Black Dahlia’s key Special Move is using her massive gun-arm to launch slow-moving explosive rounds that detonate on contact. These explosive rounds don't have the fullscreen reach like other zoning tools, so she's more effective at mid-range where she can approach alongside them using her forward dash and unique “Onslaught” jump.
Onslaught is Dahlia’s unique movement ability that leaps towards the opponent allowing her to attack from the perfect angle. It can be used from the ground and the air, and the distance covered by the ground version adjusts based on how far she is from the opponent.
In future Alpha updates, Black Dahlia's reload will be enhanced with unique rounds beyond her classic explosive shot. For example, one unique round creates a flaming hazard on the stage to enhance her zoning, while another turns her next shot into a powerful short-range buckshot. Her gun holds six rounds, after which she'll need to reload.
Her remaining Special Moves will be focused on escaping and tricky movement, and you'll just have to wait and find out what's in store for her Blockbusters!
DAHLIA RELEASE ROADMAP
Although exact dates aren’t set in stone yet, per usual we plan on having three major milestones for Dahlia’s release:
Alpha (June 2022)
Like Umbrella’s release, Steam Season 1 Pass owners will be able to play a “sketchy” version of Dahlia while she’s still early in development. This is a rare chance to get a peek behind the curtain of video game development! You’ll be along for the ride as regular updates will see new moves and mechanics added over time.
To begin with Dahlia will be mostly functionally complete aside from several of her Special Moves and Blockbusters, so you’ll get a feel for her unique movement and ranged attack options right out of the gate. Some of her crazier stuff will start to appear shortly thereafter!
Early Access Beta (Q3 2022)
Once Dahlia has her full set of finished animations and voice acting, she will be ready for general gameplay tuning adjustments and she will move into her Early Access Beta. This will involve extensive testing and processing of player feedback, ensuring that Dahlia is the best that she can be before Final Release!
Dahlia’s new stage and theme music may also make an appearance…
Full Release (Q4 2022)
Dahlia’s full release will feature all the bells and whistles of every finished character. She will be fully balanced and feature complete, and will have her finished stage and music, a brand new story mode, character trials, etc.
At this point she will also be made available on other platforms outside of Steam.
HOW TO SELECT BLACK DAHLIA
Characters in their Alpha phase are only available to Season 1 Pass holders. If you don't own the Season 1 Pass DLC, you won't be able to use Dahlia until later in the year.
If you don’t own the Season 1 Pass yet you can pick it up here:
Dahlia’s individual character DLC will only go on sale once her Alpha phase is over and she has moved into Early Access Beta. This will allow you to play Dahlia during her Early Access Beta phase without owning the Season 1 Pass.
WHEN WILL DAHLIA BE AVAILABLE ON EACH PLATFORM?
STEAM
Dahlia’s Alpha and Early Access Beta are exclusive to Steam.
PLAYSTATION 4
The Season 1 Pass is currently available on PS4. Dahlia will join Annie and Umbrella later this year alongside her Full Release.
SWITCH & XBOX ONE / SERIES X
We are excited to finally confirm that we are actively developing Skullgirls 2nd Encore and the Season 1 Pass as an update for the Switch and as a new release for Xbox One & Xbox Series X! Although we can’t confirm a release date at this time, we are currently targeting later this year!
Keep an eye on our social media pages (Twitter, Facebook) for further updates!
DLC CHARACTER 4
Although Dahlia is making her big debut at Combo Breaker 2022, there is still one more DLC character in the Season 1 Pass yet to be revealed…
We initially planned for DLC 4 to release later this year, but we are now projecting an early 2023 release.
Eager for more news about the 4th DLC Character? If you haven’t heard, Skullgirls is a Main Game at Evo 2022 this year. If you want to be a part of history, you may want to tune into that event… or better yet, register to attend or compete right here: https://smash.gg/evo
Remember - the more registered Skullgirls players there are, the more prominent our positioning will be at the event! If you can make it to Las Vegas this year, please show your support for Skullgirls on our 10th anniversary, and swing by our booth to get tons of free swag and goodies!
WRAPPING UP
Be sure to keep an eye on our social accounts (Twitter, Facebook) for regular animation previews, behind the scenes concept art, and even livestream animation sessions with the amazing artists at Future Club.
We can’t wait to share everything we have in store for Skullgirls in the coming months. Thank you all SO much for your endless support! Here’s to ten more years!
<3 All of us at Hidden Variable, Future Club, and Autumn Games
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:
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.
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.
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)
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:
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
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!
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.
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!
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