Skullgirls 2nd Encore - hiddenjesse
Hello everyone!

With Combo Breaker 2024 and the 2024 Skullgirls Championship Series concluded, the long awaited balance adjustments update for Skullgirls 2nd Encore is now available on all platforms!

This update also includes Valentine's new cross design and other recent updates from the playable Beta on Steam.

Check out the full details here:
{LINK REMOVED}

At this time, the Skullgirls 2nd Encore beta launch option is also being closed down. We thank everyone for all the feedback they provided during the crucial beta periods!

Sincerely,
Hidden Variable Studios



(Version number 3.7.10)
Skullgirls 2nd Encore - Liam
Hello

Today's update resolves a small bug for Eliza, and contains some miscellaneous fixes.



MISC
  • Fixed translation errors for recently updated tutorials.
  • Updated the 2D version of Hilgard's Castle (Nightmare) to match the recently updated 3D version.
  • Fixed a visual artifact on the floor in the SGCS 2024 stage.
  • Added a few more pieces in the Art Gallery with Valentine's new design.
ELIZA
  • Fixed a bug where using Crimson Scourge from Eliza form would sometimes have invincibility last too long on Sekhmet.


(Version number 3.7.9)
Skullgirls 2nd Encore - Liam
Hello

This morning's update contains some minor bug fixes and tweaks to last nights update.



PARASOUL
  • Egret Dive no longer has an invisible health bar when taking projectile damage, and will block an unlimited amount of projectiles.
    (... It was extremely rare to cause the move to end early from projectiles in the past. Now that the dive lasts longer, it is more common to trigger, but was confusing and unpredictable.)
UMBRELLA
  • Fixed a bug where Umbrella's new Taunt while used when Starving would not activate if pressing LP before pressing LK.
  • Reduced total animation time for Umbrella's new Taunt while Starving.



(Version number 3.7.8)
Skullgirls 2nd Encore - Liam
Hello

Today's beta update contains final tweaks and bug fixes to prepare for releasing this balance update on consoles soon. This is likely the final patch for this balance patch cycle. Full update notes will be compiled on our official forums closer to the release date after Combo Breaker 2024.



MISC / ALL
  • Reduced saturation and improved visibility on Hilgard's Castle Nightmare per player feedback.
  • Minimum scaling for starting a combo at max Drama (Undizzy) is now 45% instead of 35%.
    (... Crossing over into max Undizzy during a combo still immediately scales damage to 55% just as before in Retail)
  • Reverted armor damage reduction experiment from last update back to retail values.
    (... The differentiation is as follows: Armored normals take 100% incoming damage, and armored Special Moves and Blockbusters take 50% of the incoming damage. An exception is being made to Painwheel's Buer Overdrive Blockbuster so that she can reflect the full incoming damage back at attackers. Eliza's cHK and Sekhmet also do not follow these rules as an exception.)
  • Fixed a bug where the Drama / Undizzy bar would not update properly in rare occasions when Undizzy switched from a negative value to a positive value if both values had the same absolute value.
BEOWULF
  • While without his chair, The Hurting, he no longer takes damage from blocking bursts.
  • cMK no longer interacts with projectiles - Ms. Fortune's head no longer blocks the body from being grabbed off the ground by this move.
  • Mid-air finishers from Grab Stance no longer apply hitpause to Beowulf when hitting nearby assists. This ensures consistent timing when doing finisher + assist call combos, even if another enemy assist is nearby and struck by a finisher.
BLACK DAHLIA
  • Increased delay between the two hits of Ice Shot, making it more advantageous on block and freezing the opponent for a little longer.
  • When the first hit of jHK connects against a point character, the second hit will launch assists less high.
    (... This helps shots fired after jHK connect against the point character instead of having the assist character absorb the blow. Big Band is big (and band) and will likely still block shots from time to time.)
DOUBLE
  • Updated all moves that feature Valentine with her new updated design. Impacted moves: cHK, sLK, jMK, Nightmare Legion.
ELIZA
  • Fixed a bug where hitting Sekhmet with an outtake would not have her bounce off the wall after the last update.
  • Fixed a bug where Squigly's Daisy Pusher would not work correctly after hitting Sekhmet in the last update.
  • Fixed a bug where using Eliza's taunt with specific timing could cancel a friendly assist call.
MARIE
  • Extended sLK hitbox all the way down to the floor, to prevent it from whiffing against characters on the ground.
  • Improved Marie Go 'Round hitbox by extending it downwards towards the floor.
  • Improved sMP hitbox by extending it downwards towards the floor.
  • Reduced Marie Go 'Round (M) startup by 2F.
  • Fixed an issue where Marie was using some old temporary unfinished art when being bounced off the ceiling from Black Dahlia's Buck Shot.
MS. FORTUNE
  • Air Throw now properly starts Ms. Fortune off at IPS Stage 3 instead of Stage 2, which was not working correctly last update. This now only occurs if Ms. Fortune has her head removed.
PARASOUL
  • Reduce how long the Egret stays on the screen by 13F, when using Egret Dive.
ROBO-FORTUNE
  • When Robo-Fortune explodes from Systemic Circuit Breaker, her body double lands 6F faster to ensure she is safe from "PBGC" attempts which were made easier as a result of the Reaction Shot (pushblock) changes.
UMBRELLA
  • s.F+HP (Grow) damage reductions: 250x3, 400 → 200x3, 300
  • s.F+HP (Slam) damage reductions: 1100/1400/1700 → 1100/1250/1500
  • Slurp n Slide is now +1 on block when Umbrella is Satiated, down from +2.
    (... Reminder that Umbrella does not have a buffer to attack as soon as possible after this move ends.)
  • When using Tongue Twister or Salt Grinder in the same combo where the Hunger Meter was already raised, these moves deal 20% less damage.
  • When performing Taunt while Umbrella is in the Starving state, she will now feed Hungern a snack and enter the Satiated state.
    (... Unlike other taunts, this taunt cannot be cancelled - it is intentional.)
  • The following moves now launch heavier characters higher than before: Bobblin' Bubble, jHP (Overstuffed), Salt Grinder (Overstuffed).
  • Reduced the range of the initial command grab hitbox of Tongue Twister.
  • Reduced duration (80F → 40F) of Wishmaker capture when done while Ravenous.
  • Reverted a change where Umbrella would dismount further forwards when doing Slurp n Slide while Ravenous, since it was making some combos harder than intended.
  • Fixed a bug where the Satiated version of Slurp n Slide did not receive the damage boost listed in the last update notes.
VALENTINE
  • Reverted 4F increase in hitstun on jHK[1] back to retail values.



