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Skullgirls 2nd Encore News

Beta Mode Update [2021-05-18]

Hello, Liam here.

This update focuses on some final Annie tuning, and other changes. As a heads up, this is likely one of the last beta mode updates before Annie's official release.

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[h3]ALL CHARACTERS[/h3]
  • Added "Lenient Button Dashing" for all characters. When using two punches to dash, you can now press those two punches one frame apart instead of needing to press them on the same frame.
    (... Over a thousand changes all for one bullet point! Please let us know if you see any strange behaviour surrounding dashing with any character.)

[h3]ANNIE[/h3]
  • Simplified JHK assist call rules - can now call assists at any point during JHK.
  • Annie will now forget her Re-Entry sequence and go back to the first kick if she DHCs out and the combo she was involved in ends.
    (... Fixes some confusing sequences where Annie immediately performs the third Re-Entry kick on incoming.)
  • When cHK connects against Sekhmet, she will omit the follow up swipe to provide a more consistent conversion like all other characters.
  • sHP hitbox slightly improved.
  • sHP start-up reduced by 1F.
  • sMK active frames reduced from 6F to 4F.
  • sMK recovery reduced by 5F. Hitbox and blockstun adjusted to maintain previous frame data on hit and block.
  • sMP start-up reduced by 2F.
  • sMP active frames reduced from 3F to 2F.
  • sLK hitbox improved.
  • sLK first two hits pull the opponent in closer, and the pull in effect has been increased.
  • sLK pulls the opponent down quicker on the final hit.
  • Adjusted eye patch star, and projectile star colors for better visibility on palettes #19, #25, and #26.
  • Crescent Cut (L) knockback slightly decreased.
  • Crescent Cut (M) knockback vs air slightly decreased.
  • Crescent Cut (M) bonus hitstun vs air from the previous update has been reverted. General hitstun has been increased by 1F on both air and ground instead.
  • Crescent Cut (H) knockup slightly decreased.
  • Crescent Cut (H) hitstop increased by 2F. Hitstun increased by 3F.
  • Star Power passive meter drain over time greatly reduced. Now drains 1 bar every 15 seconds, previously 1 bar every 10 seconds.
    (... Annie can play a bit more patient in neutral without bleeding too much meter, and getting hit leads to a smaller amount of meter lost over the course of the combo.)
  • Fixed a bug where Sagan would not inherit effects like Valentine's poison when separated from Annie.
  • Fixed VFX bug with tag-in.

[h3]BEOWULF[/h3]
  • Beowulf's collision box is extended forward during Hurting Hurl (M and H), to prevent him from stepping out of throw range.
  • EX Hurting Recall can no longer be reflected, like other Hurting hits.
  • EX Wulf Blitzer damage reduced, it now deals damage equal to half way between the last and not-last hits of the regular non-EX version.
  • Improved visibility, brightness, and contrast of Beowulf's most recent #28 palette.

[h3]DOUBLE[/h3]
  • Fixed an issue where Double's outtake would not always wall bounce the opponent when appropriate.
    (... This was especially noticeable when Double uses an outtake on Sekhmet.)

[h3]ELIZA[/h3]
  • Fixed a bug where Eliza would not play her death KO scream when dying in Sekhmet form to an armor breaking move.

[h3]MS. FORTUNE[/h3]
  • Fixed a bug where JHK would still hit overhead when chained into even after using the recently adjusted "Instant Double Jump Cancel" technique.

[h3]PARASOUL[/h3]
  • Attempt to fix Parasoul's version of "huggies" - Egret summons and Napalm Shot now must end in a forward input (not down forward) if Parasoul has recently used a forward dash.
    (... Dashing into cLK or cMK shouldn't give Egret, most notably.)
  • Fixed a bug where Parasoul was unable to use Egret Summons while a Napalm Shot was traveling on screen.

[h3]PEACOCK[/h3]
  • Fixed a bug where Peacock's "George's Day Out" assist would build meter even if could not throw it because George was already on screen.

[h3]VALENTINE[/h3]
  • Fixed a bug where Savage Bypass would sometimes fail to produce any hitbox if Valentine touched the corner as the hit should have been delivered.

(Build version 3.1.21)




The next Skullgirls 2nd Encore fighter is Umbrella who carries a hungry sentient brolly

Hidden Variable, Future Club, and Autumn Games have confirmed that the next fighter entering Skullgirls 2nd Encore is Umbrella, who carries a huge hungry brolly around.

Read the full article here: https://www.gamingonlinux.com/2021/05/the-next-skullgirls-2nd-encore-fighter-is-umbrella-who-carries-a-hungry-sentient-brolly

Beta Mode Update [2021-05-07]

Hello everyone, this is Jesse! I hope you're having a good day!

This is a small patch for a few issues discovered with the Season 1 Pass Palette Pack update.

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[h3]ANNIE[/h3]
  • Annie's HUD Portrait has been touched up to address an issue with her sleeves.
  • An errant black frame in Pillar of Creation has been fixed.

[h3]BEOWULF[/h3]
  • The collar color on the new Season 1 Pass Palette Pack palette (#28) has been updated. This affects both Retail and Beta.


(Build version 3.1.20)

INTRODUCING: UMBRELLA! (AND HUNGERN)

In case you missed our Teaser Trailer

FINALLY, everyone’s favorite salty sister is getting her time in the spotlight! Ice cream for everyone!



