Heavy Arms as you'd expect is the quintissential zoner of the game, possessing a moveset made up almost entirely of them. Not only are almost all his specials projectiles, but all of his P normals except j.2SP are projectiles too. His zoning is easily the most oppressive in the game, between j.2WP Smart Bombs, 24P Homing Missiles, his 26P Double Gatling, the unblockable 624P Spark Missiles, and his super Full Fire, he can fill the screen like a bullet hell while inflicting solid chip damage the entire time. You can't afford to be beligerent either as his projectiles hurt, even being capable of looping his super from fullscreen for massive damage. His mediocre movement does mean he can be pinned but you can't underestimate his close range either, as both his WK normals are fast with strong conversion potential, and 24K Circus Flip being a great escape option. Heavy Arms' biggest weakness instead comes from his inherent attributes. With a moveset that barely consists of any physical attacks, none of which being good pokes, he struggles playing against characters with strong anti-projectile options like any of the Shield characters, Wing, or Hydra. However, the vast majority of MUs that Heavy Arms wins he does so overwhelmingly, making him one of the biggest meta threats in GBA2.
Archetype: Zoner
Strengths
Weaknesses
Screen-Filling Projectiles: Like any good zoner, Heavy Arms has huge number of projectiles especially with all their P buttons being projectiles too. From the oppressive j.2WP Smart Bombs, to the dangerous 24P Homing Missiles, they all possess their own strengths and can't be easily dealt with.
Deceivingly High Damage: Heavy Arms' projectiles do quite high damage, even on chip. Their actual close range hits are even harder though, thanks to their Homing Missiles infinite and loopable super, easily draining stocks. Many characters can easily find themselves unexpectedly losing the damage race against him.
Oddly Good Defense: Heavy Arm's WK normals are both 5Fs as well as capable of converting into damage. They are lacking range and advantage wise but having fast normals on his archetype is great already. On top of that he has 24K Circus Flip, an invincible escape option. While he can still be pinned down, forcing him to block is another story.
Polarized MUs: As 80% of their moveset consists of projectiles, Heavy Arms immensely suffers in MUs where the opponent has a reliably way to get through them. Whether its a Shield, Wing's tackle, or Hydra's EMT, they all make his gameplan much, much harder to go for.
Subpar Mixup: Heavy Arms does have a very threatening unblockable game at range, but aside from that his mix is far below average with no high low or good ways to threaten stun. His high chip can help with this but it's important to keep in mind that some of best projectiles like Smart Bombs do NOT chip.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
XX - Special name: Quick description of a special move.
Super
26X+X - Super name: Quick description of their super.
Command Normals
6X - Command normal name: Quick description of the command normal.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.