(Version number 3.7.7)
Skullgirls 2nd Encore - JuJuBlu
SGCS Curtain Call's feature the strongest Skullgirls competitors from around the globe. Watch them compete for a trip to Combo Breaker and the Skullgirls World Championship.

  • Europe - 12PM US Central Time ( Local: 6PM British Summer Time, 7PM Central European Summer Time, 8PM Eastern European Summer Time)
  • South America - 4PM US Central Time (Local: 4PM Colombia/Peru/Ecuador, 5PM Chile, 6PM Argentina)
Skullgirls 2nd Encore - JuJuBlu
SGCS Curtain Call's feature the strongest Skullgirls competitors from around the globe. Watch them compete for a trip to Combo Breaker and the Skullgirls World Championship.

  • Brasil - 2PM US Central Time (Local: 4PM Brasilia Standard Time)
  • North America - 6PM US Central Time (Local: 4PM US Pacific Time, 5PM US Mountain Time, 7PM US Eastern Time)
  • East Asia - 10PM US Central Time (Local: 12PM Sunday 5.5.24 Japan Standard Time)
Skullgirls 2nd Encore - Liam
Hello,

Today's update includes more tuning and bug fixing, as well as updates to tutorials to reflect some of the latest changes. Note that translations and new text is only in ENGLISH for now - but please let us know if you spot anything missing or incorrect! This is very close to a potential version that could be finalized and released on consoles sometime after COMBO BREAKER 2024 (May 24th). Please let us know if you see issues, bugs, or have feedback about this patch.

Bug reports are best left in the #2e-bugs channel of the official Discord: https://discord.gg/skullgirls

Feedback is best left on our official forums: https://skullheart.com/





BLACK DAHLIA
  • Expanded hurtbox during generic air hitstun (the one that restands) and hitstun from "trip" style attacks.
  • Fixed a bug where the visual placement of special ammo during Another Round (M) and (H) didn't align with where the ammo was loaded in a gun.
  • Fixed a bug where the second hit from Ice Shot was still breaking armor.
  • Fixed a bug where Black Dahlia could cancel into a Special Move while getting hit during the recovery of cMK, and ignore the incoming attack.
CEREBELLA
  • Cerebella is now closer to her "origin point" when falling in an knockdown animation.
  • Dashing or button dashing from the recovery of j.D+MP now buffers the dash instead of LP.
  • Fixed a bug where Diamond Deflector would fail to hit an enemy if the enemy previously armored through a stagger hit (unchained sMP), and hadn't been hit again since.
  • Cancelling from Cerecopter into Diamond Dynamo will now only prevent autocorrects if done after the final hit. Dynamo cancels from before the last hit of Cerecopter will autocorrect as before to allow combos that rely on that side switch to work.
MARIE
  • Fixed a bug where Hilgard would vanish awkwardly if Marie died and the round was over.
  • Using jMK now puts Marie in a super jump state, preventing assist calls.
  • Using Hilgard's Haymaker or Hilgard's Howl during a super jump state will now restore less momentum after the summon finishes.
  • Adjusted hurtboxes during knockback animation.
MS. FORTUNE
  • If hitting with the landing hit of Feral Edge against an opponent behind Ms. Fortune, that hit will now knock the opponent down and in front of her.
    (... This still doesn't allow for a great combo opportunity, but she does not get punished on hit anymore.)
  • After failing to activate the last hit of Feral Edge, or blocking the final hit of it, Ms. Fortune can no longer command her head until the attack ends to make it easier to punish. This also now happens if the enemy blocks the last hit of Cat Scratch Fever when she is headless.
  • Landing air throw against an opponent with full Undizzy will now force the combo stage to start at stage 3.
PAINWHEEL
  • Reverted collision behaviour on Buer Reaper back to retail. Painwheel has collision when delivering the final blow of Buer Reaper and prevents victims from sliding through her, and she herself can be pushed around.
    (... The follow-up Buer Reaper hits already have increased hitboxes from last update, so they should still be more reliable at hitting opponents.
  • Reduce Buer Reaper bonus metergain from last update from 2% to 1%.
  • Hatred Install
    • Minimum scaling for level 1 Blockbusters during Hatred Install is now 37.5% instead of 30%
    • Hatred Install Buer Reaper no longer deals less damage than regular Buer Reaper. It still scales to 50% instead of 70% (like in Retail) when Hatred Install is used as a DHC.
    • Reverted increased Hatred Install recovery back to Retail values.
  • jLP is now only 2F faster when done from flight.
  • Reduced length of L Buer Reaper hitbox slightly, but it is still longer than Retail.
  • Pinion Dash and Buer Overdrive no longer end early when touching the edge of the screen or corner.
  • Once per combo, landing Buer Thresher will refresh Painwheel's flight, ensuring that she can always convert off of it even if flight was previously used.
PARASOUL
  • Reduced the speed at which Egret Dive moves forward back to retail values. He still takes longer to land and travels farther as a result of that.
ROBO-FORTUNE
  • Fixed a bug where using Danger! Flailing Arm Hazard! (M Danger) would sometimes not stagger if done very low to the ground after using an air normal.
  • Fixed a bug where Catastrophe Cannon could not hurt Double while she was transformed into a Barrel.
  • Magnetic Trap can no longer pull Double while she is performing the beginning Nightmare Legion.
UMBRELLA
  • Reduced hitbox range of cMP while in Ravenous even further.
  • Reduced jump distance forward when using d.F+MP (Overbite) during Ravenous.
  • d.F+MP (Overbite) start up increased in Ravenous: 16F → 17F
  • Salt Grinder and Hungern Rush now have physical hits that increase Hunger Meter when used against Boss Marie, so that she doesn't get stuck in the Starving state against her.


