Skullgirls 2nd Encore - Liam
Hello, Liam here.

Welcome to day 1 of the next beta balance patch cycle.

IMPORTANT NOTICE:
As you know, we’ve been providing fairly frequent updates over the past couple of months. However, in light of the holidays, the next update likely won’t occur until late January. Thanks for your patience!



This first update focuses on the changes that are likely to be the most contentious, to give players more time to adapt and discuss these changes. Since Annie is the newest complete character, she will be the focus for this update. Expect other changes in the future!

Also, to make some of these changes easier to read for existing players, we'll be using some community nomenclature instead of some in-game terms for mechanics. (Blockbuster → Super, etc)

UMBRELLA
Just bug fixes for now! There are more outstanding bugs and tuning that still need be made in the new year.
  • Fixed a bug where Bobblin' Bubble's bobble jump was not possible.
  • Fixed a bug where Cutie Ptooie's butterfly eating was increasing fullness even as an assist.
  • Adjusted trip and wallsplat hurtboxes to fix some combos not working on Umbrella.
ANNIE
Annie is a great all rounder, but some of her tools and mechanics go a bit beyond their intended strengths. Annie's gameplan and the range of things that she's capable of should more or less be unchanged, but the effectiveness that she these things has been toned down.

Remember that new characters usually receive a lot of tuning in the first update after their release, with Annie being no exception:
  • North Knuckle
    • As an assist, Annie will no longer perform the follow-up slam on block, unless it's the L version.
    • Hitstop and blockstun reductions for all North Knuckle punches, and follow up slams.
    • Increased recovery of North Knuckle (H) slam. (.. Yes this impacts corner combos)
    • As an assist, the first punch of North Knuckle applies 1 extra hit of damage scaling, like Big Band's similarly hard hitting Brass Knuckles (H) assist.
  • Pillar of Creation
    • Moved 250 damage from the first hit to the second hit. (750 → 500, 1000 → 1250)
    • On DHC only, the first hit scales to 70%. (The second hit continues to scale to 70% on point just as it did before.)
    • Reduced active frames on the first hit.
    • Increased start up before Super Flash freezes time.
    • Increased recovery, and recovery is increased further if the opponent blocks it. Advantage on block reduced.
    • On DHC, the Super Flash freeze ends slightly earlier, giving the opponent a bit more time to recover or act.
      (... Note, hitstop was never applied on DHC, but hitstop from the previous super could sometimes carry over. This change makes that less likely.)
    • Second hit has had its hitstop reduced and velocity adjusted.
  • Reduced Meteor Strike hitstop if the opponent is not in hitstun, reducing the extreme range that the opponent is completely unable to act before Annie hits them. Combos and conversions should be unchanged.
  • Sagan Beam (air version) goes into a vulnerable (but not counter hit) falling state if the opponent blocks it, much like Big Band's Tympany Drive. If the opponent is hit after blocking, she can still act.
  • JHP hitbox has been normalized to be more in line with other arcing swing hitboxes like Parasoul, Valentine, etc.
  • JHP only spawns stars during Star Power once per jump.
  • Reduced JMP hitstun.
  • Reduced sMP hitbox to match the art shown during active frames.
  • cHP damage adjusted: 1300 → 1200.
  • sHP [2nd Hit] damage adjusted: 700 → 600.
  • s.F+HP damage adjusted: 1500 → 1300.
  • s.F+HP step forward before swinging slightly reduced. (~20%)
  • Slightly reduced movement during dash start up, and reduced second phase dash speed by 5%.
  • QOL - s.F+MP no longer produces a star during Star Power, allowing her to get the Stagger.
  • QOL - cHK in Star Power now has a buffer into sLP, making the link much easier.
  • Re Entry has slightly less hitstop than before.
    (... Mostly intended to speed up her Re Entry combos slightly)
  • Fixed a bug where Destruction Pillar VFX could show up in the wrong location for a moment when Annie is thrown.
  • Fixed a bug where Annie couldn't cancel cLP into itself during the active frames of the first punch, like every other self repeating normal.
  • Fixed an issue where Annie's Destruction Pillar blockstun and hitstop values were not adjusted correctly as an assist, like all other DP assists (Updo, Napalm Pillar, etc). Blockstun and hitstop is reduced across all versions as an assist.
ROBO-FORTUNE
Slightly reducing the effectiveness of pressure and mix up speed during Systemic Circuit Breaker, and a long outstanding "H Beam" experiment.
  • Increased Instant Air Dash (IAD) lockout from 5 frames to 8 during Systemic Circuit Breaker.
  • Reduced Air Theonite Beam (M) bonus recovery speed from Systemic Circuit Breaker. (8F > 5F)
  • Reduced knockback on Theonite Beam (M) during Systemic Circuit Breaker, for both air and ground versions.
  • Theonite Beam (H), as an assist, will now remain on camera as Robo-Fortune is firing, instead of hiding off camera firing from off-screen if the point character is moving forward quickly.
PEACOCK
Continuing with a few more changes from the last beta balance changes that didn't have enough time to be completed and tested - this is likely the full list of Peacock changes.
  • Adjusted "The Hole Idea" (H), AKA "H Teleport"
    • H Teleport will become M Teleport if an assist is being called and has not landed, just as before.
    • However, H Teleport will also now become M Teleport up until:
      • The assist attacks the enemy point character and puts them into blockstun or hitstun. An assist hitting armor does not count.
      • The assist performs their assist taunt and begins to leave.
      • The assist enters hitstun.
      (.. This allows Peacock to switch sides, escape, or combo using the blockstun or hitstun of her assists, but does not allow it before the assist makes contact, outside of a few telegraphed set ups with projectiles.)
  • Boxcar George appears 5 frames later into the summoning animation.
  • George at the Airshow appears 1 frame later into the summoning animation.
    (.. These last two changes revert Peacock's M and H George start up back to what they were during Robo-Fortune initial's release patch.)
  • If Peacock goes into hitstun at any point during L, M or H George travelling, that George now forces follow-up damage scaling to 70%.
  • Shadow of Impending Doom (level 2 charge) lasts for 20 additional frames before Peacock can perform the special move again.
MS. FORTUNE
Changes to make Ms. Fortune slightly easier to hit, especially when jumping away. Providing another option to beat her main meterless reversal. Light tweaks to the range of JLK, and how contestable it is.
  • Fiber Uppercut (all versions) are now strike invulnerable, and can be thrown.
  • Fiber Uppercut (all versions) has no invulnerability when headless.
  • JLK - Adjusted animation timing so that Ms. Fortune's leg is stretched out for longer immediately before and after the active frames. Frame data completely unchanged.
  • JLK - Adjusted hurtbox to fill in the empty space between her legs.
  • JLK - Removed hitbox from the tip of her toes.
    (.. Ms. Fortune's ever oppressive JLK should hopefully feel slightly easier to contest.)
  • Expanded Ms. Fortune's jumping hurtbox while she is tucked into a ball.
  • Added hurtbox around her tail below her for the first few frames after jumping off the ground.



(Build version 3.3.16)
Skullgirls 2nd Encore - Liam
Umbrella's Season Pass alpha period has concluded, and she's now entering Early Access! Note that to access Umbrella and any of the Early Access and work in progress features she has to offer, you will still need to launch the game in "beta" mode. You can always access the option to switch from the in-game Options menu.

Umbrella and her stage can be unlocked by owning the Season One Pass, or her individual DLC which is now available. Her DLC is also 10% off for the first 7 days of her Early Access launch - act fast!

https://store.steampowered.com/app/1744550/Skullgirls_Umbrella/



NEW STAGE + MUSIC

A heavily work in progress version of Umbrella's stage, "The Boardwalk", is now available in the beta version of the game. We're still working on creating NPCs, adjusting the layout and perspective of the boardwalk, and adding additional detail. Please stay tuned for the full version of the stage arriving closer to Umbrella's final release!

The Boardwalk's stage music, "Ice Cream Headache" (composed by the legendary Masaru "Raito" Kuba best known for their work on Melty Blood and Under Night In-Birth) is also included in this update.
(You can also find the full version on YouTube - have a listen!)

STORY MODE (WORK IN PROGRESS)

Surprise, Umbrella's Story Mode is releasing early! The story is complete, but may receive some minor art, animation, and text tweaks before Umbrella's final release.

The story is also translated into all supported languages except Japanese. We're hoping to have Japanese out in one of our minor updates very soon, and we apologize for the inconvenience.

As with all major story content, please be considerate of others when discussing spoilers!

UMBRELLA CHANGES

THE BIG ONES:
  • Added new Umbrella palettes, and more will be added in the future. Note that palette #7 and #8 are unlocked by completing Umbrella's Story Mode and Arcade Mode respectively.
  • Added Umbrella's voice lines! These are still work in progress, so expect some of these to change and have more variety (especially with her different hunger states) in other updates.
ALSO THE BIG ONES, BUT NOT AS BIG AS THE PREVIOUS "THE BIG ONES" SECTION
  • Slurp 'n' Slide
    • Start up decreased across all versions.
    • Improved hitbox.
    • No longer trips when Umbrella is in the Starving state.
    • Advantage on block and hit increased.
    • Reduced dismount recovery length.
    • Knockback on block slightly reduced
    • Umbrella now dismounts forwards into the opponent instead of jumping backwards.
    • Satiated version has had its duration shortened, but it moves slightly faster at the beginning of the slide.
  • Bobblin' Bubble
    • When attacked, it will now move towards the opponent for a brief moment before popping.
    • Tweaked scale before exploding, which adjusts the hitbox slightly.
    • Hitspark now spawns when attacked by an ally.
    • Will now pop if hit by allied projectiles.
    • Reduced movement speed. (2.85 to 2.0)
    • Reduced up and down sway when moving.
    • Will now sway back onto the screen if it touches the corner.
    • Removed forced scaling.
    • Adjusted block pushback.
  • Hungern Rush
    • While Satiated, opponent velocity on landing has been adjusted. In combination with cLK changes below, she can combo on everyone after if OTG is available.
    • Forced damage scaling while Ravenous is now 75%, up from 55%.
    • No longer trips while Umbrella is in the Starving state.
  • JLK
    • If Umbrella is rising, velocity change (up and down) is reduced.
    • Increased forward momentum on the kick.
    • Active frames increased by 2F.
  • Tongue Twister
    • Reduced recovery by 8F.
    • First active frame hitbox appears further away from Umbrella, increasing immediate range.
    • Umbrella slides back slightly further from the corner if she's too close, helping her position for follow-ups.
  • Puddles
    • Will now drop further away from the corner if they're too close. This allows them to always be interacted with using her MK buttons.
    • Increased width and interact distance on Puddles slightly.
    • Randomized art direction on the floor. (Visual change only)
  • Hunger Mechanics
    • All hunger changes (except Taunt assist!) are completely disabled if Umbrella is not the point character.
        (...This allows Umbrella to "lock in" a desired hunger level when tagging out, and continue using assists that would normally influence hunger, opening up new team building strategies. As a result of these changes, Salt Grinder and Tongue Twister behave differently when chosen as an assist.)
    • Hunger build over time in all states except Ravenous has been reduced by 25%.
    • Hunger build while in the Ravenous state is reduced by 50%.
    • Hunger build during Wish Maker, Bobblin Bubble, and Cutie Ptooie is locked.
    • Cutie Ptooie bubble hunger build reduced from 1 pip to 0.5 pips.
    • Cutie Ptooie hunger reduction from eating the butterfly increased to 1.5 pips.
    • Reduced hunger build (by about ~25%) on Under The Weather bubble spawning.
  • If cLK is performed from a dash, Umbrella will slide into it with a boost of speed.
  • Modified Umbrella's dash. Each lunge moves faster, but landing between lunges is slower while she switches legs. VFX updated.
      (... Dashing into attack range from a single lunge should feel more viable, especially in combination with cLK slide. Repeated dashing will still feel somewhat sluggish.)
  • Can now have two bubbles (Wish Maker, Cutie Ptooie, Bobblin' Bubble) out at the same time, similar to Peacock's George projectiles.
  • Salt Grinder startup is now impacted by hunger state, like every other special. It is slightly slower when Overstuffed and Starving, and slightly faster while Ravenous.
  • sMP sliding velocity tweaked. Now travels slightly less far, but velocity is retained again after the hit.
  • sHP is no longer projectile invincible during the attack active frames.
  • Improved vertical reach and hitbox on sMK splash from kicking a puddle.
  • Salt Grinder, Tongue Twister, and Cutie Ptooie can now cancel into Taunt early in the moves to fix Taunt being harder than intended to perform.
  • Fixed a bug where Wish Maker would always knock opponents back in the same direction regardless of its facing direction. Also adjusted (fixed) air blockstun velocity.
BEOWULF
  • Is also in these update notes?!
  • Added missing VO to super jump.
GENERAL BALANCE CHANGES
  • Will not be arriving in this update, but should hopefully be arriving before the end of the year!



