Punch Planet/ARN-01D
ARN-01D, usually spelled as just Arnold, is Punch Planet's dedicated zoner. They come equipped with tons of tools for controlling space, like their [4]6P Energy Turret projectiles, which recover much faster than any other projectile. They also have [2]8P Orbital Strike, an amazing setup that controls space well in neutral and gives them surprising setplay. They possess a plethora of anti-airs as well, like 3MP, 4HP, and [2]8LK. Smart Arnold neutral can be hard to navigate around, and they have tons of ways to punish risky approaches and escape bad situations.
They come with a ton of unique mobility as well. Some of their buttons move forward (2MK, 2HK), while a few of their jump normals alter air momentum (j.LK, j.HP) for fast overheads and anti-air baits. They have a crawl, a divekick, and even an airdash provided you build charge before jumping. When combined with Orbital Strike setplay, Arnold can create scary pressure and unreactable high/low mixups, and if they have the resources, they can loop setplay to death.
When Arnold gets pinned down however, they hurt hard. Reversals like [2]8KK help them escape, but they carry massive risk, and Arnold is in the second lowest health pool. Without meter, their escape options are much more limited. They can struggle a bit to keep up with the others in neutral as well, with the drawback of requiring charge hindering them a lot. Their awkward buttons can make playing a standard neutral rough, most of their buttons are made for specific uses outside of neutral. Utilizing their diverse kit of unique movement options while maintaining charge as often as possible is difficult, and the reward is lower than the average character without meter or an Orbital Strike setup.
Arnold is great if you want to play an active and oppressive neutral, and loop setplay for high reward, while moving around in unique and evasive ways.
Pros | Cons |
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Character Profile
- Age: CLASSIFIED
- Height: 6'10
- Origin: Galactic Agency
- Occupation: Automated Riot Neutralizer
- Likes: Repair Day
- Hates: Violations
- Weapon: Installed Weapon Arsenal
Move List
Unique Moves
- 4MP
- 3MP
- 4HP
- Squat Kick (Left): 2LK (After Squat Kick Right)
- Squat Kick (Right: 2LK (After Squat Kick Left)
- Dive Bomber: j.2MK
Specials
- Energy Turret: [4]6P
- Rapid Taser: [4]6K
- Orbital Strike: [2]8P
- Battery Discharge: [2]8K
- Jet Pack: j.[4]6P
- Back Boost: j.KK
Supers
- Maximum Thrusters: [4]646P (Air OK)
- Access Denied: 236236P
Grounded Normals
5LP
5LP
5LP |
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2LP
2LP |
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5MP
5MP |
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2MP
2MP |
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5HP
5HP |
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2HP
2HP |
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5LK
5LK |
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2LK
2LK |
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5MK
5MK |
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2MK
2MK |
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5HK
5HK |
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2HK
2HK |
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Air Normals
jLP
jLP |
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jMP
jMP |
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jHP
jHP |
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jLK
jLK |
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jMK
jMK |
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jHK
jHK |
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Unique Moves
BW.MP
4MP |
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DB.MP
3MP |
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BW.HP
4HPP |
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Dive Bomber
4MK |
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Special Moves
Energy Turret
[4]6P |
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Rapid Taser
[4]6K |
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Orbital Strike
[2]8P |
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Battery Discharge
[2]8K |
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Jet Pack
j.[4]6P |
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Back Boost
j.KK |
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Super Moves
Maximum Thrusters
[4]646K (Air or Ground) |
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Access Denied
236236P |
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