Skullgirls 2nd Encore - hiddenjesse
Hello everyone, this is Jesse! I hope you're having a good day!

We have a small patch this morning to address some of the bugs reported by the community from the networking refactor. We're still investigating and working on some of the other reported issues, but we thank you for your patience and your support!



MULTIPLAYER LOBBIES
  • Attempted to address some underlying issues with the p2p communications before players connect via GGPO.
  • Added additional logging to p2p communications to better diagnose any remaining issues.
  • Win counts should now properly update for 2-player lobbies when the rematch options appear.
  • Accepting an invite for a lobby from a different version of the game should properly kick the player back to the lobby search screen and display a warning popup.
MULTIPLAYER QUICK MATCH
  • Fixed issue where you could see your opponents name in the ping display, before you should.
UI
  • Fixed issue that was causing all the story talking heads to be misaligned.
(Build version 3.4.2)



If you experience issues, you can report them at the following locations:
Skullgirls 2nd Encore - hiddenjesse
Hello everyone, this is Jesse. I hope you're having a good day!

We have a small patch before the weekend to address one small issue in the Multiplayer Refactor Beta while we actively investigate other issues that have already been reported.

Please remember you can report any issues related to the Muiltplayer Refactor Beta either in the 2e-bugs channel in the official Skullgirls Discord OR in the Bug-Reports thread(s) on the Skullheart forums.



STEAM
  • Fixed an issue with Steam DLC permissions.

(Build version 3.4.1)
Skullgirls 2nd Encore - hiddenjesse

Since taking over Skullgirls 2nd Encore development in January 2021, Hidden Variable and Future Club have been working hard to bring you, the players, the four new characters that are part of our Season 1 Pass DLC. And don't worry, you'll be able to get your hands on Dahlia soon!
(First playable demo will be at Combo Breaker 2022)

But that's not all we've been doing.

The patch today is the result of a lot of hard work behind the scenes. Today, in the Beta build, we're testing out large scale refactors of the online multiplayer and the UI systems. These refactors are meant to improve the stability and reliability of our online lobbies, quick match, and spectating, fixing issues that have been longtime thorns in the community's side.

While most of these changes will not be readily noticeable, these codebase upgrades pave the way for us to make more substantial improvements to the multiplayer experience in the future. They will also make console development easier going forward, and not just for PS4. More news on that coming soon!

Of course, with refactors this big, there is a chance that new bugs have been introduced. That's why these changes are in the Beta build of Skullgirls 2nd Encore. There are no functional combat changes between Retail and Beta, but we still hope everyone will pop over to the Beta environment to test out these changes and enjoy the smoother multiplayer experience.

And should you experience any bugs, these refactors should also make it easier for us to diagnose and fix the issues. Please report bugs experienced either in the 2e-bugs channel in the official Skullgirls Discord OR in the Bug-Reports thread(s) on the Skullheart forums. We monitor those areas constantly for bug reports, so that's the best way to let us know something is wrong.

These are exciting times for Skullgirls 2nd Encore as both new characters and the old engine get lots of TLC, and we wouldn't be able to do this without the support of such an amazing community!

- Hidden Variable



Retail Change Log
Tech
  • New Beta logic to allow for separate Retail/Beta builds
Stages
  • Fixed lighting bug on Class Notes
Art Gallery
  • Added in updated Final Atrium 2D Art
  • Added in Boardwalk Stage 2D Art (Prototype & Final)
  • Added in No Man's Land 2D Art
  • Updated Class Notes 2D Art
  • Added Alt Class Notes 2D Art
Beta Change Log
Includes all changes to Retail Build
Multiplayer
  • Large scale UI refactors to improve reliability of navigating around the game
  • Large scale networking refactors to improve reliability of lobbies and quick matches
  • Large scale networking refactors to improve reliability of spectating
  • Lobby Host now shown in Lobby UI
  • Steam Profile Pics reliability improvement
UI
  • Fixed stuttering when fast-forwarding credits
  • Improved transition from Art Gallery to Main Menu
  • Fixed logo screens not being skippable after a certain point
  • Other miscellaneous fixes
Sound
  • New "Master Volume" control that influences all in-game volumes.
  • New "Mute When Unfocused" option that will mute the game when you switch to other programs.



(Retail Build version 3.3.24)
(Beta Build version 3.4.0)

Skullgirls 2nd Encore - hiddenjesse
Hello everyone, this is Jesse. I hope you're having a good day!

A small patch this morning to fix a few small things from yesterday's big Umbrella release. Hope everyone is enjoying Umbrella!



UI
  • Fixed Umbrella's icon being missing on the "Trials" screen.
  • Remove "Switch to Beta" from the "Help & Options" menu... for now.



(Build version 3.3.23)
Skullgirls 2nd Encore - hiddenjesse


After a lot of spit, polish, and more spit (from Hungern), Umbrella's official release is here!

Umbrella is stepping out of our "Beta" environment, and she arrives with a bountiful buffet of gameplay and balance adjustments for the rest of the cast.

If you've been participating in the open beta, all these changes will be familiar to you. If you've just joined us, or want a refresher on all the things that have changed over Umbrella's development, we've compiled a comprehensive set of update notes. You can view these notes over on the Official Skullheart Forums:

Skullheart Forums | Umbrella Release Update Notes

Thank you, everyone, for your continued support of Skullgirls 2nd Encore! There's a lot more in store for this year. Be sure to keep an eye on our social media accounts for the latest info on Black Dahlia, including the start of her Alpha period for Season 1 Pass, and the reveal of the final character for the Season 1 Pass!

- Hidden Variable

(Build version 3.3.22)



P.S.

Included in this update is new content for the Digital Art Compendium (DAC).
The changes to the DAC are as follows:
  • Addition of Umbrella Character Art
  • Character Posters moved to their own folder + Added Umbrella Character Poster
  • Boardwalk 2D Image + Concepts added to Environment folder
  • Umbrella Frame Dump added
  • Added Bubble throw frames for all characters
  • PS4 Physical Box Art added to Key Art
  • PS4 Physical Manual Cover Art added to Key Art
  • PS4 Japanese Physical Box Art added to Key Art
  • PS4 Theme Art added to Production Art
  • Grand Cathedral Stained Glass Art added to Production Art
  • Umbrella Story Mode Content added
  • New Umbrella, Parasoul, Cerebella Talking Heads added
  • Updated existing Black Egret Talking Heads.
Skullgirls 2nd Encore - hiddenjesse
Hello everyone, this is Jesse. I hope you're having a good day!

We have a small update here that addresses a notable bug from yesterday's release. We're also adding one of the final pieces of content for Umbrella's full release: her Season 1 Pass exclusive palette!



THE BOARDWALK
  • Fixes a bug where Boardwalk was causing the game to crash on Mac/Linux.
UMBRELLA
  • The Season 1 Pass Exclusive Palette for Umbrella added! Palette 30 - Skullgirl Umbrella
  • Special logic for Umbrella becomes active if you use Alt VO and Palette 30 at the same time. Get the full Skullgirl Umbrella experience!

This update represents one of the last bits of new content before Umbrella's official release on Steam and PS4. We'll have more news about that release very soon!




(Build version 3.3.21)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

Today's update is one of the final beta mode updates as everything begins to be finalized for release on PS4.



