Back at it again, 3rd day in a row haha. got a lot of adjustments to announce for this patch, a lot of things where inconsistent and not working as intended.
In this update2
Full notes
Full Arcus Chroma: Classic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions7 changes1 removal
Balance
fixedFixed Bugsinfinite dash cancel glitch removed ✔️ - universal overheads are now aerial projectile invulnerable and can destroy aerial projectiles as intended.✔️ - all character attacks are now correctly labeled as high/mid/low/overhead.✔️ - invulnerability working as intended now✔️ - when getting interrupted out of armor, hitstun wouldn't work, this works now✔️ - characters can no longer be pushed far back when in the middle of their universal overhead✔️ - zaiva forward special A teleport bug removed✔️ - kern lvl 2 super would miss if opponent was in the corner, now fixed✔️ - gangco was unable to cancel standing light into forward special A, now fixed✔️ - red burst no longer counts as a hit in combos.✔️ - grab teching would completely miss the opponent and not work.✔️
addedBalance Adjustmentscombo scaling now works as intended: - Red burst always sets the combo scaling to 70% (it used to reset to 100%) - supers now have a minimum damage threshold of 50% (it used to reset to 100%) - reduced burst gain when hit by opponent
changedBalance AdjustmentsGangco - gangco back special A damage reduced from 310 > 280 - gangco forward special B damage reduced from 300 > 250 - gangco all specials combo starter property lowered. (less damage when starting combo with these moves)
changedBalance AdjustmentsManta - manta standing light startup increased - manta standing heavy startup increased - manta standing heavy decreased armor hits from 2 > 1 - manta down+forward heavy projectile arm gets destroyed if manta is hit - manta lvl 1 super more consistent launch knockback - manta forward special A/B projectiles get destroyed when manta is hit - manta forward special B projectile has less health now and can be destroyed by other projectiles
addedBalance AdjustmentsMirmo - special back B counter is now faster, can now properly punish moste medium and all heavy/special attacks.
removedBalance AdjustmentsNosferatu - nosferatu down heavy no longer cancels into itself, preventing infinits - nosferatu down heavy recovery increased - nosferatu back special A recovery reduced
Arcus Chroma: Classic changes
fixedinfinite dash cancel glitch removed ✔️ - universal overheads are now aerial projectile invulnerable and can destroy aerial projectiles as intended.✔️ - all character attacks are now correctly labeled as high/mid/low/overhead.✔️ - invulnerability working as intended now✔️ - when getting interrupted out of armor, hitstun wouldn't work, this works now✔️ - characters can no longer be pushed far back when in the middle of their universal overhead✔️ - zaiva forward special A teleport bug removed✔️ - kern lvl 2 super would miss if opponent was in the corner, now fixed✔️ - gangco was unable to cancel standing light into forward special A, now fixed✔️ - red burst no longer counts as a hit in combos.✔️ - grab teching would completely miss the opponent and not work.✔️
addedcombo scaling now works as intended: - Red burst always sets the combo scaling to 70% (it used to reset to 100%) - supers now have a minimum damage threshold of 50% (it used to reset to 100%) - reduced burst gain when hit by opponent
changedGangco - gangco back special A damage reduced from 310 > 280 - gangco forward special B damage reduced from 300 > 250 - gangco all specials combo starter property lowered. (less damage when starting combo with these moves)
changedManta - manta standing light startup increased - manta standing heavy startup increased - manta standing heavy decreased armor hits from 2 > 1 - manta down+forward heavy projectile arm gets destroyed if manta is hit - manta lvl 1 super more consistent launch knockback - manta forward special A/B projectiles get destroyed when manta is hit - manta forward special B projectile has less health now and can be destroyed by other projectiles
addedMirmo - special back B counter is now faster, can now properly punish moste medium and all heavy/special attacks.
Back at it again, 3rd day in a row haha.
got a lot of adjustments to announce for this patch, a lot of things where inconsistent and not working as intended. These things were mainly things youd come across when playing against someone rather than in training mod sessions.
here we go:
Fixed Bugs
infinite dash cancel glitch removed ✔️ - universal overheads are now aerial projectile invulnerable and can destroy aerial projectiles as intended.✔️ - all character attacks are now correctly labeled as high/mid/low/overhead.✔️ - invulnerability working as intended now✔️ - when getting interrupted out of armor, hitstun wouldn't work, this works now✔️ - characters can no longer be pushed far back when in the middle of their universal overhead✔️ - zaiva forward special A teleport bug removed✔️ - kern lvl 2 super would miss if opponent was in the corner, now fixed✔️ - gangco was unable to cancel standing light into forward special A, now fixed✔️ - red burst no longer counts as a hit in combos.✔️ - grab teching would completely miss the opponent and not work.✔️
Balance Adjustments
Adjustedcombo scaling now works as intended- Red burst always sets the combo scaling to 70% (it used to reset to 100%) - supers now have a minimum damage threshold of 50% (it used to reset to 100%) - reduced burst gain when hit by opponent
Gangco - gangco back special A damage reduced from 310 > 280 - gangco forward special B damage reduced from 300 > 250 - gangco all specials combo starter property lowered. (less damage when starting combo with these moves)
Manta - manta standing light startup increased - manta standing heavy startup increased - manta standing heavy decreased armor hits from 2 > 1 - manta down+forward heavy projectile arm gets destroyed if manta is hit - manta lvl 1 super more consistent launch knockback - manta forward special A/B projectiles get destroyed when manta is hit - manta forward special B projectile has less health now and can be destroyed by other projectiles
Mirmo - special back B counter is now faster, can now properly punish moste medium and all heavy/special attacks.
Nosferatu - nosferatu down heavy no longer cancels into itself, preventing infinits - nosferatu down heavy recovery increased - nosferatu back special A recovery reduced
Skullion - skullion down+forward medium second hit is now a low
phew... this took me ages to write down😂
hope these fixes help up the overal experience!
if this patch is stable enough i will be getting to new features soon!!!