(Build version 3.3.14)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

This update fixes some bugs.



MISC
  • Fixed a bug where characters would slide around all over the place when grabbed by numerous moves... Whoops!
UMBRELLA
  • Fixed a bug where Umbrella's water drip effects on opponents weren't working correctly applied from P2 side.
  • Fixed a bug where Under The Weather still required you to have more than one bar of Dramatic Tension to activate, even though it only used a single bar.
  • Fix issues with s.F+HP VFX.
  • Fixed an issue with Umbrella's shadows during Tongue Twister.


(Build version 3.3.12)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

This update adds Umbrella's final special move in addition to a few minor and major tuning changes.

Also, ALL of Umbrella's animations should now be fully finished as of this update. If you see any unfinished animations or frames, they will now show up as BRIGHT PINK instead of the usual paper white - please let us know if you see one!

We're very close to finishing all of her voice over implementation, but it will not be included in this update.

Note: The next update (arriving before the end of the year) will likely be the start of Umbrella's "Early Access" DLC launch. This will contain additional palettes for Umbrella (more will be added over time), her voice acting, a very early version of her stage, and if time serves us well, the start of the general beta balance changes. You can Wishlist her DLC here early if you like! Remember that Season Pass owners already have Umbrella without needing her individual DLC.

https://store.steampowered.com/app/1744550/Skullgirls_Umbrella/

Anyway, on to the changes!



Note: Numerous inputs for Umbrella's moves have changed in this version. Please consult the in-game command list for the latest.

KNOWN ISSUES, which will be fixed very soon!
  • Overstuffed Hungern Rush doesn't cause preblock, even though it should.
  • Umbrella's water dripping effects applied to the opponent aren't working correctly from P2 side.
  • Shadows on Tongue Twister don't always match the length of Hungern's tongue.
  • Inconsistent combo stage rules from Tongue Twister.
  • Some characters do not have fully finished art when captured in Umbrella's bubble, and most characters do not play a VO line when captured.
  • Cutie Ptooie takes priority over performing a taunt if the 360 direction passes through the QCB direction. (Please use the opposite 360 direction for now, as you can do it both ways regardless of facing direction. Apologies for the inconvenience.)
Please leave all bug reports on Skullheart or the official Discord in the #2e-bugs channel.

Please leave feedback related to Umbrella on Skullheart. Feedback left in Discord, Twitter, LinkedIn, Facebook, my MySpace page, the Skullgirls Mobile channel 0 chat room, Pictochat Chat Room C, etc, will be ignored. It must be on the forum.

UMBRELLA
  • Added Wish Maker. (Quarter Circle Back + HK)
    • This move creates a slow moving bubble which captures characters it makes contact with. It can be blocked. The bubble travels further if Umbrella is Overstuffed.
  • All bubble creation moves (Cutie Ptooie, Bobblin' Bubble, and now Wish Maker) use K instead of P for activation. (QCB + K)
  • Salt Grinder input is now QCF + LP. Her punch special moves now consistently use different inputs. This also removes overlap between Salt Grinder her s.F+LP normal.
  • Retina Reflector
    • Projection Lens projectile damage no longer scales as a Level 3 Blockbuster. Physical hit version unchanged.
    • Projection Lens follow-up is now QCF + PP, where the punches used determines Projection Lens distance, similar to Squigly's Squigly Battle Opera. This version has no invincibility on start up.
      • LP + MP - Close Distance Lens
      • LP + HP - Medium Distance Lens
      • MP + HP - Long Distance Lens
    • The input to for the physical hit version is now DP + PP. This version retains invincibility on startup.
    • TIP: Remember that pressing "back" before inputting QCF will prevent a DP motion from being valid. This is helpful to dash into Projection Lens without activating the DP version. Using a half circle input will also take full priority over the DP motion.
    • (... The purpose of these changes are to prevent Umbrella from being able to react to what the opponent is doing during the super flash and pick the correct option to stay safe. Umbrella must commit to the physical hit as a reversal.)
  • Under The Weather (QCF + KK) is now a level 1 Blockbuster. Fall speed of Bubbles slightly increased.
  • Hungern Rush
    • Now goes more diagonal and further forward while rising.
    • Hitbox greatly improved while attempting a rising bite.
    • All versions are faster.
    • EXPERIMENT: The chomp is unblockable while rising while Umbrella is the point character. This does not apply to assists. No longer triggers preblock.
    • Adjusted blockstun and blockstop while point and assist, separately.
  • s.F+LP hitstop increased by 1F. Hitstun increased by 3F. Knockup on air hit is drastically reduced, mostly pulling opponents down for consistent follow-ups.
  • JMP hitbox size increased. Now sends opponents at more of a downward angle.
  • JLP hitbox size increased.
  • Puddles can now be interacted with sooner, fall to the ground slightly faster, and last longer before drying up.
  • Starving Tongue Twister tongue can no longer be held. The range is now as short as Overstuffed.
  • Tongue Twister has received a small refactor to accommodate its fully completed animation frames. Please let us know if you see any issues.
  • Bobblin' Bubble jump now creates a puddle where it happens. Fixed bugs and tuned visuals related to Bobblin' Bubble jump.
  • Adjusted frame data on s.f+HP when stagger is already used. This also fixes a bug where the hitstun bar would not be visible in training mode.
  • Fixed a camera position issue with Salt Grinder.
  • Slightly extended how long Hunger gain over time is disabled after landing Air Throw and Ground Throw.
  • Slightly tweaked VFX when Hungern's state changes.
  • Fixed a bug where the frame data display in training mode could have red active frame squares visible at all times with Umbrella.
  • Added VFX to s.f+HP to communicate charge level.
Please stay tuned for more Umbrella balance changes and quality of life changes. While she may have all of her moves, her strengths and weaknesses still need adjustments.




