Today's update focuses on a Mac requirement update and Marie combat bug fixes.
Mac OSX Required Version Increase
As of October 31st, 2023, Apple requires us to update some of our tools used to build the Mac OSX version of the game. This has resulted in us needing to increase the minimum Mac OSX version required to run Skullgirls 2nd Encore from 10.9 (Mavericks) to 10.13 (High Sierra). Since 10.13 (High Sierra) is the lowest version supported by Steam as of September 2023, we are hopeful this change will not make the game unplayable for any current Mac OSX users. If you experience any new bugs on Mac OSX as a result of this, please report them in our official Discord or Forums. Thank you!Discord: https://discord.com/invite/skullgirlsSkullheart Forums: https://skullheart.com/
MARIE
Suction Obstruction (QCF+LP+LK) when used to start a chain at max Undizzy now triggers a burst.
Reduced Carpel Pummel (QCF+PP) damage from 2500 to 2000.
Reduced Repetitive Skeleton Impact (QCF+KK) base damage from 800 to 650. (As before, each new slam adds an additional 100 damage than the last.)
Reduced Air Throw recovery on whiff.
Fixed a bug where Dust Bunny (QCF+P) would add wrong (15) Undizzy amounts and activate Undizzy in incorrect situations.
Hilgard's Haymaker
Fixed numerous bugs where Hilgard could not be defeated if attacked (with or without armor) during the end of his punch from Hilgard's Haymaker.
Hilgard spawns further backwards if Marie is close to the opponent, and the distance Marie has to be to the opponent to be considered "close" is more lenient now. After performing a sHP or jHP that make contact, he spawns even further backwards.
Hilgard continues falling towards the floor more reliably even when performing an airborne punch.
Hilgard slows down from his charge towards the opponent more reliably now if he's in range to punch.
Hilgard retains a bit more of follow-through momentum when punching.
Hilgard will spawn further backwards if there is a wall in front of Marie.
Tag In
Marie now travels faster while riding the vacuum.
Marie now has to wait a little longer before she can manually dismount early (press P or K) from the tag in.
Fixed a bug where Marie could go off camera with tag in some cases.
Marie dismounts earlier than before if she approaches the stage edge while riding.
Tweaked VFX on Marie Go 'Round [H] (QCB+HP) to be larger and easier to see.
cLP (first hit only) blockstun reduced by 1F, increased recovery by 2F.
Fixed a bug where Hilgard could follow Marie's position and float up with her if she cancelled quickly into Weight of our Will after he appears.
Removed screen darkening effect from Weight of our Will (QCB+PP).
Fixed skeleton voice lines getting cut off when Marie blocks hits or performs a pushblock.
Made numerous improvements to the flow of how Hilgard performs his win pose, and fixed a bug where he could fly away off screen during it.
Fixed an issue where Marie could cancel into a Blockbuster on the frame she is hit with an armor breaking move, when using Marie Go 'Round [H].
Fixed a bug where Air Throw wouldn't kill opponents unless the first three hits did enough damage to kill.
Adjusted crouching hurtboxes during idle, block, and hitstun to be slightly larger. (Ms. Fortune's sHP x L Fiber confirm is now universal again)
Fixed a bug where Marie couldn't get as close to walls when dashing into them compared to other characters.
Fixed a bug where using Repetitive Skeleton Impact (QCF+KK) with Marie's back too close to the wall could cause some odd behavior on larger characters.
Fixed a bug where the second hit of jHP could activate Undizzy unexpectedly if the first hit started a chain and filled the victim's Undizzy bar.
Fixed a bug where Dust Bunny could be oddly rotated during its (not so secret) win pose.
Fixed a bug where Marie could trigger the Dust Bunny to fly forward with cLK from unintended ranges.
Carpel Pummel (QCF+PP) now has higher input priority over Weight of our Will (QCB+PP).
Marie Go 'Round [L] (QCB+LP) no longer causes preblock.
Fixed a bug where Marie did not make a noise when landing during a sliding knockdown.
Fixed a visual bug where two versions of Marie could show up rarely if dashing towards the opponent after dashing away from them.
