Punch Planet/ARN-01D

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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
  • Screen Filler: With their amazing fireball, Orbital Strike, and variety of anti-airs, maneuvering is a challenge vs a good Arnold player.
  • Unique Mobility: Arnold has tons of unique tools to move around with, like a charge airdash, two slides, a divekick, and buttons that halt or alter air momentum.
  • Metered Offense: EX Orbital Strike hits three times, allowing Arnold to go in with unreactable overheads like j.HP and j.LK, or mix with a repeated low using Squat Kicks. EX Energy Turret is incredibly plus, and allows Arnold to reset pressure when needed.
  • Shutdown: Arnold excels at shutting down the opponent, whether it's by catching movement with zoning tools, anti-zoning with EX Energy Turret or just a normal Rapid Taser to delete projectiles, or sniping out of the air with various anti-airs.
  • Resource Reliant: Without meter or a prior setup, Arnold can't get as much damage as other characters can. This harms their risk/reward a lot, and makes Arnolds offense and neutral much less scary once their various EX moves aren't in play.
  • Difficult Mobility: The downside of all of their unique mobility tools is that utilizing them all can be a challenge, and is necessary to play them well. If they use one improperly, they're very likely to be punished.
  • Low HP: While they aren't the lowest, Arnold is in the second lowest HP bracket. A punish against them hurts hard.
  • Unwieldy: Arnold lacks the more standard buttons and pokes, forcing them to rely on zoning tools and making their neutral feel awkward in comparison to the others.
Character Info

ARN-01D closeup.png

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
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2LP
2LP
Squat Kick (Left) Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Squat Kick (Right) Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MP
5MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2MP
2MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HP
5HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2HP
2HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


5LK
5LK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2LK
2LK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MK
5MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2MK
2MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HK
5HK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2HK
2HK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Air Normals

jLP
jLP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMP
jMP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHP
jHP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jLK
jLK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMK
jMK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHK
jHK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Unique Moves

BW.MP
4MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


DB.MP
3MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


BW.HP
4HPP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Dive Bomber
4MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Special Moves

Energy Turret
[4]6P
LP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
PP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Rapid Taser
[4]6K
LK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
KK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Orbital Strike
[2]8P
LP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
PP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Battery Discharge
[2]8K
LK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
KK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Jet Pack
j.[4]6P
LP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
PP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Back Boost
j.KK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Super Moves

Maximum Thrusters
[4]646K (Air or Ground)
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Access Denied
236236P
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -