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
Build 14696341
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)
Build 14644340
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)
Build 14606038
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)
Build 14485881
Version 3.7.10
May 29, 2024
Hello everyone!
With Combo Breaker 2024 and the 2024 Skullgirls Championship Series concluded, the long awaited balance adjustments update for Skullgirls 2nd Encore is now available on all platforms!
This update also includes Valentine's new cross design and other recent updates from the playable Beta on Steam.
Check out the full details here:
https://bit.ly/skullgirls-may-update
At this time, the Skullgirls 2nd Encore beta launch option is also being closed down. We thank everyone for all the feedback they provided during the crucial beta periods!
Sincerely,
Hidden Variable Studios
(Version number 3.7.10)
View on Steam
With Combo Breaker 2024 and the 2024 Skullgirls Championship Series concluded, the long awaited balance adjustments update for Skullgirls 2nd Encore is now available on all platforms!
This update also includes Valentine's new cross design and other recent updates from the playable Beta on Steam.
Check out the full details here:
https://bit.ly/skullgirls-may-update
At this time, the Skullgirls 2nd Encore beta launch option is also being closed down. We thank everyone for all the feedback they provided during the crucial beta periods!
Sincerely,
Hidden Variable Studios
(Version number 3.7.10)
Build 14378105
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)
Build 14306490
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)
Build 14298654
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)
Build 14237546
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)
Build 14177815
Version 3.7.4
Apr 26, 2024
Hello,
Today's beta update includes balance changes, Valentine's new cross redesign, and fixes for an ancient defect with character lighting.
UPDATE:
A new patch (3.7.5) has been released after these update notes were initially posted. This patch includes a few bug fixes, which are as follows:
The long awaited updates to Valentine’s crosses are finally here!
Why did she get these changes? You can read the full explanation here, but the short version is Valentine’s original red crosses presented a potential legal issue, and were very hastily changed to fuchsia a few years ago. Skullgirls is bigger than ever, and now that the characters in the Season 1 Pass are complete we can finally spend the time to update her design with proper care.
{STEAM_CLAN_IMAGE}/4987548/b919360520f349faf61255fecc3b77d060864d54.png
This update us primarily focused on getting her in-game sprites into the beta, so don’t worry if you see some old style crosses in the Art Gallery.
We've tuned character lighting to resolve some graphical issues that have always been present wherever the bottom of a character's sprite meets the open air. This is most noticeable on stages like New Meridian Streets. To resolve this, we tweaked the math used for these lighting calculations, and then also readjusted each stage's lighting manually to keep parity with the old version.
{STEAM_CLAN_IMAGE}/4987548/4616c4ead3c5e723bf82d7654d41314bdc4baa67.png
(Example before and after of the issue colloquially known internally as "5 o'clock shadow bug")
As you probably know, characters that are Counter Hit lose some amount of Drama (Undizzy) depending on the strength of the hit. This can push a character's Drama into the negatives. In this update, negative amounts of Drama are now displayed on the HUD using a blue fill instead of a green fill.
{STEAM_CLAN_IMAGE}/4987548/6902af6d92ae3c6dea15e9a35cf076da982c9b28.png
(Version number 3.7.4, but then it became 3.7.5 in the same day.)
View on Steam
Today's beta update includes balance changes, Valentine's new cross redesign, and fixes for an ancient defect with character lighting.
UPDATE:
A new patch (3.7.5) has been released after these update notes were initially posted. This patch includes a few bug fixes, which are as follows:
- Fixed a bug where Umbrella's puddles would vanish instantly in some circumstances.
- Fixed a bug where Umbrella's jLK and jLP could not be buffered during prejump.
- Fixed a bug where Lenny could still hit assist characters after they leave hitstun (during their landing frames) which was not intended.
- Fixed a bug where Hatred Install had extra recovery even when used as a point character.
VALENTINE
The long awaited updates to Valentine’s crosses are finally here!
Why did she get these changes? You can read the full explanation here, but the short version is Valentine’s original red crosses presented a potential legal issue, and were very hastily changed to fuchsia a few years ago. Skullgirls is bigger than ever, and now that the characters in the Season 1 Pass are complete we can finally spend the time to update her design with proper care.
{STEAM_CLAN_IMAGE}/4987548/b919360520f349faf61255fecc3b77d060864d54.png
This update us primarily focused on getting her in-game sprites into the beta, so don’t worry if you see some old style crosses in the Art Gallery.
CHARACTER LIGHTING
We've tuned character lighting to resolve some graphical issues that have always been present wherever the bottom of a character's sprite meets the open air. This is most noticeable on stages like New Meridian Streets. To resolve this, we tweaked the math used for these lighting calculations, and then also readjusted each stage's lighting manually to keep parity with the old version.