THE BOARDWALK
  • Umbrella's stage has been updated with a brand new look, complete with new animations and NPCs - check it out!
VISUALS
  • Fixed a bug where glows from lightning, flames, and such would still shine even if characters were invisible from being thrown, stuffed in a bag, chewed by Hungern, etc.
UMBRELLA
  • Added an alternate voice pack as a Season One pass bonus - Skullgirl Umbrella!
    (... Her Season One pass bonus palette will be arriving very soon.)
  • Salt Grinder (QCF + LP)
    • Redistributed (and lowered) overall damage from grinds during Salt Grinder.
    • Removed assist damage scaling penalty, and removed SATIATED damage scaling penalty.
    • As an assist, Salt Grinder always does the maximum amount of assist grinds possible in previous beta versions.
  • Tongue Twister ([Back], F, LP + LK)
    • Redistributed (and lowered) overall damage from chomps from Tongue Twister.
    • Removed SATIATED damage scaling penalty.
  • Bobblin' Bubble (QCB + MK)
    • OVERSTUFFED damage increased from 650 to 700.
    • Hunger gain reduced from 1 pip to 1/2 a pip.
    • Will no longer be popped by Umbrella's bubbles created from Under The Weather, Cutie Ptooie, or Wish Maker. Projectiles from other characters (assists) or sources (Retina Reflector) will still pop it as before.
    • Now ignores hits from Ms. Fortune's head when she tags in.
  • OVERSTUFFED damage from Hungern Rush increased from 800 to 900.
  • Wish Maker (QCB + HK) no longer hits anything but the enemy point character, again. Projectiles and assists will not interact with it.
    (... This bubble still vanishes if Umbrella is hit, but it will always attempt to favorably trade for a few frames when this happens.)
  • Cutie Ptooie (QCB + LK) bubble travels considerably slower.
    (... This allows Umbrella to more easily move in behind it, control the air space in front of her for a longer time, and gives the projectile more time to ramp up its frame data, which increases the longer it travels as mentioned in other patch notes.)
  • Umbrella can only have a maximum of 3 puddles out at once. The oldest puddle is replaced when she exceeds this limit. Puddle lifetime increased from 12 seconds to 25 seconds.
    (... This gives Umbrella substantially more time to play around placed puddles while making sure she can't coat the entire stage in them.)
  • Slurp 'n' Slide activates nearby puddles for the boosted version from slightly further than before.
  • Slurp 'n' Slide, when boosted, will now continue to consume any puddles that she slides over.
  • Fixed a bug where pushblocking reflected projectiles from Umbrella would push characters the wrong direction.
  • Fixed a bug where after reflecting an enemy projectile, allied projectiles could still destroy it despite it being friendly now.
  • When Umbrella tags out during a combo, her hunger state will change instead of being locked until that combo ends.
    (... Ensures that calling an assist will perform the correct hunger state version based on her true hunger level when she tagged out.)
  • Updated the visuals on Retina Reflector: Contact Lens, to differentiate the startup from Retina Reflector.
  • Fixed a bug where one of the rising hits from s.F+HP could hit tall standing characters.
  • Fixed a bug where failing to hit with sHK would cause Bobblin' Bubble and Wish Maker to vanish prematurely.
  • Fixed a bug where characters weren't reacting with the proper VO line when caught by Wish Maker, if they were using alternate VO. Alternate VO lines are used for Peacock, Double, and Painwheel.
  • Fixed a bug where Slurp 'n' Slide did not have a kara cancel window into Outtake.
  • Fixed a bug where starting a chain with sHK at less than 240 Undizzy could cause a burstable Undizzy hit if it crossed the 240 threshold. sHK now sets off IPS and Undizzy on the grab hit, allowing them to burst immediately after being released.
  • Minor sound and visual adjustments.
  • Fixed a bug where Hungern could vanish during Umbrella's "Feeding Time" Blockbuster.
ANNIE
  • Fixed a bug where Meteor Strike scaling while point was errantly removed compared to retail in the last update.
    (... It does apply forced scaling in retail)
  • Meteor Strike scaling is now a flat 70% across the board, with no exceptions based on being used as a DHC or not.
    (... Up from 45% compared to the last beta update for a considerable damage boost.)

This update paves the way for Umbrella's official release on Steam and PS4. We'll have more news about that release very soon!




(Build version 3.3.20)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

This is a small update which adds the remaining projectile reflection functionality to Umbrella's sHP, and her Retina Reflector blockbuster. This update also adds almost all of Umbrella's palettes!



Note that even if a projectile is not listed below, Retina Reflector will still absorb hits and usually protect Umbrella from it.

If Umbrella is standing behind or inside of Retina Reflector, she will be protected from projectiles that are hitting both her and Retina Reflector at the same time. The most common case for this is against Robo-Fortune's beams, or projectiles with wide hitboxes like Annie's Sagan Beam.

