Skullgirls - Mike Z
It's been a LOOOOOOOOOOOOOONG time! ...Lenneth.

Ladies and gentlemen, over four years after the initial PC release I am proud and sad really mostly sad to present the final Skullgirls PC patch! It addresses a major bug, a minor bug, and a launch option - no gameplay changes, don't panic. :^)

- FIXED a very old bug that led to certain people experiencing frequent disconnects on character select! The character select socket was not allowed to use Steam's relay servers, so people with draconian firewalls or very bad connections that required relay servers would experience disconnects very often at character select or the end of matches. Extra special thanks to Mane6, who discovered the bug and the fix.

- Re-enabled the Salt character when you win a game with Squigly's Lv5. Oops.

- Added the -debugkeys launch option. With this enabled, extra debug functionality is available in Training Mode or Replay Theater (-enablereplays):
-- The minus - key (on the full keyboard, not on the numpad): Press it once to place the game in slow-motion. Press it again to stop the game completely. While the game is stopped, pressing the key again will advance the game by a single frame. That's the important bit. :^)
-- The plus + key, does the opposite of the minus key.
-- The zero 0 key, toggles between regular speed and stopped.

Title screen build ID 15694 (lobbies are now fixed!)
See ya on Indivisible!

Yes, the physical versions, JP PS4/Vita patches, and XBox patch are still coming.
Skullgirls - Mike Z
Combo Breaker is NOW!
The year's biggest Skullgirls tournament is underway, at the Pheasant Run Resort near Chicago! ...and I'm at it, so let's hurry on up here.

The full schedule is here but the relevant bits for SG are...
Friday 5/26
Auction tournament - 1-3 PM CST on
A small portion of pools - 3-5 PM CST on
Saturday 5/27
Top 24->8 - 2-4 PM CST on (apparently?)
Top 8 - 6-8 PM CST on
There is also a Third Strike tournament on Saturday and Vampire Savior on arcade boards and aaaaahhhhhh....!

Skullgirls Mobile is out!
...did you know there was a Skullgirls Mobile? Well there is, so dreams do come true - it's made by Hidden Variable Studios, and you can play it right now and stuff!
If you own a cellphone-like device that was made more recently than mine was, ch-ch-ch-check it out:
iOS App Store
Android on Google Play Store
The official SG Mobile forums are HERE (not on Skullheart!) if you have bugs to report, rants to rant, or things to praise.

An update about the Limited Run Games physical version
We had to wait for a lot of things to happen, and we weren't super great about telling everyone that we had to wait, and it took an exceptionally long time, so we apologize. :^( But we're finally ready to get at making the builds so they can be approved and y'know, pressed and sent out and stuff!
Full version:

Congratulations on wading through the giant text wall! Your reward is one last spoiler text: I'm not a huge fan of the word "roundup", but "cluster" sounds kinda weird too. Ah well. COMBO BREAKER TIME!
Skullgirls - Mike Z
** The Windows build is now fixed. If ya didn't get the update, exit and reopen Steam! Wouldn't be Skullgirls if something didn't go wrong. :^S **

Japanese Voices added!
- Japanese combat voices are now added, free, for everyone! Change between JP/EN per character in the Options menu under Voice Settings.
- Japanese story dialog is added to the 2nd Encore Upgrade DLC pack, so now you can choose between JP/EN for your story modes!

Launch Option added
- Added the -disablelighting Launch Option. Does what it says, disables 99% of in-game lighting. Enabling this will make the game run better on bad computers, but it will look much worse.