(Version number 3.7.6)
Skullgirls 2nd Encore - Liam
Hello,

Today's beta update includes balance changes, Valentine's new cross redesign, and fixes for an ancient defect with character lighting.

UPDATE:
A new patch (3.7.5) has been released after these update notes were initially posted. This patch includes a few bug fixes, which are as follows:
  • Fixed a bug where Umbrella's puddles would vanish instantly in some circumstances.
  • Fixed a bug where Umbrella's jLK and jLP could not be buffered during prejump.
  • Fixed a bug where Lenny could still hit assist characters after they leave hitstun (during their landing frames) which was not intended.
  • Fixed a bug where Hatred Install had extra recovery even when used as a point character.


VALENTINE

The long awaited updates to Valentine’s crosses are finally here!

Why did she get these changes? You can read the full explanation here, but the short version is Valentine’s original red crosses presented a potential legal issue, and were very hastily changed to fuchsia a few years ago. Skullgirls is bigger than ever, and now that the characters in the Season 1 Pass are complete we can finally spend the time to update her design with proper care.



This update us primarily focused on getting her in-game sprites into the beta, so don’t worry if you see some old style crosses in the Art Gallery.

CHARACTER LIGHTING

We've tuned character lighting to resolve some graphical issues that have always been present wherever the bottom of a character's sprite meets the open air. This is most noticeable on stages like New Meridian Streets. To resolve this, we tweaked the math used for these lighting calculations, and then also readjusted each stage's lighting manually to keep parity with the old version.


(Example before and after of the issue colloquially known internally as "5 o'clock shadow bug")

HUD

As you probably know, characters that are Counter Hit lose some amount of Drama (Undizzy) depending on the strength of the hit. This can push a character's Drama into the negatives. In this update, negative amounts of Drama are now displayed on the HUD using a blue fill instead of a green fill.



