This update focuses primarily on Annie and Beowulf, and has some other adjustments along with it.
ANNIE
Pillar of Creation has been updated with new visuals, and has received substantial changes to feel more like a proper level 2 with new utility that isn't just about raw damage.
Now hits the opponent twice, holding the opponent in place for a much longer time allowing for full conversions from anywhere on the screen.
Now deals less damage.
Adjusted hitboxes to hit higher up.
Now has hitstop until the active frame on point only, preventing the opponent from using a reversal to escape if they were in the middle of something. You can block before it hits as long as you weren't performing an action.
The second hit from Pillar of Creation will drain 1 meter from the opponent if it hits the point character. This value is halved when used as a DHC.
North Knuckle's follow up slam has also received some big changes to make it feel more in line with what players expect out of a punching special move. New properties for each strength have been added, and a Super Cancel window has been added. All versions still build Undizzy on the Slam follow up, even as an assist.
L version keeps the opponent close, allowing for confirms. Deals low damage. Safe on block.
M version behaves like the previous version of North Knuckle's Slam. Deals less damage than H.
H version is now a wall splat. ... (This brings an entirely new type of conversion assist to the table for team building. It can help you convert off almost all projectiles (Beams, Dead Cross, Napalm Shot, Bombs, etc) with ease, build midscreen resources (Robo heads, midscreen Vial Hazard → TK Bypass...), and just generally adds great damage. This assist may be toned down in the future, but for now it's the full package.)
Other changes...
Adjusted sMP hitbox slightly downwards to hit all characters OTG.
During Star Power, jHK's star will only ground bounce the opponent up once per combo. ... (This only triggers if the blade touches the opponent, so you can still get a second ground bounce from a stray jHK star confirm.)
Fixed a bug where Sagan Beam would pull Peacock's Lonesome Lenny the wrong direction towards Annie if Lenny was facing the same direction as Annie.
Reduced recovery of cMP and tuned hitstun and blockstun now that it is not her stagger button. Still -2 on hit. It's now -5 on block, previously was -6.
Slightly extended Gravity Collapse DHC window.
Updated attack FX colors on Annie palettes 18, 27, 28, and 29.
Fire themed palettes (8, 17, and 28) light the opponent on fire (instead of creating sparkles) when hitting with her normally purple galaxy style attacks.
Added sounds to Gravity Collapse.
Tuned FX stars spawned from jLK.
Annie builds meter during Star Power if her assist is caught in a double snap, instead of losing meter. ... (This is required, or else the optimal thing to do is the longest double snap combo imaginable to drain her meter to zero.)
Greatly reduced hitstop on block for Destruction Pillar.
Adjusted Annie's OTG hurtbox to prevent her from falling out of some combos, like Squigly's Throw → Silver Chord.
Dash start up speed (before Sagan's jets are active) slightly reduced.
Adjusted Annie's position when hit with knockback style attacks to prevent some Annie specific combo drops.
jHP stars during Star Power last for 3 less frames before fizzling out and losing their hurtbox. Stars from jHP and sHP have had their blockstun reduced by 7F and hitstop reduced by 2F.
BEOWULF
Beowulf has received changes that aim to do the following:
Provide more consistent hype gain per combo.
Open up new ways to spend hype.
Narrow the gap in team effectiveness between picking resource building assists that revolve around taunt, and those that don't.
I expect Beowulf will require further tuning after the dust settles.
Fixed a bug where moves that spent more than one hype would display the wrong color flash on Beowulf.
Entering grab stance in the middle of a combo will advance the combo stage to at least combo stage 3 and begin building Undizzy. Grab stance combo starters (Throw, Chairless sHP, Wulfshoot, etc) still start at combo stage 2.
Beowulf's taunt effect has changed. It now buffs his next non-ex grab stance finisher to build 3 hype immediately if he has less than 3 hype, even if he has already used an ex move in the same combo. It will also build 1 hype if he has less than 1 hype. Taunt recovery reduced by 17F.
Added EX Chair Pickup for 3 hype, (Down, Down + KK) which pulls the chair towards Beowulf and delivers a hit if opponents happen to be the in way. Beowulf can hold K to continue the stance, catching The Hurting when it arrives, which builds 1 hype.
