About the Game
Skullgirls 2nd Encore is a beautiful, fast-paced, and critically acclaimed 2D fighting game that puts players in control of fierce warriors in an extraordinary Dark Deco world. Each of the 14 wildly original characters features unique gameplay mechanics and plenty of personality.
Skullgirls is the perfect fighting game for casual and competitive fighting game fans alike. Includes fully voiced story mode, gorgeous animation, and a soundtrack by Michiru Yamane.
Skullgirls is the perfect fighting game for casual and competitive fighting game fans alike. Includes fully voiced story mode, gorgeous animation, and a soundtrack by Michiru Yamane.
Version Information
Steam Patch Notes
Official update history
Version 3.7.14
Jun 12, 2024
Hello,
Today we have a small update addressing a few additional bugs on Steam. While there have been some small patches for Skullgirls on Steam which have already included some of these changes, the following is a complete list of every combat and gameplay change made since the last version released on other platforms for easy reference.
If there are no immediate issues with this build, we will be releasing it on all other platforms as soon as we are able. Of course, if you discover any issues, they can can be reported using the following channels:
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
(Version 3.7.14)
View on Steam
Today we have a small update addressing a few additional bugs on Steam. While there have been some small patches for Skullgirls on Steam which have already included some of these changes, the following is a complete list of every combat and gameplay change made since the last version released on other platforms for easy reference.
If there are no immediate issues with this build, we will be releasing it on all other platforms as soon as we are able. Of course, if you discover any issues, they can can be reported using the following channels:
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
Combat
- Fixed a bug where blocking a hit on the last frame of a Reaction Shot (Push Block) would cause undesired movement.
- Fixed a bug where Beowulf could lose access to throwing his chair as an assist (such as when using Hurting Hurl) if he performed a Blockbuster Ensemble (DHC) before catching his chair from EX Take a Seat.
- Fixed a bug where Beowulf and Cerebella could not perform super jumps using 360 or 270 motions when they had less than the Dramatic Tension (Meter) required to activate their 360 moves.
- Fixed a bug where performing Beowulf's taunt as one character was defeated and as the next one arrived could cause his next EX Grapple Stance moves to deal less damage unexpectedly.
- Black Dahlia's "Tea Slip" (QCB + K when doily is placed)
- Now has extra recovery when teleporting far away. Extra recovery is between 0F to 11F depending on the distance. The extra recovery does not apply if the opponent is in hitstun.
- After teleporting to a doily, Black Dahlia has a 4 second cooldown before she can throw another doily with "Tea Time" (QCB + K when doily is not placed)
- Feathers from her cape will appear at the teleport location. The feathers will vanish when the cooldown period is over.
- The maximum distance that Black Dahlia can teleport has been reduced to about one screen length instead, down from two screen lengths.
- Now has extra recovery when teleporting far away. Extra recovery is between 0F to 11F depending on the distance. The extra recovery does not apply if the opponent is in hitstun.
Misc
- Fixed a bug where Annie didn't have any sounds, including voice acting. (PS4 ONLY)
- Fixed a bug where Double's 4th trial combo wasn't able to be completed.
- Fixed various translation issues.
(Version 3.7.14)
Version 3.7.13
Jun 7, 2024
Hello,
A small update today to address reports related to spectating since the last patch.
(Version 3.7.13)
View on Steam
A small update today to address reports related to spectating since the last patch.
Steam Networking Update
- A small additional change to the last update to, hopefully, address issues being experienced when spectating fights.
(Version 3.7.13)
Version 3.7.12
Jun 5, 2024
Hello,
This update contains one major upgrade to Skullgirls 2nd Encore's networking on Steam and a small handful of bug fixes. Read on for more details:
There have been some elevated reports of connectivity issues with the Steam version of the game. This included, but wasn't limited to:
Hoping to address these issues and future-proof Skullgirls, we have upgraded the underlying Steam networking code to the latest version. This means Skullgirls now leans more on Steam to find and establish the best possible connection between players, either via direct connection or via Steam's datagram relays.
As part of this update, we've also updated the in-fight connection indicator. The "connection bars" have been replaced with a ping display.
{STEAM_CLAN_IMAGE}/4987548/fb0c42dc7ccb73d9acd01440b9394e7651729e30.png
This ping display operates using the same logic as the ping previews that exist in lobbies and quick matches. The color of the ping reading may change from green to yellow, or yellow to red, depending on ping and the jitter which is calculated in the background.
You can keep the in-game ping display on during the entire fight by using the Steam launch option
Also in this update, ping times are averaged over a shorter duration of time compared to before. Small adjustments and hiccups in your ongoing connection will make a bigger difference on the ping display, whereas before they may have not been reported.
We have high hopes that all these changes will improve the online experience of Skullgirls 2nd Encore, but any issues can be reported using the following channels:
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
(Version 3.7.12)
View on Steam
This update contains one major upgrade to Skullgirls 2nd Encore's networking on Steam and a small handful of bug fixes. Read on for more details:
Steam Networking Update
There have been some elevated reports of connectivity issues with the Steam version of the game. This included, but wasn't limited to:
- The game disconnecting in the middle of gameplay after playing with the opponent for some amount of time. Usually a handful of rounds.
- The game disconnecting in between rounds or when loading into the very first round from the character select screen.
- Other issues where connections can’t reliably be established between two players for whatever reason.
Hoping to address these issues and future-proof Skullgirls, we have upgraded the underlying Steam networking code to the latest version. This means Skullgirls now leans more on Steam to find and establish the best possible connection between players, either via direct connection or via Steam's datagram relays.
As part of this update, we've also updated the in-fight connection indicator. The "connection bars" have been replaced with a ping display.
{STEAM_CLAN_IMAGE}/4987548/fb0c42dc7ccb73d9acd01440b9394e7651729e30.png
This ping display operates using the same logic as the ping previews that exist in lobbies and quick matches. The color of the ping reading may change from green to yellow, or yellow to red, depending on ping and the jitter which is calculated in the background.
You can keep the in-game ping display on during the entire fight by using the Steam launch option
-showpingAlso in this update, ping times are averaged over a shorter duration of time compared to before. Small adjustments and hiccups in your ongoing connection will make a bigger difference on the ping display, whereas before they may have not been reported.
We have high hopes that all these changes will improve the online experience of Skullgirls 2nd Encore, but any issues can be reported using the following channels:
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
BUG FIXES
COMBAT
- Fixed an issue where getting hit on the last frame of Pushblock could result in strange fighter velocities.
MISC
- Fixed an issue where Double's 4th Trial was Incompletable
- Fixed an issue with Umbrella's 1st Trial where the incorrect inputs were being shown
- Fixed an issue with the Diamond Dynamo tutorial in Brazilian Portuguese
(Version 3.7.12)
Version 3.7.9
May 16, 2024
Hello
Today's update resolves a small bug for Eliza, and contains some miscellaneous fixes.
(Version number 3.7.9)
View on Steam
Today's update resolves a small bug for Eliza, and contains some miscellaneous fixes.
MISC
- Fixed translation errors for recently updated tutorials.
- Updated the 2D version of Hilgard's Castle (Nightmare) to match the recently updated 3D version.
- Fixed a visual artifact on the floor in the SGCS 2024 stage.
- Added a few more pieces in the Art Gallery with Valentine's new design.
ELIZA
- Fixed a bug where using Crimson Scourge from Eliza form would sometimes have invincibility last too long on Sekhmet.
(Version number 3.7.9)
Version 3.7.8
May 8, 2024
Hello
This morning's update contains some minor bug fixes and tweaks to last nights update.
(Version number 3.7.8)
View on Steam
This morning's update contains some minor bug fixes and tweaks to last nights update.
PARASOUL
- Egret Dive no longer has an invisible health bar when taking projectile damage, and will block an unlimited amount of projectiles.
(... It was extremely rare to cause the move to end early from projectiles in the past. Now that the dive lasts longer, it is more common to trigger, but was confusing and unpredictable.)
UMBRELLA
- Fixed a bug where Umbrella's new Taunt while used when Starving would not activate if pressing LP before pressing LK.
- Reduced total animation time for Umbrella's new Taunt while Starving.
(Version number 3.7.8)
Version 3.7.7
May 8, 2024
Hello
Today's beta update contains final tweaks and bug fixes to prepare for releasing this balance update on consoles soon. This is likely the final patch for this balance patch cycle. Full update notes will be compiled on our official forums closer to the release date after Combo Breaker 2024.
(Version number 3.7.7)
View on Steam
Today's beta update contains final tweaks and bug fixes to prepare for releasing this balance update on consoles soon. This is likely the final patch for this balance patch cycle. Full update notes will be compiled on our official forums closer to the release date after Combo Breaker 2024.
MISC / ALL
- Reduced saturation and improved visibility on Hilgard's Castle Nightmare per player feedback.
- Minimum scaling for starting a combo at max Drama (Undizzy) is now 45% instead of 35%.
(... Crossing over into max Undizzy during a combo still immediately scales damage to 55% just as before in Retail) - Reverted armor damage reduction experiment from last update back to retail values.
(... The differentiation is as follows: Armored normals take 100% incoming damage, and armored Special Moves and Blockbusters take 50% of the incoming damage. An exception is being made to Painwheel's Buer Overdrive Blockbuster so that she can reflect the full incoming damage back at attackers. Eliza's cHK and Sekhmet also do not follow these rules as an exception.) - Fixed a bug where the Drama / Undizzy bar would not update properly in rare occasions when Undizzy switched from a negative value to a positive value if both values had the same absolute value.
BEOWULF
- While without his chair, The Hurting, he no longer takes damage from blocking bursts.
- cMK no longer interacts with projectiles - Ms. Fortune's head no longer blocks the body from being grabbed off the ground by this move.
- Mid-air finishers from Grab Stance no longer apply hitpause to Beowulf when hitting nearby assists. This ensures consistent timing when doing finisher + assist call combos, even if another enemy assist is nearby and struck by a finisher.
BLACK DAHLIA
- Increased delay between the two hits of Ice Shot, making it more advantageous on block and freezing the opponent for a little longer.
- When the first hit of jHK connects against a point character, the second hit will launch assists less high.
(... This helps shots fired after jHK connect against the point character instead of having the assist character absorb the blow. Big Band is big (and band) and will likely still block shots from time to time.)
DOUBLE
- Updated all moves that feature Valentine with her new updated design. Impacted moves: cHK, sLK, jMK, Nightmare Legion.
ELIZA
- Fixed a bug where hitting Sekhmet with an outtake would not have her bounce off the wall after the last update.
- Fixed a bug where Squigly's Daisy Pusher would not work correctly after hitting Sekhmet in the last update.
- Fixed a bug where using Eliza's taunt with specific timing could cancel a friendly assist call.
MARIE
- Extended sLK hitbox all the way down to the floor, to prevent it from whiffing against characters on the ground.
- Improved Marie Go 'Round hitbox by extending it downwards towards the floor.
- Improved sMP hitbox by extending it downwards towards the floor.
- Reduced Marie Go 'Round (M) startup by 2F.
- Fixed an issue where Marie was using some old temporary unfinished art when being bounced off the ceiling from Black Dahlia's Buck Shot.
MS. FORTUNE
- Air Throw now properly starts Ms. Fortune off at IPS Stage 3 instead of Stage 2, which was not working correctly last update. This now only occurs if Ms. Fortune has her head removed.
PARASOUL
- Reduce how long the Egret stays on the screen by 13F, when using Egret Dive.
ROBO-FORTUNE
- When Robo-Fortune explodes from Systemic Circuit Breaker, her body double lands 6F faster to ensure she is safe from "PBGC" attempts which were made easier as a result of the Reaction Shot (pushblock) changes.
UMBRELLA
- s.F+HP (Grow) damage reductions: 250x3, 400 → 200x3, 300
- s.F+HP (Slam) damage reductions: 1100/1400/1700 → 1100/1250/1500
- Slurp n Slide is now +1 on block when Umbrella is Satiated, down from +2.
(... Reminder that Umbrella does not have a buffer to attack as soon as possible after this move ends.) - When using Tongue Twister or Salt Grinder in the same combo where the Hunger Meter was already raised, these moves deal 20% less damage.
- When performing Taunt while Umbrella is in the Starving state, she will now feed Hungern a snack and enter the Satiated state.
(... Unlike other taunts, this taunt cannot be cancelled - it is intentional.) - The following moves now launch heavier characters higher than before: Bobblin' Bubble, jHP (Overstuffed), Salt Grinder (Overstuffed).
- Reduced the range of the initial command grab hitbox of Tongue Twister.
- Reduced duration (80F → 40F) of Wishmaker capture when done while Ravenous.
- Reverted a change where Umbrella would dismount further forwards when doing Slurp n Slide while Ravenous, since it was making some combos harder than intended.
- Fixed a bug where the Satiated version of Slurp n Slide did not receive the damage boost listed in the last update notes.
VALENTINE
- Reverted 4F increase in hitstun on jHK back to retail values.
(Version number 3.7.7)
Version 3.7.6
May 2, 2024
Hello,
Today's update includes more tuning and bug fixing, as well as updates to tutorials to reflect some of the latest changes. Note that translations and new text is only in ENGLISH for now - but please let us know if you spot anything missing or incorrect! This is very close to a potential version that could be finalized and released on consoles sometime after COMBO BREAKER 2024 (May 24th). Please let us know if you see issues, bugs, or have feedback about this patch.
Bug reports are best left in the #2e-bugs channel of the official Discord: https://discord.gg/skullgirls
Feedback is best left on our official forums: https://skullheart.com/
(Version number 3.7.6)
View on Steam
Today's update includes more tuning and bug fixing, as well as updates to tutorials to reflect some of the latest changes. Note that translations and new text is only in ENGLISH for now - but please let us know if you spot anything missing or incorrect! This is very close to a potential version that could be finalized and released on consoles sometime after COMBO BREAKER 2024 (May 24th). Please let us know if you see issues, bugs, or have feedback about this patch.
Bug reports are best left in the #2e-bugs channel of the official Discord: https://discord.gg/skullgirls
Feedback is best left on our official forums: https://skullheart.com/
BLACK DAHLIA
- Expanded hurtbox during generic air hitstun (the one that restands) and hitstun from "trip" style attacks.