MULTIPLE CHARACTERS / SYSTEM
  • When using a burst against a combo that started at max Drama (Undizzy), it is no longer guaranteed to be safe and invincible during the recovery, and it can be baited. However, Undizzy is preserved and does not drain when bursting in this situation, but will drain when being punished since it is a Counter Hit state.
    (... Instead of there being zero risk for the defender to take the burst in this situation, the burst can be baited per usual with reduced reward.)
  • We've standardized armor damage reduction so everyone consistently takes 100% of incoming damage instead of reducing it. Big Band, Cerebella, Fukua, and Marie now take 100% damage during their armor moves - Umbrella, Robo-Fortune, Painwheel, and Beowulf already took 100% damage. Eliza's cHK still takes 50% against projectiles, and Sekhmet takes 75% damage, both as intentional edge case exceptions.
  • Adjusted some "OTG" hurtboxes for characters to make it less likely for low hitting attacks to slip under them. This impacts Ms. Fortune, Robo-Fortune, Filia, and Fukua.
UMBRELLA
  • Umbrella can now cancel jMK into any normal on whiff (if floating) or contact, just like her sister Parasoul.
  • Fixed a bug where Tongue Twister only added 15 Drama (Undizzy) instead of the usual 20 from Special Moves.
  • Extended cMP hurtbox. Reduced hitbox range in Ravenous.
  • Overstuffed sHP armor now starts 3F later than before.
  • Increased Tongue Twister hitbox to make it easier to hit airborne targets without spending OTG.
    (... It also ends up being tall enough to destroy Peacock's sHP and BANG BANG BANG! (H) projectiles now.)
  • When using Retina Reflector in Ravenous, it now has 2 extra hits and lasts longer, like in retail.
  • Overstuffed Damage Tuning:
    • Hungern Rush: Reduced damage from 800/800 to 500/600. Adjusted knockdown on the final hit to require OTG to continue a combo.
    • sMP (2nd Hit): 500 → 400
    • Bobblin' Bubble: 700 → 600
    • Salt Grinder: 1100 → 1000
    • jMP: 850 → 750
    • jHP: 1100 → 1000
    • cHP (2nd Hit): 750 → 650
  • Bobblin' Bubble Damage (Satiated): 600 → 650
  • Slurp n Slide damage (Satiated): 650 → 750
  • Slurp n Slide damage (Satiated, puddle boosted): 750 → 900
  • In Satiated, Slurp n Slide is now +2 on block again instead of -2.
  • In Ravenous, Slurp n Slide dismounts with more speed forwards.
  • Ravenous can now use bubble Special Moves (Cutie Ptooie, Bobblin' Bubble, Wish Maker), but with worse properties.
  • Overstuffed no longer loses Hunger Meter for using bubble Special Moves, or using Under The Weather.
    (... Entering Overstuffed now requires that you commit to playing the mode in neutral for a short while instead of immediately exiting it by using Bubbles.)
  • Increased Satiated and Overstuffed Hunger Meter drain over time.
  • When entering Satiated or Overstuffed in a combo from an "eating" type move, Hunger Meter will continue to drain instead of freezing for that combo, at a reduced drain rate.
  • When using "eating" type moves in Ravenous, Hunger Meter will fill a little over halfway into the Satiated section, instead of at the max of the Satiated section.
    (... This last two changes should make it a little bit easier to stay in the bottom half of the Hunger Meter if desired, for more Ravenous opportunities.)
PAINWHEEL
  • Adjusted almost every hitbox Painwheel has to bring them in line with more recent characters. Many are simplified, and some attacks have more range than before. Adjusted attacks are as follows:
    • sLP, sLP, cMP, cLK, cLP, cMK, sHK[1], sHP, jMK. Death Crawl.
    • s.F+HK (each hit has more range than the last, to ensure all blades connect easier)
    • sMP (improved hitbox, but also reduced hurtbox height before active to help anti air)
  • Buer Thresher (QCF+KK) has a larger hitbox for the first active frame.
    (... This is the hitbox that is covered by hitstop, making it post flash unblockable if you were not already blocking, and preventing reversals from coming out immediately. Buer Thresher is now much less likely to get Painwheel immediately countered by reversals and such and must be respected more than before.)
  • Buer Reaper
    • Increased size of the physical hit performed at the end of Buer Reaper, to ensure it hits characters when assists are nearby and trying to block Painwheel.
    • Painwheel is no longer pushed around by nearby characters when delivering the ending hit of Buer Reaper, to prevent her from being pushed out of range.
    • (L): Reduced recovery by 5F on whiff/block, and increased blockstun by 1F.
    • (All Buer except L): Reduced recovery on whiff/block by 4F.
    • (L): Extended hitbox range.
    • (H): Removed extended hurtboxes before active frames, making it a much better anti air.
    • When using Buer Reaper, Painwheel now gains an extra 2% meter, like most throw type moves.
  • cMK now pivots forward to help connect from longer cLK ranges.
  • cLK: Reduced startup by 1F.
  • sLK: Startup reduced to 7F, giving her a 7F normal like every other character.
  • sMP: Startup reduced by 1F.
  • jLP: Startup reduced by 2F. Hitstun and blockstun increased by 2F to maintain frame advantage.
    (... This also hastens her fastest possible overheads from Flight.)
  • jHP: Reduced knockback vs airborne opponents to prevent victim from falling out between hits. Hitstun on the last hit increased by 3F.
  • cMP now pulls the victim down for all hits except the final one.
    (... Last hit still knocks them up and away, so cancel before it if you want to stabilize a ground confirm. This mostly prevents them from falling out unexpectedly in between two hits.)
  • When using fully charged Hatred Guard normals, armor has been extended one frame to fully protect her from potential trades.
    (... This was an intended change made several updates ago before this current beta cycle, but it wasn't working correctly without this.)
  • Reduced startup of Gae Bolga Stinger (L) by 3F.
  • When using Pinion Dash (L) as a Stunt Double (Alpha Counter), it is now a knockdown hit.
    (... Previously she was +1 right against the opponent, which is a bit awkward for her with her slow buttons and lack of movement.)
  • Hatred Install (QCB+KK)