Added Sound Stage 15 to the list of stages that support Beowulf's crowd cheering.
On stages which have the crowd and audience present (NMO Arena, Innsmouth, Sound Stage, etc), the crowd will now yell along with Beowulf's hits during double snap combos that he starts. The crowd will go crazy if Beowulf finishes it, and be disappointed if he drops it. ... (I miss seeing all of you at offline events and screaming screaming "AY AY... AY!" along with you all during double snap combos, so this will do for now... ;_;)
Added a version of EX Blitzer, as an experiment. Press KK or PP during Wulf Blitzer to spend 1 hype to perform another normal Wulf Blitzer. With 3 hype, you can do up to 6 Blitzers. This EX version ignores the blockstun reduction rule that usually comes with using the last Blitzer, so Forward, Forward, Forward, EX + Down will still be -2. EX Blitzer can also be used 5 frames earlier from the previous Blitzer compared to the non-EX version.
Gigantic Arm min scaling increased to 45%, from 27.5%.
Mic Drop (hold sMP) now builds 1/3 hype once per combo, up from 1/4.
When sHK staggers the opponent, it builds 1/3 hype once per combo. ... (Beowulf can now build 2/3 hype every confirm, greatly increasing hype gain.)
PEACOCK
Peacock's "The Hole Idea" (H) behaviour has been reverted back to the retail version. She can teleport behind the opponent after her assist has touched the floor again.
Bang! (M) recovery has been greatly reduced, but still has more recovery than retail. Blockstun has been reduced. Now -16 on block, but with much faster recovery on whiff and will feel less sluggish.
Bang! (M) knockback distance reverted to retail values, allowing corner wall bounce confirms from the same distance.
Peacock has received significant combo damage reductions via reduced damage on her normals. She now deals average combo damage (relative to the cast) using her previously optimized midscreen and corner combos. All of her zoning damage and zoning chip damage tools are the same as before.
All versions of Shadow Of Impending Doom now scale to 60%, previously 80%.
ROBO-FORTUNE
Reverted all Theonite Beam hitbox sizes back to their retail versions.
Air L Theonite Beam during Systemic Circuit Breaker knocks grounded opponents slightly higher and closer towards her.
Fixed a bug where Air L Theonite Beam in Circuit Breaker against grounded opponents wasn't activating her once per combo beam rules.
Ground L Theonite Beam in Circuit Breaker pulls opponents closer to her the closer she is to them. From far distances, it will push the opponent away instead.
Circuit Breaker beam damage reduced from 1100 to 1000.
Robo-Fortune can double jump again during the first two frames of her jump, but all air normals will hit mid for that jump after.
Warranty Extension damage is all non recoverable. Damage increased from 750 → 1000. Timer extension reduced from 6s → 5s. ... (In light of the recent changes that made every Circuit Breaker timer second longer than a normal human second, time added from Warranty Extension even at 5 seconds is still even longer than time added previously at 6 seconds. 450 frames [current] vs 432 frames [first version])
BIG BAND
Level 5 will only wall bounce characters if it successfully hits the the point character.
Fixed a bug where taunted Tympany Drive was more safe on block than expected. The final hit of Tympany on BLOCK now properly applies hitstop on himself, keeping the frame data the same as the non taunted version.
CEREBELLA
Follow up hits from jLP are no longer buffered, reverting them back to the way they were in retail instead of being buffered. The first follow up hit on jLP is still buffered a bit, but not as much as before.
ELIZA
Sekhmet's Backflip health cost increased from 600 → 800.
FILIA
Fixed a bug where Filia could button dash directly from a low to the ground air dash when using the new lenient button dash addition.
MS. FORTUNE
Fiber Upper's hitboxes were ever so slightly extended forward around opponent head height to hit standing Annie and Cerebella during combos.
Fixed a bug where some moves had one extra frame of unintended recovery when they ended. Applies to sHK, Cat Call, and Cat Scratch.
