$.A.F.
Smash Journeyman
That’s what my money’s on.if we dont get spirit boards i imagine we'll get spirit events
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That’s what my money’s on.if we dont get spirit boards i imagine we'll get spirit events
I'm guessing 11th or 18th.So, what time in June do you think the ARMS fighter will be revealed/released?
Maybe around when E3 was supposed to be this year, since Nintendo usually does their digital events before E3 actually begins.So, what time in June do you think the ARMS fighter will be revealed/released?
Third week, I'd assume. Or maybe first. I don't even know anymore.So, what time in June do you think the ARMS fighter will be revealed/released?
I recall, someone on here assumed it'd be on the 10th, so I guess they were referring to that?Maybe around when E3 was supposed to be this year, since Nintendo usually does their digital events before E3 actually begins.
julySo, what time in June do you think the ARMS fighter will be revealed/released?
Definitely curious to see Min Min's analysisOkay time for my analysis of each fighter. I'll do them 3 at a time. Discussing their moves and abilities. Their pros and cons. And how I think they might work in Smash.
Spring Man
Undeniably the face of ARMS. As many people say, that might not always be the case, but as of right now it is.
ARMS & ABILITIES
-Toaster is his signature glove. A regular old punch with a fire effect. Nice and standard.
-Boomerang is a pretty understandable glove that would translate well into Smash and a decent projectile.
-Tribolt is a spread shot. Another easy to use and understand glove.
-The ability Shockwave allows him to parry attacks while dodging at the right time. Smash fighters can already parry attacks. So the devs could either just say that this ability is covered or apply it in some other way.
-Bounce Back allows his gloves to be permacharged once his health has dropped lower than 25%. This could also be easily translated into Smash by giving him a slight power boost once he's reached a certain percentage.
PROS
-Mascot of ARMS. Historically speaking the mascot is mostly chosen to rep a series before any other fighter.
-Moveset and abilities convey the basics or ARMS better than most fighters. His stats are pretty decent too.
CONS
-Already an Assist Trophy. This is a big one and the biggest argument against Spring Man. While they could easily turn the Spring Man Assist Trophy off when someone is playing as Spring Man, they devs might just rather pick another fighter instead since there are so many to choose from. It really depends on how much they want Spring Man.
Ribbon Girl
The other face of ARMS. She sings the theme song so that's something.
ARMS & ABILITIES
-Sparky is her signature glove. It stuns people when charged up.
-Slapamanders is a whip like arms that flail around. This might be a bit harder to translate into Smash but not too hard.
-Poppers are fast but weak. Another simple one that will work in Smash.
-Ribbon Girl can multi-jump and fast fall. This can either be a Pro or a Con. It's a pro because it will translate well into Smash. It might be a con because it might make her OP? Imagine being able to float in the air AND have insane range!
PROS
-ARMS second mascot. An important figure and could still rep ARMS nicely.
-Since Spring Man is an Assist they might go with the other mascot who isn't an Assist.
-Also has pretty good moves and abilities that go well into Smash but perhaps not as well as Spring Man.
CONS
-Like mentioned above, maybe the ability to float around and have long ranged punches might be a bit much. Ribbon Girl would need a bit more work balancing her abilities than some other fighters.
Ninjara
A decently popular fighter for ARMS. He's often seen as a rival for Spring Man.
ARMS & ABILITIES
-His signature ARMS is the Chakram. It curvs and swirves. Not really the best to be your standard attack in Smash. But it doesn't have to be.
-Buff is his second glove. This is a pretty standard boxing glove. It's his first glove of choice or the one we see him using in his artwork but it would work best in Smash for normal attacks.
-Triblast is similar to Spring Man's Tribolt except it explodes! Maybe a bit much?
-Ninjara has the ability to teleport by poofing around. This could be used as a recovery Special or just as his normal dodge.
PROS
-Decently popular. Not the most popular but popular enough that I don't think people would be too upset to see him in Smash.
-He's seen somewhat as a rival to Spring Man. If they don't want to use Spring Man because he's an Assist, maybe they think a rival of his might be the next best thing.
-Most of his abilities would translate decently into Smash.
CONS
-Not quite as popular as some other fighters. If the devs are pick a fighter based on popularity than Ninjara would be beaten out.
-Some of his moves and abilities don't convey the message of ARMS as well as some other fighters could.
Unlike what the name would imply, the Boomerang ARMS are not projectiles. They're only released from the player's arm when they hit something as a fancy way to show that they're, well, boomerangs. I could see them have a hitbox when they return though.-Boomerang is a pretty understandable glove that would translate well into Smash and a decent projectile.