- Fixed a bug where the visual placement of special ammo during Another Round (M) and (H) didn't align with where the ammo was loaded in a gun.
- Fixed a bug where the second hit from Ice Shot was still breaking armor.
- Fixed a bug where Black Dahlia could cancel into a Special Move while getting hit during the recovery of cMK, and ignore the incoming attack.
CEREBELLA
- Cerebella is now closer to her "origin point" when falling in an knockdown animation.
- Dashing or button dashing from the recovery of j.D+MP now buffers the dash instead of LP.
- Fixed a bug where Diamond Deflector would fail to hit an enemy if the enemy previously armored through a stagger hit (unchained sMP), and hadn't been hit again since.
- Cancelling from Cerecopter into Diamond Dynamo will now only prevent autocorrects if done after the final hit. Dynamo cancels from before the last hit of Cerecopter will autocorrect as before to allow combos that rely on that side switch to work.
MARIE
- Fixed a bug where Hilgard would vanish awkwardly if Marie died and the round was over.
- Using jMK now puts Marie in a super jump state, preventing assist calls.
- Using Hilgard's Haymaker or Hilgard's Howl during a super jump state will now restore less momentum after the summon finishes.
- Adjusted hurtboxes during knockback animation.
MS. FORTUNE
- If hitting with the landing hit of Feral Edge against an opponent behind Ms. Fortune, that hit will now knock the opponent down and in front of her.
(... This still doesn't allow for a great combo opportunity, but she does not get punished on hit anymore.) - After failing to activate the last hit of Feral Edge, or blocking the final hit of it, Ms. Fortune can no longer command her head until the attack ends to make it easier to punish. This also now happens if the enemy blocks the last hit of Cat Scratch Fever when she is headless.
- Landing air throw against an opponent with full Undizzy will now force the combo stage to start at stage 3.
PAINWHEEL
- Reverted collision behaviour on Buer Reaper back to retail. Painwheel has collision when delivering the final blow of Buer Reaper and prevents victims from sliding through her, and she herself can be pushed around.
(... The follow-up Buer Reaper hits already have increased hitboxes from last update, so they should still be more reliable at hitting opponents. - Reduce Buer Reaper bonus metergain from last update from 2% to 1%.
- Hatred Install
- Minimum scaling for level 1 Blockbusters during Hatred Install is now 37.5% instead of 30%
- Hatred Install Buer Reaper no longer deals less damage than regular Buer Reaper. It still scales to 50% instead of 70% (like in Retail) when Hatred Install is used as a DHC.
- Reverted increased Hatred Install recovery back to Retail values.
- Minimum scaling for level 1 Blockbusters during Hatred Install is now 37.5% instead of 30%
- jLP is now only 2F faster when done from flight.
- Reduced length of L Buer Reaper hitbox slightly, but it is still longer than Retail.
- Pinion Dash and Buer Overdrive no longer end early when touching the edge of the screen or corner.
- Once per combo, landing Buer Thresher will refresh Painwheel's flight, ensuring that she can always convert off of it even if flight was previously used.
PARASOUL
- Reduced the speed at which Egret Dive moves forward back to retail values. He still takes longer to land and travels farther as a result of that.
ROBO-FORTUNE
- Fixed a bug where using Danger! Flailing Arm Hazard! (M Danger) would sometimes not stagger if done very low to the ground after using an air normal.
- Fixed a bug where Catastrophe Cannon could not hurt Double while she was transformed into a Barrel.
- Magnetic Trap can no longer pull Double while she is performing the beginning Nightmare Legion.
UMBRELLA
- Reduced hitbox range of cMP while in Ravenous even further.
- Reduced jump distance forward when using d.F+MP (Overbite) during Ravenous.
- d.F+MP (Overbite) start up increased in Ravenous: 16F → 17F
- Salt Grinder and Hungern Rush now have physical hits that increase Hunger Meter when used against Boss Marie, so that she doesn't get stuck in the Starving state against her.
(Version number 3.7.6)
Version 3.7.3
Apr 16, 2024
Hello,
Today's update features a new debug feature for those using debug replays, and continued balance changes for characters. In case you missed it, our last update featured a large rework for Umbrella. You can read the update notes for that update here:
https://store.steampowered.com/news/app/245170/view/7817760904371395868
EDIT: A small update was released to resolve an issue with Umbrella's Overstuffed Tongue Twister. The version number is now 3.7.3.
(Version number 3.7.3)
View on Steam
Today's update features a new debug feature for those using debug replays, and continued balance changes for characters. In case you missed it, our last update featured a large rework for Umbrella. You can read the update notes for that update here:
https://store.steampowered.com/news/app/245170/view/7817760904371395868
EDIT: A small update was released to resolve an issue with Umbrella's Overstuffed Tongue Twister. The version number is now 3.7.3.
DEBUG REPLAYS
- Everything below assumes you are using the debug launch option command: -enablereplays
- Added a new debug feature, "Replay Takeover", which can be used to temporarily take over controls for a character when watching a replay. You can use this feature to test how to escape or win against certain situations that are difficult to recreate in training mode, use it to test if there was a better combo or conversion you could have done, and more!
- Press SELECT to activate Replay Takeover and assume control of P1 for 10 seconds. You can take over P2 by holding RIGHT as you press Select.
- After a brief pause, the replay will continue and your inputs will control the character you have selected.
- Pressing SELECT will jump back to the point where you started Replay Takeover. This also occurs if the match ends while Replay Takeover is active.
- Holding SELECT will end Replay Takeover and carry on as normal.
- As a refresher, here are the controls available in replays:
(... Apologies, at this time we don't have availability to update replays with proper UI.)- LP: Toggle Hitboxes
- MP: Toggle Health & Attack Data Display (Currently bugged, will be fixed next update)
- HP: Rewind time (Hold LEFT to rewind even further)
- LK: Toggle Input Display
- MK: Toggle Slow Motion (See also: -debugkeys launch option to advance frame by frame)
- HK: Fast forward (Hold RIGHT to fast forward faster)
- LP: Toggle Hitboxes
- While we'll try and address any critical bugs found with this feature, our time spent supporting this feature will be limited. Please let us know if you find any issues in our official Discord, in the #2e-bugs channel.
UMBRELLA
- Reduced Ravenous Hunger Meter drain by 40%.
- Overstuffed Hunger Meter drain now matches Ravenous' new value.
- Ravenous and Overstuffed drain at half speed when the opponent is in hitstun.
- Ravenous and Overstuffed drain at half speed when Umbrella is in hitstun or blockstun.
- Hunger Meter no longer drains during a "Double Snap" or "Assist Kill" situation.
- In Ravenous, df+MP (Overbite) jumps much further towards the opponent.
- df+MP (Overbite) now carries momentum before the jump happens, if used while moving forwards.
- cMP in Ravenous is now a low again.
(... In Ravenous, cMP is a low again and df+MP has extended range. Between these options and a surprise Tongue Twister, she should be threatening from further away.) - Slurp n Slide (Back, Forward + MP) no longer activates if holding Down + Forward at the end, to avoid overlap with df+MP (Overbite).
- Hungern Rush and Salt Grinder no longer increase the Hunger Meter when used as an assist.
(... Tongue Twister still does, for now) - Tongue Twister is never a command grab when used as an assist, and can always be blocked.
- Tweaked launch trajectory of Overstuffed Hungern Rush to leave the victim closer to Umbrella. As an assist, the second hit launches victims less high.
- Fixed a bug where using punch normals would drain Umbrella's Hunger Meter faster, which was supposed to be removed last update.
- If Umbrella is struck with an Outtake, all bubbles summoned from Under The Weather (QCB+KK) will pop immediately.
- Fixed a bug where Overstuffed Tongue Twister didn't apply forced damage scaling when used as an assist.
- Fixed a bug where Umbrella wasn't using the proper reversal window timings out of blockstun and hitstun.
ROBO-FORTUNE
- Tweaked the beginning frames of Robo-Fortune's normal jump animation so that she doesn't tuck into a ball the moment she leaves the ground. This is the same change Ms. Fortune received.
- Reduced active frames on cMK by 6.
PEACOCK
- Removed extra recovery when placing Lonesome Lenny which was not working correctly most of the time last patch.
- The red flash on Lonesome Lenny before he is about to explode now starts earlier.
ELIZA
- Sekhmet's JH (Signature Attack, AKA "Cartouche") now avoids the extra landing recovery from last update if it successfully hits the point character.
CEREBELLA
- Fixed a bug where jD+MP (Unbreakable Elbow) had more start up than intended from the last update.
(Version number 3.7.3)
Version 3.7.1
Apr 15, 2024
Hello,
Today's update focuses on bug fixing and tuning from the last update, and introducing a fairly substantial "rework" for Umbrella.
We're making Umbrella more consistent in all of her Hunger States without relying on entering and maintaining Ravenous for the entire match. This means buffing how she handles in Satiated and Overstuffed, and nerfing some of the most egregious parts of playing Ravenous. We're also making changes to how she adjusts her Hunger Meter up and down so that Umbrella players are forced to engage with all of the different Hunger States more often. Lastly, since we're buffing many elements of Umbrella's kit, we're also nerfing some of the more frustrating parts to play against when facing her.
If you need a quick refresher on her terms, Starving is when the bar is empty and purple, Ravenous is when the bar is low and red, Satiated is the middle section that is yellow, and Overstuffed is the blue section when full. When we mention her Hunger Meter going up or filling, that means it's closer to Overstuffed. When we mention her Hunger Meter going down, draining, or being empty, that means it's closer to Starving.
KNOWN ISSUES
HUNGER METER / HUNGER STATES
BLOCKBUSTERS
RAVENOUS SPECIFIC
OVERSTUFFED SPECIFIC
(Version number 3.7.1)
View on Steam
Today's update focuses on bug fixing and tuning from the last update, and introducing a fairly substantial "rework" for Umbrella.
SYSTEM
- Fixed a bug where characters would take no chip damage during the last frame of a Pushblock, and attackers would behave as if the hit did not connect.
(... This fixes a bug where Umbrella connecting with Slurp n Slide on this frame would have her slide much longer than she should have, for example) - Fixed a bug where Pushblocking in between two attacks before hitstop for the first hit ended would prevent the Pushblock from happening. Pushblocking during these scenarios should feel drastically more responsive.
(... This happens most commonly when pushblocking in between a point character hit, and a secondary hit from a projectile or an assist.)
(... Please let us know if you see any weirdness or issues with pushblocking and report them to us in our official Discord in the #2e-bugs channel, thank you!) - When assists counter hit another assist, damage scaling will be set to 90% on them instead of the new 70% to ensure "counter calls" are as damaging as before.
UMBRELLA
We're making Umbrella more consistent in all of her Hunger States without relying on entering and maintaining Ravenous for the entire match. This means buffing how she handles in Satiated and Overstuffed, and nerfing some of the most egregious parts of playing Ravenous. We're also making changes to how she adjusts her Hunger Meter up and down so that Umbrella players are forced to engage with all of the different Hunger States more often. Lastly, since we're buffing many elements of Umbrella's kit, we're also nerfing some of the more frustrating parts to play against when facing her.
If you need a quick refresher on her terms, Starving is when the bar is empty and purple, Ravenous is when the bar is low and red, Satiated is the middle section that is yellow, and Overstuffed is the blue section when full. When we mention her Hunger Meter going up or filling, that means it's closer to Overstuffed. When we mention her Hunger Meter going down, draining, or being empty, that means it's closer to Starving.
KNOWN ISSUES
- Umbrella's "eating" assists (Tongue Twister, Salt Grinder, Hungern Rush) will now raise the Hunger Meter on success, which is a change in behaviour that may not be desired.
- Tongue Twister, when in Overstuffed, does not apply any scaling when used as an assist.
- It is difficult to predict where Umbrella's damage and routing will take her after all of these changes. Please expect damage tuning depending on how things shake out.
HUNGER METER / HUNGER STATES
- Umbrella's Hunger Meter drains during most actions now instead of freezing momentarily during Special Moves, Normals, etc.
- Umbrella's Hunger Meter no longer drains faster for landing hits with "punch" (Hungern) normal attacks.
- Tweaked Hunger Meter loss rate in different Hunger States individually. In Satiated, it is drastically faster than before for example.
- Hunger Meter no longer drains naturally over time in any combo where it increased. Landing Salt Grinder for example will halt all Hunger Meter drain for the rest of the combo.
- Hunger Meter will also freeze when a combo starts if Umbrella is in the Overstuffed state.
- Creating Bubbles with Cutie Ptooie, Bobblin' Bubble, Wish Maker, no longer drains Hunger Meter, except when used during the Overstuffed state.
- Under The Weather no longer drains Hunger Meter unless it's used in Overstuffed.
- Umbrella can now transition from Overstuffed into Satiated during a combo, instead of needing to wait for it to end.
- Increased how much Hunger Meter is lost from taunting, and shortened the minimum time that Umbrella must perform her taunt before being able to stop.
(... To drain Hunger Meter quickly, you'll have to taunt instead of looping Bobblin' Bubble like before.) - Ground Throw and Air Throw no longer adjust Hunger Meter.
- Major eating moves (Salt Grinder, Hungern Rush, Tongue Twister, and Feeding Time ) all force Umbrella up one single Hunger State on success, regardless of chews, chomps, etc.
(... In Starving or Ravenous, she will always become Satiated. In Satiated, she will become Overstuffed. We're doing this to force Umbrella to commit to cashing out and changing Hunger States when the Hunger Meter is low.) - When using Cutie Ptooie (QCB+LK), the butterfly can no longer be spared or eaten manually by holding LK, and it no longer adjusts Hunger Meter.
(... With the removal of being able to eat the butterfly to fill the Hunger Meter, entering the Starving state is very bad news for Umbrella. When enjoying the benefits of playing in the Ravenous state for a prolonged time, Umbrella will need to keep a close eye on how much time she has left before she must land a "eating" style move to prevent the Starving state. Note that as before, the Ravenous state will not enter the Starving state during a combo, so take your time once you've landed a hit! We may add another method of gaining Hunger Meter during the Starving state if needed, but for now we're trying to introduce an element of risk and urgency.)
