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Skullgirls 2nd Encore News

Beta Mode Update [2021-03-24]

Hello, Liam here.

This update focuses on bug fixes and gameplay tuning.

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[h3]GENERAL[/h3]
  • Fixed a bug where you could see players using the wrong Annie palette in game if you didn't own the Season Pass or Annie's DLC.
  • Fixed a bug for MacOS where using the in-game "Switch To Beta" or "Switch To Retail" logic wouldn't close the already running instance of the game.

[h3]ANNIE & PEACOCK[/h3]
  • EXPERIMENT - When using Annie's "Crescent Cut" or Peacock's "George's Day Out" as an assist, assist calls will be locked until one second after the projectile has hit or vanished.

[h3]ANNIE[/h3]
  • Added VFX for North Knuckle, and updated VFX for Destruction Pillar. More VFX updates will be arriving in the future! =)
  • Reduced knockback on cHP against airborne opponents and slightly increased opponent only hitstop to leave them closer for easier confirms.
  • Crescent Cut (L) accelerates much faster than before.
  • Crescent Cut (M) hitstop increased by 2F, allowing links into LK buttons after and helping with OTG confirms that use it such as after Throw or cHP.
  • Annie's ground dash starts picking up speed sooner than before, and is also ever so slightly faster.
  • Added additional effects and sound to Annie's dash to make it clear when you've held it long enough for her to reach her full dash speed. This mechanic already existed, but now it's more obvious when it activated.
  • While in Star Power, creating stars costs slightly more (~1% more per star) meter.
  • While in Star Power, meter drains at full speed even if Annie is in hitstun now.
  • Fixed an issue where Annie could get an unintentional flipped Special or Super input after landing from Re Entry for 1F if she had to turn around.
  • Adjusted animation on Annie's falling knockdown to loop properly.
  • Removed a floating hurtbox from one of her knockdown frames.
  • Fixed a bug where Annie's 29th palette was missing her space effects on Destruction Pillar and Pillar of Creation.
  • Fixed a bug where Annie could slide forwards or backwards during grounded Gravity Collapse.

[h3]DOUBLE[/h3]
  • Slightly increased knockback (-10 → -12) and reduced knockup (13 → 12) on Double's Luger Replica (L) against airborne opponents so that she must be closer to confirm off the OTG hit.

[h3]ELIZA[/h3]
  • Fixed a crash involving Sekhmet.
  • Improved effects when collecting blood as Eliza.
  • Sekhmet doesn't slide back as far when her armor is broken by an armor breaking move, and she bounces slightly higher.
  • Sekhmet correctly bounces when her armor is broken by Annie's cHK, allowing Annie to combo again.

[h3]FUKUA[/h3]
  • Ground Throw and Platonic Drillationship (M) behave as they do in the Retail version of Skullgirls again.

[h3]PAINWHEEL[/h3]
  • Refactored Hatred Guard again to resolve a inconsistencies when returning Hatred Guard damage back to an assist and point character on the same hit. (Please let me know if you see any issues with this one!)
  • Hatred Guard armor ends 1F after the first active frame if a normal is fully charged, rather than lasting several frames after compared to the last Beta update. (Exception: sMP has Hatred Guard armor through all active frames if fully charged)

[h3]SQUIGLY[/h3]
  • Can now always use Fallen Woman (Divekick) after Air Throw, even if she's extremely close to the ground. This fixes some instances where you can't combo from it, in Retail.
  • Fixed a bug where Squigly's "Rage of the Dragon" required both charges to be performed as a DHC. It now only requires one charge when done as a DHC, just like the requirements to use it while point.
  • Inferno Of Leviathan no longer knocks down airborne opponents, reverting back to its previous Retail logic.

    NOTE: I'm keeping an eye on Squigly Battle Opera knockdown changes, but with the way the wind is blowing, it's likely it will be reverted back to Retail logic as well to make sure her old use cases aren't removed.


(Build version 3.1.9)

Small Beta Mode Update [2021-03-19]

Hello, Liam here.

Today's update focuses on some more Eliza tuning for the weekend, and a Painwheel bug fix.

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[h3]Eliza[/h3]
  • sMK damage increased from 175, 175, 175, 250 to 225, 225, 225, 325. (1000 damage total)
  • Sekhmet's back flip input is now relative to her facing direction, like Specials and Supers.
  • Sekhmet can back flip multiple times per outing again.
  • Back flip life cost increased to 600 from 550.
  • Back flip auto corrects on start up to make sure she always jumps away from the opponent.
  • Speed at which Sekhmet's health loss over time ramps up has been increased by about 15%. (Remember, successfully hitting the opponent with any Sekhmet attack resets the health drain back to the minimum of 1 life per frame.)
  • Sekhmet can no longer recall to the anchor from a blocked hit anymore. (Reverted to retail logic)
  • Sekhmet no longer makes blood when attacking dead characters.
  • Sekhmet blood healing increased back to 200, from 170. (Reverted to 3.1.6)
  • Sekhmet heals for 75% of the damage dealt from her new super, and it creates 8 drops of blood again, up from 6 in the last patch.
  • If Sekhmet is hit with an armor breaking move that pulls her in towards the attacker (Robo-Fortune's cMK, Double's Cilia Slide...) or Beowulf's L Hurting Hurl, she will retain the original hit launch trajectory instead of overriding it.
  • Fixed a bug where Eliza could collect blood while offscreen, such as right when she's snapped in.
[h3]Painwheel[/h3]
  • Fixed a bug where Painwheel would only return stored Hatred Guard to an assist, if she hit an assist and the point character at the same time. Now, both characters receive bonus Hatred Guard damage.


(Build version 3.1.8)

Small Beta Mode Update [2021-03-18]

Hello, Liam here.

This is a small update that addresses some things from the patch yesterday.

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[h3]Squigly[/h3]
  • Numerous improvements were made to improve the consistency and reliability of Squigly Battle Opera compared to the previous update. Most notably, it will hit quickly against OTG opponents to pull them off the ground. (Note, there will still be some expected differences between what is or isn't possible between Retail and Beta)
[h3]Fukua[/h3]
  • Adjusted trajectory and recovery of ground throw (again) to prevent unintended follow ups on many characters from the previous changes.
[h3]Ms. Fortune[/h3]
  • Fixed a recently introduced bug where Ms. Fortune couldn't attack an opponent as they were being bitten by her head during Om Nom Nom,

(Build version 3.1.7)

Beta Mode Update [2021-03-17]

Hello, Liam here.

This update focuses on bug fixes and gameplay tuning.

[hr][/hr]
[h3]Annie[/h3]
  • Fixed a bug where Annie could perform Re Entry low enough to the ground for a hit not to come out.
  • When using JHK in Star Power, OTG is no longer restored for the opponent if they are hit.
  • Fixed an issue where performing a low to the ground JMK could advance the combo stage for IPS earlier than expected.
  • Added more variance to Annie's JHP voice lines when used after an Air Dash. When used during a normal jump, followed by another Air Dash Cancel JHP, she will still always say "Rolling" followed by "Maneuver".
  • Fixed an inconsistency between P1 and P2 side when using JHP against Valentine.
  • Star Power no longer drains meter during the down period of a 1v1.
  • Fixed an issue where Annie would stand up too quickly after Beowulf's Canis Major Press, making Beowulf -1 on success.

[h3]Eliza[/h3]
  • sMK damage reduced from 300, 300, 300, 400 to 175, 175, 175, 250.
  • Modified Sekhmet's VO during her new Super.
  • Fixed an issue where returning to the anchor during Sekhmet mode could cost Eliza her perfect lifebar in some instances.
These following changes are aimed at reducing the amount of life that Eliza can heal without her intentionally prioritizing combos or sequences focused on healing or collecting blood. Also, while Sekhmet's "Skeleton Footsies" are entertaining to watch, we're going to experiment with having more natural stopping points to them rather than extending them indefinitely with her new back flip move.
  • Blood collection heal reduced to 170, from 200.
  • Sekhmet's grounded M attack spawns blood every other hit (5 hits), rather than every hit (10 hits).
  • Sekhmet's new bite super (QCF+KK) damage reduced to 2000, from 2250. Number of blood drops spawned reduced from 8 to 6, and it no longer heals for 100% of the damage dealt. (Remember it still heals her for 1020 if you collect the blood, and will reposition the Eliza anchor behind for the best Sekhmet combo confirms)
  • Sekhmet can only backflip once per outing, use it wisely!
  • Sekhmet can now cancel blocked attacks (in addition to attacks that connect, just as before) into Hathor's Return.

[h3]Fukua[/h3]
  • Fixed a bug where Fukua's Level 3 (QCB+PP) would deal non-recoverable damage.
  • Platonic Drillationship (M) hitstun, recovery, and blockstun increased by 5F. Advantage on hit and block unchanged. (It can combo into Best Friends Forever now.)
  • Fukua's Ground Throw is now a hard knockdown, like her Air Throw, differentiating it further from Tender Embrace (QCF LP+LK). She cannot combo off it without BFF, as before, but she does get Oki.
  • Forever a Clone (M) doesn't slow down as much before grabbing the opponent if they're in hitstun, fixing drops where it wouldn't grab correctly in some confirms (ex: cMP cHP) despite the opponent being very close to Fukua.

[h3]Painwheel[/h3]
  • If any of Painwheel's grounded charge normals are charged fully until their active frames start, they will be armored through the start of the active frames, preventing trades and having Painwheel always win the exchange. Armor ends before active as before if Painwheel releases them early.
  • Fixed a bug where Painwheel's JHK would come out 2F earlier than expected when done from a forward jump.
  • Level 3 (QCB + PP) recovery reduced by 4F so that L Buer Reaper is possible on all characters for a stable pick up.
  • Added a buffer after Level 3 ends to help make the above link consistent on heavy characters.
  • Fixed a bug where Buer Reaper inputs after Level 3 could accidentally become Flight with frame perfect timing.
  • Added a visual blood effect for when Painwheel performs her somewhat hidden "Unfly Block" mechanic which is done by using Unfly just before blocking an airborne attack.

[h3]Robo-Fortune[/h3]
  • Robo-Fortune's timer during Systemic Circuit Breaker no longer counts down during a 1v1 down.
  • Each second on Robo-Fortune's Circuit Breaker timer is x1.25 longer than a normal second.
  • By holding any K during the leap portion of Magnetic Trap while Robo-Fortune is in Systemic Circuit Breaker, she will always explode after slamming the opponent just as before.

[h3]Squigly[/h3]
  • When performing Fallen Woman (divekick) out of Air Throw, it will ignore assists and only target the point character to prevent assists from ruining Air Throw confirms.
  • Level 3 (QCB + PP) is now a knockdown, to prevent opponents falling out of it. (If Squigly players prefer the old version, please let me know)
  • Squigly Battle Opera (QCB + KK) now pulls opponents slightly towards the center of the orb with each hit.
  • Squigly Battle Opera now always delays its airborne hits (giving Squigly more time to do things like charge) consistently rather than requiring specific or lucky bounces. When blocked, or hitting a grounded opponent, it behaves as before. (Squigly players REALLY need to tell me if they prefer the old version =] )
  • Cancelling out of cHP into Silver Chord (uncharged) will always connect instead of dropping with unfortunate timing, via increased hitstun on the hits before the last.
  • Fixed a bug where Daisy Pusher would scale to 50% instead of 55%. Now scales to 55%.
  • Squigly will stop charging her stances during a 1v1 down now.

[h3]VFX[/h3]
  • Burstable projectile hits use green (Undizzy) and red (IPS) burst sparks instead of always being Gold burst sparks, going back to the way they are in retail. Gold Burst sparks now only appear 90 frames after the first burstable hit to signal (as they did in Beta already) when it is safe to burst and keep your Undizzy.


(Build version 3.1.6)

Beta Mode Update [2021-03-11]

Hello, Liam here.

This a small update focuses on gameplay tuning for Annie.

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[h3]Annie[/h3]
  • Gravity Collapse (Down Down + KK during Star Power) now always drains at least 1 full bar on use, rather than reducing Annie's meter down to the nearest full bar.
  • Gravity Collapse no longer adds Undizzy to the opponent.
  • sF+MP now staggers when used to start a chain, like the old cMP. Rejoice, lovers of stagger!
  • North Knuckle M has had its knockback and knockup reverted to its old v3.1.3 values.
  • North Knuckle damage reduced:
    • L: 550 → 450
    • M: 700 → 550
    • H: 900 → 700
    • Slam (All Strengths): 1300 → 900
  • Ground Throw has had its release trajectory modified again, universal throw conversions are still possible.
  • The first hit of sMK is now +3 on hit, down from +5.
  • The second hit of sMK will now auto correct, like all other double button press normals.
  • The first hit of sHP will now drag opponents down towards the floor.
  • The first hit of sHP has had its hitstun increased by 4F.
(Build Version 3.1.5)