This ability comes from stopping an ARMS charge without punching, so it wouldn't be the same thing as Smash's usual parry since it would need to be implimented within a different move than the shield.-The ability Shockwave allows him to parry attacks while dodging at the right time. Smash fighters can already parry attacks. So the devs could either just say that this ability is covered or apply it in some other way.
-Slapamanders is a whip like arms that flail around. This might be a bit harder to translate into Smash but not too hard.
Wouldn't be the first time we got a whip in Smash, so I don't see why this one specifically would be hard to translate.whip
Depends on how good the aerials are, really.It might be a con because it might make her OP? Imagine being able to float in the air AND have insane range!
I thought when they were fully charged they released from the glove.Unlike what the name would imply, the Boomerang ARMS are not projectiles. They're only released from the player's arm when they hit something as a fancy way to show that they're, well, boomerangs. I could see them have a hitbox when they return though.
In ARMS shielding also charges your ARMS but doesn't parry. Holding the dodge or jump button is the only way for Spring Man to parry. But in Smash they could just say "It works different in Smash".This ability comes from stopping an ARMS charge without punching, so it wouldn't be the same thing as Smash's usual parry since it would need to be implimented within a different move than the shield.
Most whips you can aim in Smash actually shoot straight. The Slapamanders and other whip ARMS flail around at different angles and slap at the tip. It's a more intricate animation. It's done in rapid jabs like Ivysaur and the Belmonts. Accompanied by a swoosh effect. I think it might be a little trickier if you could control and aim a long range flailing animation in Smash.Wouldn't be the first time we got a whip in Smash, so I don't see why this one specifically would be hard to translate.
Oh I'm aware that it could be balanced. I don't put it past the Smash team to make anything work. I'm just approaching it from a "what would be more work? And what would be the easiest thing to do?" Spring Man seems like he would be easier to make into a fighter than others. I just wanted to detail what specifically might make a fighter slightly harder to animate or balance than Spring Man.Depends on how good the aerials are, really.
Look at Little Mac. His aerials have some, if not the best frame data for aerials in the entire cast. But they're still lacking damage, knockback and actually good hitboxes to the point of being useless regardless of their speed.
Having amazing range and aerial mobility would not mean much if Ribbon Girl's aerials lack notable power or utility. It'd be more useful for camping than actually getting KOs.
Still pretty good analysis on all three though.
That could actually be an interesting mechanic for an ARMS character that could make them fairly high skill and separate the casuals (not that there's anything wrong with that.), from those who really want to learn the character. A lot of people worry about and question whether the crazy attack range we're all expecting them to have will make them busted (something we'll definitely hear people claim they are for the first two weeks until we all settle down and actually start learning the match ups.), annoying, unfun to play against, wifi warriors, etc., but maybe the exchange for having a, for example lets say forward smash that reaches across Battlefield is that if you just spam it and your opponent has a reflector, well then you punch yourself a la a TF2 Boston Basher-esque drawback. An ARMS character could be good if they have really long range smashes, tilts, aerials, etc., but using them wisely could be the game plan if your at constant risk or hitting yourself if you play them carelessly (Not to mention the potential ever present worry that long range moves could in exchange have really bad end lag that leaves you open for punishes as you wait for your arm to come back to you.).Then again, the very nature of ARMS being reflectable by Shield ARMS (Guardian and Clapback) can also imply that all ARMS can be treated similarly to projectiles in Smash by making them reflectable.
Nope. Even then it works the way I said.I thought when they were fully charged they released from the glove.
The charge mechanic would probably be implimented, likely as a special.In ARMS shielding also charges your ARMS but doesn't parry. Holding the dodge or jump button is the only way for Spring Man to parry. But in Smash they could just say "It works different in Smash".
They could also just simplify the moveset and only give her two ARMS, skipping the whip one entirely.Most whips you can aim in Smash actually shoot straight. The Slapamanders and other whip ARMS flail around at different angles and slap at the tip. It's a more intricate animation. It's done in rapid jabs like Ivysaur and the Belmonts. Accompanied by a swoosh effect. I think it might be a little trickier if you could control and aim a long range flailing animation in Smash.
They could also use two ARMS instead of all three.I totally expect them to allow you to aim most of your punches. Which is why I'm thinking about what signature ARMS a fighter has and how they might behave in 2D rather than 3D.
And it's true. They might only give the fighter one set of signature ARMS and not any of the other ones. Maybe I should change my analysis to just focus on their main signature ARMS only because they are guaranteed to use those.