If you find a bug with projectile reflecting, please let us know on Skullheart, or in #2e-bugs channel in our official Discord.

UMBRELLA - PALETTES
  • Added new Umbrella palettes. Now she has 29! (She will receive one more palette in a later update that will only be available to Season Pass owners, like all other characters.)
UMBRELLA - REFLECTABLE PROJECTILES
  • Annie - Crescent Cut, Stars, Gravity Slingshot
  • Beowulf - Hurting Hurl (L/M/H)
  • Cerebella - Diamonds Are Forever
  • Double - Luger, Cattelite Lives, Megalith Array
  • Eliza - Throne of Isis, Dive of Horus, cMP [2nd hit]
  • Fukua - Forever A Clone (L), Love Art, Blown Kiss
  • Painwheel - Gae Bolga Stinger
  • Parasoul - Motor Brigade, Inferno Brigade, Napalm Shot
  • Peacock - All Georges, sHP [2nd hit], Argus Agony's small bullets, cMK [Ant]
  • Robo-Fortune - JHP, Headdrone RAM
  • Squigly - Squigly Battle Opera, Inferno of Leviathan
  • Umbrella - Cutie Ptooie, Wish Maker, Under The Weather
  • Valentine - Dead Cross, Vial Hazard, Checkmate Incision
ELIZA
  • Updated palette 18 with a new effect.


(Build version 3.3.19)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

This update fixes some bugs introduced in yesterday's patch.




UMBRELLA
  • Fixed an issue where Slurp 'n' Slide wasn't adding Undizzy or being tracked by IPS.
  • Fixed an issue where a single Slurp 'n' Slide could hit twice when passing through a puddle after it hit the opponent.
  • Fixed an issue where the camera would pan higher than intended when capturing large characters in Wish Maker's bubble.
  • Fixed an issue where Undizzy could activate when Umbrella kicked a puddle with cMK or sMK to start a chain when near max Undizzy.
ANNIE
  • Fixed a bug where Annie's Gravity Slingshot would home in on her own height instead of the opponents height.




(Build version 3.3.18)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

It's been awhile since our last update! Here's what we've been working on:
  • Creating and testing Umbrella's character tutorial and her trials.
  • Polishing up the new version of Umbrella's stage.
  • Finalizing all of Umbrella's palettes.
  • Finishing Umbrella's gameplay, per all of the update notes that you'll find below.
We're eager to get Umbrella fully finalized so that she can be released on PS4 in the near future - almost there!



STORY & OTHER
  • Added Umbrella's tutorial and her 4 trial combos. Please note that this early release of these features are available in ENGLISH only. Translations are not available in other languages yet, but they will be for the full launch.
  • Updated character select UI to make it more clear which characters have alternate VO packs, and how they can be selected.
  • Updated key art and cinematic animations in Umbrella's Story Mode. The Art Gallery has been updated to reflect the new art. (Note: Some of the old versions of the art have been archived in the Art Gallery)
  • Fixed a bug where some characters weren't visible in Parasoul's Story Mode.
UMBRELLA

Commentary:
    One of the larger changes in this update is that Umbrella can now convert from Tongue Twister and ground throw by sliding through a nearby puddle after using Slurp 'n' Slide. As a result of this, her damage had to be adjusted.As part of her general gameplan, Umbrella is encouraged to lower her hunger into the RAVENOUS (red) section in order "cash out" with her full damage from Salt Grinder, and Tongue Twister, which now do reduced damage when starting from SATIATED or OVERSTUFFED. With Cutie Ptooie (L Bubble) being usable without increasing her fullness, and Bobblin' Bubble (M Bubble) having reduced recovery, she should be able to hold her ground a bit better while working on pushing her hunger level towards RAVENOUS.As for her assists, her full assist damage potential (Salt Grinder, Tongue Twister, Hungern Rush, etc) is gated behind intentionally getting her into the RAVENOUS state before tagging out. You'll need to come up with a strategy to accomplish this.Outside of possible last minute tuning, bug fixes, and implementing projectile reflection for more enemy projectiles, this is likely the final version of Umbrella. If you have feedback or discover a bug, please consider posting on our official forums.
Changes below:
  • Updates to her voice over have been implemented. Look out for new voice lines, a full audio and volume balance pass, and more!
  • Updated the look of some of her palettes already included in the last update. Brand new palettes will be arriving very soon - thanks for your patience!
  • Slurp 'n' Slide ([Back], F + MP)
    • Can now slide through puddles to receive a boost in speed, damage, and an alternate hit type. (She trips if doing this while STARVING.)
      (... This is a pretty large change. Using the boosted version of Slurp 'n' Slide allows Umbrella to convert from new attacks with the right puddle positioning and set up. For example, midscreen combos from ground throw, Tongue Twister, sHP, etc... Due to these new conversions, her damage has been adjusted.)
    • Lowered collision box height while sliding to ensure she can slide under characters without them getting stuck against her, and increased collision box height right before active to help with some corner combo stability.
    • RAVENOUS damage 900 → 800
    • OVERSTUFFED damage 1100 → 1000
    • OVERSTUFFED hit launches opponents further and faster.
    • Fixed a bug where Umbrella would slide backwards when landing from Slurp 'n' Slide instead of forwards.
    • Fixed a bug where Umbrella would pass through opponents in the RAVENOUS version before she hit them. This fixes some difficulties hitting some characters in the corner.
    • Increased hitstop on SATIATED and STARVING version to help give more time to confirm into a super on hit.
    • Reduced super cancel duration.
      (... Super cancel window ends at the point where the new L+M Retina Reflector would have not been a true combo.)
  • Salt Grinder (QCF + LP + LK)
    • When starting Salt Grinder in SATIATED or OVERSTUFFED, a 25% and 50% damage penalty is applied on follow-up grinds, respectively.
    • When used as an assist, grinds now have a flat 25% damage penalty, and this replaces previously implemented assist damage reduction, for clarity. This damage multiplier stacks with the damage reductions above.
    • As an assist, Salt Grinder can only grind as many times as she would have been able to if she was point, with respect to being unable to grind further because Hungern is completely full.
      (... Assist TL;DR - Get Umbrella into the RAVENOUS state and tag out, and then the assist will function as it did before.)
    • Reduced active frames from 5 to 2.
    • Fixed a bug where Umbrella herself did not experience any hitstop on block. Reduced frame advantage on block.
    • The very first grind (left or right) is now buffered like other grinds.
    • Reduced max time allowed between grinds before Hungern automatically spits the opponent out.
  • Tongue Twister ([Back], F + LP + LK)
    • When starting Tongue Twister in SATIATED or OVERSTUFFED, a 25% and 50% damage penalty is applied on follow-up chomps, respectively.
    • When used as an assist, grinds now have a flat 25% damage penalty, and this replaces previously implemented assist damage reduction, for clarity. This damage multiplier stacks with the damage reductions above.
    • Increased recovery on Tongue Twister whiff by 7F.
    • Fixed a bug where characters could be hit briefly when Hungern chomps his own tongue pile to begin chewing, if Umbrella was not the point character.
    • Lowered hitbox on the tongue while rolling to prevent it from interacting with certain projectiles.
    • Slightly tweaked character wall bounce velocity.
    • Reduced recovery on success by 2F.
    • Fixed a bug where comboing into Tongue Twister would incorrectly advance the combo stage more than intended.
    • Fixed a bug where you could call assists in the middle of the grab while the tongue was retracting.
    • Added a normal buffer after Tongue Twister ends to help time corner combo follow-ups.
  • Hungern Rush ([D], U+HP)
    • Hungern Rush is now strike invincible (can be thrown), instead of fully invincible.
    • Fixed a bug where blocking Hungern Rush grab while rising would not display the new shield block effect, even if you blocked due to rising unblockable protection.
    • STARVING version jump height slightly reduced.
    • OVERSTUFFED version jump height and active frames increased. Removed super cancel window on landing during this version.
    • RAVENOUS version now scales to 55%, like all hit grab style attacks.
    • As an assist, the first hit while rising scales to 55%, instead of scaling to 55% on the second landing hit.
      (... This reduces the damage to be more in line with other DP assists.)
  • Retina Reflector (QCF + PP ... DP + PP)
    • "Retina Reflector: Projection Lens" is now known as just, "Retina Reflector". The physical hit version (DP + PP) is now known as "Retina Reflector: Contact Lens". For clarity, our hope is that referring to them as "Retina Reflector" and "Contact Lens" separately makes it easier to discuss and differentiate between the two moves.
    • Retina Reflector now vanishes if Umbrella is hit with a physical hit or thrown, but not when hit with a projectile.
    • Removed logic where L+M version of Retina Reflector would always shatter if Umbrella was hit briefly after the start up, due to the above.
    • Retina Reflector now vacuums opponents towards the projectile if they are grounded, to prevent them from falling out of it.
    • Various improvements to the reliability of reflecting projectiles as the projectile is spawning.
    • Increased L+M version start up time before active frames begin after the projectile has spawned.
    • Retina Reflector (but not the Contact Lens version) is now projectile invincible on startup. L+M version has more projectile invincibility after spawning the shield.
      (... Can be used to reliably counter various projectile attacks while leaving Umbrella safe.)
    • Reduced gap between hits against opponents for the ground and air versions.
    • Against airborne opponents, Retina Reflector bounces opponents lower than before.
    • Retina Reflector: Contact Lens damage reduced from 2000 to 1750.
    • Retina Reflector eyeballs now always show veins when they're about to explode, if they're attached to the opponent. (Bug Fix)
    • Fixed a bug where the eyes shooting off Retina Reflector could get stuck on other projectiles and fail to reach enemy character.
    • Increased size of hurtbox (for reflection) and hitbox (for hitting).
    • Adjusted and polished other non-gameplay related eyeball behaviour.
    • Retina Reflector (and sHP) can reflect additional projectiles. More projectiles will be reflectable in the next update!
      • ALL projectiles for Annie, Painwheel, Double, and Fukua. If you can't reflect one of their projectiles, it's probably not going to be reflectable in the final version.
      • Valentine - Air / Ground Checkmate Incision.
      • Robo-Fortune - JHP and Headrone RAM.
  • Under The Weather (QCF+KK)
    • There are eyeball(s) inside of the bubbles, and they are looking respectfully. This is just a visual change.
    • No longer uses any randomization for Bubble placement and pathing. It is now the same each time to help set ups stay consistent.
    • Chip damage on regular bubbles reduced from 100 to 75.
    • Damage reduced on regular bubbles from 200 to 175.
    • OVERSTUFFED version now produces larger bubbles that knockdown. Less bubbles are spawned in this version. (12 → 9)
    • Bubbles now interact with other projectiles and pop when touching them.
  • Cutie Ptooie (QCB + LK)
    • There are eyeball(s) inside of the bubbles, and they are looking respectfully. This is just a visual change.
    • Total animation length reduced.
    • The projectile will no longer vanish when Umbrella is hit.
    • OVERSTUFFED version has had its size and hitbox increased slightly.
    • Frame data (which has always scaled based on how long the bubble has traveled) improved for all versions.
    • Bubbles now interact with other projectiles and pop against them.
    • Adjusted launch angle.
    • OVERSTUFFED damage reduced from 650 → 500.
    • If LK is held throughout the entire animation up to the point where the projectile is created, the butterfly will not be eaten.
      (... You can use Cutie Ptooie more freely while still trying to increase Hunger, if desired.)
  • Bobblin' Bubble (QCB + MK)
    • Drastically reduced animation length.
    • The bubble now vanishes if it goes off screen, or Umbrella is hit.
      (... This only happens midscreen, since it slides back on screen if it touches the corner.)
    • Slides back on screen faster than before, if it is touching the corner.
    • No longer puts the opponent in preblock.
    • Default damage 850 → 500. OVERSTUFFED damage 1000 → 650.
    • OVERSTUFFED hitstop on hit reduced from 24 → 18.
    • Fixed various visual bugs related to the bubble being inside of Hungern's mouth when created.
    • The projectile will vanish when Umbrella is hit. If Umbrella has already hit it, it won't vanish and continues to pop.
    • Added a normal buffer after Bobblin' Bubble ends to help hit the bubble as fast as possible.
  • Wish Maker (QCB + HK)
    • Wish Maker will now pop when touching assist characters, but it will not capture them.
    • Wish Maker will now pop when touching other projectiles.
    • Wish Maker (all versions, before capture) travels a shorter distance before popping.
    • The projectile will vanish when Umbrella is hit, unless it has already captured the opponent.
    • Fixed a bug where Wish Maker would fail to capture opponents if they were too high up when touching the bubble.
    • Fixed a bug where Umbrella would create another bubble as an assist even if one was already out. She now leaves immediately if a Wish Maker bubble is already active, like her other bubble assists.
    • The bubble now vanishes if it goes off screen.
    • Captured opponents will no longer be pushed into the corner, if the corner is already occupied.
    • Fixed a bug where hitting the opponent at the same time the capture naturally ended would cause the hit to not function correctly. (Applies to air throw capture bubble as well)
  • sHP (Reflection)
    • Will no longer interact with projectiles that are not reflectable.
    • Removed projectile invincibility on start up.
    • Fixed a bug where projectile reflection continued even after Umbrella was hit or interrupted.
  • sHK
    • Damage reduced to 975.
    • Start up decreased by 5F, and she runs and jumps slightly faster.
    • Fixed a bug where under some rare circumstances the follow-up slam hit would not connect.
  • Puddles
    • When Umbrella interacts with multiple puddles at once using J[MK], sMK or cMK, only a single splash is created for one source of damage.
    • Fixed a bug where splashing a puddle in the middle of a string could activate Undizzy.
    • sMK puddle splash damage reduced from 600 → 400.
    • sMK puddle splash range slightly increased.
  • Feeding Time (QCB + PP)
    • Fixed a bug where it would not pause the match timer.
    • Fullness increase from chomping reduced from 3 pips to 1 pip. Swallowing the opponent no longer grants any fullness.
      (... This is meant to help keep Umbrella closer to the hunger state she wants to be in when finishing off a character and preparing to fight the next one.)
    • Bonus RAVENOUS threshold increase granted per eaten character is now 2, instead of 1. This still caps at 3.
    • Added extra water visual effects.
    • Umbrella slides backwards a little bit when firing the opponent out of Hungern.
  • Miscellaneous
    • Fixed a UI bug with Umbrella's hunger meter on P2 side.
    • Standardized visual effects on Umbrella's eyes when she activates any Blockbuster.
    • JMP - Hitbox improved, again. In RAVENOUS, it is one frame faster (11F → 10F startup).
    • Added VO to Egret Soldier during her timeout animation.
    • JHP - Reduced landing hit frame advantage.
    • Improved visuals on backdash wind twirl.
    • cMP - Increased hitstun by 2F when SATIATED and STARVING.
    • Various other visuals and audio tweaks.
ANNIE