SQUIGLY
Squigly Battle Opera hits function as they do in retail now, and the previous changes have been reverted. ... (Making Squigly Battle Opera use the new logic without removing any of the old SBO conversions that players were using earlier isn't possible, so we're erring on the side of not breaking anything people are used to.)
VALENTINE
Can now DHC into Counter Venom if she has Vial Hazard loaded. This DHC version has different properties then when used on point. It has increased recovery on block, it is not invincible on block or plus on block obviously, it deals less damage, and it doesn't automatically upgrade her loaded Vial Hazard to level 3.
VFX
Reduced intensity of white palette flash on characters when recovering from hitstun.
Removed green faint tint when characters exit a Reaction Shot (pushblock) with blockstun remaining. This puts us back to the retail behaviour.
This update focuses on bug fixes and gameplay tuning.
GENERAL
Fixed a bug where you could see players using the wrong Annie palette in game if you didn't own the Season Pass or Annie's DLC.
Fixed a bug for MacOS where using the in-game "Switch To Beta" or "Switch To Retail" logic wouldn't close the already running instance of the game.
ANNIE & PEACOCK
EXPERIMENT - When using Annie's "Crescent Cut" or Peacock's "George's Day Out" as an assist, assist calls will be locked until one second after the projectile has hit or vanished.
ANNIE
Added VFX for North Knuckle, and updated VFX for Destruction Pillar. More VFX updates will be arriving in the future! =)
Reduced knockback on cHP against airborne opponents and slightly increased opponent only hitstop to leave them closer for easier confirms.
Crescent Cut (L) accelerates much faster than before.
Crescent Cut (M) hitstop increased by 2F, allowing links into LK buttons after and helping with OTG confirms that use it such as after Throw or cHP.
Annie's ground dash starts picking up speed sooner than before, and is also ever so slightly faster.
Added additional effects and sound to Annie's dash to make it clear when you've held it long enough for her to reach her full dash speed. This mechanic already existed, but now it's more obvious when it activated.
While in Star Power, creating stars costs slightly more (~1% more per star) meter.
While in Star Power, meter drains at full speed even if Annie is in hitstun now.
Fixed an issue where Annie could get an unintentional flipped Special or Super input after landing from Re Entry for 1F if she had to turn around.
Adjusted animation on Annie's falling knockdown to loop properly.
Removed a floating hurtbox from one of her knockdown frames.
Fixed a bug where Annie's 29th palette was missing her space effects on Destruction Pillar and Pillar of Creation.
Fixed a bug where Annie could slide forwards or backwards during grounded Gravity Collapse.
DOUBLE
Slightly increased knockback (-10 → -12) and reduced knockup (13 → 12) on Double's Luger Replica (L) against airborne opponents so that she must be closer to confirm off the OTG hit.
ELIZA
Fixed a crash involving Sekhmet.
Improved effects when collecting blood as Eliza.
Sekhmet doesn't slide back as far when her armor is broken by an armor breaking move, and she bounces slightly higher.
Sekhmet correctly bounces when her armor is broken by Annie's cHK, allowing Annie to combo again.
FUKUA
Ground Throw and Platonic Drillationship (M) behave as they do in the Retail version of Skullgirls again.
PAINWHEEL
Refactored Hatred Guard again to resolve a inconsistencies when returning Hatred Guard damage back to an assist and point character on the same hit. (Please let me know if you see any issues with this one!)
Hatred Guard armor ends 1F after the first active frame if a normal is fully charged, rather than lasting several frames after compared to the last Beta update. (Exception: sMP has Hatred Guard armor through all active frames if fully charged)
SQUIGLY
Can now always use Fallen Woman (Divekick) after Air Throw, even if she's extremely close to the ground. This fixes some instances where you can't combo from it, in Retail.
Fixed a bug where Squigly's "Rage of the Dragon" required both charges to be performed as a DHC. It now only requires one charge when done as a DHC, just like the requirements to use it while point.
Inferno Of Leviathan no longer knocks down airborne opponents, reverting back to its previous Retail logic.
NOTE: I'm keeping an eye on Squigly Battle Opera knockdown changes, but with the way the wind is blowing, it's likely it will be reverted back to Retail logic as well to make sure her old use cases aren't removed.