General Bug Fixes
- Added "None" as a Dummy Action choice in Training Mode, on PC/Mac/Linux only. If you have the bug where one controller controls both characters in Training Mode, this is the "fix". Sigh. (=.=)
- Fixed kicking people from lobbies on consoles.
- Fix the Demon Lobbies bug where lobbies would occasionally repeatedly set ready/unready.
- Fixed multiple bugs with midstage double snaps. Assists now must always reach the stage edge to stay in, unless Center Stage is active. A bunch of weird cases are now taken care of. (thanks Age!)
- Bursting the end of A-Train, Pummel Horse, and Canis Major Press can now hit the attacker, and so can Burst->alpha counter. Be careful!
- Gigantic Arm, 3 Wolf Moonsault, Diamonds Are Forever, Tricobezoar, Twice Shy, Head Over Heels, Fifth of Dismember, Lonesome Lenny, Acquisitive Prescription/Countervenom, and Rebirth Ex Machina all now properly grant the opponent a real amount of meter, as opposed to giving them the minimum meter possible from an attack or none at all. Silent Scope and Inferno Brigade were not adjusted, they are supposed to grant very little meter and were already set up to do that.
- Increased the size of the dead zone for legacy USB devices on PS4. Forgot to do this when I did it for DS4s! (thanks AlcoholicRobot)
- Fixed burstable-hitspark sound occasionally being weird. (also thanks AlcoholicRobot)
- Undizzy counts down on all frames, not just non-skipped frames. Fixes a possible desync online!
- Being kicked from a lobby no longer locks you out of all other game modes until the game is restarted. :^P
- SDL has been updated to version 2.0.5, which should fix the framerate issues on certain systems that have weird DBUS configurations.
- Added the -nohidpi option to manually resolve crashes on certain Macs that have extremely recent updates that made the game crash.
- Beowulf's move list now includes the EX Wulf Press Slam command. Oops. :^P

Overall Gameplay Changes
- ALL damage when above 240 undizzy is simply scaled by an extra 45% (to 55%, 1000 -> 550), with the same minimums as normal.
- When Undizzy is at 240+, the bar waits for 4f after recovery from hitstun before starting to decrease, so that resets must give the defender a larger window before no longer being penalized. Below 240, the bar still decreases instantly, and there is no delay when recovering from blockstun (unless a previous delay from hitstun has not yet finished).
- Snapping out a character on a trio now locks out both assists, not just the one you snapped out. This also locks out DHCs to both characters, and in general makes playing a trio riskier. Technically this qualifies as a bug fix, but since it changes that dynamic I have listed it as a Change.
- When Undizzy is at 240+, the attacker always gets the minimum damage-scaled metergain and the victim always gets the maximum.

Big Band
- All versions of A-Train are now IPS tracked, and can grant Undizzy or IPS bursts if not chained into. (For IPS it counts as a separate special move from Brass Knuckles.)
- He now can’t use taunted supers during the same combo that he gained the taunt.
- Taunted Super Sonic Jazz -190 damage. At full scaling having a taunt gives almost exactly one extra super’s worth of damage now, instead of more than that.

Bug Fixes
- s.MP -> Pipe Bomb will no longer wrongly trigger Undizzy from the mic drop if the first hit of s.MP both wasn't chained into and also brings Undizzy over 240 on the first hit.
- Two chairless j.HPs that would trade with each other, will now tech each other. This requires both attacks to be active! If only one is active then it will grab as normal.
- Removed leftover buggy script from armor reactions. (thanks EU SG!)
- Added missing physical extent box on frame 4 of air knockup hitstun.
- Non-super versions of Canis Major Press are now IPS tracked, and can grant IPS and Undizzy bursts if the grab-mode starting attack wasn't chained into.

Bug Fix
- Enemies held by Excellebella are always considered to be very far in front of her, because on the frames during the settling after being grabbed where that was not the case. This should fix randomly getting attacks facing the wrong way or backward motions during the first part of Excellebella assist grabs.
- Pummel Horse is now IPS tracked, and can grant Undizzy or IPS bursts if not chained into. (For IPS it now counts as Excellebella, because they are both comboable grabs.)
- The last hit of Excellebella assist only and all followup damage is force-scaled to 33% maximum. (Raw assist 1650 dmg to 1047 dmg.)
- j.HP scales damage to 75%, to give her slightly less reward for how much blockstun and priority it has.

Bug Fix
- The middle hits of j.HP now have the same momentum fix as the last hit does. This may not change very much, it is more for consistency.

Bug Fix
- Sekhmet doesn't turn around when hit from the back by certain moves like Zoom!

