Unique Mechanic: ARMS: Spring Man can use two attacks simultaneously, due to the nature of his stretchy arms. However, if he pulls this off, he cannot act at all until both arms have reached 3 Bowsers away from him, or when his attacks collide with anything. The attacks that can be involved are his Ground attacks (Jab, Tilts, Smash Attacks), and his tilt-aerials. You cannot use an aerial attack in tandem with a ground attack. Meaning: Side Smash → Up Tilt. Forward Aerial -X-> Up Smash.
Unique Mechanic: Abilities: Spring Man has 2 abilities: the first is to charge his ARMS for added effects by shielding for long enough. Charging ARMS will give his attacks added effects, but if he doesn’t attack for long enough, the charge will go away. Additionally, if he attacks and he doesn’t hit anything, the charge will go away. The second ability is to gain permanent charge to his ARMS if he reaches either 100% or ⅓ of his HP, similarly to Terry and his Desperation Moves.
Jab: Spring Man will throw up to two punches straight towards his opponent.
Side-tilt: Spring Man will throw one arm to perform a curve punch.
Up-tilt: Spring Man will throw one arm to curve an upwards punch.
Down-tilt: Spring Man will throw one arm to cause a punch to glide along the ground before curving back upwards.
Dash attack: Spring Man will slam both his fists into the ground in front of himself.
Grab: Spring Man will reach out with both arms simultaneously as a tether grab. He will punch the opponent in the face up close for his pummel while his other arm is coiled around the opponent.
F-throw: Spring Man will reel back his arms and launch the opponent like a slingshot. Based on Byte and Barq’s throw.
D-throw: Spring Man will whirl his arms and smash his opponent into the ground. Based on Master Mummy’s throw.
B-throw: With a spin, Spring Man will throw his opponent behind himself. Based on Ribbon Girl’s throw.
U-throw: Spring Man will throw a gut punch before uppercutting them. Based on his own throw.
N-air: Spring Man will spin in the air while his arms are outstretched.
F-air: Spring Man will throw one of his arms out in front of himself.
D-air: Spring Man will whip one of his arms downwards before causing it to plummet downwards. The whip itself can spike, but not the outstretching.
B-air: Spring Man will throw one of his arms behind himself.
U-air: Spring Man will whip one of his arms upwards before shooting it upwards.
Side Smash: Spring Man will reel back one of his arms with the Megaton before shooting it forwards. When charged, the Megaton will be the size of King K. Rool and deal more damage.
Up Smash: Spring Man will curl inwards with the Parasol before throwing it upwards. When charged, the Parasol will have a windbox around it and inflict multiple hits of damage and knockback.
Down Smash: Spring Man will take up the Blorb arm and throw it downwards, creating a burst of goo around himself. When charged, the Blorb will cover the opponent’s face with goo and temporarily invert their controls.
Neutral B: ARMS Switch: At the press of the B button, Spring Man can enter a menu where he can swap between one of three different ARMS for both his limbs. You first choose an ARM for the left, then an ARM for the right before he can continue. These three ARMS are as follows:
- Toaster: The ARMS you start with. When charged, they can deal fire damage and knock opponents down.
- Boomerang: His second ARMS type. These ARMS curve when he attacks with them, going into either the background or the foreground. The Boomerang, when charged, has increased knockback and a windbox from the outside on impact.
- Tribolt: A multi-hit ARMS type. These fire three smaller projectiles that can be good for sustained damage. The Tribolt, when charged, can stun opponents, increasing combo potential.
Side B: Guardian: Spring Man will hold a shield with tribal markings out in front of himself. If that arm is hit, they will be immediately countered. Spring Man, however, can move while the Guardian is out, and it can inflict electrical damage when charged.
Up B: Barq Spring: Spring Man will bounce off of Barq and jump upwards. Barq can linger for a bit, shooting an ARM of his own before disappearing for a bit.
Down B: Shockwave: Spring Man will enter a stance when this move is used. While holding the B button, his ARMS will flash blue occasionally. When this happens, Spring Man can dodge in the direction of the joystick while releasing a shockwave that deflects all projectiles and stuns all enemies that are attacking.
Final Smash: Rush Attack: Spring Man will attack with a flurry of punches, his arms changing between all known ARMS types from his game. He will finish with Hedlok attaching to Spring Man’s head and firing a large blast from his mouth.
In short, Spring Man is a long-distance fighter who values advantageous positioning to make use of his unique combo structure. His ability to use two separate attacks simultaneously can add to immense mind games, and due to the nature of his stretchy limbs, he has a tether recovery for almost every attack he uses. Additionally, his ability to charge his ARMS can further add to offensive gameplay. However, he’s not exactly fast, and his attacks can be easily avoided due to how slow they are, much like in ARMS. Also, his only means of defense with his Down B requires tight timing to pull off very well, making it not as reliable as the rest of his moves.