Fixed secret bugs for secret behavior of a certain standing heavy normal.
Today's update aims to address some networking bugs that were discovered after yesterday's Steam Client update released, which prevented some players from playing online.
CHANGES
Fixed a bug where some players would not be able to connect to one another, and would disconnect as soon as the round started.
Adjusted logic for displaying connection bars and their colors (for Steam only), which are present at round start for online fights.
Green bars are direct connections, where the number of bars filled represent different methods of forming a direct connection.
Yellow bars are relay server connections used as a fallback when Steam can't establish a direct connection.
A single red bar means an error has occurred.
Added a new launch option, -disableHueShift, for disabling all rainbow color changing effects. This affects Double palette #19 & Marie palette #29. (-disableRainbowDouble still works and should have the same affect.)
Fixed a bug where loading screen text was not translated to match the chosen language.
This update is focused on addressing some issues discovered in Marie's initial Alpha release, and also brings Marie's Alpha to Linux and Steam Deck platforms. Thanks for your patience!
Other
Adjusted vsync settings to fix an issue where some players were experiencing performance and screen tearing issues in the Beta mode.
Attempted a fix for an issue preventing Beta mode from launching on Windows 7/8.1.
Marie
Reduced blockstun on jLK, jLP, jMK, and jMP.
Added missing chip damage on Marie Go 'Round (QCB + P) [M] and [H], and Carpel Pummel (QCF + PP).
Carpel Pummel's giant fist no longer clashes with projectiles, losing its active hitbox.
Fixed a bug where the armor frames were not displayed correctly for Marie Go 'Round (QCB + HP) in the frame data bar when Attack Data was set to "Advanced" in training mode.
Fixed a bug where Marie would get stuck in her summoning animation as an assist if Hilgard was attacked and defeated before he could finish certain animations.
Fixed a bug where Marie could get stuck in her commanding pose if the hand from Repetitive Skeleton Impact's (QCF + KK) grabbed opponents with 1 life.
Fixed a bug where Marie was not considered to be in a counter hit state after throwing the orb from Weight of our Will (QCB + PP).
Fixed a bug where the second hit of jHP and sHP could trigger a burst in the middle of a chain if the first hit caused the Drama bar (Undizzy) to fill up to 240 or above.
Fixed cMP, sHK, and jMK having lower than intended metergain.
Fixed jHP granting slightly more meter than sHP.
Reduced jLP metergain.
Reduced Hilgard's Haymaker (QCF + K) metergain.
Added metergain to Hilgard's Howl (QCB + K), since it was zero before.
When an opponent blocks Hilgard's attacks (QCF or QCB + K), they gain bonus meter.
Fixed Marie Go 'Round (QCB + P) [M] strength granting far more meter than the [H] strength.
Suction Obstruction (QCF + LP + LK), Ground Throw, and Air Throw now correctly grant meter.
Fixed a bug where Marie can could cancel the start up of JHP into JHK before JHP hit, if bones from a previous JHP were still visible and hitting an opponent.
Thank you to everyone who has been reporting bugs so we can get them fixed in a timely manner. We hope you're all enjoying Marie so far! (Build version 3.6.1)
10/20/023 [UPDATE] 2nd Attempt at fix for an issue preventing Beta mode from launching on Windows 7/8.1. No new version number.
The Skullgirl herself is finally here - Marie is now playable in her Alpha state for Season Pass holders!
NOTE: The Linux version of Marie's Alpha is not available just yet due to some final bug fixing and polishing that is needed for that build. As soon as that build is ready, Marie will be available on Linux too. Thanks for your patience.
In classic Skullgirls tradition, Marie will arrive in an unfinished state with a few work-in-progress "sketchy" frames. As mentioned in our "State of the Game" post shared earlier, Marie is much further along compared to previous characters due to her fully releasing on Skullgirls Mobile first before the Steam alpha.
Read more details about her release and other changes below!
HOW COMPLETE IS MARIE?
Marie has all of her moves, voice acting, and sound effects in this build. Some of her moves still don't have fully cleaned up frames, but everything should be pretty functional. We expect she will need additional tuning, bug fixing, and balancing just like every other character during their Alpha period.