Bug Fixes
- Instant-air beams are now always possible with assist commands (D,DF,F,UF/U+P+K). Previously this was glitched during jump-rise unless the Kick button was pressed before the Punch button.
- All allied sprites will never blow up Headrone Impact mines. (This was a few bugs combined.)
- Removed leftover buggy script from armor reactions. (thanks EU SG!)
- Headrone Salvo missiles “Kitten Moussles”, free unused pun to good home now properly display IPS and Undizzy sparks when they hit, if those conditions are active.
- Lv1 and Lv3 Catastrophe Cannons now pull the opponent downward more, hitstop on each Cannon hit increased by 4f, and lowered the launch height of the individual hits, to help make many DHCs from Cannon not randomly miss half the time.

Bug Fix
- Countervenom and Acquisitive Prescription properly set the DHC number, so the correct DHCs are always available no matter which supers Valentine has done previously. (thanks amabane!)
- Purple poison decides whether it will be max-undizzy-scaled or not when the syringe hits, and doesn't change any time after that.

Title screen build ID 15667
Community Announcements - Mike Z
Frosty Faustings is RIGHT NOW!

If you're missin' out on watching people get bopped in Skullgirls, the top 8 from Frosty Faustings will be broadcast on this Saturday at noon PST / 3pm EST / etc.

(Also, is broadcasting the entire pools and finals for Guilty Gear Accent Core +R at Frosty Faustings today, right now, so stop on by and watch another game I really love!)

Full Frosty's schedule is here.

Combo Breaker is in May, in Illinois and always in my heart!

Like I keep sayin', if you're only going to travel to one tournament this year, go to Combo Breaker. It's the best tournament series I have ever attended, and that's not hyperbole. 24-hour venue with available stations for all tournament games. You wanna play at 4AM? Go on down to the venue! And last year they had GIANT PRETZELS!
[Mike Z Stamp of Approval :^]

If you play Skullgirls and can get there, or even if you don't play SG, REGISTER ALREADY! Support the tournaments that have supported us for years!

Salty is every week!

Each and every Friday from ~8:30 PST to 2-3AM, Game Realms in Burbank, California hosts Salty! and broadcasts on There's SG, there's GG, there's VSav, there's sometimes 3s, and heck, I even talk on the mic. NSFW.
(It was formerly known as Salty Cupcakes, but there are no more cupcakes so we replaced them with an exclamation point.)

The opinions expressed herein are my own, obviously. Lab Zero The Corporation does not endorse them, and gave me a stern look for even having them.
Community Announcements - Mike Z
And lo, the Beta becometh Retail; the transformation is complete. Prepare the rites, my brethren and sistren, for now is the moment of truth!
SG2E+ is live!

Shout it from the rooftops, dance in the streets, play some video games maybe...with the release of the US PS4 and Vita patches just in time for Frosty Faustings, it's time to update the Steam version too!

Full patch notes here! If there are any problems with the Linux or Mac builds functioning, please let us know, they were created literally minutes ago. :^P

No, this does not yet include Japanese voices, those are waiting until after the physical version is out, but this is the end for gameplay updates. And yes, the 360 version is still getting lobbies! :^)
It's an old version of the credits, heh, oh well...

Title screen build ID 15489.

The old retail SG2E build has been archived. If you've ever got a hankerin' for some o' dat previous version (for some strange reason), go to your Steam library, rightclick Skullgirls, Properties, choose the Betas tab, enter
in the box and click Check Code. Then you can choose between the old version and the current version using the dropdown menu on that tab.
Community Announcements - Mike Z
We've partnered with XSEED Games for a special holiday deal!
For a limited time, anyone who owns Skullgirls on Steam can purchase Nitroplus Blasterz: Heroines Infinite Duel for 25% off!

This offer applies from December 8th to December 18th, and stacks with the Nitroplus Blasterz: Heroines Infinite Duel 10% launch week discount, for 35% off total!

And if you own Nitroplus but not Skullgirls (and yet are somehow reading this in your news feed), Nitroplus owners get 75% off Skullgirls during the same period!

For those who just got the gleam of a pedantic question in their eyes, I do not know whether that is a flat 35% off Nitroplus, or "10% off and then 25% off the remaining 90%", but the difference between those two things is only 75 cents.

