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Community Announcements - mikez
- Fix crash on Tutorial chalkboard if you move the cursor in certain ways. Thanks MysteriousJ for fixing it!
- Fix Peacock's barrel and piano to properly affect the opponent the same way other items do in all cases. Thanks MrPeck!
- Fix a cleanup error in MsFortune's j.MP.
Community Announcements - mikez
- NEW voices! Well, sorta. Fixed a bug in Big Band, Valentine, and Eliza that was preventing them from playing character-specific tag-in lines. Yay! Thanks Flotilla for leading to this discovery.
- Fix up extraneous vulnerable boxes on Valentine's burst, they couldn't be hit but were weird to see; also she only plays the slice sound if she is actually escaping the body bag (not if the burst was baited).
- You can now negative-edge Painwheel's unfly by releasing PP. Not sure when this will come up but it makes it consistent; add an additional unfly command of (already holding any P)+press another P, kinda like Squigly's stance cancels. Does not work with P+K to avoid assist calls doing this. Maybe it helps with things like j.HP->fly->unfly? Thanks NeonNightRider and the PW General thread.
- Big Band's snapback now reaches further downward, so nobody can duck or dodge it by randomly being too low when right next to him.
- Painwheel and Ms. Fortune's tag-ins will properly trigger IPS and undizzy now.
- Fix longstanding bug with Ms. Fortune's lighting information being weirdly corrupted in many spots. I'm personally very happy about this.
- Fix Big Band's trumpet visual on LK+HK or 3K notes. Still produces blasts of silence during Lv5, though.
- Update levels for new patron saint NPC, and fix 2D Class Notes to have lines in the background.
Community Announcements - mikez
IN THEORY fixed people's savedata getting wiped! Also re-enabled cloud saves by default, because that's the most valid test. If you were having your data get wiped, PLEASE USE
because it will still report errors, but it will also report whether my fix worked!

- Loading screens for beta-only characters do not show up during random loading slideshows in the Real Game. Thanks Skarmand!
Community Announcements - mikez
If your savedata is getting wiped each time I update the game and you'd like to help fix this bug, please add
as a Launch Option BEFORE YOU RUN THIS BUILD, and you will get a message box when it tries to load the save. If your data gets wiped tell me which message box you get either on Skullheart or in the comments here.

- Fix Ms. Fortune's Fiber Upper~K followup input window that I broke yesterday when I thought I was fixing it. :^)
Community Announcements - mikez
Very large update! An art format had to change so Eliza will eventually fit on consoles.

- Finally fixed Grab Bag's landing recovery vs Daisy Pusher. Thanks severine!
- Peacock's Road Roller now causes super finish effect if it kills them because really, it should. Thanks Peacock General thread.
- Charged-item-drop assist can now drop Road Rollers for you combo video makers.
- The cancellable air recovery of Ms. Fortune's Fiber Upper is now properly noticed by the in-game frame data. On hit, LK~K is correctly shown as +19, and MK/HK~K is +21.
- 5f window for early inputs after Fiber Upper~K did not apply to specials, only normals. Now it applies to both. Oops.
- Fix wrong reaction from launchers from burst fall if the opponent was about to land. Thanks Stuff!
Community Announcements - mikez
- Fix Filia being able to do air Gregor in a brief window while falling after a failed Fenrir Drive.
- Fix Parasoul bug where chaining into a tear-igniting attack off j.MK could ignite a tear that j.MK had hit. Thanks Baiken! If you notice weird behavior with igniting tears, please submit a bug report. :^)
- Fix bug where keyboard was not allowed to hold keys to do things during fight loading (left/right in training mode, or tag combinations to swap team order) as late into the loading screen as controllers were. Now it just needs to be before the end of loading for all input types.
- Framedata numbers at the bottom are now correct on whiff, instead of off by -1. Framedata numbers at the bottom now ignore superflash frames as part of the startup. Framedata is now up to Pizzarino's standards, I hope.
- Big Band: Fix a frame-perfect bug where an A-Train could be made to ignore the first active frame (by trading) and skip the second (by armoring the trade). It will now properly grab on all trades. Thanks Fizzxwizz!
- Fix some bad math causing weirdness with Painwheel's air fly startup when done along with a Center Stage.
- Valentine's tag in will no longer cross up if the person tagging to her is cornered with the opponent next to them.
- The default Macro2 command is now MP+HK, instead of MK+HP, so that the Macro button won't move Fortune's head. It won't erase your existing key bindings but for new games or Reset To Default it applies. Thanks Wildpony!
Community Announcements - mikez
Lobby fixes yay!
- Fix lobbies randomly crashing to desktop after the Ready countdown reaches 00 and at other spots. There are probably still other crashes but this was a common one. (^.^) SPECIAL THANKS to Flotilla, gluemchen, Camail and Luweewu for helping track this down and test!
- Odd-count lobbies (3/5/7 players Ready) will now ensure that the person who Set Ready but was forced to not play last game will be allowed to play next game. The person who experienced that least recently will sit out instead.
- When the end-of-match timer reaches 00 in a 2-player lobby, you will now be returned to the lobby you are in rather than the Create Lobby screen.
- When accepting an invite with the game closed, if you have more than two controllers connected you will get the controller-side-choice screen before entering the lobby. (See, I TOLD you I'd fix it eventually! Thanks to Zari0t, I think.)