You can report bugs in our official Discord, or our official forum in the Marie section.
Characters in their Alpha phase are currently only available to Season 1 Pass holders. If you don't own the Season 1 Pass DLC, you won't be able to use Marie yet. You can pick up the Season 1 Pass here:
Once you have the Season 1 Pass DLC, launch the game in BETA mode by pressing the green PLAY button on Skullgirls 2nd Encore from your Steam library page, then selecting "Skullgirls Beta (Marie Alpha)". You can also launch the game in BETA mode by navigating to the in-game Options menu, and pressing "Switch To Beta".
In BETA mode, you can pick Marie on the character select screen as normal!
HOW CAN I BUY HER DLC SEPARATELY?
Once Marie's Alpha phase is over, her individual character DLC will go live in Early Access on the Steam store. This will allow you to play Marie during her Early Access Beta phase without owning the Season 1 Pass.
For Marie, we expect her Alpha phase to end and her Early Access (Steam only) phase to start once all of her animations are fully complete and colored. We're currently targeting December 2023 for this date.
WHEN WILL MARIE BE FULLY RELEASED ON ALL PLATFORMS?
While we were originally targeting December 2023 for Marie's full release on all platforms including consoles, it is likely that her release will be pushed back to sometime early in the new year of 2024.
The finalized version of Marie with all her bells and whistles needs to be submitted to all console platforms much earlier than December 1st in order to have a chance at releasing before the holidays, since most platform support teams will be unavailable. It's very unlikely that all of her art will be fully finalized by that date, so Q1 2024 is our anticipated release date at this time.
WHEN WILL BALANCE PATCH CHANGES START?
You may have noticed a lot of buzz about balance changes on our official forums or in various online communities. The balance patch discussion is humming along and we're making changes as we speak to prepare the first build that will contain them.
We don't have enough of these changes ready at this time for a substantial first balance patch build, so we're going to wait a little bit longer until we have more changes to release all at once. You can expect to see changes start to arrive before the end of the month.
Full Update Notes
Marie
Added Marie as a playable character.
Added 19 color palettes for Marie, with many more to arrive in future updates. (... Note that since palette 7 is unlocked by completing her story mode, it cannot be obtained at this time, and is just a duplicate of her original palette for now.)
Added Marie's stage, Hilgard's Castle.
Added Marie's stage music, "All That Remains" composed by Darren Malley.
Other
[BETA ONLY] Adjusted visual effects and lighting when characters are impacted by palette adjusting VFX, such as Parasoul's fire effect, Annie's galaxy space dust effect, Robo-Fortune's electrification effect, Black Dahlia's freeze effect, etc. Flickering lights involved with these effects should be less distracting, and character's themselves are no longer impacted by stage lighting conditions.
When declining a match in Quick Match, or recently finishing a match with a player, you will no longer match with that player again for a few minutes.
When kicking a player from a lobby, kicked players can no longer join the lobby again immediately after.
[BETA ONLY] Integrated some previously unused voice lines for older characters when fighting against Marie. Some are used for boss Marie, playable Marie, or both.
[BETA ONLY] Fixed a bug where Black Dahlia would not flinch when getting punched in the face by Cerebella during pummel horse. She's tough, but not THAT tough.
Adjusted the position of the timer on character select when playing online.
It’s time for an update on all the Skullgirls projects we’ve got cooking currently, specifically some details on Marie’s upcoming releases!
Here’s a preview of what to expect below:
MARIE
Skullgirls Mobile
Skullgirls 2nd Encore - Playable Alpha
Skullgirls 2nd Encore - Full Release
OTHER 2ND ENCORE UPDATES
Balance Adjustments
Story Mode Updates
SKULLGIRLS GLOBAL DOMINATION
Skullgirls Championship Series 2024
Eighty Sixed Merch
Skullgirls x Webtoon
Enough intro! IT’S SHOWTIME!
MARIE
Have you been following our daily Marie development posts on our socials? No? Why not?! There’s over 100 days of behind the scenes animations, gameplay, concept art, development insights, and more for you to read up on! Find all our socials here.