BLOCKBUSTERS
- In Ravenous, Under The Weather performs an underwhelming version.
- In Ravenous, Retina Reflector is no longer improved with an extra two hits.
- Changed Blockbuster inputs:
- Retina Reflector: Contact Lens is now QCF + PP.
- Retina Reflect is now QCF + KK.
- Under The Weather is now QCB + KK.
- Retina Reflector: Contact Lens is now QCF + PP.
- Added a new normal, down forward + MP, called "Overbite". This is an overhead that can be used in every state. It's faster in Ravenous, and slower in Starving and Overstuffed.
(... We're giving Umbrella an overhead to increase her consistency and power level across all Hunger States without relying on being in Ravenous to open the opponent up.) - Slurp n Slide is now -2 on block when done in Satiated.
(... We're delegating Slurp n Slide pressure on block exclusively to Ravenous, since Ravenous has lost other tools and is mostly about sticking close to the opponent.) - Ground Throw has been adjusted to only chomp the opponent once, and then trap them inside of a bubble much like Air Throw. Ground Throw damage has been adjusted.
- Tongue Twister
- Is now only a command grab for a single frame when used up close. After that, it is a hitgrab.
- After victims bounce off the wall, you can combo opponents easily off the ground when the land.
(... You can use this in combos now and confirms for far away hits, and it can still catch people by surprise just as before. However, it is no longer a command grab at those ranges, so it can be blocked and should be a bit less frustrating to deal with. She can now perform combos afterwards without using Retina Reflector in exchange for these changes.) - Reduced damage and number of chomps based on Hunger State. Chomps are now automatic instead of requiring LP+LK presses.
- Reduced the speed that the tongue retracts, increasing recovery if it was stretched far away.
- Adjusted hitbox.
- If used for the second time in a combo, the opponent will become invincible and the combo will end.
- Fixed a bug where the wall bounce hit applied an extra hit of damage scaling despite doing no damage. Damage scaling is now properly 55%.
- Is now only a command grab for a single frame when used up close. After that, it is a hitgrab.
- Set priority of taunt input above Salt Grinder.
- Increased Salt Grinder active frames by 1F, and expanded hitbox.
- When Starving, Umbrella's red life now drains faster than before.
- jMP: Reduced hitbox size in all states.
- cHP: Start up of the second hit is reduced by 1F if the first hit whiffs, to help it connect after far cMP hits.
- sHK
- Improved hitbox.
- Increased start up by 2F.
- Landing recovery on failure is now fully vulnerable.
- Damage increased: 975 → 1200.
- Doing it a second time in a combo performs a worse version.
- Improved hitbox.
- sLK: Now slides forward slightly, and has a slightly larger hitbox.
- cMK: Added vulnerable hurtboxes under her while she jumps, and removed throw invincibility.
- cLK: Increased hurtbox height, and reduced hitstun.
- Air Throw: Reduced hitbox horizontal reach.
- Hungern Rush: Reduced start up in all hunger states, except for Starving.
- Adjusted stagger hurtboxes to be closer to idle.
- Increased hurtbox size during some air hitstun and air knockdown states so that she is easier to combo.
RAVENOUS SPECIFIC
- Bubble creating moves (Cutie Ptooie, Bobblin' Bubble, Wishmaker) no longer work in Ravenous.
- Hungern Rush is now fully invincible (instead of strike invincible) when in the Ravenous state.
- Hungern Rush is no longer unblockable while rising (when Umbrella is the point character) unless she is in Ravenous mode.
- Dash forward, dash backwards, and dash jump are now faster in Ravenous.
- Reduced Feeding Time (LV3) damage in Starving and Ravenous from 6750 → 6000.
- cMP: In Ravenous, this is no longer a low hit.
- jMP: In Ravenous, now starts up slower than before.
(... Instant jMP in Ravenous no longer reaches crouching characters after these changes)
OVERSTUFFED SPECIFIC
- In Overstuffed, sHP now has armor that starts up a little bit into the move.
- Fixed a bug where the wall bounce hit of sHP (Overstuffed) applied an extra hit of damage scaling despite doing no damage.
- Salt Grinder, when Overstuffed, now performs a powerful damaging bite that staggers, instead of a throw type hit.
- Hungern Rush, when Overstuffed, now starts up faster, and now hits again on the way down with a powerful knock up hit. This can be cancelled into Blockbuster on HIT only.
- Tongue Twister, when Overstuffed, now pulls the victim towards Umbrella and trips them, instead of eating them.
(... The trick is that while this hit does not do any damage, it doesn't force any combo scaling, giving Umbrella some scary combo damage from a command grab when she's up close.) - Adjusted all Overstuffed normals:
- They are now much faster than before, and are only two frames slower than their Satiated versions. (Exceptions exist on sHP and jMP which are still slower than 2F, but still faster than before.)
- Reduced hitpause on almost all hits, to speed up the general flow of attacks and combos.
- Fixed a bug where sF+HP was not any slower in Starving or Overstuffed.
- Reduced jMP damage: 950 → 850.
- Reduced jHP damage: 1200 → 1100.
- jHP jumps less high and falls faster.
- They are now much faster than before, and are only two frames slower than their Satiated versions. (Exceptions exist on sHP and jMP which are still slower than 2F, but still faster than before.)
MS. FORTUNE
- Adjusted jLK hitbox enough to hit all crouching characters in the corner when done from a headless instant air dash.
- Decap attack damage 100 > 200.
(... This alone increases Ms. Fortune's headless corner combo damage quite a bit.) - sHK (headless) damage: 950 → 975.
- Feline Allergies cooldown reduced from 80F to 60F. (50F in retail).
- Head lockout from hitstun: 60 → 35. (15F in retail).
- Cat Scratch metergain (head on) per whiffed swipe: 1.5% → 1%.
- Cat Scratch metergain (head on) per swipe contact: 4%/3%/2% → 3.5%/2.5%/1.5%.
- El Gato and Cat Slide when cancelled from Cat Scratch (head on) have reduced metergain for whiffing (1%) and reduced metergain for making contact (2.5%).
CEREBELLA
- jD+MP (Unbreakable Elbow) no longer floor bounces when done as an instant overhead, but now always starts in "IPS Combo Stage 1", and it now has a 5F buffer into light normals after it finishes to help with confirms.
- Pummel Horse now leaves Cerebella a bit closer to the victim, to help with some confirms on some characters.
ELIZA
- Sekhmet Axe (air) damage: 900 → 1000.
- Sekhmet jump: Reduced start up 6F → 4F (back to retail values).
- Sekhmet landing: 6F recovery → 7F recovery.
- Sekhem Rebound (backflip) is no longer impacted by extra landing recovery, the frame data on this should be back to retail values.
ANNIE
- Increased air hitstun hurtbox size to make it easier to combo Annie.
- Adjusted knockdown on the star spawned from charged sHP, in Star Power.
- Reduced blockstun on large stars summoned during Star Power.
BLACK DAHLIA
- Lowered the position of Dahlia during her air knockback hitstun animation to fix some combos not working against her.
PEACOCK
- Lonesome Lenny
- Lenny now flashes colors right before he is about to explode.