Today's update focuses on some more Eliza tuning for the weekend, and a Painwheel bug fix.
Eliza
sMK damage increased from 175, 175, 175, 250 to 225, 225, 225, 325. (1000 damage total)
Sekhmet's back flip input is now relative to her facing direction, like Specials and Supers.
Sekhmet can back flip multiple times per outing again.
Back flip life cost increased to 600 from 550.
Back flip auto corrects on start up to make sure she always jumps away from the opponent.
Speed at which Sekhmet's health loss over time ramps up has been increased by about 15%. (Remember, successfully hitting the opponent with any Sekhmet attack resets the health drain back to the minimum of 1 life per frame.)
Sekhmet can no longer recall to the anchor from a blocked hit anymore. (Reverted to retail logic)
Sekhmet no longer makes blood when attacking dead characters.
Sekhmet blood healing increased back to 200, from 170. (Reverted to 3.1.6)
Sekhmet heals for 75% of the damage dealt from her new super, and it creates 8 drops of blood again, up from 6 in the last patch.
If Sekhmet is hit with an armor breaking move that pulls her in towards the attacker (Robo-Fortune's cMK, Double's Cilia Slide...) or Beowulf's L Hurting Hurl, she will retain the original hit launch trajectory instead of overriding it.
Fixed a bug where Eliza could collect blood while offscreen, such as right when she's snapped in.
Painwheel
Fixed a bug where Painwheel would only return stored Hatred Guard to an assist, if she hit an assist and the point character at the same time. Now, both characters receive bonus Hatred Guard damage.
This is a small update that addresses some things from the patch yesterday.
Squigly
Numerous improvements were made to improve the consistency and reliability of Squigly Battle Opera compared to the previous update. Most notably, it will hit quickly against OTG opponents to pull them off the ground. (Note, there will still be some expected differences between what is or isn't possible between Retail and Beta)
Fukua
Adjusted trajectory and recovery of ground throw (again) to prevent unintended follow ups on many characters from the previous changes.
Ms. Fortune
Fixed a recently introduced bug where Ms. Fortune couldn't attack an opponent as they were being bitten by her head during Om Nom Nom,
This update focuses on bug fixes and gameplay tuning.
Annie
Fixed a bug where Annie could perform Re Entry low enough to the ground for a hit not to come out.
When using JHK in Star Power, OTG is no longer restored for the opponent if they are hit.
Fixed an issue where performing a low to the ground JMK could advance the combo stage for IPS earlier than expected.
Added more variance to Annie's JHP voice lines when used after an Air Dash. When used during a normal jump, followed by another Air Dash Cancel JHP, she will still always say "Rolling" followed by "Maneuver".
Fixed an inconsistency between P1 and P2 side when using JHP against Valentine.
Star Power no longer drains meter during the down period of a 1v1.
Fixed an issue where Annie would stand up too quickly after Beowulf's Canis Major Press, making Beowulf -1 on success.
Eliza
sMK damage reduced from 300, 300, 300, 400 to 175, 175, 175, 250.
Modified Sekhmet's VO during her new Super.
Fixed an issue where returning to the anchor during Sekhmet mode could cost Eliza her perfect lifebar in some instances.
These following changes are aimed at reducing the amount of life that Eliza can heal without her intentionally prioritizing combos or sequences focused on healing or collecting blood. Also, while Sekhmet's "Skeleton Footsies" are entertaining to watch, we're going to experiment with having more natural stopping points to them rather than extending them indefinitely with her new back flip move.
Blood collection heal reduced to 170, from 200.
Sekhmet's grounded M attack spawns blood every other hit (5 hits), rather than every hit (10 hits).
Sekhmet's new bite super (QCF+KK) damage reduced to 2000, from 2250. Number of blood drops spawned reduced from 8 to 6, and it no longer heals for 100% of the damage dealt. (Remember it still heals her for 1020 if you collect the blood, and will reposition the Eliza anchor behind for the best Sekhmet combo confirms)
Sekhmet can only backflip once per outing, use it wisely!
