARM.
  • The Dragon ARM remains active until Min Min is knocked down, afflicted by the Ice status effect, the ARM is disabled, or the round ends.
  • The Dragon ARM permanently charges her left ARM and increases its girth.

Mechanica

  • Holding jump to hover keeps her ARMS charged for the entire hover duration.
  • Performing an air dash ends the charge almost immediately.

Twintelle

  • Charging through any method except block produces a slowdown field (actress aura/starstruck) that reduces the speed of incoming ARMS.
  • Holding the charge maintains the field for a longer duration.

Byte & Barq

  • If Barq is active, charging from a dash, air dash, or jump causes Barq to gain charge as well.
  • Byte’s next charged punch causes Barq to punch simultaneously with a Fire-attribute attack.
  • Short hops onto Barq grant a brief charge each time Byte lands and release a deflect ring (shockwave/deflect).
  • Full hops grant charge for the entire airtime.

Kid Cobra

  • Any method of gaining charge enables Cobra Dash, a faster dash with improved mobility.
  • A forward Cobra Dash allows Kid Cobra to duck under most incoming ARMS.

Helix

  • While in Tower Mode (holding jump), Helix remains charged for the entire duration.
  • Exiting Tower Mode causes the charge to fade quickly.

Max Brass

  • Cancelling a charge early from a dash, air dash, or jump creates a deflect ring (shockwave/deflect).
  • A full charge puts Max Brass into his Buffed Up state, increasing his size, ARM girth, jump distance, dash distance, and granting super armor.
  • Buffed Up ends when the charge ends, Max Brass is knocked down, afflicted by the Ice status effect, or one of his ARMS are disabled.
  • Max Brass shares the same 25% low-health passive charge as Spring Man. When below this threshold, he becomes permanently Buffed Up unless he is afflicted by the Ice status effect. Each time Buffed Up reactivates after being knocked down or after the Ice effect wears off, Max Brass automatically releases a deflect as he powers back up.

Springtron

  • Cancelling a charge early creates a deflect (shockwave/deflect) ring.
  • A full charge triggers a disabling shockwave (big bang/Emp) that stops active punches and disables the opponent’s corresponding ARM.
  • After the shockwave, Springtron gains increased movement, jump distance, and dash distance for as long as his charge remains active.
  • Springtron’s EMP buff ends when his charge ends, when he is knocked down, when one of his ARMS is disabled, or when he is afflicted by the Ice status effect.

Dr. Coyle

  • Charging from a dash generates a temporary extra ARM on one of her shoulders.
  • The shoulder ARM appears on a random side and mirrors the weapon equipped on that arm.
  • The extra ARM disappears when the charge ends.

Removing Charge

ARM Hit

Striking a fighter near the shoulder can disable their ARM. A disabled ARM immediately removes any active charge, and the fighter cannot charge again until the ARM is fully re-enabled.

Knockdown

Being knocked down removes all active charge effects.

Ice Status

A fighter cannot gain charge while affected by the Ice attribute. Any attempt to charge during this state will fail until the effect ends.

Charge Duration

Max charge durations (by character)
Spring Man 2.6 seconds
Ribbon Girl 1.6 seconds
Ninjara 2.1 seconds
Master Mummy 2.8 seconds
Min Min 1.6 seconds*
Mechanica 2.1 seconds
Twintelle 1.6 seconds
Byte & Barq 1.6 seconds
Kid Cobra 2.1 seconds
Helix 2.1 seconds
Max Brass 5.1 seconds
Lola Pop 1.9 seconds
Misango (in red mask) 2.6 seconds**
Misango (in blue mask) 1.6 seconds**
Misango (in yellow mask) 2.1 seconds**
Springtron 9.25 seconds
Dr. Coyle 1.1 seconds


Max charge duration (by duration)
Dr. Coyle 1.1 seconds
Ribbon Girl, Min Min*, Twintelle, Byte & Barq, and Misango (in blue mask)** 1.6 seconds
Lola Pop 1.9 seconds
Ninjara, Mechanica, Kid Cobra, Helix, and Misango (in yellow mask)** 2.1 seconds
Spring Man and Misango (in red mask)** 2.6 seconds
Master Mummy 2.8 seconds
Max Brass 5.1 seconds
Springtron 9.25 seconds

Note*: Only applies to non-dragon ARM.

Note**: Misango without the mask will have the maximum charge duration matching the mask he wore last.

References

Techniques in ARMS
Basic Moves BlockChargeDashGrabJumpPunch
Advanced Techniques