Commentary:
    Annie is getting some of her powerful tools back that were adjusted in the last beta update. However, her DHC damage potential is drastically reduced, and her Star Power mode will require more meter commitment to activate.
Changes below:
  • JMP behaves as it does in retail, but with two extra frames of recovery.
  • Dash speed reverted back to retail values.
  • Re-Entry hitstop adjusted from 10 back to 13 on the first two kicks.
    (... This was just meant to speed up combos, but people preferred the oomph it had before.)
  • Expanded air dash backwards collision box to fix a bug where Annie could air dash backwards through a crouching opponent, while technically being grounded.
  • Pillar of Creation (QCB + KK)
    • Bonus DHC scaling on the first hit reduced from 70% → 40%.
    • Hitpause on the second hit (fist clench) increased from 10 → 25, when not used as a DHC.
      (... Enables Annie to confirm at long distances when using Pillar of Creation on point.)
    • Hitpause on the second hit (fist clench) reduced from 10 → 5, when used as a DHC.
      (... Annie can't convert easily from fullscreen when this is used as a DHC.)
    • Knockback reverted to retail values, leaving the opponent slightly closer.
  • Meteor Strike (QCF + KK)
    • Now applies the same amount of super hitstop regardless of if the opponent is in hitstun or not. Increased hitstop value to 4, up from 2 in the last update. (It is 6 in retail)
      (... This super can hit characters from longer distances without them having a chance to block or reversal, again, but it's still not quite as good as it is in retail.)
    • Applies bonus damage scaling (45%) when used as a DHC.
    • Damage reduced from 2250 → 2000.
      (... These changes are required to prevent Meteor Strike in the corner from being the new DHC Pillar of Creation, in terms of damage.)
  • Star Power (D, D + KK)
    • Star Power requires that you have at least two bars of meter to activate. Even to use it as a DHC, you must still have two bars of meter.
    • When Star Power activates, it consumes one bar of meter immediately, up from zero.
    • Since Star Power uses meter to activate, you can now DHC out of it.
    • Stars from Star Power now deal chip damage. (!)
    • Gravity Collapse (D,D+KK in Star Power) now deals a lot of chip damage. (!)
    • Annie displays in front of Crescent Cut when performing the activation animation.
  • North Knuckle now performs the follow-up slam on block, on all versions, when used as an assist. However, the H version slam has reduced blockstun and blockstop as an assist, like Big Band's H Brass assist, or all DP assists.
ELIZA

