Full notes
Full Arcus Chroma: Classic update
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What changed
- Gameplay
- Balance
- UI and audio
Arcus Chroma: Classic changes
New game features
new playable character 'Slime'
New win/rematch screen
new character select screen
new V.S screen with dialogue
more character colors
New battle features
regain all used moves on knockdown (otg)
higher otg launch
improved invul system for anitairs/projectiles etc.
hitbox priority system
new gravity scaling system for combos. starter move and individual moves after all have their own scaling values
new damage scaling for combos. starter move and individual moves after all have their own scaling values
Quality of Life changes
Dualsense (ps5) controllers work natively
training mode quick reset inputs + position reset added
training mode input frame count can be done by holding the [select/option/F1] button and pressing Light/Medium/Heavy/Dodge.
new training mode damage & proration display
movelist darker colors
character color palette number added to character select
Bug fixes
issue with blocking mid [blue burst]
[blue burst] inconsistency fixes
hurtbox and hitbox inconsistencies
issue with special inputs being buffered on wake up
final hit during matches keeps player standing bug
button configuration menu issues fixed
Character changes
The following information will be updated shortly with more detailed numbers for future reference.
General character changes
all characters can now combo from their [grab] with a specific move (character specific)
[grab] starter combos damage scaling nerfed
all [standing light] and [crouching light] attacks starter damage scaling decreased
Zaiva
Health value changed from 2400 > 2600
[c. forward heavy] 2 frames faster start up
[c. forward heavy] more forward momentum
[forward special B] faster startup
[forward specials] kunai increased vertical hitbox
[grab] can now combo into [special back B]
Nosferatu
health value changed from 2800 > 3000
[grab] combo starter damage scaling reduced
Gangco
health value changed from 2300 > 2400
all clones health reduced
[universal overhead] more upwards knockback
[standing heavy] more upwards knockback
[Special forward B] more upwards knockback
[Special forward A] now launches upwards instead of down
[grab] can now combo into [special forward A]
Mr. No. 5
Health value changed from 2300 > 2500
[special forward A] bomb no longer launches and has decreased knockback
[crouching medium] decreased knockback & increased recovery
all round projectile damage decrease
Hitboxer
Health value changed from 2500 > 2700
[special forward A/B] combo damage scaling decreased
[special forward A] animation change
[special forward A] more forward momentum
[grab] can now combo into 8B
Skullion
Health value changed from 2700 > 2800
skullion heavy starter proration decreased 0.9> 0.8
skullion heavy C starter proration increased 0.9 > 1
[c. forward Mdeium] first hit is now low
Mirmo
grab can now combo into 2C
[universal overhead] more upwards knockback
allround increased damage
Manta
Health value changed from 3000 > 3200
[crouch medium] now has 2 hiboxes, close one pushes slightly forward, far hitbox pulls in
[c. forward heavy] damage decreased from 200> 100
[crouch heavy] last hit knockback decreased, launch hieight increase
[special forward B] now dash cancelable on hit
[special back B] no longer cancels into itself
Ciel
[standing heavy] more upwards momentum + pulls in more
[c. forward heavy] less horizontal knockback
[standing medium] less horizontal knockback
[universal overhead] more upwards knockback
[grab] can now combo into [special forward B]
Kern
Health value changed from 2200 > 2400
[c.forward heavy] charge no longer cancels into itself
[grab] can now combo into [special back A/B]
Source
Changelog.gg summarizes and formats this update. How we read updates.