- Assist markers (A1/A2 indicators) now stay on until the assist character is either hit, or becomes invincible during their now-leaving taunt. If you see that marker, you can always hit them. Thanks some Japanese person whose name I don't know for the idea.
- Fix vulnerable frame in Double's assist taunt, after she was already invincible. Whoops.
- Fortune's NOM will now produce red (IPS) or green (undizzy) hitsparks if the opponent is able to burst after being released by the head or hit out of the NOM. Thanks Mella for pointing out it was weird not to do this since NOM can trigger undizzy.
- Parasoul's Silent Scope hitbox expanded downward, will now hit air (and ground) Gregor Samson.
Community Announcements - mikez
Steam Cloud saving is now DISABLED by default. If you wish to use it, add the Launch Option
and then run the game.
Perhaps this will prevent some people from having their savedata cleared each time I make an update. We shall see!

New Stuff
- Added a green flash on your character when doing a successful Pushblock Guard Cancel into a special move or super. This only happens if you actually cut off some blockstun. (We tried to make sure it is a separate intensity from the counter-hit red flash, for colorblind people.)
- All throws have a 5f input buffer after a successful throw releases the victim, to help with cancelling into a special or super.
- Add some more oomph to Squigly's Seria Draugen Punch.

Bugfixes (carried over from the Beta)
- Fix Entourage crash in online matches! You can now use Entourages without fear. Extra special thanks to Izzmo and zeknife.
- Big Band can no longer parry the quake from HK Giant Step.
- Fortune's Cat Strike when done from the end of Cat Scratch Fever is no longer invincible.
- Fix hard-camera-shake background animations not playing on new (hahaha "new", c'mon Mike it's been over a year) camera-shake types that were higher than Hard. Painwheel's charged cr.HP and her QCT+K's shoulder slam now shake the trees on Maplecrest, etc. Thanks for pointing this out again Skarmand.
- Fukua j.HK active time 1f->2f. It still has problems if I make it active for 3f, and for the life of me I can't figure out why, so 2f is the best I can do. It's more than 1f!
- All multi-hit high or low normal attacks are now mid for any remaining hits after the first hit makes contact. Most moves were already this way, I cleaned up a few stragglers. Also fixed moves like Valentine's j.HK / Squigly's F+HP and cr.HP / etc, where the later hits were always mid even if the first hit did not connect. Now in that situation the first actual hit will still be high or low.
- Fix a dumb bug that meant your throw tech window might be reduced by 2f in some odd cases. You will always have the proper window now.
- Fix Painwheel's LK Buer->flying DF+LP \/ s.MP randomly missing on Squigly when facing to the left even with the exact same inputs.
- Double's backward car can now be done by holding Down-Back or Up-Back as well as just Back. Thanks Nawj!
Community Announcements - mikez
- Double-snap effect back to original softer lines; music now fades in over 20f instead of starting instantly; music is somewhat quieter.
- Super finish portrait now fades out slightly earlier so you can see both it and the KO hit. We like this effect this way!
- Fix very old bug where you could DHC out on the frame you got hit and it would still happen. HAPPY! Thanks for reminding me MyLifeIsAnRPG.
- Fix another very old bug where if P1 and P2 DHC'd (or P1 supered and P2 DHC'd) on the same frame, P2's character would jump in and then leave again without doing their super. SO HAPPY!

If you find any bugs with DHCs, please post them in the Bugs forum on Skullheart!
Community Announcements - mikez
Add Entourage - save your 2 favorite teams for quick picks later!

To save a team in Versus Mode or Training Mode, after picking them press Macro1 or Macro2 on the Stage Select screen to save in slot 1 or 2. To load a saved team anywhere except Story Mode, press Macro1 or Macro2 at the Team Size choice to load from slot 1 or 2. Presto!
Note: You can load teams in online play but you cannot save teams in an online match because only Player 1 controls stage select screen.
If you find any bugs with Entourage, please post them in the Bugs forum on Skullheart.

- Update conditions for Poccola effect: Now requires assist to be hit after point char is snapped or dead; effect now lasts through KO freeze. Should be more consistent and not happen in weird spots now.
- Fix a blockstun bug from Painwheel's unfly. Originally she experinced no blockstun and went into a weird state if she blocked during her 5-frame-long unfly animation - go me. >.< She now will enter blockstun, but is only kept in blockstun 1/4 as long as normal.

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