    • When used as a DHC, Buer Reaper hits deal 10% less damage, and scales to 50% instead of 70%.
    • Level 1 Blockbusters no longer scale to 55% during Hatred Install, and now scale to 30%.
    • Increased recovery by 8F when used as a DHC.
    • Increased damage per hit on Death Crawl during Hatred Install to match the regular version of Death Crawl (220).
    • When used while Painwheel is the point character, she has an additional 3 seconds (216F) of uptime regardless of health, but cannot exceed the old max duration of 1300F.
  • Accidental Flight:
    • Adjusted air Buer Reaper inputs so that ending in an upwards input when inputting the QCF motion doesn't extend the window the motion can be entered. This was causing situations where the same QCB used to input Flight (autocorrecting towards the opponent) could be used to trigger air Buer Reaper on button release (negative edge) giving an unintended Buer Reaper input.
    • Painwheel will now never turn around to auto correct when using jLK. If super jumping past the opponent, pressing LK early could cause her to perform an autocorrect jLK, which then turned a QCB into a QCF and performed Buer Reaper. From now on, you can use jLK as your button to input flight and ensure this never happens. Of course, jLK no longer autocorrects, but hopefully that is alright!
VALENTINE
  • Fixed a bug where the last hit of EKG Flatliner would not play the finisher effect right away if the last hit killed an opponent.
FUKUA
  • Inevitable Snuggle and Tender Embrace now grant Dramatic Tension (meter) for whiffing them, like all other Special Moves.
  • Holding Forever a Clone (Shadows) now drains health again, but does not drain red life.
  • When Shadows successfully hit a character, Fukua heals for the amount of health that they drained.
  • Successful hits from Love Dart now heal Fukua up to 200 health, from health that has been removed from holding Shadows.
  • When Fukua heals, she now briefly glows.
  • The amount of life that Fukua restores (from recoverable Shadow drain life) when using certain has been increased.
    • Twice Shy: 55% → 100%
    • Inevitable Snuggle: 33% → 75%
    • Taunt: 20% → 50%
  • Hitting, or being hit by an Outtake (Snapback) will now remove all potential recoverable health from drained Shadows.
BIG BAND
  • When using the following Big Band assist options, the first portion (31F) of his assist taunt is now a Counter Hit state. Note, this doesn't extend the recovery of any of his assists or change them functionally, it only extends the duration of the window where you can counter call or attack the assist and still benefit from bonus counter hit damage.
    • Take The 'A' Train (M and H strength)
    • Beat Extend (All strengths)
    • Brass Knuckles (H strength)
  • Previously, when Big Band caught an assist with Beat Extend, the assist would drop to the ground sooner than the point character to make it trickier to combo both at the same time. This has been adjusted further in this update.
    • Assists drop 4F sooner than before.
    • Assists drop with more velocity towards the ground than before.
ANNIE
  • Reduced Crescent Cut (H) start up by 2F.
PEACOCK
  • Argus Agony pellet damage increased. Max damage increased from 1350 → 1440.
  • Lonesome Lenny no longer has a hit when placed that interacts with assist characters. Instead, Lenny's explosion will never hit airborne assists that are recovering from hitstun.
    (... These changes have always been aimed at removing a particular reset against assists with Lenny, and this is a different approach at that.)
PARASOUL
  • sLP: Increase hitstun on both hits by 3F.
  • s.F+LP: Increase hitbox height to match the animation.
  • Extended ground throw hitbox slightly.
  • Inferno Brigade (QCB+PP): Now pulls victims down into the barrage of bullets if they are too high above Parasoul.
  • Egret Dive jumps further and is active for longer. When landing, he recovers and exits the screen faster than before.
  • Egret Charge
    • Speed (before grabbing) increased from 30 to 31. This makes him fast enough to grab Big Band miscreen from most Egret Charge combos.
    • Reduced period (20F → 17F) where the Egret will continue with the grab even if Parasoul gets hit during the start up.
    • Fixed a bug where the grab would scale to 50% instead of the intended 55%.
MARIE
  • Extended hurtbox downwards during knock up frames, to ensure Double's Beast of Gehenna grabs her correctly after Robo-Fortune's magnetic trap.
  • Adjusted physical collision during "OTG" frames to prevent some characters from being able to slide under her.
  • Hilgard's Haymaker (L) no longer scales follow-up damage to 70%.
  • Increased taunt recovery by 10F.
  • The Dust Bunny spawned from Hop To It no longer jumps infinitely if Marie has taunted. It now jumps a maximum of 3 times.
  • Adjusted Marie's ground throw against Black Dahlia to ensure Marie Go 'Round connects without spending OTG in the corner.
BLACK DAHLIA
  • Fixed a bug where Parting Gift could sometimes not be detonated if it fell off of an assist character that died while on the stage.
  • cMK
    • Now triggers shortly after the point character enters hitstun.
    • If hitting a character after the point has entered hitstun, damage scaling is set to 50% to lower the reward of the follow-up combo.
    • Reduced hitstun by 5F.
    • No longer teleports characters to the position of the trap
  • Empower no longer can hit characters that are dead.
  • Ice Shot is now two hits, has tweaked damage and chip damage, and no longer breaks armor.
  • Rail Shot now breaks armor and has had hitstop on successful hit increased by 8F.
  • Order Up! (H) now places special shots in the 3rd and 5th position of her gun, instead of 3rd and 6th.
  • Order Up! (M) now places the special shot in the 2nd position of her gun, instead of the 3rd.
CEREBELLA
  • Fixed a bug introduced last update that made jHP no longer hit overhead in some situations even after gliding.
DOUBLE
  • Fixed a bug where the projectile hits from jHK could allow the opponent to burst even if first hit connected below 240 Drama (Undizzy).
ELIZA
  • Reduced crouching height so that she can duck Robo-Fortune's Theonite Beam (H). She's now the same height as Black Dahlia when crouching.