(Version number: 3.3.11)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

Happy November, everyone. Today's update includes two new moves for Umbrella.



OTHER
  • Hopefully resolved an issue where save data and progress was not being saved when the game was closed.
UMBRELLA
  • Added another Blockbuster, "Under The Weather". (QCF+KK) [Level 2]
    • You can influence the direction of the storm and bubbles by holding forwards or backwards.
  • Added another Special Move, "Cutie Ptooie". (QCB+LP)
    • The frame data of the bubble improves the longer it travels before touching an opponent.
    • Fullness added from Hungern eating the butterfly is increased if Hungern is Starving. This will pull him out of the Starving state into the Ravenous state, but you're vulnerable during the animation.
  • sHP now reflects projectiles back at the opponent, if you can time it correctly.
    (... please note projectile reflection only works against Peacock at the moment as we iron out any bugs with the system.)
  • Umbrella can now perform a unique "Bobble Jump" off of Bobblin' Bubble. She can jump in three directions, and steer her jump afterwards until she lands or attacks.
  • Bobblin' Bubble (QCB+MP) is now slightly slower as it moves forward.
  • s.F+LP active frames increased by 2F. Recovery reduced by 2F.
  • sLK hitstun increased by 3F. Recovery increased by 2F.
    (... now combos into Starving and Overstuffed sMP and cMP.)
  • sMP slides much farther forward while attacking. The slide stops on contact with something.
  • Fixed a bug where cHP cancelled into Hungern Rush could start a new combo chain if a jump cancel was performed between them.
    (... now uses the same rules as Parasoul performing cHP cancelled into Napalm Pillar.)
  • jHP (while Overstuffed) now has a fixed jump velocity and cannot be influenced.
    (... velocity is the same as if you were holding forward during it before.)
  • Reflected projectiles can now be reflected (infinitely) back and forth if Umbrella is on both teams.
    (... please note projectile reflection only works against Peacock at the moment as we iron out any bugs with the system.)
  • Fixed two bugs with Retina Reflector's projectile reflection VFX. Now only appears if a projectile is properly reflected, and in the correct position for P2 side.
  • Hungern Rush adds one pip of fullness on successful landing, and it applies the wet dripping effects like her other eating grab moves.




(Build version 3.3.10)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

Today's update focuses on fixing some bugs with Umbrella.
Also, the integration of Umbrella's VO is going well, but it will not be included in a build until it is fully finished.