Updates on our socials are great and all, but I’m sure you really want to know one thing: When is Marie being released?
For every character in the Season 1 Pass, we’ve been experimenting with different development schedules to see what works best.
ANNIE released first on Skullgirls Mobile, then went straight to Full Release a few months later on 2nd Encore.
UMBRELLA had a full Alpha, Early Access and Full Release in 2nd Encore before she released on Mobile.
BLACK DAHLIA started her Alpha very early, followed by her SGM release, then her Full Release in 2nd Encore.
MARIE will launch first in SGM, followed by her Alpha, then her 2nd Encore Full Release.
As you can see for Marie we’re going to be running a similar development timeline as we did with Annie.
Why are we doing it this way? If you recall from way back when we developed Annie, Skullgirls Mobile characters require less overall development time than 2nd Encore. This is because they require significantly fewer completed animations and general attack data compared to their more technical cousins in 2nd Encore.
Over the course of the Season 1 Pass we have found that it makes the most sense for us to prioritize the Skullgirls Mobile character releases, then switch fully over to Skullgirls 2nd Encore where we can give their playable Alpha the full attention it deserves.
However, if you’ve been following our socials, or visited our booth at Evo this year, you’ll have seen that plenty of work has been done on Marie for 2nd Encore! Skullgirls 2nd Encore and Skullgirls Mobile run on such similar engines and pipelines that we actually implement everything at a basic level in 2nd Encore first, then port that work to Skullgirls Mobile where it is further tuned and polished.
This means that even though some parts of Marie are much further along than Black Dahlia or Umbrella were in their early Alphas, other parts are not developed enough to be released as a publicly playable Alpha.
With that said, here is our current plan for Marie’s rollout:
SKULLGIRLS MOBILE
Marie is currently planned to release in September on Skullgirls Mobile!
In addition to Marie, we’ll be ramping up the Skullgirls Mobile reveals in the coming weeks with trailers and posts about all of the new stuff coming in the 6.0 update. Be sure to keep an eye on our socials for all the latest!
A time honored tradition in Skullgirls is the playable Alpha! During this phase of development, an unfinished build of Marie will be playable on the Beta branch of Skullgirls 2nd Encore of Steam. This build may feature unfinished ‘sketchy’ animation frames, and much of her combat data will be untuned.
This playable Alpha phase allows players to get their hands on Marie early and give feedback on how she’s shaping up. We’ll be releasing frequent updates to the Alpha with new art and gameplay tuning as time goes on.
The Marie Alpha will start sometime soon after Marie’s release in Skullgirls Mobile. Stay tuned for more info!
What will be included in the Alpha:
Marie will be partially complete, with some temporary art and not completely tuned gameplay.
A partial set of palettes.
A new stage (with music!) - Hilgard’s Castle.
Additional features will be added to the Alpha over time.
Once Marie is fully completed, she will be released on all systems roughly simultaneously.
We’re aiming to release Marie around mid December 2023. For full transparency, there is a chance this date will slip into 2024, but for now that is the date we are targeting.
Full Release will come with all the usual bells and whistles:
Marie will be fully complete!
The new Stage - Hilgard’s Castle - will be fully complete with final music.
A brand new story mode for Marie.
Marie will be available as stand-alone DLC separate from the Season 1 Pass.
Final Marie balance pass.
A full set of 30+ palettes.
Character tutorials.
A new alternate voice pack.
OTHER 2ND ENCORE UPDATES
BALANCE PATCH
We want to give the other characters in Skullgirls some attention too, and so we’re planning to do a general balance adjustment for the rest of the cast in the near future!
As we mentioned in a previous State of the Game post, juggling multiple console releases, character development with Marie, plus additional general balance adjustments has been a challenge. We’re excited to finally dig into this in the coming months.
We are currently planning to start general balance adjustments at the same time Marie’s Alpha starts, or shortly after. We’ll announce more details about these adjustments in the near future.
Thank you for your patience and feedback!
