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=Basics= | =Basics= | ||
=Move List= | =Move List= | ||
Specials: | |||
Gatling Shot (9-17)-Down, DF, forward + Attack; Ground only | |||
Heavyarms fires its beam gatling gun. Light version hits three | |||
times, heavy hits five times. | |||
Homing Missile (16-29)-DP + Attack; Ground or air | |||
Heavyarms fires missiles from its chest. All missiles hit twice | |||
each. Light version fires one missile, heavy fires two. | |||
Gatling Slam (11-19)-Down, DB, back + Attack; Ground only (throw | |||
range) | |||
Heavyarms grabs the opponent and smashes them with the doors on its | |||
chest. Heavy version is followed by six vulcan shots. | |||
Super: | |||
Full Arsenal (44)-Down, DF, forward, down, DF, forward + Attack; | |||
Ground | |||
only | |||
Heavyarms opens its chest, shoulder, and leg doors and bombards the | |||
enemy with massive explosions. Hits seven times and carries the | |||
enemy upwards. | |||
Notes: Crouching HW fires several small missiles, a good anti-air | |||
move or combo finisher. Standing HW hits low, good for downed | |||
opponents. | |||
=Move Analysis= | =Move Analysis= | ||
=Strategy= | =Strategy= |
Revision as of 13:12, 7 January 2016
Introduction
Information
Basics
Move List
Specials:
Gatling Shot (9-17)-Down, DF, forward + Attack; Ground only Heavyarms fires its beam gatling gun. Light version hits three times, heavy hits five times.
Homing Missile (16-29)-DP + Attack; Ground or air Heavyarms fires missiles from its chest. All missiles hit twice each. Light version fires one missile, heavy fires two.
Gatling Slam (11-19)-Down, DB, back + Attack; Ground only (throw range) Heavyarms grabs the opponent and smashes them with the doors on its chest. Heavy version is followed by six vulcan shots.
Super:
Full Arsenal (44)-Down, DF, forward, down, DF, forward + Attack; Ground only Heavyarms opens its chest, shoulder, and leg doors and bombards the enemy with massive explosions. Hits seven times and carries the enemy upwards.
Notes: Crouching HW fires several small missiles, a good anti-air move or combo finisher. Standing HW hits low, good for downed opponents.
Move Analysis
Strategy
Combos
Basic Strategy
Advanced Strategy
The Good Wicked powerful on its a level of weaponry. Lots of weapons to use (like a mech!) Powerful throw. Its Cannon Strike (tap sp) hits for large damage.
The Bad Slow.
The Good
Fires more vulcan shots than anyone else's at the same magnitude.
The Bad
Cannot do air throws/grabs. Most moves cannot be done in air. Can't jump over _any_ robots without SJ, even when they are crouching. Most combos don't knock down opponents. Weak at close range combat