Considering the amount of extra time needed, I imagine the gameplay mechanic is fairly involvedThe ARMS fighter really has a lot of potential for gimmicks. The fighter could switch ARMS during the battle, they could have a charge mechanic through shielding or a Special Move, or they could even have a Rush Meter. Of course, there's also the character specific gimmicks. And all of this is on top of the fact that they have super stretchy arms. We're likely to get a really interesting character.
This is pretty good! I especially like the idea of the up-B being a tether recovery that doesn't just pull you to the ledge but also gives you more air. That's super unique, I don't know how it hasn't been done yet.I’ve decided to cut Spring Man a bit of slack and create a moveset for him:
Intro: Spring Man falls down and lands on his arms, bouncing into his fighting stance.
Stance/Idle 1: His idle animation from ARMS.
Idle 2: Spring Man briefly looks towards the camera and smiles.
Idle 3: Spring Man flexes, mimicking one of his renders from ARMS.
Notable Palette Swaps:
-Default (Blue)
-Left input colors (Brown)
-Right input colors (Red)
-Down inputs colors (Cyan)
-Springtron (Black)
-Dr. Coyle (Green)
-Max Brass (Gold)
-Hedlok (White)
Walk: His walk from ARMS.
Jog: His jog from ARMS.
Dash: His dash from ARMS.
Damage: His damage animation from ARMS.
Jump: His jump from ARMS.
Crouch: Spring Man ducks behind his Toasters.
Weapon of Choice: ARMS, a special type of melee weapon designed for ARMS fights.
Jab: Spring Man uppercuts twice (8%, OK knockback), flurries attacks with his Toaster ARMS (1-3% each, small knockback), and then finishes with a punch with a fire effect (7%, OK knockback)
Forward+A: Spring Man reaches out one of his ARMS at a moderate distance (8%, OK knockback)
Down+A: Spring Man punches with one of his ARMS.
Up+A: Spring Man uppercuts above himself in an arc with his left ARM (9%, OK knockback)
Air+A: Spring Man spins around, letting his ARMS flail (11%, OK knockback)
Air Forward+A: Spring Man extends his left ARM (9%, OK knockback)
Air Back + A: Spring Man extends his right ARM (9%, OK knockback)
Air Up+A: Spring Man arc uppercuts with his right ARM (12%, OK knockback)
Air Down+A: Spring Man punches diagonally downward (14% with a meteor effect, OK knockback); this mimics one of his renders from ARMS.
Dash Attack: Spring Man punches with a brief shockwave around one of his ARMS (9%, OK knockback)
Edge Attack: Spring Man semi-propels himself back onto the stage (8%, OK knockback)
Get-Up Attack: Spring Man spins around with his ARMS (13%, OK knockback)
Smash Moves
Forward+A: Spring Man punches with a multi-hit Boomerang, similarly to his Assist Trophy counterpart (17%, OK knockback)
Up+A: Spring Man punches both his Toasters together, created a burst of flames (18%, medium knockback)
Down+A: Spring Man takes his Tribolts and creates a huge shockwave of electricity that slightly shocks himself (21%, medium knockback)
Grab: A shortened version of the normal ARMS grab.
Pummel: Spring Man uses the Toaster ARMS to squeeze his target (2%)
Forwards+Throw: Byte & Barq’s throw (14%, medium knockback)
Down+Throw: Spring Man throws the target on the ground like he’s shooting a basketball into the hoop, burying the target (13%)
Back+Throw: An altered version of Ribbon Girl’s throw (14%, OK knockback)
Up+Throw: Spring Man’s throw (17%, OK knockback)
Special Moves
B : Tribolt; Spring Man fires three orange tip missiles out of one of his Tribolt ARMS (9%, small knockback). Hold B to fire the missiles out of both ARMS, which can stun a target (19%, OK knockback)
B + Forwards : Boomerang; Spring Man lets out one of his Boomerang ARMS. It goes an okay distance, and then returns to him (4%-7% per hit, small knockback). The angle can be adjusted as it goes out and returns.
B + Up : Slingshot Grab; Spring Man fully extends his ARMS towards the sky. When he grabs a ledge, he propels himself straight upwards. When he grabs a target, he propels himself towards them and bounces them away (15%, OK knockback), stopping him midair (1.3% recoil)
B + Down : Shockwave; Spring Man briefly summons a shockwave around himself that pushes back fighters (6%, small knockback) and nullifies any attack that gets close to him.