[h2]GAMEPLAY SYNOPSIS[/h2]
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Okay, CUTE. But how will she PLAY?! For that, let's kick it over to Liam:

    While Umbrella is still very early on in development, we wanted to share some details about where her gameplay direction is heading at the moment. Please note that this is all HEAVILY subject to change after further testing and development, and the terms used to describe her toolkit and states are a work in progress…

    Umbrella is a small character with BIG swings thanks to her living weapon, Hungern. While she is slow with limited movement options, she can use special moves to approach with some risk.

    Most of her attacks will involve Hungern in some way. Hungern will get hungrier as the match goes on or after performing certain actions, and his hunger level will influence his move properties.

    For example, If Hungern is STARVING, normals that use him are slower, but moves that involve devouring the opponent are stronger. If Hungern is OVERSTUFFED, moves that involve him conjuring something from the depths of his stomach may have bonus effects. Hungern is quite RAVENOUS and dangerous when he is hungry but not yet STARVING - expect to be rewarded if you can maintain this narrow window of power! Umbrella players will have to manage Hungern's hunger level or at least adapt to how her moves change based on Hungern’s state.




[h2]WHEN? WHENNNNN?!![/h2]
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While we don’t have any official dates to share, since Umbrella is being developed in parallel for 2nd Encore and Mobile, you’re going to be able to play her earlier than ever!

Alpha (~2 months)
Steam Season 1 Pass owners will be able to play a “sketchy” version of Umbrella while she’s still early in development (similar to the original 2nd Encore DLC characters). Everything will be subject to heavy iteration - but you’ll be able try her on for size before anyone else. You may even get a sneak peek at her Stage and Music...

(Early Umbrella Stage Concept Art)

Beta / Early Access (Q3 2021)
Similar to Annie’s Early Access release, this is when Umbrella will be made available with full finished animations and other general gameplay tuning adjustments planned for DLC2. Once we are done with our extensive testing/tuning per player feedback, it’s time for...

Full Release (Q4 2021)
Similar to Annie’s Full Release (coming soon!), this will include Umbrella in her final state, along with her full Story Mode! Who knows, we may even have a clue or two regarding the 3rd Season Pass character by then…



[h2]BONUS: SEASON 1 PASS PALETTES - NOW AVAILABLE![/h2]
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In celebration of the Umbrella announcement, we have made the Season 1 Pass Palette Pack available RIGHT NOW! Simply download the latest update to check them out:



[h2]2ND ENCORE + SEASON 1 PASS SALE[/h2]
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In addition, both Skullgirls 2nd Encore and the Season 1 Pass are on SALE on Steam for a limited time! If you’ve been waiting to grab the Season 1 Pass, or you have a friend who has been thinking about getting into Skullgirls overall, now’s a great time to pick it up.

https://store.steampowered.com/app/1557981/Skullgirls_Season_1_Pass/



[h2]STAY TUNED FOR MORE DETAILS![/h2]
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Itching for more behind-the-scenes goodies? You’re in luck! Keep an eye on our social accounts (Twitter / Facebook) for regular animation previews and even livestream animation sessions with the amazing artists at Future Club.

We can’t wait to share everything we have in store for Annie, Umbrella, and beyond. Thank you all SO much for your endless support!

All of us at Hidden Variable, Future Club, and Autumn Games

Beta Mode Update [2021-05-06]

Hello, Liam here.

This is a small update that introduces the Season 1 Palette Pack, exclusive to the Season 1 Pass. You can read more about in our recent announcement.

This update also sneaks in a few extra changes for gameplay tuning, but the rest of the changes will be arriving later.

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[h3]ALL CHARACTERS[/h3]
  • Anyone who owns the Season 1 Pass on Steam now has access to one more palette color for each character. If you don't own the Season 1 Pass, it's on sale right now!

https://store.steampowered.com/app/1557981/
[h3]ANNIE[/h3]
  • Crescent Cut (M) and (H) have 5 extra frames of hitstun against airborne opponents.
  • Crescent Cut (H) knocks the opponent back slightly less far compared to before.
  • Fixed a bug where Annie's jMP would sometimes prevent the opponent from pushblocking it.
  • Photo Bop (QCB+PP during Star Power) now scales as a level 5, instead of a level 3, greatly increasing its damage at high scaling.

[h3]VFX[/h3]
  • Based on community feedback, the new shield block indicator has been adjusted to be more visible. Its size, animation timing, color, and lighting have been tweaked.

[h3]MS. FORTUNE[/h3]
  • If Ms. Fortune double jumps within the first two frames of her leaving the ground, her air normals will hit mid for the remainder of the jump.
    (... This removes her "IDJC" jLK mix up, but keeps "IDJC" usage in combos (where it is considerably easier to execute) the same as before.)

[h3]VALENTINE[/h3]
  • Vial Hazard type C (Orange Vial) no longer drains at half speed when Valentine is being hit.
    (... It will now always vanish in the usual 8 second duration instead of sometimes lasting up to 16 seconds if Valentine is hit. Managing to hit Valentine with input delay isn't met with this punishment anymore. Both players should be able to more accurately estimate when the effects will wear off while hitting her.)


(Build version 3.1.19)