- Fixed a bug where Peacock could not DHC out from this move in some situations which was introduced last update.
- Lenny now hits assists further away with a different type of a knockdown.
(... It should be a bit harder to call an assist as you place Lenny down to continue a combo on two characters at once.) - Lenny now always has increased start up and recovery when being placed. This is the same frame data from the last update when Lenny was placed after BANG! (M).
- If using Lenny from BANG! (M) on successful hit, it uses the old placement and recovery speed from retail to allow for the old BANG! (M) x Lonesome Lenny, Argus Agony conversions.
- Lenny now flashes colors right before he is about to explode.
- George now properly flashes on Mac and Linux systems if Peacock is hit while they're out.
- Adjust how long it takes for George to explode if Peacock goes into hitstun.
- L: 60 → 50.
- M: 15 → 12.
- H: 20 → 15.
- L: 60 → 50.
(Version number 3.7.1)
Version 3.6.11
Apr 11, 2024
Hello,
A small patch to address two outstanding issues that have been reported by the community. If you are still experiencing the issues described below, you can report bugs in our official Discord or on our official forums.
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
ACHIEVEMENTS
PERFORMANCE
(Version 3.6.11)
View on Steam
A small patch to address two outstanding issues that have been reported by the community. If you are still experiencing the issues described below, you can report bugs in our official Discord or on our official forums.
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
ACHIEVEMENTS
- Fixed an issue preventing the Toil and Trouble achievement from triggering.
PERFORMANCE
- Further performance optimizations for some new graphical effects that were implemented in the last update.
(Version 3.6.11)
Version 3.7.0
Apr 6, 2024
Hello,
Today we are continuing with some experimental balance changes for the cast. This is just the first update of many, and more system / character changes should be expected. Characters that have gotten changes may still receive more of them later. Characters that have no changes are most likely still being worked on, such as Black Dahlia, Umbrella, Painwheel, etc.
While we do our best to monitor all hot spots of discussion around character balance, the best place to discuss these changes where we can see them is our official forum. Feedback in Discord and Steam Forums / Comments for example are seldom checked.
Bug reports are welcome in the official Discord and our forum!
Discord: discord.gg/skullgirls
Skullheart: https://skullheart.com/
(Version 3.7.0)
View on Steam
Today we are continuing with some experimental balance changes for the cast. This is just the first update of many, and more system / character changes should be expected. Characters that have gotten changes may still receive more of them later. Characters that have no changes are most likely still being worked on, such as Black Dahlia, Umbrella, Painwheel, etc.
While we do our best to monitor all hot spots of discussion around character balance, the best place to discuss these changes where we can see them is our official forum. Feedback in Discord and Steam Forums / Comments for example are seldom checked.
Bug reports are welcome in the official Discord and our forum!
Discord: discord.gg/skullgirls
Skullheart: https://skullheart.com/
SYSTEM / ALL
- Counter hit assist calls now scale combo damage to 75%, instead of the 90% in retail.
(... Most notably, this slightly reduces the reward off DP assist calls and requires a cleaner hit for characters to reach their max damage potential.) - Starting a combo on a character that has 240 Drama (Undizzy) or higher will now scale the combo damage immediately to 35%. (Hits against opponents at entering or starting at 240+ Undizzy continues to scale to 55% just as it does in previous versions)
- When using a Burst to escape a combo that started at 240 or higher Undizzy, that Burst will be forced to a Super Gold Burst.
(... Super Gold Burst is the one denoted by gold Burst sparks, which keeps all of your Undizzy on activation, and can not be punished. Currently it triggers when a Burstable combo goes on for longer than 90F, or when activating a Burst against a throw that started a new chain... that one! It doesn't have a name, so let's try Super Gold Burst?)
(... Carrying on the tradition of adding more layers to IPS and Undizzy systems when they are not protecting players effectively, we are stepping in and stopping sluggish, long, looping combos at 240+ Undizzy that end in a Burst Bait / Throw (back into itself) in a pretty heavy handed way. Consider a different strategy that is more "two player" and interesting for players and spectators.) - Fixed a bug where characters could perform a dash out of punch normal assists when they were used as a Stunt Double.
- Fixed a bug where the OTG bounce color on sliding knockdown would sometimes show a red bounce ring instead of a blue bounce ring.
ANNIE
- Star Cancel is input now LP + LK instead of LP + LK + One other button, in addition to the existing 3K and 3P inputs. This should be easier to trigger with all input devices.
- Star Cancel can no longer be done unless Annie is attacking.
- Star Cancel can no longer be done for the first handful of frames of LP and LK normals to prevent accidental use.
- Increased cHK slide recovery (without making contact) by 7F.
- Reduced hitstun on jMP against airborne opponents only by 2F.
- Reverted most damage nerfs, new damage values compared against RETAIL are as follows:
- cHP: 1200 → 1000.
- sfHP: 1300 → 1200.
- Destruction Pillar : 1100 → 1000.
- Meteor Strike: Forced 50% scaling on DHC still, from last patch.
- Star Power damage from stars on normals is increased to old values. 550 for jHP, 650 for others.
- cHP: 1200 → 1000.
- Added VO to the Star Power version of Re Entry.
BIG BAND
- Tympany Drive
- The very first hitbox frame has been shrunk, for a single frame.
(... This is the frame that is post flash unblockable if you were not already blocking before the Blockbuster started.) - The two landing frames from Tympany after Big Band blocks are now in a counter hit state, and tracked by frame data display in training mode.
(... It's now more obvious if the move was punished or not, and using the counter hit bonus is more reliable.) - Reduced blockstun of the looping hits before the final hit.
- Added 6F of extra recovery to the move if it was blocked.
(... Up close, Tympany is now -19. Previously, Tympany could be made safe by hitting with the last active frames of one of the looping hits before the final hit, since the looping hits had significantly higher blockstun. Using this strategy is still possible, but it will only be -14 now at best on block.)
- The very first hitbox frame has been shrunk, for a single frame.
- Noise Cancel (Parry)
- Parry window (tap): 17 → 15.
- Parry window (hold): 12 → 10.
- Parry window (leaving hitstun, blockstun, wakeup, etc, tap): 18 → 16.
- Parry window (tap): 17 → 15.
CEREBELLA
- Unbreakable Elbow (jD+MP)
- Fixed a bug where pressing down + MP on the exact frame Cerebella left the ground from a jump would cause jMP to start instead of jD+MP.
- When jD+MP is performed as an instant overhead after leaving the ground, it will now floor bounce for a combo that is easy to convert from, which doesn't use OTG.
(... In place of the often discussed JHP overhead conversion, jD+MP is becoming a more powerful overhead instead as a compromise.)
- Fixed a bug where pressing down + MP on the exact frame Cerebella left the ground from a jump would cause jMP to start instead of jD+MP.
- jHP: Now an overhead if done after a glide of any length, or if done while not ascending.
- jHP: Increased max glide speed by 20%.
- jHP: Increased momentum Cerebella keeps after gliding by 50%.
- If Cerecopter successfully touches the enemy point character, cancelling into Diamond Dynamo will never autocorrect to avoid Cerebella turning around unintentionally and getting punished for it. Does not apply on whiff or when hitting assists.
