Version 2.8.0 Release & Patch Notes


I just want to start off with saying that this patch would not have happened without all of your continued support, and I hope to continue seeing that support when I work more on Blueblood related stuff! With that said, enjoy the patch!!!

Among Us Arena 2.8.0 Patch Notes

OVERALL CHANGES

  • Adjusted Options Menu
  • Colored Crewmate Outlines
    • Added an option to disable the newly colored outlines
  • Added accessibility options including a few colorblind options and removing screen shake
  • Added character bios to the pause menu
  • Added a game option to start with full meter
  • Added more options when creating a room online
    • The host can determine input delay, gamemode & number of rounds for the match.
  • The game will remember your last online region between resets 
  • When returning to the character select screen from the game without returning to other menus, the cursor position is saved.
  • Tweaked AI difficulty, especially the Arcade mode Boss
  • Added new colors
  • Changed default keyboard controls
  • Added a ping display to online play
  • Enabled changing Sus/Pet shortcuts on the character select screen during online play
    • Can no longer use the shortcuts after a character has been selected
  • Added South Africa as a region option

GAMEPLAY CHANGES

  • Megaphone super can be used out of throw & counter on hit
  • Sabotage tweaks
    • Damage tweaks
    • Juggle decay raised
    • Meter gain lessened
    • Still prevents burst and allows chip damage to kill
  • Beam super available in mid-air
  • Juggle decay increases more after reaching values of 0.6, 1.0, and 1.6
  • Juggle decay will be increased on grounded opponents if damage scaling is maxed out
  • Air Knife cancels into sus, ex or super available earlier
  • Air Knife follow-ups on whiff tweaked
  • Jump Gun hit 1 knockback altered slightly
    • Hitbox adjusted accordingly so hit 1 combos into hit 2 more consistently with new knockback
  • 2K,2G,5G damage increased
  • Jump Light changes
    • Hitbox tweaked
    • Damage changed to fall in line with 5L and 2L
  • Added a 9 frame buffer window before blockstun ends where you can input a move and it’ll come out on the first possible frame
  • Backdash has less hit invulnerability and is throw vulnerable
  • Frame window to combo Back Air Knife into Air Gun has been shortened
  • Sus decay has been lowered (resulting in higher damage combos where sus is used in frequent succession)
  • Meter Gain adjusted
    • Generally, the first 5-10 hits of a combo will give the most meter, then it’s lessened.
    • Meter gain is faster when the meter is above half full
  • When using the Henry Stickmin pet, the player’s taunt is automatically replaced with the Distraction Dance taunt.
  • Light attacks have combo starter decay
    • Jump heavy, crouch heavy & crouch knife also have combo starter decay but not as much as the lights
  • Jump gun and crouch gun startup increase from 7f -> 9f
  • Jump Gun gunshot startup increased
  • Jump Gun hurtbox size increased
  • Throw tech tweaked in favor of the one teching
  • Taunt can be buffered
  • Counter-hit bonus damage and hitstun decreased to 35%

BUGFIXES

  • Fixed an issue where projectiles that despawn on block despawn during preblock
  • Fixed an issue where backing up into a projectile would cause a weird preblock error
  • Grab tweaked to be less buggy
  • Removed a softlock caused by the game desyncing after the game ends. 
    • Instead, it'll cause a disconnect.
      • This disconnect can be mitigated by not pressing buttons after the game ends before the menu shows up. 
  • Fixed player 2 sabotage UI depleting the wrong way
  • Fixed a softlock caused by backthrowing in the left corner a certain way
  • Fixed a very strange lingering hitbox bug caused by getting hit the first possible frame during a move buffered out of jump

