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Advanced Techniques: Difference between revisions

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Advanced Techniques are little tricks or quirks that are in the game to enhance certain maneuvers, but may not be that well known or flat out said within the game.  
Advanced Techniques are little tricks or quirks that are in the game to enhance certain maneuvers, but may not be that well known or flat out said within the game.  
Please note that the names of these techniques may not be official, and are used primarily to give a name behind them to identify them eaiser.   
Please note that the names of these techniques may not be official, and are used primarily to give a name behind them to identify them easier.   


==Shield Parrying==  
==Insta-Counter==  
When guarding there is a small trick to give the player a small speed boost when leaving a guard. Once an ARM hits your shield, if you press either the dash button or the jump button a little bit late (we're talking about a fraction of a second here) after an ARM hits, the shield will disappear and pink sparks will fly out indicating you did a Shield Parry. When this happens, whatever direction the control stick or the Joy-Cons (if using motion controls) are facing will make you dash in that direction (if using the dash button). If the jump button is used, then it'll make you jump into the air quickly, though jumping from a Shield Parry is a bit harder to pull off.  
When guarding there is a small trick to give the player a small speed boost when leaving a guard. Once an ARM hits your shield, if you press either the dash button or the jump button a little bit late (we're talking about a fraction of a second here) after an ARM hits, the shield will disappear and pink sparks will fly out indicating you did a Shield Parry. When this happens, whatever direction the control stick or the Joy-Cons (if using motion controls) are facing will make you dash in that direction (if using the dash button). If the jump button is used, then it'll make you jump into the air quickly, though jumping from a Shield Parry is a bit harder to pull off.  


==Grab Expansion==
==Wide Grab==
By curving both arms away from each other during a grab, you can increase the distance between them and make the grab hitbox much wider. Wide Grabs are significantly easier to perform with motion controls, as you have the ability to individually aim both arms. With other control schemes both arms' movement are bound to the left-stick, which must be quickly flicked left-to-right (or vise versa) at the same time a grab is initiated.
 
You can actually increase the length of a grab attack, making it so the green bar that stretches between your two ARMS is wider. If using motion controls: tilt the tops of Joy-Cons away from each other either before or while moving both Joy-Cons when preforming a grab attack. If using button controls: tilt the left and right control sticks away from each other either before or while pressing both punch buttons when preforming a grab attack.
You can actually increase the length of a grab attack, making it so the green bar that stretches between your two ARMS is wider. If using motion controls: tilt the tops of Joy-Cons away from each other either before or while moving both Joy-Cons when preforming a grab attack. If using button controls: tilt the left and right control sticks away from each other either before or while pressing both punch buttons when preforming a grab attack.


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Say you just threw an ARM out (and it doesn't hit anything), normally you'd have to wait a second more or less (depending on which ARM you're using) for that ARM to come back to be usable again. If you press the dash or jump button at the very end of the ARM's flight when it's about to normally come back, it will come back much faster compared to just standing still and waiting for the ARM to come back normally.  
Say you just threw an ARM out (and it doesn't hit anything), normally you'd have to wait a second more or less (depending on which ARM you're using) for that ARM to come back to be usable again. If you press the dash or jump button at the very end of the ARM's flight when it's about to normally come back, it will come back much faster compared to just standing still and waiting for the ARM to come back normally.  


==Air Damaging==  
==Air Juggle==  
You can actually do more damage to your opponent if they're airborne despite being in their knocked down animation. If you time a punch just right so that your opponent bounces off of a trampoline, is in the air thanks to a charged wind type ARM, or is generally in the air long enough from getting knocked down, you can hit them again for an additional 20 damage. It doesn't just have to be a singular punch, you can preform a [[Rush attack]] while they're airborne and they'll be subjected to the full attack.
When your opponent gets knocked down by an attack, they are still momentarily in the air and damageable. Under most circumstances it isn't possible to take advantage of this without exceptional timing or reaction speed, but you can easily perform an assisted air juggle through the use of stage gimmicks or wind attacks. For instance the springs on [[Spring Stadium]] will bounce any knocked-down fighter high into the air, the change in elevation on [[Ninja College]] can extend the window of attack if someone gets knocked down the stairs, and hits with the wind element will blow the opponent up and away providing opportunities for a follow-up. Rush attacks also have a characteristically large amount of knock-up or hitstun, granting them significant potential to air juggle the opponent.


==Yabuki Combo==
==Yabuki Combo==
A Yabuki Combo is performed after activating and successfully landing a rush on any opponent who was thrown/knocked into the air and then bounced off of the outer ring of springs in Spring Stadium. The technique was named after [[Kosuke Yabuki]] (the game's producer) after he first demonstrated it during an exhibition match at the 2017 ARMS Open Invitational.
A Yabuki Combo is performed after activating and successfully landing a rush on any opponent who was thrown/knocked into the air and then bounced off of the outer ring of springs in Spring Stadium. The technique was named after [[Kosuke Yabuki]] (the game's producer) after he first demonstrated it during an exhibition match at the 2017 ARMS Open Invitational.
==Restand==
Any attack that cancels the knockdown state upon hitting a fighter, putting them back int a standing position and vulnerable to extended combos.
==Rush Guard==
While activating a rush with your arms out will render you unable to attack with that arm for a short period of time, both of your arms still count as fully recovered with no restrictions on movement or guarding. This allows you to use a rush in an emergency to regain your guard, and avoid getting hit in otherwise unmanageable scenarios.


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