ROBO-FORTUNE
- H Beam: As an assist, it can only do a maximum of 4 hits (the amount of hits it does when far away) regardless of her range to the opponent.
- H Beam: Increased recovery as an assist by 26F.
- Magnetic Trap is no longer unblockable while rising when done as a DHC.
ELIZA
- Eliza can now use Crimson Scourge without being in Sekhmet form, after performing her taunt, Scarlet Ladies. Most notably, this gives her a powerful DHC option that allows for combos afterward.
- Crimson Scourge no longer drains life or creates blood droplets if it connects with a character that has no life.
- Taunt (Scarlet Ladies) no longer pulls in nearby blood droplets.
- Osiris Spiral now pulls in blood droplets, using her old taunt behaviour.
- Throne of Isis now performs a red bounce instead of a blue bounce, allowing OTG pickups.
- Sekhmet
- Sekhmet can now be counter hit out of attacks if she is hit with an armor breaking move. She will take bonus damage, and lose Drama (Undizzy) appropriately.
- Increase Sekhmet jump landing recovery by 6F.
- Increase Sekhmet jump / super jump startup by 2F.
- If Sekhmet sH (Axe) is blocked by the point character, Sekhmet can no longer use Sekhem Rebound (backflip) even if it hit an assist or some other object like Lenny.
- Adjusted jM damage: 1000 → 900.
- Adjusted sH damage: 1100 → 900.
- Sekhmet can now be counter hit out of attacks if she is hit with an armor breaking move. She will take bonus damage, and lose Drama (Undizzy) appropriately.
DOUBLE
- Catellite Lives (Cat Heads):
- Reduced knock up on forward advancing hits.
- Increased hitstun by 2F.
(... Both of these changes combined should make it much less likely for the victim to fall out of the hits for longer range Catellite Lives confirms.)
- Reduced knock up on forward advancing hits.
- Flesh Step projectile invincibility starts 3F earlier, and it now builds a small amount of meter like every other special move on whiff.
- Hornet Bomber : Increased height of the physical collision box, and hitbox, during the first hit of the move.
(... This move should be more consistent about hitting opponents right in front of Double and less likely to whiff or pass over the opponent in awkward ways.) - Luger Replica
- L: Knockback against air reduced to 11, from 12. (Leaves victim closer)
- L: Knockup against air increased from 12 to 12.5.
(... These values are half way between the older versions of Luger, and the last version of Luger live in retail, for context.) - M: Increase blockstun by 4F.
- H: Decrease blockstun by 2F.
(... M Luger is now +0 on block like H Luger was before, and H Luger is now -2 on block. The powerful combo starting bullet ends Double's turn more consistently, and the lower reward bullet can be spaced to be plus if she is playing her range effectively.)
- L: Knockback against air reduced to 11, from 12. (Leaves victim closer)
FILIA
- cMK: Adjust pattern of alternating between push back and vacuuming, such that the final hit is now the vacuum hit.
- Increased the landing DHC window after Fenrir Drive by 3F, to make it a little easier to get the full damage off this Blockbuster without accidentally missing the DHC window.
FUKUA
- Forever a Clone (QCB+K) no longer drains Fukua's health while she is holding her shadow.
(... We'll start with this experiment for now and see if we need more changes at a later date.)
MS. FORTUNE
- Adjusted Ms. Fortune's normal jump animation. Her feet are now stretched downwards for a handful of frames (like almost every other character) after she leaves the ground, to prevent her from tucking into a tiny ball on the very first frame prejump is completed.
- Adjusted Cat Scratch (QCF+P) metergain for whiffing each strike, when the head is on: 2.5%x3 → 1.5%x3.
- Adjusted Cat Scratch (QCF+P) metergain per swipe: 5%/5%/5% → 4%/3%/2%
- Head
- When Ms. Fortune's head is struck with a light attack and Decap Attack triggers, it will launch the opponent less high, and has 2F less hitpause on contact, compared to M and H normals.
(... With this, head loops should be effectively removed, and headless Decap Attack pressure with cLK, etc, is slightly less powerful on block.) - Fixed a bug where Feline Allergies (Sneeze) could be used shortly after Ms. Fortune was in hitstun.
- When Ms. Fortune goes into hitstun, the head immediately goes into hitstun even if it was performing or recovering from an attack. This does not apply to Sneeze once it has started.
(... This notably removes the ability for Ms. Fortune to trade with the opponent while also hitting her own head, and getting a full combo off the Decap Attack trade.) - Increased head lockout time on Feline Allergies from 50F to 85F.
- Increased head lockout time when hit by opponent non-projectile attacks from 15F to 60F.
- When Ms. Fortune's head is near the camera edge or corner, the hurtbox will be wider. This only applies when it's idling, on cooldown, or being hit.
(... This should make it easier to hit the head with moves like cLK when it's right under and behind you, and it is easier to lock the head repeatedly.) - OMNOMNOM now triggers a blue bounce instead of a red bounce, preventing OTG follow ups.
- When Ms. Fortune's head is struck with a light attack and Decap Attack triggers, it will launch the opponent less high, and has 2F less hitpause on contact, compared to M and H normals.
- Damage Tuning:
- Headless sHK: 1050 → 950
- Head on sHP: 1000 → 975
- Airborne El Gato: 900/1000/1100 → 800/950/1000
- Grounded El Gato (From Cat Scratch / Headless): 1100 → 975
- Final Cat Scratch Hit: 950/1100/1250 → 800/900/1000
- Decap Attack: 300 → 100
- Headless sHK: 1050 → 950
- Fiber Upper
- All versions are now only strike invincible when the head is on, and fully vulnerable when the head is off.
- Added 2F of extra recovery to M Fiber Upper, and 4F of extra recovery to H Fiber Upper.
- Adjusted pushback on block.
- On whiff only, Ms. Fortune must wait an additional 2F to jump away from M Fiber, and 4F to jump away from H Fiber.
- All versions are now only strike invincible when the head is on, and fully vulnerable when the head is off.
- Cat Strike (Head Bowl)
- Increased invincibility by 1F to prevent it from trading.
- Increased the window for the head to stagger the opponent, fixing issues where the first hit would connect but the second hit wouldn't stagger.
- Lowered the hitbox height for the initial strike to make it easier to evade by jumping.
- Forces 75% scaling.
- Increased invincibility by 1F to prevent it from trading.
- jLK
- Adjusted hitbox to have a smaller hit region directly under her.
- Can no longer hit cross up in any circumstances.
- Increased recovery by 4F.
- Is now a mid while rising, instead of overhead.
- Adjusted hitbox to have a smaller hit region directly under her.
- sLP
- Added two frames of recovery
- Added a hurtbox to match the hit region during active frames.
- Reduced range of the hitbox slightly.
- Added two frames of recovery
VALENTINE
- Fixed a bug where Acquisitive Prescription (counter time stop) against Sekhmet would not revert Sekhmet to Eliza form when Sekhmet was hit afterwards.
- All versions of Savage Bypass (Air) will now produce a hitbox for at least one frame, improving consistency and ensuring the move always hits when opponents are nearby.
