While Nintendo has clearly focused on making Arms feel accessible even to novice fighting-game players, genre stalwarts will find plenty of depth beneath the surface. Well-timed jabs can knock away incoming attacks, and grab attempts can be similarly countered. You can focus attacks not on the opponent’s body, but their arms; damage one or both enough, and they’ll be disabled for a spell. The most versatile tool is the Flurry Rush super, which has a burstlike property upon activation to bat away nearby limbs; can be delayed, so you can activate it and wait for the dodge attempt before you start to punch; and which can be cancelled into from other attacks regardless of whether they hit. We discover this by accident, hitting the trigger button to activate Flurry Rush in a panic, after realising a grab attempt was going to miss its target.