{STEAM_CLAN_IMAGE}/4987548/4616c4ead3c5e723bf82d7654d41314bdc4baa67.png
(Example before and after of the issue colloquially known internally as "5 o'clock shadow bug")
HUD
As you probably know, characters that are Counter Hit lose some amount of Drama (Undizzy) depending on the strength of the hit. This can push a character's Drama into the negatives. In this update, negative amounts of Drama are now displayed on the HUD using a blue fill instead of a green fill.
{STEAM_CLAN_IMAGE}/4987548/6902af6d92ae3c6dea15e9a35cf076da982c9b28.png
MULTIPLE CHARACTERS / SYSTEM
- When using a burst against a combo that started at max Drama (Undizzy), it is no longer guaranteed to be safe and invincible during the recovery, and it can be baited. However, Undizzy is preserved and does not drain when bursting in this situation, but will drain when being punished since it is a Counter Hit state.
(... Instead of there being zero risk for the defender to take the burst in this situation, the burst can be baited per usual with reduced reward.) - We've standardized armor damage reduction so everyone consistently takes 100% of incoming damage instead of reducing it. Big Band, Cerebella, Fukua, and Marie now take 100% damage during their armor moves - Umbrella, Robo-Fortune, Painwheel, and Beowulf already took 100% damage. Eliza's cHK still takes 50% against projectiles, and Sekhmet takes 75% damage, both as intentional edge case exceptions.
- Adjusted some "OTG" hurtboxes for characters to make it less likely for low hitting attacks to slip under them. This impacts Ms. Fortune, Robo-Fortune, Filia, and Fukua.
UMBRELLA
- Umbrella can now cancel jMK into any normal on whiff (if floating) or contact, just like her sister Parasoul.
- Fixed a bug where Tongue Twister only added 15 Drama (Undizzy) instead of the usual 20 from Special Moves.
- Extended cMP hurtbox. Reduced hitbox range in Ravenous.
- Overstuffed sHP armor now starts 3F later than before.
- Increased Tongue Twister hitbox to make it easier to hit airborne targets without spending OTG.
(... It also ends up being tall enough to destroy Peacock's sHP and BANG BANG BANG! (H) projectiles now.) - When using Retina Reflector in Ravenous, it now has 2 extra hits and lasts longer, like in retail.
- Overstuffed Damage Tuning:
- Hungern Rush: Reduced damage from 800/800 to 500/600. Adjusted knockdown on the final hit to require OTG to continue a combo.
- sMP (2nd Hit): 500 → 400
- Bobblin' Bubble: 700 → 600
- Salt Grinder: 1100 → 1000
- jMP: 850 → 750
- jHP: 1100 → 1000
- cHP (2nd Hit): 750 → 650
- Hungern Rush: Reduced damage from 800/800 to 500/600. Adjusted knockdown on the final hit to require OTG to continue a combo.
- Bobblin' Bubble Damage (Satiated): 600 → 650
- Slurp n Slide damage (Satiated): 650 → 750
- Slurp n Slide damage (Satiated, puddle boosted): 750 → 900
- In Satiated, Slurp n Slide is now +2 on block again instead of -2.
- In Ravenous, Slurp n Slide dismounts with more speed forwards.
- Ravenous can now use bubble Special Moves (Cutie Ptooie, Bobblin' Bubble, Wish Maker), but with worse properties.
- Overstuffed no longer loses Hunger Meter for using bubble Special Moves, or using Under The Weather.
(... Entering Overstuffed now requires that you commit to playing the mode in neutral for a short while instead of immediately exiting it by using Bubbles.) - Increased Satiated and Overstuffed Hunger Meter drain over time.
- When entering Satiated or Overstuffed in a combo from an "eating" type move, Hunger Meter will continue to drain instead of freezing for that combo, at a reduced drain rate.
- When using "eating" type moves in Ravenous, Hunger Meter will fill a little over halfway into the Satiated section, instead of at the max of the Satiated section.
(... This last two changes should make it a little bit easier to stay in the bottom half of the Hunger Meter if desired, for more Ravenous opportunities.)
PAINWHEEL
- Adjusted almost every hitbox Painwheel has to bring them in line with more recent characters. Many are simplified, and some attacks have more range than before. Adjusted attacks are as follows:
- sLP, sLP, cMP, cLK, cLP, cMK, sHK, sHP, jMK. Death Crawl.
- s.F+HK (each hit has more range than the last, to ensure all blades connect easier)
- sMP (improved hitbox, but also reduced hurtbox height before active to help anti air)
- sLP, sLP, cMP, cLK, cLP, cMK, sHK, sHP, jMK. Death Crawl.