CHARACTER CHANGES

  • Red
    • Comboing into and out of EX is more reliable
    • EX damage increased
    • Sus and EX have more blockstun
  • Blue
    • Added a small sus cooldown
    • Sus Armor is weaker, can be broken easier, and has startup
  • Green
    • Hitting an air opponent with 5S will now force the opponent to do an automatic air recovery, allowing green to do some mixups such as instantly interrupting the combo to go for a grab or a reset.
    • EX does not add damage decay
    • Has weak combo starter scaling
  • Pink
    • Air EX hits overhead 
  • Orange
    • Taunt meter gain increased
    • Sus cancels into moves later
    • Sus lifts off the ground less
    • EX first 3 hits no longer add juggle decay
    • Sus both hits add juggle decay
  • Yellow
    • EX now possible in midair
    • EX does not add damage decay
    • Sus landing now uses standard landing animation, making combos out of sus much more viable
    • Sus and EX are now projectile invulnerable
  • Black
    • Command input EWGF no longer adds damage decay
    • Sus has more corner push
    • EWGF has very slightly more horizontal knockback
    • Air EX has been implemented
      • Has more vertical knockback
      • Hits overhead
      • Freezeframe results in more combo opportunities
      • Invuln on startup
    • Changed Taunt
  • White
    • Animation made more clear
    • Sus hitbox has more active frames
    • EX hits are changed to be different
    • 236236S hits 3 times instead of twice
    • Changed Taunt
  • Purple
    • Angel despawns if purple is hit
    • EX works properly against block
    • Angel color changed. 
    • Projectiles no longer hit purple angel
    • Air Sus now lingers in the air, making it harder to follow-up at a distance and makes it easier to punish
    • EX can be done in the air
    • Changed Taunt
  • Brown
    • Added a weak hitbox after missing the lasso sweetspot
    • EX damage increased
    • EX hitbox size increased
    • Can cancel Sus into EX, will combo if no ground bounces remain
  • Cyan
    • EX invincibility runs out before hitbox appears (first 3 frames are invincible, hitbox comes out the frame after invincibility ends)
    • Punishable on block
      • On block cyan gets launched in the air more
      • The move has more recovery before landing so airblocking shouldn’t be reliable after using EX
      • The move has more blockstun to compensate the otherwise very strong nerfs
    • Changed Taunt
  • Lime
    • Sus armors through one light hit (50 damage or below) for the first 9 frames
    • Has weak combo starter scaling
  • Tan
    • Removed additional damage decay caused by stun
    • Stun reduces juggle decay
    • Raised air sus hitbox
    • Increased fully scaled damage on Sus
    • Stun can happen multiple times per combo, but any time after the first will have a shortened stun time and will increase juggle and damage scaling.
  • Banana
    • Sus is projectile invulnerable
    • EX has 5 more blockstun frames
  • Maroon
    • Air Sus: Knockback on grounded opponents reduced from 35 -> 20
      • This is to enable easier follow-ups
    • EX damage changed
    • Sus damage changed
    • Sus no longer combos into EX
  • Gray
    • Sus no longer hits OTG
      • EX still does
    • Reflect hitbox is no longer unblockable
    • Sus hitbox is slightly bigger
    • EX hitbox size decreased
    • EX properties changed slightly
    • Has weak combo starter scaling
    • Opponent gets less meter from Sus
  • Coral
    • Sus scaled damage increased
    • Air Sus damage decreased
    • Coral Air EX damage increased
    • Coral Air Ex chip damage increased
    • Coral Air EX causes a wallbounce
  • Olive
    • EX grab has more startup
    • EX deals less damage
    • Sus has more meter gain
  • Mint
    • EX moves slower
    • Air Sus shoots diagonally down
    • Fireballs do more damage 
    • Air Fireballs do less damage
    • Taunt meter gain increased
  • Chocolate
    • Armor changes
      • 10 hits of armor
      • Armor breaks on a hit of 100 or more damage (only armors lights basically)
      • This is to give back chocolate armoring beam because, tbh, that was cool. tested it out and it only works if beam is used pretty late into chocolate’s attack, can’t be used on reaction.
    • Sus sweetspot slightly more lenient
    • Fixed an issue where they couldn’t sabotage in the air
    • EX deals more damage
    • EX wallbounce has worse combo potential
    • Changed Taunt
  • Flame
    • EX deals more damage
    • EX hits no longer add damage decay
    • Sus deals more damage
    • Sus deals more damage during Sabotage
    • Made grounded Sus better for combos
    • Grounded Sus now has corner push
    • Air sus has a slightly bigger hitbox
    • Ground Sus has one frame less startup
    • Adjusted Taunt animation
  • Teal
    • Sus hit now gives back meter on hit
  • Navy
    • Holding back + Sus after first hit will do a fakeout that has no hitbox, useful for baiting a parry.
    • Frame data adjustments
    • Sus damage increased
    • Fixed a bug regarding down sus followup not coming out properly when down is held preemptively
    • Can immediately cancel normal sus followup into an EX followup if required meter is available
    • Movement on Sus/Ex has been tweaked
  • Fortegreen
    • P2 color changed
    • Added a UI element that shows the next upcoming EX move
    • Made Pink and Cyan EX options cost 25% but still requires 50%

Files

Among Us Arena Ultimate 2.8.0.zip 154 MB
Jan 19, 2024

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