UMBRELLA
  • If a character swallowed from Feeding Time (Lv3) is no longer dead (often triggered by training mode settings, or a solo vs solo down period), Umbrella will be forced to perform her taunt for Hungern to spit up the character. (... Yes, this prevents all the fun training mode stuff, but it kept getting reported as a bug. It also fixes a soft lock during 1v1 downs.)
  • Added a new reflect effect when Retina Reflector's Projection Lens reflects a projectile. (... Note: This doesn't work correctly for projectiles that aren't currently reflected, so this will only work correctly for Peacock right now.)
  • Fixed a bug where Hungern Rush could release opponents the wrong way after the throw finished.
  • Fixed a bug where Hungern Rush would always do the boosted damage from the Ravenous version even in the Satiated state. (... Final hit damage reduced from 1000 → 650)
  • Fixed a bug where Feeding Time (Lv3) errantly triggered preblock, preventing it from throwing opponents holding back. (Whoops!)
  • Salt Grinder now causes preblock, and the recovery of Tongue Twister no longer triggers preblock.
  • Fixed a bug where Bobblin Bubble could be out multiple times under some circumstances. She can now only have one out at a time, as intended.
  • Fixed a bug where only 1 bar of Dramatic Tension (meter) was required to Blockbuster Sequel (DHC) into Feeding Time (Lv3).
  • Adjusted the priority order for Umbrella's special moves. The order in highest to lowest priority is now [Down Up Charge > Quarter Circle Back > Back Forward Charge.]



(Build version 3.3.9)
Skullgirls 2nd Encore - Liam
Hello, Liam here.

This update includes 2 new moves for Umbrella, and includes all of her remaining sound effects!



RETAIL MODE
  • Fixed an issue where Peacock's frame data on Lonesome Lenny was not consistent between P1 and P2 side. In order to adjust this as safely as possible, the recovery of Lonesome Lenny has increased by 2 frames, but hitstop has been adjusted accordingly to keep things as close as possible to the previous version. This is live immediately for PC tournaments.


UMBRELLA
  • Added Umbrella's Level 3 Blockbuster, "FEEDING TIME".
    • A fast long range command grab that deals more damage the hungrier Hungern is.
    • If it kills an opponent, they will be swallowed*. Each swallowed opponent expands the threshold for activating Ravenous mode by 1 pip.
    • Swallowed opponents are spit up when Umbrella dies, or when she performs her taunt. (Her taunt is now her default win pose if Hungern has eaten someone.)
    • * I am required by the narrative team to mention that Hungern does not digest people and kill them. Hungern is MERELY PRETENDING to eat you alive - don't worry about it.
  • Added another Special Move, "Hungern Rush". You can pick this one as an assist!
  • Added unique frames for when Hungern is Overstuffed.
  • Added new food items for Hungern to eat during his feeding intro animation.
  • All of Umbrella's sounds have been added, hurray! (Voice acting is in the recording and integration phase. Thank you for your patience.)
  • Fixed a bug where Umbrella could block hits without reacting to them during the recovery of her back dash, and the recovery of Slurp 'n' Slide when Overstuffed.
  • Fixed Slurp 'n' Slide adding incorrect Drama (Undizzy) values.
  • s.F+HP now has a max charge time before it is forced to release.
  • Fixed the ground slam hit on sHK interacting with assists.
  • Hungern no longer makes idle sounds when dead, or when the round is over.
  • Most of Umbrella's throws involving Hungern apply wet dripping effects to the opponent now.
  • Assists can no longer set off Projection Lens to fire the eyeballs forward.
  • Added new effects (and sounds) for when Umbrella changes between various hunger states, for clarity.
  • Slurp 'n' Slide and Bobblin Bubble can now be used as assists. (Hungern Rush too!)
  • Bonus damage from sHP when Overstuffed now only activates once per combo.
  • Crouching height reduced. (... She can now duck H Beam, avoid Robo-Fortune / Squigly rising jLP, etc.)
  • sMK puddle splash hitstop increased by 1F to combo into s.F+HP again.
  • Bobblin' Bubble adjusted to always be in front of the point character, even when Umbrella is no longer point.
PEACOCK
  • Fixed a bug where the newly adjusted "Bang Bang Bang!" (QCF HP) projectiles would still keep their hitbox when destroyed in some circumstances.
CEREBELLA
  • Fixed an issue where under the RAREST of circumstances, Cerebella's Grab Bag could fail to kill the opponent by releasing them early.
  • Fixed an issue where performing a whiffed air normal into a double jump could cause instant jMP to knock an airborne opponent down as if it was chained into. (... Cerebella's double jump now restarts a chain correctly. Cerebella players, feel free to make sure this didn't adjust any of your tech)
SOUND
  • Fixed a bug where the Wall Splat sound could be cut off by other sounds.
STAGES
  • Added a proper banner for Umbrella in NMO Arena. The old temp art (pictured below) has been retired:




(Build version 3.3.8.1)
Skullgirls 2nd Encore - Liam
Hello, Liam here. Today's update adds two new moves to Umbrella's moveset.