- Buer Thresher (QCF+KK) has a larger hitbox for the first active frame.
(... This is the hitbox that is covered by hitstop, making it post flash unblockable if you were not already blocking, and preventing reversals from coming out immediately. Buer Thresher is now much less likely to get Painwheel immediately countered by reversals and such and must be respected more than before.) - Buer Reaper
- Increased size of the physical hit performed at the end of Buer Reaper, to ensure it hits characters when assists are nearby and trying to block Painwheel.
- Painwheel is no longer pushed around by nearby characters when delivering the ending hit of Buer Reaper, to prevent her from being pushed out of range.
- (L): Reduced recovery by 5F on whiff/block, and increased blockstun by 1F.
- (All Buer except L): Reduced recovery on whiff/block by 4F.
- (L): Extended hitbox range.
- (H): Removed extended hurtboxes before active frames, making it a much better anti air.
- When using Buer Reaper, Painwheel now gains an extra 2% meter, like most throw type moves.
- Increased size of the physical hit performed at the end of Buer Reaper, to ensure it hits characters when assists are nearby and trying to block Painwheel.
- cMK now pivots forward to help connect from longer cLK ranges.
- cLK: Reduced startup by 1F.
- sLK: Startup reduced to 7F, giving her a 7F normal like every other character.
- sMP: Startup reduced by 1F.
- jLP: Startup reduced by 2F. Hitstun and blockstun increased by 2F to maintain frame advantage.
(... This also hastens her fastest possible overheads from Flight.) - jHP: Reduced knockback vs airborne opponents to prevent victim from falling out between hits. Hitstun on the last hit increased by 3F.
- cMP now pulls the victim down for all hits except the final one.
(... Last hit still knocks them up and away, so cancel before it if you want to stabilize a ground confirm. This mostly prevents them from falling out unexpectedly in between two hits.) - When using fully charged Hatred Guard normals, armor has been extended one frame to fully protect her from potential trades.
(... This was an intended change made several updates ago before this current beta cycle, but it wasn't working correctly without this.) - Reduced startup of Gae Bolga Stinger (L) by 3F.
- When using Pinion Dash (L) as a Stunt Double (Alpha Counter), it is now a knockdown hit.
(... Previously she was +1 right against the opponent, which is a bit awkward for her with her slow buttons and lack of movement.) - Hatred Install (QCB+KK)
- When used as a DHC, Buer Reaper hits deal 10% less damage, and scales to 50% instead of 70%.
- Level 1 Blockbusters no longer scale to 55% during Hatred Install, and now scale to 30%.
- Increased recovery by 8F when used as a DHC.
- Increased damage per hit on Death Crawl during Hatred Install to match the regular version of Death Crawl (220).
- When used while Painwheel is the point character, she has an additional 3 seconds (216F) of uptime regardless of health, but cannot exceed the old max duration of 1300F.
- When used as a DHC, Buer Reaper hits deal 10% less damage, and scales to 50% instead of 70%.
- Accidental Flight:
- Adjusted air Buer Reaper inputs so that ending in an upwards input when inputting the QCF motion doesn't extend the window the motion can be entered. This was causing situations where the same QCB used to input Flight (autocorrecting towards the opponent) could be used to trigger air Buer Reaper on button release (negative edge) giving an unintended Buer Reaper input.
- Painwheel will now never turn around to auto correct when using jLK. If super jumping past the opponent, pressing LK early could cause her to perform an autocorrect jLK, which then turned a QCB into a QCF and performed Buer Reaper. From now on, you can use jLK as your button to input flight and ensure this never happens. Of course, jLK no longer autocorrects, but hopefully that is alright!
- Adjusted air Buer Reaper inputs so that ending in an upwards input when inputting the QCF motion doesn't extend the window the motion can be entered. This was causing situations where the same QCB used to input Flight (autocorrecting towards the opponent) could be used to trigger air Buer Reaper on button release (negative edge) giving an unintended Buer Reaper input.
VALENTINE
- Fixed a bug where the last hit of EKG Flatliner would not play the finisher effect right away if the last hit killed an opponent.
FUKUA
- Inevitable Snuggle and Tender Embrace now grant Dramatic Tension (meter) for whiffing them, like all other Special Moves.
- Holding Forever a Clone (Shadows) now drains health again, but does not drain red life.
- When Shadows successfully hit a character, Fukua heals for the amount of health that they drained.
- Successful hits from Love Dart now heal Fukua up to 200 health, from health that has been removed from holding Shadows.