Sekhmet can now cancel blocked attacks (in addition to attacks that connect, just as before) into Hathor's Return.
Fukua
Fixed a bug where Fukua's Level 3 (QCB+PP) would deal non-recoverable damage.
Platonic Drillationship (M) hitstun, recovery, and blockstun increased by 5F. Advantage on hit and block unchanged. (It can combo into Best Friends Forever now.)
Fukua's Ground Throw is now a hard knockdown, like her Air Throw, differentiating it further from Tender Embrace (QCF LP+LK). She cannot combo off it without BFF, as before, but she does get Oki.
Forever a Clone (M) doesn't slow down as much before grabbing the opponent if they're in hitstun, fixing drops where it wouldn't grab correctly in some confirms (ex: cMP cHP) despite the opponent being very close to Fukua.
Painwheel
If any of Painwheel's grounded charge normals are charged fully until their active frames start, they will be armored through the start of the active frames, preventing trades and having Painwheel always win the exchange. Armor ends before active as before if Painwheel releases them early.
Fixed a bug where Painwheel's JHK would come out 2F earlier than expected when done from a forward jump.
Level 3 (QCB + PP) recovery reduced by 4F so that L Buer Reaper is possible on all characters for a stable pick up.
Added a buffer after Level 3 ends to help make the above link consistent on heavy characters.
Fixed a bug where Buer Reaper inputs after Level 3 could accidentally become Flight with frame perfect timing.
Added a visual blood effect for when Painwheel performs her somewhat hidden "Unfly Block" mechanic which is done by using Unfly just before blocking an airborne attack.
Robo-Fortune
Robo-Fortune's timer during Systemic Circuit Breaker no longer counts down during a 1v1 down.
Each second on Robo-Fortune's Circuit Breaker timer is x1.25 longer than a normal second.
By holding any K during the leap portion of Magnetic Trap while Robo-Fortune is in Systemic Circuit Breaker, she will always explode after slamming the opponent just as before.
Squigly
When performing Fallen Woman (divekick) out of Air Throw, it will ignore assists and only target the point character to prevent assists from ruining Air Throw confirms.
Level 3 (QCB + PP) is now a knockdown, to prevent opponents falling out of it. (If Squigly players prefer the old version, please let me know)
Squigly Battle Opera (QCB + KK) now pulls opponents slightly towards the center of the orb with each hit.
Squigly Battle Opera now always delays its airborne hits (giving Squigly more time to do things like charge) consistently rather than requiring specific or lucky bounces. When blocked, or hitting a grounded opponent, it behaves as before. (Squigly players REALLY need to tell me if they prefer the old version =] )
Cancelling out of cHP into Silver Chord (uncharged) will always connect instead of dropping with unfortunate timing, via increased hitstun on the hits before the last.
Fixed a bug where Daisy Pusher would scale to 50% instead of 55%. Now scales to 55%.
Squigly will stop charging her stances during a 1v1 down now.
VFX
Burstable projectile hits use green (Undizzy) and red (IPS) burst sparks instead of always being Gold burst sparks, going back to the way they are in retail. Gold Burst sparks now only appear 90 frames after the first burstable hit to signal (as they did in Beta already) when it is safe to burst and keep your Undizzy.
This a small update focuses on gameplay tuning for Annie.
Annie
Gravity Collapse (Down Down + KK during Star Power) now always drains at least 1 full bar on use, rather than reducing Annie's meter down to the nearest full bar.
Gravity Collapse no longer adds Undizzy to the opponent.
sF+MP now staggers when used to start a chain, like the old cMP. Rejoice, lovers of stagger!
North Knuckle M has had its knockback and knockup reverted to its old v3.1.3 values.
North Knuckle damage reduced:
L: 550 → 450
M: 700 → 550
H: 900 → 700
Slam (All Strengths): 1300 → 900
Ground Throw has had its release trajectory modified again, universal throw conversions are still possible.
The first hit of sMK is now +3 on hit, down from +5.
The second hit of sMK will now auto correct, like all other double button press normals.
The first hit of sHP will now drag opponents down towards the floor.
The first hit of sHP has had its hitstun increased by 4F.