Charge
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Charge is a technique in ARMS that enhances a character's ARMS to be able to use their ARMS' attributes. There are various methods for all characters to charge, as well as some special abilities that involve charging.
Universal Methods of Charging
Dash
Jump
Block
Character Specific Charges
Spring Man
When charging from a dash, air dash, or jump, when the charge is released early, a deflect ring will be formed around Spring Man. This ring protects him from all attacks for as long as it lasts.
Min Min
If gaining a full charge from a dash, air dash, or jump, Min Min's left arm will become her Dragon Arm. This enhancement will allow her left ARM weapon to become permanently charged up and increase the girth of her weapon until either the round ends, she is knocked down, or the Dragon Arm is disabled.
Mechanica
While holding jump to hover, Mechanica will have her ARMS charged for the entire flight. It will quickly dissipate if an air dash is done however.
Twintelle
If charging up in any way other than Block, Twintelle will create a field around her that will slow all ARMS that enter its radius. She can keep this field up longer if she holds a charge.
Byte & Barq
If Barq is active while Byte is charging up from a dash, air dash, or jump, Barq himself will also charge up in conjunction with Byte. The next charged punch thrown by Byte will cause Barq to punch with a Fire enhanced glove at the same time as Byte.
In addition, if Byte is hopping on Barq with short hops, every time Byte lands on Barq, he will gain a charge for a brief period of time. If doing a full hop, he will gain charged ARMS for the entire flight.
Kid Cobra
If a charge is gained in any way, Cobra will be able to do a "Cobra Dash". This dash has heavily increased movement and if a Cobra Dash is done in a forward direction, it will allow Kid Cobra to duck under most ARMS.
Helix
When Helix is in "Tower Mode" by holding the jump button, he will be charged for however long he stays in that mode. If exiting Tower Mode, the charge will quickly dissipate.
Max Brass
When charging from a dash, air dash, or jump, when the charge is released early, a deflect ring will be formed around Max Brass. This ring protects him from all attacks for as long as it lasts.
In addition, when Max Brass gains a full charge, he will become "Buffed Up". While Buffed, he will have Super Armor properties, become bigger, have increased ARM girth, increased jump distance, and increased dash distance. The Buff will end when the charge ends, when one of Max Brass's arms are disabled, or when he is knocked down.
Springtron
When charging from a dash, air dash, or jump, when the charge is released early, a deflect ring will be formed around Springtron. This ring protects him from all attacks for as long as it lasts.
In addition, if gaining a full charge, Springtron will emit a giant shockwave that will both stop all presently punched ARMS in its radius as well as cause the puncher's corresponding arms to become disabled. After emitting the shockwave, Springtron will gain increased movement speed, increased jump distance, and increased dash distance. This buff lasts as long as the charge lasts, and can be ended prematurely by disabling one of Springtron's arms or knocking him down.
Dr. Coyle
When charging up from a dash, Dr. Coyle will grow an extra ARM on one of her shoulders. This extra ARM lasts for as long as the charge does and the shoulder it materializes on is completely random. This shoulder ARM will share the same ARM weaponry as whatever is in Dr. Coyle's corresponding hand (e.g. Lokjaw on left hand will cause the shoulder ARM to have a Lokjaw if it spawns on the left shoulder).
Removing Charge
Arm Hit
Knockdown
Charge Duration
Max charge durations (by character) | |
---|---|
Spring Man | 2.6 seconds |
Ribbon Girl | 1.6 seconds |
Ninjara | 2.1 seconds |
Master Mummy | 2.8 seconds |
Min Min | 1.6 seconds* |
Mechanica | 2.1 seconds |
Twintelle | 1.6 seconds |
Byte & Barq | 1.6 seconds |
Kid Cobra | 2.1 seconds |
Helix | 2.1 seconds |
Max Brass | 5.1 seconds |
Lola Pop | 1.9 seconds |
Misango (in red mask) | 2.6 seconds** |
Misango (in blue mask) | 1.6 seconds** |
Misango (in yellow mask) | 2.1 seconds** |
Springtron | 9.25 seconds |
Dr. Coyle | 1.1 seconds |
Max charge duration (by duration) | |
---|---|
Dr. Coyle | 1.1 seconds |
Ribbon Girl, Min Min*, Twintelle, Byte & Barq, and Misango (in blue mask)** | 1.6 seconds |
Lola Pop | 1.9 seconds |
Ninjara, Mechanica, Kid Cobra, Helix, and Misango (in yellow mask)** | 2.1 seconds |
Spring Man and Misango (in red mask)** | 2.6 seconds |
Master Mummy | 2.8 seconds |
Max Brass | 5.1 seconds |
Springtron | 9.25 seconds |
Note*: Only applies to non-dragon arm.
Note**: Misango without the mask will have the maximum charge duration matching the mask he wore last.
References
Techniques in ARMS | |
---|---|
Basic Moves | Block • Charge • Dash • Grab • Jump • Punch |
Advanced Techniques |