>>718704890 (OP)
It just isn't a very engaging idea.
I get the concept; fighting games are only competitive when they're 2D because of the amount of information the perspective displays very clearly, but they wanted to make a 3D game.
To solve this, they merged the arena fighter with the third-person shooter to make a 3D fighting game concept that hopefully wouldn't rely on as much automation as a game like Naruto would.
The issue is, they didn't really solve any of those problems. Replacing the traditional fighting game neutral with a new kind of neutral that includes travel time on attacks just slows the game down. Every super move is the same.
Grabs and Jumps never really felt quite right because those moves in traditional fighting games are about risk and reward. Jumps in traditional fighting games allow you to dodge attacks and add additional damage to your combo by starting off said combo with a jumping attack that is almost guaranteed to link into your starter. Grabs allow you to deal great counterattack damage with simple inputs as well as stop certain attacks.
In traditional fighters, jumps make the player vulnerable since they can't stop moving and often can't jump; grabs are risky because they have a long whiff animation and require you to be touching your opponent. ARMS doesn't contain this dynamic or any dynamic similar to it. Most matches are both players throwing out attacks with the hope one connects.
Worst of all, they didn't put Twintelle's fat black booty buttcheeks or Min Min in a swimsuit costume. it's like they wanted the game to fail.