- When Fukua heals, she now briefly glows.
- The amount of life that Fukua restores (from recoverable Shadow drain life) when using certain has been increased.
- Twice Shy: 55% → 100%
- Inevitable Snuggle: 33% → 75%
- Taunt: 20% → 50%
- Twice Shy: 55% → 100%
- Hitting, or being hit by an Outtake (Snapback) will now remove all potential recoverable health from drained Shadows.
BIG BAND
- When using the following Big Band assist options, the first portion (31F) of his assist taunt is now a Counter Hit state. Note, this doesn't extend the recovery of any of his assists or change them functionally, it only extends the duration of the window where you can counter call or attack the assist and still benefit from bonus counter hit damage.
- Take The 'A' Train (M and H strength)
- Beat Extend (All strengths)
- Brass Knuckles (H strength)
- Take The 'A' Train (M and H strength)
- Previously, when Big Band caught an assist with Beat Extend, the assist would drop to the ground sooner than the point character to make it trickier to combo both at the same time. This has been adjusted further in this update.
- Assists drop 4F sooner than before.
- Assists drop with more velocity towards the ground than before.
- Assists drop 4F sooner than before.
ANNIE
- Reduced Crescent Cut (H) start up by 2F.
PEACOCK
- Argus Agony pellet damage increased. Max damage increased from 1350 → 1440.
- Lonesome Lenny no longer has a hit when placed that interacts with assist characters. Instead, Lenny's explosion will never hit airborne assists that are recovering from hitstun.
(... These changes have always been aimed at removing a particular reset against assists with Lenny, and this is a different approach at that.)
PARASOUL
- sLP: Increase hitstun on both hits by 3F.
- s.F+LP: Increase hitbox height to match the animation.
- Extended ground throw hitbox slightly.
- Inferno Brigade (QCB+PP): Now pulls victims down into the barrage of bullets if they are too high above Parasoul.
- Egret Dive jumps further and is active for longer. When landing, he recovers and exits the screen faster than before.
- Egret Charge
- Speed (before grabbing) increased from 30 to 31. This makes him fast enough to grab Big Band miscreen from most Egret Charge combos.
- Reduced period (20F → 17F) where the Egret will continue with the grab even if Parasoul gets hit during the start up.
- Fixed a bug where the grab would scale to 50% instead of the intended 55%.
- Speed (before grabbing) increased from 30 to 31. This makes him fast enough to grab Big Band miscreen from most Egret Charge combos.
MARIE
- Extended hurtbox downwards during knock up frames, to ensure Double's Beast of Gehenna grabs her correctly after Robo-Fortune's magnetic trap.
- Adjusted physical collision during "OTG" frames to prevent some characters from being able to slide under her.
- Hilgard's Haymaker (L) no longer scales follow-up damage to 70%.
- Increased taunt recovery by 10F.
- The Dust Bunny spawned from Hop To It no longer jumps infinitely if Marie has taunted. It now jumps a maximum of 3 times.
- Adjusted Marie's ground throw against Black Dahlia to ensure Marie Go 'Round connects without spending OTG in the corner.
BLACK DAHLIA
- Fixed a bug where Parting Gift could sometimes not be detonated if it fell off of an assist character that died while on the stage.
- cMK
- Now triggers shortly after the point character enters hitstun.
- If hitting a character after the point has entered hitstun, damage scaling is set to 50% to lower the reward of the follow-up combo.
- Reduced hitstun by 5F.
- No longer teleports characters to the position of the trap
- Now triggers shortly after the point character enters hitstun.
- Empower no longer can hit characters that are dead.
- Ice Shot is now two hits, has tweaked damage and chip damage, and no longer breaks armor.
- Rail Shot now breaks armor and has had hitstop on successful hit increased by 8F.
- Order Up! (H) now places special shots in the 3rd and 5th position of her gun, instead of 3rd and 6th.
- Order Up! (M) now places the special shot in the 2nd position of her gun, instead of the 3rd.
CEREBELLA
- Fixed a bug introduced last update that made jHP no longer hit overhead in some situations even after gliding.
DOUBLE
- Fixed a bug where the projectile hits from jHK could allow the opponent to burst even if first hit connected below 240 Drama (Undizzy).
ELIZA
- Reduced crouching height so that she can duck Robo-Fortune's Theonite Beam (H). She's now the same height as Black Dahlia when crouching.
(Version number 3.7.4, but then it became 3.7.5 in the same day.)
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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View AllDownload Skullgirls 2nd Encore for PC with a direct link or via torrent. Get the full version of Skullgirls 2nd Encore for free. Skullgirls 2nd Encore is a Action released by Hidden Variable Studios.