Slurp 'n' Slide

Bobblin' Bubble




GENERAL
  • Fixed some issues with the back stage banners on NMO arena not being properly aligned with some characters.
  • In training mode, health settings have been split into "Health Level" (1-100%) and "Health Setting" (Refill, Start With, Hold). (... For example, you can now quickly set the health to 20% and then prevent it from refilling, instead of needing to set it to 20%, unpause, pause again, then adjust the health back to "Normal"... )
UMBRELLA
  • Added a new Special Move, "Slurp 'n' Slide", performed with (B), F + MP.
  • Added a new Special Move, "Bobblin' Bubble", performed with QCB + MP.
  • Retina Reflector's projectile, "Projection Lens", now reflects Peacock's projectiles back towards her. This impacts H Bang, sHP, Argus Agony, L/M/H George, and most importantly, her ant spawned from cMK. Projectile reflection ONLY works on Peacock at the moment as a test. If there are no bugs, reflection will be added to work with other projectiles in future updates.
  • Umbrella's temporary frame color has been changed from blue to white, like paper.
  • Fixed Tongue Twister not always rewarding the opponent with a counter hit if she is interrupted.
  • Lowered pushback on L and M Projection Lens hits.
  • Projection Lens expires faster when Umbrella is not the point character.
  • Fixed a bug where Tongue Twister's tongue could get behind Umbrella if the camera moved very fast while she was performing it as an assist.
  • Tongue Twister tongue now stops when it hits the corner.
  • Adjusted hit type, hitpause, and velocity on sHP. (Satiated, Ravenous, Starving)
  • Fixed numerous issues where Lenient Button Dash was not working correctly for her.
  • Fixed a bug where the puddle interactions with sMK and cMK could have the splashes face the wrong direction.
  • Projection Lens (light version only) will vanish if Umbrella is hit before it goes active.
  • Ground Throw (single chew) launch trajectory adjusted to combo into Projection Lens.
  • Greatly reduced blockstun on sMK puddle splash.
PAINWHEEL
  • When Painwheel performs a Fly (air or ground) that causes her turn around to face her opponent, air Buer Reaper is locked out and can't be performed for 7F to prevent K normals from activating Buer using the same quarter circle that was used to input fly.
  • The 8F buffer that applies to her air normals at the start of Fly now also applies to Buer Reaper. (...Fly into instant Buer is more reliable and won't give you a buffered normal if you're early.)
BEOWULF
  • The crowd yells even louder along with Beowulf's hits during his double snap combos.
PEACOCK
  • Fixed an issue where Peacock's projectiles from sHP and H Bang wouldn't be cleared if they were hit at the same time as another projectile. (...This most commonly comes up when Robo-Fortune's Beams will not destroy them if they hit George at the same time.)



(Build version 3.3.7)
Skullgirls 2nd Encore - Liam
Hello, Liam here. Today's update is mostly focused on bug fixing and tweaks to Umbrella's latest HUD updates.





UMBRELLA
  • HUD - Adjusted Starving glow animation.
  • HUD - Fixed numerous issues with Umbrella's HUD on Player 2 side.
  • HUD - Adjusted transition animation when Ravenous becomes Starving.
  • Reduced c.MK and s.F+HP blockstun advantage.
  • Umbrella's normal move names on Character Select now correctly list the command in them.
  • Adjusted training mode Hunger level settings to line up with her new HUD style.
MISC
  • Fixed an issue where the Character Select timer was in the wrong location.
  • Stagger Recovery is set to "ON" by default in training mode.


(Build version 3.3.6.2)
Skullgirls 2nd Encore - Liam
Hello, Liam here. Today's update includes some new moves for Umbrella, and various bug fixes and game improvements.

KNOWN ISSUES:
  • Valentine's Level 5 can cause the game to abruptly close. (Fixed in 3.3.6.1, which is now live if you're reading this!)
  • Umbrella's HUD isn't working quite right on P2 side.