Final Smash: Rush Flurry; Spring Man flurries targets in a HUGE horizontal area (39%) and then deals a finishing blow that can hit multiple targets (20% each hit, devastating knockback)
Gimmick: When Spring Man hits 100% damage (or the last ¼ of his HP in Stamina Battles), he will glow red, which not only boosts his attack power by x1.3, but also slightly alters his specials:
-Tribolt can now Fire an endless amount of missiles, albeit only 4 at a time (6% each, OK knockback)
-Boomerang now envelops itself in winds, but with slightly less range and no ability to change its angle (24%, medium knockback)
-Slingshot Grab now goes the furthest Spring Man’s ARMS can go, as well as reduces the recoil taken when grabbing a target (.6% recoil; 19%, medium knockback)
-Shockwave now has a bigger radius (14%, OK knockback) and reflects projectiles, but needs a 3-second cool down.
Taunts
1: “Spring-a-Ling!” “Boi-oi-oi-oi-oing!" Spring Man’s selection animation from ARMS.
2: Spring Man mimics one of his renders from ARMS, where he punches towards the camera with his left ARM.
1+2: “Alright!” Spring Man flexes his right ARM.
Winposes
1: Spring Man’s victory animation where he handstands and jumps back onto the ground, raising his left ARM in victory.
2: Spring Man’s victory animation where he propels himself with his right ARM, and then raises his left one again.
3: Spring Man’s Grand Prix victory animation from ARMS, belt and everything.
Icon: The ARMS symbol.
Boxing Ring Title: The Springy Bouncer
Victory Music: https://youtu.be/tlCUDhXlkRA
Kirby Hat: Spring Man’s hair, mask and irises.
Probably shouldn't go that far until it's confirmed for now. Until then we gotta speculate which is what made me so confident in Springman.Definitely curious to see Min Min's analysis
Though you do seem to have a point, there have been some cases where basic attacks are unorthodox. (Meta Knight, Mega Man, Bayonetta to a degree)- None of her signature ARMS would be good for basic standard attacks. The Dragons shoot a laser and the RamRams curve about the place. Her only signature glove that just regularly punches you is a big heavy electrified one. I can't imagine they would use the Megawatt for her standard attacks. If the devs choose a fighter they think would represent the series the best then Min Min is beat out by other fighters.
Oh the problem isn't that the Smash team would have trouble making Min Min into a fighter. The problem more lies with the fact that they'd be repping the ARMS series with someone who doesn't have normal punches. That's the thing. If the ARMS devs are picking a fighter based on who could represent the concept of ARMS the best, Min Min might not be the best choice. The best character to represent ARMS as a series is someone who can throw a stretchy punch. Imagine putting in a fighter to rep ARMS who doesn't throw a stretchy punches. It's kind of absurd.Though you do seem to have a point, there have been some cases where basic attacks are unorthodox. (Meta Knight, Mega Man, Bayonetta to a degree)
For the Dragon, take a look at Mega Man, for example. A lot of his attacks are projectiles, whether it's the run-and-gun jab/side tilt, the Charge Shot for the side-smash, or the various other projectiles for his aerials, so the concept of energy projectiles as normals isn't that out there.
As for the RamRam, considering how much curve that attack can do, there'd be no problem adapting it, I'd say. Just tweak the curve to be vertical instead of horizontal. It'll still attain the spirit of the weapon while being sufficiently tweaked for Smash.
And lastly the Megawatt: the Megawatt could just be a part of her Smash attacks. I mean, considering how huge they can get and the fact that they can stun on hit, that seems too OP to be something like a tilt attack or the like.
If I may chime in for a second, that's fairly some fairly sound reasoning. For the culture that Nintendo's a part of, the journey itself is more enjoyable than the destination, so if one thinks along those lines, the fact that ARMS in general got playable representation at all is more exciting in itself than whoever they've picked, so that makes sense.Oh the problem isn't that the Smash team would have trouble making Min Min into a fighter. The problem more lies with the fact that they'd be repping the ARMS series with someone who doesn't have normal punches. That's the thing. If the ARMS devs are picking a fighter based on who could represent the concept of ARMS the best, Min Min might not be the best choice. The best character to represent ARMS as a series is someone who can throw a stretchy punch. Imagine putting in a fighter to rep ARMS who doesn't throw a stretchy punches. It's kind of absurd.
Now maybe the devs don't care. I'm only speculating. But the announcement in the Direct Mini made it sound like they were excited to add ARMS as a series into Smash. Not just one particular fighter. This made some people speculate that there might be more than one. But I don't know. All I know is that someone whos signature ARMS actually punch would be a perfect picture for the series.
Technically yes, but whether it happens or not depends entirely on whether or not the Smash team wants to do that or not.If Sothis can give Byleth their student's weapons, can Biff give Min-Min a new pair of gloves?