This academic distinction does not change which way you want to go about purchasing both games if you own neither. It's always cheaper to buy Skullgirls at full price and get Nitroplus discounted, rather than the other way around, with or without the 75-cent difference. You save almost the full purchase price of Skullgirls.
Community Announcements - Mike Z
The short version of this is, Story Mode text advance got broken a while ago. You can see it in things like Filia's intro, or Double's intro, where long scenes don't play properly.

It is fixed in the Beta, but I can't make a new build of the real game without any Beta changes, so it won't get fixed here until the Beta changes come to the real game.

My sincere apologies. :^(
Jul 22, 2016
Community Announcements - Mike Z
I have nothing clever to say.

- Fixed the longstanding bug where sometimes Player 1's inputs would be duplicated as Player 2 on the Training Mode dummy / on the Controller Config screen! Now everyone can use Training Mode normally. :^) (Thanks BlueFeena for helping!)
- Fixed a random crash in super-shadow rendering when Feral Edge collides with Motor Brigade. (Thanks Triblue for sending me crash replays!)

Replay Playback
- Pressing MP while watching a replay will enable the "simple" Attack Data display. Note that it begins when you enable it, so if you enable it during a combo the current-combo-damage values will be incorrect.
- Pressing MK during combat, not round transitions or the pause menu, while watching a replay will toggle 25% slow-motion on/off. (Thanks Liam for reminding me.)

Bug Reporting
- If you have Replays enabled and the game crashes during a fight in any mode where Replays are saved, it will automatically save CRASH_REPLAY.ini and .rnd in the normal replay folder. Renaming those files to a valid replay number and playing it back in Replay Theater SHOULD reliably crash the game again. If it does, send 'em to me somehow!

Title screen build ID 14058
PC Gamer

The latest Humble Bundle is pretty darn awesome. Named the Humble Revelmode Bundle (because it s organised by YouTube chap PewDiePie s creator network Revelmode), this collection gathers the likes of Nidhogg, Spelunky, Golf With Your Friends, Roguelands and Rocket League all in the one place via the familiar tiered payment format.

Robot Roller-Derby Disco Dodgeball, Choice Chamber, and Nidhogg the latter of which we described as a brilliant marriage of mechanics, level design and music all befall the pay-what-you-want premier tier; while paying above average ( 4.86/$6.45 at the time of writing) also nets you the Early Access-dwelling Golf With Your Friends, Skullgirls and a bunch of its DLC, Roguelands, and the wonderful rock shelter-swiper Spelunky.

Psyonix's formidable car-ball-cage 'em up Rocket League can also be yours on top of all that, so long as you re willing to fork over 11.30/$15. As always you ve got the option to split your dough between the game creator s, Humble itself, and a selection of charities.

The Humble Revelmode Bundle is live now and runs until July 26.

Community Announcements - Mike Z

- Fixed Quick Match not submitting any new wins to the leaderboard ever, which I accidentally broke when I made it support 3/5 sets. (thanks BeizlFreiz!)

While looking at how to fix that bug, I found another one.

(I briefly considered just writing this bugfix as "Fixed a bug with score reporting on PC," but we're Lab Zero and we own our mistakes as well as our successes.)

THE FOLLOWING BUG WAS PC (WIN/MAC/LINUX) ONLY. IT DID NOT AFFECT ANY CONSOLES. Every version has different leaderboard code.
Disclaimer: I may not have written this code, but I did fix it! :^P
[deep breath]
- Fixed...a bug...with PC Quick Match score reporting...that has been present since the very first PC build...where the check for when to report scores to the leaderboard was
if(mWinningPlayer == 0)
instead of the correct
if(mWinningPlayer == myPlayerNumber)
...the end result being that if Player 1 won the game, both players would report a win for themselves. If Player 2 won, neither player would report a win. So the PC leaderboard currently reflects the number of times you played a Quick Match where Player 1 won the game, rather than the number of times you won. Heh?


The game now correctly reports a win only for the player that won, all the time.

I'm not going to reset the leaderboards, though.
*G1antK1ngTurtlE* can keep the huge pile of bodies, even though some of them are illusory. :^)

[Title screen build number 13992]

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