VFX
  • When characters are suffering from bright hit visual effects, they will now emit a flickering light. This includes Parasoul and Squigly's fire, Annie's space dust, and Robo-Fortune, Valentine, and Umbrella's electricity.
UMBRELLA

  • After player feedback, we've decided to try out some updates to Umbrella's HUD. In this build, Umbrella's HUD bar is now "fullness meter" instead of the previous "hunger meter". It now drains over time, and the location of the Ravenous and Overstuffed sections have swapped. We've also made some general improvements to it for clarity. After everyone has a chance to play with it, we're earger to hear your feedback! This is by no means final yet - we're just trying this on for size to get feedback on both approaches.
  • Added a new optional follow-up to Retina Reflector (formerly Super Move A) performed holding LP, MP, or HP. This will fire a projectile called Projection Lens. NOTE: We hope to have this eventually reflect projectiles back towards the attacker, but this mechanic is not ready yet. For now, it blocks projectiles and prevents Umbrella from getting hit if she is standing behind it.
  • Retina Reflector non follow-up hit recovery greatly increased. Damage reduced from 2500 → 2000.
  • The puddle spawned from Air Throw's bubble can now be interacted with using cMK, sMK, and JMK. She will have more ways to create bubbles and puddles with her future moves.
  • Some work in progress unique sounds have been added for Umbrella. Expect new sounds and sound tuning to be arriving with future updates.
  • Updated move names (character select) and her command list.
  • Adjusted the hit effect and damage (1300 → 1400) for sHP during Overstuffed state.
  • Fixed a bug where some effects spawned from her Hunger states were happening while she was dead.
  • Fixed an issue where Tongue Twister (formerly Special Move A) would miss thin characters if performed very close to them.
  • Slightly improved dash speed.
  • sMK active frames reduced from 3 to 2.
  • Slightly reduced start up of Starving and Overstuffed light attacks. (cLP, sLP, sf+LP)
  • Air Throw now places the opponent in IPS Stage 2 instead of forcing Stage 3. Damage reduced from 750 → 500.
  • Adjusted Fukua's Air Throw bubble pose. The old one is used for only one of her palettes.
  • Air Throw has a rare chance to do something...
  • sHK Changes:
    • Increased start up by 4F.
    • Increased punishable landing time by 4F.
    • Adjusted landing location on success.
    • Is no longer an overhead.
    • Blockstun advantage considerably reduced.
  • Hungern always closes his eyes when he is dead.
  • Fixed an issue where two Hungern's were visible when Umbrella was thrown by some characters.
  • Hurtbox adjustments to be more in line with other characters:
    • OTG hurtboxes vertically and horizontally extended.
    • Air hitstun shape adjusted to extend towards the attacker.
    • Knockback hurtbox extended towards attacker.
    • Standing hitstun hurtboxes increased towards the attacker by a few pixels to make sure Ms. Fortune's sHP x L Fiber Upper works on her.
  • Air chains now allow JLP → JLK, and JMP → JMK. Chain type is LL → MM → H.
  • Fixed a bug where cancelling into a Special Move when landing from JHP at the right time could leave her floating a bit above the ground.
  • Fixed a bug where JMK would adjust her air momentum even if she didn't hold it. Float descent speed slightly decreased.
  • Fixed a bug where Super cancels were possible from Salt Grinder (formerly Special Move B) before they were spit out.
  • Salt Grinder now spits the opponent out lower to the ground if Stagger is already used.
  • Salt Grinder has more recovery on success.
  • Fixed a bug where Salt Grinder directional grinding inputs were less responsive than intended after the previous update.
  • sf+HP (Cliff Hanger) is now an overhead when partially or fully charged.
  • Salt Grinder hitbox size reduced.
  • Tongue Twister (formerly Special Move A) can now be used as an assist. Thank you for waiting!
  • Salt Grinder, Air Throw, Ground Throw, and Tongue Twister correctly build meter for both teams.
PARASOUL
  • Napalm Pillar camera shake slightly increased on hit to allow the stage and its NPCs to react. Parasoul was the only character who couldn't activate this, but now she can!
  • Fixed a few minor edge cases where Napalm Shot would not place a tear on contact with another projectile.
ANNIE
  • Fixed a bug where Sagan could be seen twice when Annie was crossed up during her walk backwards.
ROBO-FORTUNE
  • Reverted Beta change where Catastrophe Cannon would stop hitting after she DHCs out. (It was causing issues with some projectiles - we'll try again for a future update!)
MISC
  • Fixed some issues with Annie's portrait on her HUD on MacOS and Linux.


(Build version 3.3.6)
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