(Version number 3.7.4, but then it became 3.7.5 in the same day.)
Skullgirls 2nd Encore - Liam
Hello,

Today's update features a new debug feature for those using debug replays, and continued balance changes for characters. In case you missed it, our last update featured a large rework for Umbrella. You can read the update notes for that update here:
https://store.steampowered.com/news/app/245170/view/7817760904371395868

EDIT: A small update was released to resolve an issue with Umbrella's Overstuffed Tongue Twister. The version number is now 3.7.3.



DEBUG REPLAYS
  • Everything below assumes you are using the debug launch option command: -enablereplays
  • Added a new debug feature, "Replay Takeover", which can be used to temporarily take over controls for a character when watching a replay. You can use this feature to test how to escape or win against certain situations that are difficult to recreate in training mode, use it to test if there was a better combo or conversion you could have done, and more!
  • Press SELECT to activate Replay Takeover and assume control of P1 for 10 seconds. You can take over P2 by holding RIGHT as you press Select.
  • After a brief pause, the replay will continue and your inputs will control the character you have selected.
  • Pressing SELECT will jump back to the point where you started Replay Takeover. This also occurs if the match ends while Replay Takeover is active.
  • Holding SELECT will end Replay Takeover and carry on as normal.
  • As a refresher, here are the controls available in replays:
    (... Apologies, at this time we don't have availability to update replays with proper UI.)
    • LP: Toggle Hitboxes
    • MP: Toggle Health & Attack Data Display (Currently bugged, will be fixed next update)
    • HP: Rewind time (Hold LEFT to rewind even further)
    • LK: Toggle Input Display
    • MK: Toggle Slow Motion (See also: -debugkeys launch option to advance frame by frame)
    • HK: Fast forward (Hold RIGHT to fast forward faster)
  • While we'll try and address any critical bugs found with this feature, our time spent supporting this feature will be limited. Please let us know if you find any issues in our official Discord, in the #2e-bugs channel.
UMBRELLA
  • Reduced Ravenous Hunger Meter drain by 40%.
  • Overstuffed Hunger Meter drain now matches Ravenous' new value.
  • Ravenous and Overstuffed drain at half speed when the opponent is in hitstun.
  • Ravenous and Overstuffed drain at half speed when Umbrella is in hitstun or blockstun.
  • Hunger Meter no longer drains during a "Double Snap" or "Assist Kill" situation.
  • In Ravenous, df+MP (Overbite) jumps much further towards the opponent.
  • df+MP (Overbite) now carries momentum before the jump happens, if used while moving forwards.
  • cMP in Ravenous is now a low again.
    (... In Ravenous, cMP is a low again and df+MP has extended range. Between these options and a surprise Tongue Twister, she should be threatening from further away.)
  • Slurp n Slide (Back, Forward + MP) no longer activates if holding Down + Forward at the end, to avoid overlap with df+MP (Overbite).
  • Hungern Rush and Salt Grinder no longer increase the Hunger Meter when used as an assist.
    (... Tongue Twister still does, for now)
  • Tongue Twister is never a command grab when used as an assist, and can always be blocked.
  • Tweaked launch trajectory of Overstuffed Hungern Rush to leave the victim closer to Umbrella. As an assist, the second hit launches victims less high.
  • Fixed a bug where using punch normals would drain Umbrella's Hunger Meter faster, which was supposed to be removed last update.
  • If Umbrella is struck with an Outtake, all bubbles summoned from Under The Weather (QCB+KK) will pop immediately.
  • Fixed a bug where Overstuffed Tongue Twister didn't apply forced damage scaling when used as an assist.
  • Fixed a bug where Umbrella wasn't using the proper reversal window timings out of blockstun and hitstun.
ROBO-FORTUNE
  • Tweaked the beginning frames of Robo-Fortune's normal jump animation so that she doesn't tuck into a ball the moment she leaves the ground. This is the same change Ms. Fortune received.
  • Reduced active frames on cMK by 6.
PEACOCK
  • Removed extra recovery when placing Lonesome Lenny which was not working correctly most of the time last patch.
  • The red flash on Lonesome Lenny before he is about to explode now starts earlier.
ELIZA
  • Sekhmet's JH (Signature Attack, AKA "Cartouche") now avoids the extra landing recovery from last update if it successfully hits the point character.
CEREBELLA
  • Fixed a bug where jD+MP (Unbreakable Elbow) had more start up than intended from the last update.


(Version number 3.7.3)
Skullgirls 2nd Encore - Liam
Hello,

Today's update focuses on bug fixing and tuning from the last update, and introducing a fairly substantial "rework" for Umbrella.



SYSTEM
  • Fixed a bug where characters would take no chip damage during the last frame of a Pushblock, and attackers would behave as if the hit did not connect.
    (... This fixes a bug where Umbrella connecting with Slurp n Slide on this frame would have her slide much longer than she should have, for example)
  • Fixed a bug where Pushblocking in between two attacks before hitstop for the first hit ended would prevent the Pushblock from happening. Pushblocking during these scenarios should feel drastically more responsive.
    (... This happens most commonly when pushblocking in between a point character hit, and a secondary hit from a projectile or an assist.)
    (... Please let us know if you see any weirdness or issues with pushblocking and report them to us in our official Discord in the #2e-bugs channel, thank you!)
  • When assists counter hit another assist, damage scaling will be set to 90% on them instead of the new 70% to ensure "counter calls" are as damaging as before.
UMBRELLA

We're making Umbrella more consistent in all of her Hunger States without relying on entering and maintaining Ravenous for the entire match. This means buffing how she handles in Satiated and Overstuffed, and nerfing some of the most egregious parts of playing Ravenous. We're also making changes to how she adjusts her Hunger Meter up and down so that Umbrella players are forced to engage with all of the different Hunger States more often. Lastly, since we're buffing many elements of Umbrella's kit, we're also nerfing some of the more frustrating parts to play against when facing her.

If you need a quick refresher on her terms, Starving is when the bar is empty and purple, Ravenous is when the bar is low and red, Satiated is the middle section that is yellow, and Overstuffed is the blue section when full. When we mention her Hunger Meter going up or filling, that means it's closer to Overstuffed. When we mention her Hunger Meter going down, draining, or being empty, that means it's closer to Starving.

