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Advanced Techniques: Difference between revisions

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==Insta-Counter==
==Insta-Counter==
Pressing the dash button shortly after an attack hits you while guarding will cause you to instantaneously dash forwards or backwards depending on the direction you input for movement. This grants a small amount of invincibility frames, and the distance of the dash is dependent on the current fighter's movement speed. It's also possible to jump during an insta-counter. This technique allows for safe advances or skillful retreats, however it can only allow you to move away from or closer to your opponent so unwise use of this ability can put you in a vulnerable position.
Pressing the [[dash]] button shortly after an attack hits you while guarding will cause you to instantaneously dash forwards or backwards depending on the direction you input for movement. This grants a small amount of invincibility frames, and the distance of the dash is dependent on the current fighter's movement speed. It's also possible to jump during an insta-counter. This technique allows for safe advances or skillful retreats, however it can only allow you to move away from or closer to your opponent so unwise use of this ability can put you in a vulnerable position.


If you're currently blocking a rush, the backwards insta-counter can also be used to save shield health by dodging rush attacks thus potentially preventing guard-breaks. Skillful timing and awareness is necessary to do this, as one mistake could easily cause the rush to connect and do damage.
If you're currently blocking a [[rush]], the backwards insta-counter can also be used to save shield health by dodging rush attacks thus potentially preventing guard-breaks. Skillful timing and awareness is necessary to do this, as one mistake could easily cause the rush to connect and do damage.


==Wide Grab==
==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 in order to perform a wide grab.
By curving both [[ARMS (equipment)|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 in order to perform a wide grab.


==Retraction Management==
==Retraction Management==
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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.


A more difficult to execute variation of the Yabuki Combo is also performable on the stage Mausoleum, which involves rushing an opponent after they bounce off of the trampoline in the middle of stage.
A more difficult variation of the Yabuki Combo is also able to be performed on the stage [[Mausoleum]], which involves rushing an opponent after they bounce off of the trampoline in the middle of stage.


==Restand==
==Restand==
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==ARM Cancel==
==ARM Cancel==
Usable with any ARM that hangs in front of a fighter instead of extending outward (for example Dragons, Guardian, and Clapback.) By moving towards the ARM and colliding with it while it is still out, you can force it to retract early.  
Usable with any ARM that hangs in front of a fighter instead of extending outward (for example the [[Dragon]], [[Ice Dragon]], [[Guardian]], and [[Clapback]].) By moving towards the ARM and colliding with it while it is still out, you can force it to retract early.  


==Grab-Break Refresh==
==Grab-Break Refresh==
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==Aura Air-stall==
==Aura Air-stall==
While Twintelle is in the air, Actress Aura can be quickly and repeatedly activated and deactivated. This allows her to stay in the air for significantly longer.
While [[Twintelle]] is in the air, Actress Aura can be quickly and repeatedly activated and deactivated. This allows her to stay in the air for significantly longer.


==Blokjaw==
==Blokjaw==
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==Phantom ARM Cancel==
==Phantom ARM Cancel==
Coyle's third ARM continues to extend regardless of if the other two have retracted back. This can be used to create completely risk free pokes or near unblockable setups when used in conjunction with a grab.
[[Dr. Coyle|Dr. Coyle's]] third ARM continues to extend regardless of if the other two have retracted back. This can be used to create completely risk free pokes or near unblockable setups when used in conjunction with a grab.


==Barq Buffer==
==Barq Buffer==
Guarding freezes Barq's timer before he punches. This can be done just after a charged punch with Byte to setup a punch from Barq as the guard is released.
Guarding freezes Barq's timer before he punches. This can be done just after a charged punch with [[Byte & Barq|Byte]] to set up a punch from Barq as the guard is released.


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