STORY MODE UPDATES
When Marie gets her full release she will come with her own Story Mode that delves deep into her relationship with the Skull Heart. After Marie’s story mode is released all of the Season 1 Pass character story modes will be updated with full voice acting in an independent update.
The full voice update will not be until after Marie’s release because we are still organizing recording sessions for the LARGE returning cast that we need to voice the myriad of characters that appear across Skullgirls 2nd Encore’s 18 Story Modes.
Also please note that due to ongoing actors strikes in the US there is a possibility that any story mode recordings may be very significantly delayed. Marie’s English combat voice over will not be affected as it has already been completed.
SKULLGIRLS GLOBAL DOMINATION
Aside from direct updates to the games themselves, we have lots of other Skullgirls projects in the works!
SKULLGIRLS CHAMPIONSHIP SERIES 2024
During our Evo 2023 Community Showcase, we were finally able to announce the return of the SKULLGIRLS CHAMPIONSHIP SERIES!
We’re partnering with a completely new production team, and the SGCS is going to be bigger than ever!
We’re excited to share more news in the future, but take it from us that 2024 is going to be BIG for competitive Skullgirls!
Are you looking for official Skullgirls merch and apparel? The fine folks at Eighty Sixed have you covered!
They already have an expansive Skullgirls collection available, but there’s even more new additions on the horizon!
SKULLGIRLS X WEBTOON
The Skullgirls series on Webtoon has released 20 episodes so far. Due to some scheduling challenges, production of each new chapter has taken longer than expected. We’re currently on an extended hiatus while we build up a backlog of episodes so that when the series returns we will have plenty of episodes ready to go without interruption.
When the series does return it will also come with a Webtoon Fast Pass, meaning everyone gets the latest episode for free every week, or you can spend Fast Pass Coins to read three episodes ahead.
We can’t give a firm date yet, but we’re aiming for a return in September!
We’re aiming to release these State of the Game posts more frequently going forward just to generally keep everyone apprised on the goings on in the world of Skullgirls.
Thanks as always for your support, and we’re excited to get Marie into everyone’s hands as soon as possible! Keep an eye out for those updates in the very near future!
- All of us at Hidden Variable Studios and Future Club <3
Skullgirls Content and Revisions Update [6/26/2023]
As part of a global Skullgirls content update, we have adjusted several art assets in Skullgirls 2nd Encore and the Digital Art Compendium on all platforms. You can find the full list of changes in this update here: Skullgirls 2nd Encore Content Updates Notes
We're happy to announce that the Digital Art Compendium & Soundtrack are getting updates today, releasing a lot of new content related to Black Dahlia. We know this usually comes out when a character gets their full retail release, and we apologize for the delay. But there's so much new content to enjoy!
BLACK DAHLIA
Character Art, which includes a wealth of behind-the-scenes move concept sketches.
Character Poster
Bunny Burrow 2D Stage Art + Development Concepts
Exported Frames - Nearly 3,000 individual frames!
Story Mode Art - New Fullscreen Cinematics & Talking Heads
PRODUCTION ART
Black Dahlia Stream Art
Umbrella Stream Art
Valentine Redesign Announcement Art
SKULLGIRLS MOBILE
Bookie App Icon
Dahlia Relic Shard Icon
Lots of new mail banners
Lots of new Relic images, including Dahlia's Character Relic!
This update is focused on addressing some small issues discovered in Dahlia's release.
BLACK DAHLIA
Dahlia will no longer be poisoned if she counters Valentine's Counter Venom or Vial Hazard
Dahlia's Counter, Strike! after image and some aspects of her teleport should now always have the proper PalFX if she is affected by something like Valentine's poisons before starting the move.
Made improvements to the reliability of ice shot's hitstun scaling when used multiple times in a single combo.
Fixed an issue where Dahlia's Parting Gift detonation could cause a soft lock during the round reset of 1v1 matches.
Fixed a bug where Parting Gift's stagger hit vs airborne targets didn't have enough hitstun to reliably guarantee the character would land and become staggered before the hitstun ran out.
Fixed a bug where Parting Gift wasn't reliably igniting oil and/or the oil barrel when in the corner.