KNOWN ISSUES
  • Umbrella's "eating" assists (Tongue Twister, Salt Grinder, Hungern Rush) will now raise the Hunger Meter on success, which is a change in behaviour that may not be desired.
  • Tongue Twister, when in Overstuffed, does not apply any scaling when used as an assist.
  • It is difficult to predict where Umbrella's damage and routing will take her after all of these changes. Please expect damage tuning depending on how things shake out.
HUNGER METER / HUNGER STATES
  • Umbrella's Hunger Meter drains during most actions now instead of freezing momentarily during Special Moves, Normals, etc.
  • Umbrella's Hunger Meter no longer drains faster for landing hits with "punch" (Hungern) normal attacks.
  • Tweaked Hunger Meter loss rate in different Hunger States individually. In Satiated, it is drastically faster than before for example.
  • Hunger Meter no longer drains naturally over time in any combo where it increased. Landing Salt Grinder for example will halt all Hunger Meter drain for the rest of the combo.
  • Hunger Meter will also freeze when a combo starts if Umbrella is in the Overstuffed state.
  • Creating Bubbles with Cutie Ptooie, Bobblin' Bubble, Wish Maker, no longer drains Hunger Meter, except when used during the Overstuffed state.
  • Under The Weather no longer drains Hunger Meter unless it's used in Overstuffed.
  • Umbrella can now transition from Overstuffed into Satiated during a combo, instead of needing to wait for it to end.
  • Increased how much Hunger Meter is lost from taunting, and shortened the minimum time that Umbrella must perform her taunt before being able to stop.
    (... To drain Hunger Meter quickly, you'll have to taunt instead of looping Bobblin' Bubble like before.)
  • Ground Throw and Air Throw no longer adjust Hunger Meter.
  • Major eating moves (Salt Grinder, Hungern Rush, Tongue Twister, and Feeding Time [LV3]) all force Umbrella up one single Hunger State on success, regardless of chews, chomps, etc.
    (... In Starving or Ravenous, she will always become Satiated. In Satiated, she will become Overstuffed. We're doing this to force Umbrella to commit to cashing out and changing Hunger States when the Hunger Meter is low.)
  • When using Cutie Ptooie (QCB+LK), the butterfly can no longer be spared or eaten manually by holding LK, and it no longer adjusts Hunger Meter.
    (... With the removal of being able to eat the butterfly to fill the Hunger Meter, entering the Starving state is very bad news for Umbrella. When enjoying the benefits of playing in the Ravenous state for a prolonged time, Umbrella will need to keep a close eye on how much time she has left before she must land a "eating" style move to prevent the Starving state. Note that as before, the Ravenous state will not enter the Starving state during a combo, so take your time once you've landed a hit! We may add another method of gaining Hunger Meter during the Starving state if needed, but for now we're trying to introduce an element of risk and urgency.)
BLOCKBUSTERS
  • In Ravenous, Under The Weather performs an underwhelming version.
  • In Ravenous, Retina Reflector is no longer improved with an extra two hits.
  • Changed Blockbuster inputs:
    • Retina Reflector: Contact Lens is now QCF + PP.
    • Retina Reflect is now QCF + KK.
    • Under The Weather is now QCB + KK.
GENERAL / OTHER
  • Added a new normal, down forward + MP, called "Overbite". This is an overhead that can be used in every state. It's faster in Ravenous, and slower in Starving and Overstuffed.
    (... We're giving Umbrella an overhead to increase her consistency and power level across all Hunger States without relying on being in Ravenous to open the opponent up.)
  • Slurp n Slide is now -2 on block when done in Satiated.
    (... We're delegating Slurp n Slide pressure on block exclusively to Ravenous, since Ravenous has lost other tools and is mostly about sticking close to the opponent.)
  • Ground Throw has been adjusted to only chomp the opponent once, and then trap them inside of a bubble much like Air Throw. Ground Throw damage has been adjusted.
  • Tongue Twister
    • Is now only a command grab for a single frame when used up close. After that, it is a hitgrab.
    • After victims bounce off the wall, you can combo opponents easily off the ground when the land.
      (... You can use this in combos now and confirms for far away hits, and it can still catch people by surprise just as before. However, it is no longer a command grab at those ranges, so it can be blocked and should be a bit less frustrating to deal with. She can now perform combos afterwards without using Retina Reflector in exchange for these changes.)
    • Reduced damage and number of chomps based on Hunger State. Chomps are now automatic instead of requiring LP+LK presses.
    • Reduced the speed that the tongue retracts, increasing recovery if it was stretched far away.
    • Adjusted hitbox.
    • If used for the second time in a combo, the opponent will become invincible and the combo will end.
    • Fixed a bug where the wall bounce hit applied an extra hit of damage scaling despite doing no damage. Damage scaling is now properly 55%.
  • Set priority of taunt input above Salt Grinder.
  • Increased Salt Grinder active frames by 1F, and expanded hitbox.
  • When Starving, Umbrella's red life now drains faster than before.
  • jMP: Reduced hitbox size in all states.
  • cHP: Start up of the second hit is reduced by 1F if the first hit whiffs, to help it connect after far cMP hits.
  • sHK
