Soundtrack Central The best classic game music and more

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vert1 Apr 12, 2017 (edited Jan 19, 2019)

Release Date: Jun 16th, 2017
ARMS – Nintendo Direct Video 4.12.2017

I'm really excited to get my hands on this game. Looks a lot more fun to play than Punch-Out!! and the other EA boxing games I've played.

vert1 May 26, 2017 (edited May 26, 2017)
Test fire worldwide schedule

Played ~40 minutes of the first test fire. Can't say I enjoyed this (used motion controls). Didn't get to special attack once while enemies got 1-2 every match. Game became extremely entertaining watching people duke it out from a distant overhead view after I got ko'ed after being a punching bag in 2v2, so I am a bit concerned that the behind-the-back view is a visual compromise for more accurate mechanics. More negativity: It's extremely irritating watching yourself getting ko'ed in a montage 3 times when you lose. Don't feel like the punches have much weight to them. Watching your punches miss while you wait to punch again is frustrating and especially so when this happens more than three times in a row. Wasn't impressed with the punches clashing animation. Volleyball is a gimmick 1v1, which is what I got matched up to the whole time, but I'm sure 2v2 it will actually be a lot of fun.


XLord007 May 27, 2017

vert1 wrote:

(used motion controls).

Found your problem. Use the pro controller. Plays much better this way, and since you're pushing buttons, you don't have the weird disconnect between punching in real life and the slow punches on the screen. I had a lot of fun with the beta. Just make sure you are dashing and jumping a lot to avoid getting it.

vert1 May 27, 2017 (edited May 27, 2017)

My experience was a lot better test fire 2. Like you said, the dashing is most important. I executed everything well using the Joy-Con Grip Accessory. I'll pick this up Day 1.

vert1 Jun 17, 2017 (edited Jun 17, 2017)

Day 1 - Lost repeatedly to second opponent, Ninjara, in grand prix rank 4. That guy was dodging every dragon arm laser I could shoot at him. Eventually I beat him by being patient and knowing which of the many directions you can launch a punch to hit him when he strafes. The game lets you observe and learn your opponent - Ninjara wasn't throwing out any punches, so you have to get in close for less dodgeable grabs and mix in some long-range non-punishable attacks. Once I get past that battle it was smooth sailing.

Single player is super bare bones. Multiplayer is solid. The stage structures (i.e. breakable columns) and objects (cars and rideable spinning tops) add a lot to the fight. My favorite being a stage where numerous boxes appear that you can jump up on, hide behind, or punch through as many as your elongated arm can stretch.

Did you pick the game up, XLord? My NNID is Vert01 if you want to face me.

Jodo Kast Jan 8, 2020

This is currently my favorite fighting/sports game of all time. Working towards cracking the top 100 in the NA region, in Ranked Mode. I'm sad the Party Crashes are over, but there's still a very active following.

If you try to beat the Grand Prix at all difficulties and acquire all 360 badges, you're looking at well over 200 hours. This game is a lot bigger than you might think. I'm at 235 hours and have earned 323 badges; still have to beat Grand Prix many more times...

I've had the honor of fighting some of the best in the world in this game, and let me tell you, I can't touch them. I have a lot of work to do...

vert1 Jan 17, 2020

Yeah, those guys need to be 2 v 1'd (I don't think the game allows that though). How has your experienced changed along the way to reaching 200+ hours? I thought at one point the game was a defensive-oriented game, but I got humbled mighty quick by someone who could show otherwise. My experience with the game: I'm doing poorly - > I'm doing well - > I'm doing well but running into the occasional person who is annoying and a little bit better at this game - > I'm doing poorly. After a certain point I just wanted my character to break out of lock-on controls and just run up and punch the person, a regular non-stretchy-punch. Certainly a unique aggravation watching elongated strikes repeatedly miss while your opponent dances around or, worse, floats around -- 7 losses in a row and I was fuming.

Fights looks amazing in replays, the mechanics are fun when your attacks land, etc., yet I wasn't that interested in the time windows after completing their tutorial challenges, which is what I'm assuming takes me to the next level of fighting competence. Reviewing competence too.

Jodo Kast Jan 18, 2020

As my time has exceeded 200 hours, I've realized: Never have a strategy or a specific play style. Each opponent is different and must be dealt with in different ways. You have to be adaptive and know what to do based on the skill level of your opponent. Within a few moments, you should be able to know whether it will be an easy victory or if you will struggle just to stay alive.

Good example: I was playing a Ninjara in Party Crash. I was going to lose because I couldn't get close with my normal defensive play style. I was compromised; I had been figured out and I knew it. This realization happened fast and I had to change fast. So I rushed the Ninjara in a very aggressive manner and he wasn't prepared. My style had suddenly changed and I won the match. Had I kept playing safely and kept my distance, I was going to lose.

That particular tactic actually works well against people that use Ninjara. They know that you know that they have that teleport move and they expect you to be careful. But if you are not careful and play aggressively against Ninjara, you can counter almost every one of his teleport grab-spams.

A very useful skill is to not always throw both of your arms. Punch with one, and keep the other held back. You then have the ability to always punch through a grab. I've noticed that lower skilled players are always throwing both arms; this leaves them in a state that is easy to punish.

There is a shocking, absurd and ridiculous amount of strategy in this game. I haven't yet sat down and gone through all the arms' characteristics, but I think I would benefit from old-school analysis. Can you write down on paper, from memory, each arm? Do you know, from memory, the effect and weight of each arm? This is what a true pro probably knows without hesitation. I can't dedicate that kind of time, due to my job, but I do fairly well online nevertheless.

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