Fixed visual issues with Dahlia's Railgun VFX on palettes 8, 28, & 30
MISC
Fixed some reported typos in Black Dahlia's story.
Fixed some missing characters for Japanese news items.
Updated Dahlia's TH for the news feed.
Fixed a small graphical issue with Dahlia's banners on the various arena stages.
These combat changes and minor fixes will be heading to PS4 and Switch as well very soon, with a few additional bug fixes specific to those platforms.
Ready to paint the town red, Black Dahlia has departed beta and is now fully released in Skullgirls 2nd Encore.
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 Black Dahlia'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 Marie, including the start of her Alpha period for Season 1 Pass!
Today's update is mostly focused on final bug fixes for Black Dahlia's impending release on consoles. This update also includes all of her colors - enjoy!
Further tuning for Black Dahlia isn't out of the question, but any changes, nerfs, or bug fixes will likely arrive with her final release alongside her story mode on consoles and Steam instead of in continued beta updates.
MISC
Fixed a bug where Beowulf could become invincible sooner than expected during his crumple state.
The crowd will now "boo" Beowulf instead of cheering for him if he is fighting Black Dahlia on her own stage.
Adjusted palette 30 colors for Umbrella so that Hungern is not impacted by lighting.
Fixed a bug where catching Big Band with Tongue Twister at max distances could cause the camera to pan rapidly in his direction.
Fixed a bug where the eyeballs in Umbrella's "Under The Weather" Blockbuster would not rotate when she was Overstuffed.
Fixed a bug where the Skullheart from Umbrella's 30th palette for would follow the enemy around if they defeated her using Umbrella's "Feeding Time" Blockbuster.
Fixed a bug where Umbrella would sometimes fail to stagger her target with a s.F+HP (Cliff Hanger) if she also hit or traded with some projectiles.
Fixed a bug where Umbrella could perform a puddle boosted version of Slurp 'n' Slide at a later time without being near a puddle if she previously ended Slurp 'n' Slide near a puddle in the past.
Resolved most instances where two Umbrella's performing Retina Reflector at roughly the same time could cause the IPS combo stage to become stuck. Final fixes to resolve all instances of this will be in an update for Black Dahlia's full release, or an upcoming hotfix.
To prevent accidental taunts, Ms. Fortune can no longer perform her taunt for 60 frames after performing an Air Dash, or jHP.
Tweaked layering from Eliza's time out pose to avoid conflicts with Dahlia's win pose.
BLACK DAHLIA
Added 4 new palettes for Black Dahlia. Dahlia's 32nd palette is available for Season Pass holders, and features unique effect on her cape, and a bonus effect when she is Empowered.
Tweaked Black Dahlia's intros and intro voice lines to prevent long pauses after she was finished but before the game started.
Performing "Order Up!" during Onslaught start up, or during the grounded portion of Dahlia's back dash, will perform the move once she is airborne and able to act by buffering it.
Fixed a bug where Dahlia could not cancel into Stage Hazard when landing from cMK.
Fixed a bug where the snowman easter egg would show up almost every time from hitting Ice Shot.
Fixed a bug where performing Special Moves after using an Infinity Breaker (burst) low to floor with Dahlia could cause her to briefly float above the ground.
Dahlia's Outtake can no longer ignite Stage Hazard's Oil, but will still cause the barrel to detonate.
Dahlia's Outtake has one extra invulnerable frame to make sure it will trade post flash with hits, instead of losing.
Fixed an issue where trading blows when using an Outtake to hit Bunny Girl from "Girls' Night" would prevent them from dying immediately.
Fixed a bug where "Parting Gift" would unreliably have invulnerability from the first frame on start up. It now properly never has invulnerability on start up.
"Parting Gift" detonation now puts the victim in hitstop until the explosion hits if the opponent is in hitstun. (... This fixes a bug where it could sometimes fail to reliably launch the opponent if they were just about to land into an OTG state when Dahlia performs the detonation)
Minor art fixes.
Adjusted text in Dahlia's tutorials and trials that had outdated information.
Fixed an issue where Dahlia's tutorial and trials had issues preventing them from being completed.