    • Improved hitbox.
    • Increased start up by 2F.
    • Landing recovery on failure is now fully vulnerable.
    • Damage increased: 975 → 1200.
    • Doing it a second time in a combo performs a worse version.
  • sLK: Now slides forward slightly, and has a slightly larger hitbox.
  • cMK: Added vulnerable hurtboxes under her while she jumps, and removed throw invincibility.
  • cLK: Increased hurtbox height, and reduced hitstun.
  • Air Throw: Reduced hitbox horizontal reach.
  • Hungern Rush: Reduced start up in all hunger states, except for Starving.
  • Adjusted stagger hurtboxes to be closer to idle.
  • Increased hurtbox size during some air hitstun and air knockdown states so that she is easier to combo.
RAVENOUS SPECIFIC
  • Bubble creating moves (Cutie Ptooie, Bobblin' Bubble, Wishmaker) no longer work in Ravenous.
  • Hungern Rush is now fully invincible (instead of strike invincible) when in the Ravenous state.
  • Hungern Rush is no longer unblockable while rising (when Umbrella is the point character) unless she is in Ravenous mode.
  • Dash forward, dash backwards, and dash jump are now faster in Ravenous.
  • Reduced Feeding Time (LV3) damage in Starving and Ravenous from 6750 → 6000.
  • cMP: In Ravenous, this is no longer a low hit.
  • jMP: In Ravenous, now starts up slower than before.
    (... Instant jMP in Ravenous no longer reaches crouching characters after these changes)
OVERSTUFFED SPECIFIC
  • In Overstuffed, sHP now has armor that starts up a little bit into the move.
  • Fixed a bug where the wall bounce hit of sHP (Overstuffed) applied an extra hit of damage scaling despite doing no damage.
  • Salt Grinder, when Overstuffed, now performs a powerful damaging bite that staggers, instead of a throw type hit.
  • Hungern Rush, when Overstuffed, now starts up faster, and now hits again on the way down with a powerful knock up hit. This can be cancelled into Blockbuster on HIT only.
  • Tongue Twister, when Overstuffed, now pulls the victim towards Umbrella and trips them, instead of eating them.
    (... The trick is that while this hit does not do any damage, it doesn't force any combo scaling, giving Umbrella some scary combo damage from a command grab when she's up close.)
  • Adjusted all Overstuffed normals:
    • They are now much faster than before, and are only two frames slower than their Satiated versions. (Exceptions exist on sHP and jMP which are still slower than 2F, but still faster than before.)
    • Reduced hitpause on almost all hits, to speed up the general flow of attacks and combos.
    • Fixed a bug where sF+HP was not any slower in Starving or Overstuffed.
    • Reduced jMP damage: 950 → 850.
    • Reduced jHP damage: 1200 → 1100.
    • jHP jumps less high and falls faster.
MS. FORTUNE
  • Adjusted jLK hitbox enough to hit all crouching characters in the corner when done from a headless instant air dash.
  • Decap attack damage 100 > 200.
    (... This alone increases Ms. Fortune's headless corner combo damage quite a bit.)
  • sHK (headless) damage: 950 → 975.
  • Feline Allergies cooldown reduced from 80F to 60F. (50F in retail).
  • Head lockout from hitstun: 60 → 35. (15F in retail).
  • Cat Scratch metergain (head on) per whiffed swipe: 1.5% → 1%.
  • Cat Scratch metergain (head on) per swipe contact: 4%/3%/2% → 3.5%/2.5%/1.5%.
  • El Gato and Cat Slide when cancelled from Cat Scratch (head on) have reduced metergain for whiffing (1%) and reduced metergain for making contact (2.5%).
CEREBELLA
  • jD+MP (Unbreakable Elbow) no longer floor bounces when done as an instant overhead, but now always starts in "IPS Combo Stage 1", and it now has a 5F buffer into light normals after it finishes to help with confirms.
  • Pummel Horse now leaves Cerebella a bit closer to the victim, to help with some confirms on some characters.
ELIZA
  • Sekhmet Axe (air) damage: 900 → 1000.
  • Sekhmet jump: Reduced start up 6F → 4F (back to retail values).
  • Sekhmet landing: 6F recovery → 7F recovery.
  • Sekhem Rebound (backflip) is no longer impacted by extra landing recovery, the frame data on this should be back to retail values.
ANNIE
  • Increased air hitstun hurtbox size to make it easier to combo Annie.
  • Adjusted knockdown on the star spawned from charged sHP, in Star Power.
  • Reduced blockstun on large stars summoned during Star Power.
BLACK DAHLIA
  • Lowered the position of Dahlia during her air knockback hitstun animation to fix some combos not working against her.
PEACOCK
  • Lonesome Lenny
    • Lenny now flashes colors right before he is about to explode.
    • Fixed a bug where Peacock could not DHC out from this move in some situations which was introduced last update.
    • Lenny now hits assists further away with a different type of a knockdown.
      (... It should be a bit harder to call an assist as you place Lenny down to continue a combo on two characters at once.)
    • Lenny now always has increased start up and recovery when being placed. This is the same frame data from the last update when Lenny was placed after BANG! (M).
    • If using Lenny from BANG! (M) on successful hit, it uses the old placement and recovery speed from retail to allow for the old BANG! (M) x Lonesome Lenny, Argus Agony conversions.
  • George now properly flashes on Mac and Linux systems if Peacock is hit while they're out.
  • Adjust how long it takes for George to explode if Peacock goes into hitstun.
    • L: 60 → 50.
    • M: 15 → 12.
    • H: 20 → 15.




(Version number 3.7.1)
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