(... This does allow for new routes, especially in the corner, and may require damage adjustments.) - cHP
- Increased physical extent height to prevent Valentine from sliding under airborne opponents and whiffing.
- cHP will no longer move Valentine forwards if the opponent is right next to her.
- Slightly extended the top of the hitbox backwards.
(... We're sacrificing some of Valentine's niche cross under resets with cHP to make the move more consistent and a better anti-air.)
- Increased physical extent height to prevent Valentine from sliding under airborne opponents and whiffing.
- cLK: Increase hitstun by 1F to make it combo into the second hit of cMK, in the event the first hit of cMK whiffs.
- cMK: Second hit now vacuums back towards Valentine.
- cMP: Reduced startup by 2F.
- jHK: Increase hitstun on the first hit by 4F.
- jLP: When performed from a backdash cancelled into air dash (BDAD), it now has a taller physical collision box to prevent her from crossing over the opponent, much like Filia's jLK.
- sMP: The first slash downwards now pulls opponents down further.
- sMP: Increased hitstun on the first slash, and the follow-up sawing hits slightly, to prevent unlucky cancel timings into other moves uncomboing.
- Added 4F of hitstop (up from 0) to the final hit of EKG Flatliner so that there's a longer window to perform a DHC on the final hit without performing an unintended side switch.
- Extended the hitbox of Forbidden Procedure backwards a little bit so it's possible to revive every character when they are dead in the corner if Valentine's back is to the corpse.
- Vial Hazard Type C, AKA: Orange Vial.
- Input delay values per level are reduced - Lv1/2/3: 4/6/9 → 3/5/7 frames of delay respectively.
- The level 3 version now goes away if Valentine is hit at all, and no longer requires her to be hit with a Blockbuster.
- The level 1 and 2 version now go away if Valentine blocks a hit.
(... We are giving Valentine some reasonable buffs and "QoL" while reducing the effectiveness of looping Orange Vial on victims. If a victim under the effects of input delay manages to fight back against Valentine while she's in control of the situation, they are rewarded for their bravery more than before.)
- Input delay values per level are reduced - Lv1/2/3: 4/6/9 → 3/5/7 frames of delay respectively.
PEACOCK
- Added a new intro! You can force it to happen by holding two punches or two kicks during the fight loading screen.
- Victims gain more meter from blocking or being hit with Peacock's projectiles, equivalent to how Robo-Fortune's lasers work. This impacts Item Drop, Georges, and BANG! BANG! BANG! (H).
- Reduce damage of Argus Agony bullets: 180 → 150. Max damage 1530 → 1350.
- Reduce block advantage on cHK by 3F.
- Shadow of Impending Doom will lose its hitbox if Peacock goes into hitstun, to prevent it from trading in her favor long after she is hit.
- Georges
- Reduce advantage of L George by 2F on block. Now -4 on block.
- If Peacock is hit with a physical attack (non projectile), all active George bombs will begin to blink and count down to an automatic explosion. (NOTE: There is a known issue where the blinking is not visible on Mac and Linux - we're working on it!) The time it takes for each type of George to explode varies and is as follows:
- L: 60F.
- M: 15F. (... Due to the speed at which Boxcar George travels, this still may be too long...)
- H: 20F.
- If George hits an opponent after these timers have started, it will force 50% combo scaling.
(... Using George early to cover Peacock has always been a huge part of her defensive game, and using George to force a trade or making the opponent back off is still possible even after these changes, but when this does happen, the reward has been reduced in the form of forced scaling. Calling a M/H George a single frame before going into hitstun however will no longer save her, and L George will no longer walk across the entire stage to interrupt a combo. Let's experiment with these changes and see if this is a reasonable middle ground.)
- Reduce advantage of L George by 2F on block. Now -4 on block.
- BANG! (M)
- Now has 8F of extra recovery in any situation where it does not successfully hit the enemy point character.
- Reduced blockstun by 3F.
- Now pulls the victim towards her if they block it while grounded.
- Reduced the length of the hitbox slightly.
- Increased Peacock's hurtbox after active frames so it's slightly easier to punish her.
(... These changes, combined with the Lenny frame data changes when done from M Bang described below, should make this definitively unsafe as other DP type moves. No more awkwardly hitting them with the tip of the sword and having it be awkward to punish, no more whiffing M Bang and doing another one if they aren't in position to whiff punish, no more cancelling into Lenny at will to reduce the risk, etc. The powerful zoner needs to commit to her reversal, and if it doesn't work, she should be punished, full stop.)
- Now has 8F of extra recovery in any situation where it does not successfully hit the enemy point character.
- Lonesome Lenny
- Damage: 3800 → 2750.
- Chip: 800 → 600.
- Lenny will hit nearby assist characters and push them away when placed, forcing them to drop out of the combo in most situations.
- No longer deals any bonus damage on counter hit.
- Reduced how far forward Lenny moves when hit by allied attacks and projectiles by 15%.
- Peacock now builds zero meter while Lenny is out and she is the point character.
- Peacock has more startup when the move is canceled into from BANG! (M).
- Peacock has more recovery when the move is used as a DHC or when cancelled into from BANG! (M).
(... After reading discussion, we opted to give Lenny numerous adjustments while still keeping it a level 1, rather than leaving it as is and making it a level 2.) - Damage: 3800 → 2750.
{STEAM_CLAN_IMAGE}/4987548/a58616febedb1396b3a8ca8a90f1f3b81702cf91.png
(Version 3.7.0)
Version 3.6.10
Apr 3, 2024
Today's update is a small patch to address a few issues on Steam since Marie's full release.
If you are still experiencing the issues described below, you can report bugs in our official Discord or on our official forums.
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
ACHIEVEMENTS
STORY VO
PERFORMANCE
(Build version 3.6.10)
View on Steam
If you are still experiencing the issues described below, you can report bugs in our official Discord or on our official forums.
Discord: https://discord.com/invite/skullgirls
Skullheart Forums: https://skullheart.com/
ACHIEVEMENTS
- Fixed an issue where achievements were not unlocking for Steam.
- Verified achievements should be re-triggerable.
- Most achievements track progress in the game's save file. Doing the action associated with the achievement should prompt it to unlock if the criteria have been met. EG: If you should have "The Kitchen Sink" achievement unlocked, hitting an opponent with Peacock's "Shadow of Impending Doom" once should retrigger the achievement.
- Some achievements don't track progress in the save data and must be completed again. We apologize for the inconvenience.
- Most achievements track progress in the game's save file. Doing the action associated with the achievement should prompt it to unlock if the criteria have been met. EG: If you should have "The Kitchen Sink" achievement unlocked, hitting an opponent with Peacock's "Shadow of Impending Doom" once should retrigger the achievement.
STORY VO
- A specific situation with legacy Steam DLC could cause Story VO not to play. This issue has been fixed.
PERFORMANCE
- Optimized performance for some new graphical effects that were implemented in the last update. Even further optimizations are arriving in one of our next updates.
(Build version 3.6.10)
Current Release
Not available
System Requirements
OS
N/A
CPU
Dual-core CPU
RAM
2 GB RAM
GPU
Intel HD3000
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
1.8 GB
Password: cracked-games.org or 123
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