Commentary:
    Eliza receives some buffs and quality of life changes. While the power of Sekhmet is reduced, base Eliza's power is increased as a trade off.
Changes below:
  • Sekhmet now has a generous buffer when her supers are ending to perform a fast as possible return to the anchor. When returning to the anchor using this buffer, she won't lose life as she retreats.
  • Extended the DHC window for Crimson Scourge after Sekhmet dismounts from the opponent.
  • Forced scaling applied from Crimson Scourge adjusted to 45%, from 55%.
  • If Sekhmet's Carpenter's Axe is blocked (grounded H), she cannot perform Sekhem Rebound (backflip).
    (... This opens up punishes from previous versions of the game when Sekhmet attempts her fast overhead and it fails. A very well timed throw will grant you a scaled combo (or a counter hit JM in the face if mistimed), or you can attempt an Outtake for a lower risk punish with damage scaling. Sekhmet can still get numerous mix-up attempts or simply retreat to safety using her low (2L) combined with Sekhem Rebound. She can also still use Sekhem Rebound after the slower overhead option, (JM) Ptahxe)
  • sHK start up reduced by 3F.
  • sHP start up reduced by 3F.
    (... Note, the above two changes also allow Eliza to chain lights into heavies)
  • cHK armor against projectiles starts 4F earlier.
  • Fixed a bug where Weight of Anubis (QCF + HK) and Nekhbet Breaker (J.QCF + KK) incorrectly scaled to 50% instead of 55%.
  • Throne of Isis (QCF + LK)
    • Hitpause increased by 2F on hit only.
    • Reduced knockback by 20%
    • Slightly reduced the extended hurtbox on the chair, making it less likely to be nullified by opponent attacks.
ROBO-FORTUNE
  • Theonite Beam (H) reverted back to retail functionality. It's no longer pulled harshly with the camera.
  • Fixed a bug where Robo-Fortune couldn't perform Homing Directory after sHK hit Ms. Fortune and her head at the same time.
PEACOCK
  • Reverted all changes back to retail, except:
    • Shadow of Impending Doom (level 2 charge) still has 20 extra frames of recovery, from the last update.
    • Four extra invincible frames from the start up and four extra invincible frames from the recovery of all versions of The Hole Idea (Teleport) are now vulnerable.
DOUBLE
  • Cattelite Lives length when used as a DHC lasts for 33F longer.
MS. FORTUNE
  • Reverted all changes back to retail.
  • Fixed a bug where headless "rekka" moves (Cat Scratch, El Gato, Cat Slide) would not auto correct to face the opponent.
FILIA
  • Expanded air dash backwards collision box to fix a bug where Filia could air dash backwards through a crouching opponent, while technically being grounded.




(Build version 3.3.17)
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