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Skullgirls 2nd Encore News

A few smallish updates.

  • Choosing "Play Again" now updates which variation of the stage you're on, if it has any. (!)
  • Attempted to fix the random crash after playing in Quick Match and returning to the main menu or proceeding to lobbies. Don't know if it worked.
  • Changed "Pushblock" to "Reaction Shot" in the Training Mode menu.
  • Fukua (in full Filia costume) is now the one on the train in the background of Meridian Area Rapid Transit. Previously it was Double. Thanks, comment section yesterday!


Title screen build ID 16872.

Happy Day! Here's Delicious, Hand-Drawn, Heliotropic Decadence!

We've finally finished a project that our UI guru Ashuraou began a long loooooooong time ago:
[h2]Skullgirls' UI, HUD, character select screen, and menus have all been remastered in full HD using 1080p art and fonts![/h2]
Here's a comparison image: (obviously the thumbnail is not in HD :^)

Please enjoy this free, super-crisp graphical update - it was definitely a labor of love!
We hope it fits in your GPU memory. :^)

[h2]And more fixes![/h2]
  • The Windows version correctly switches audio output devices - and doesn't outright crash - if your sound output device changes! HECK yeah!! Thanks Mr. PECK yeah!!
  • Fixed Double's Lv5 having the highest input priority during special->super cancels ONLY, where it should have been the lowest. Thanks Mao!
  • In Training Mode settings, added all the health values 1%-100%, moved "Normal" from before "1 pixel" to after "100%", and changed the Drama setting from 10%-100% to an actual value (0-240) by 5s.
  • Autoscrolling on all options speeds up if you keep holding the direction for a while. All those new numbers made this a real thing that needed adjusting. :^P
  • Fixed the position of Robo's small character select sprite, thanks SkullgirlsRussia!
  • Fixed a very minor old bug where characters went into post-block animation after recovering from blockstun, instead of the block-idle loop. It looked a bit worse, now it looks a bit better. :^P
  • And, for everyone who expressed opinions about the SonicFox NPC, good news! We fixed his* feet, the shadow is correct now. :^)


Title screen build ID 16849.

* The NPC is a "he", I asked.

Today's small update...

This has gone up by ~200 in the past few days. I don't even know how to check whatever it is. :^P


Anyway:
  • Fixed a bug where in certain circumstances Lenny explodes earlier than it should(!) ever since the bugfix where it doesn't get lifted into the air. :^P Thanks Mr. Peck!
  • Fixed missing character shadows on random types of graphics cards since the last update.
  • Fixed missing palette effects and lighting on Ms. Fortune. Get back here!
  • Fixed graphical lines in front of Fukua's drill and Painwheel's taunt. (They had always been in the source art, but only the graphical update made them show up, hahaha.)
  • Attempted to fix..."huggies"? Ending Double's Hornet Bomber motion with any of B/DB/D+K (4/1/2+K) will now always give the normal attack instead of a Hornet Bomber, similar to (but different from!) the protection provided to Fortune and everyone else with a DP, which Hornet Bomber didn't have. Dash crouch Light Kickers rejoice!
  • Fixed some more bugs in Double's VO set.


Title screen build ID 16816. What a nice number.

The fixes, they continue..!

[h2]General:[/h2]
  • Added every number between 0-100 for all the "volume" options. Numberrrrrrsssssssss!
  • Reduced overall game volume by 20%, because Skullgirls is a very loud game.
  • Replay Theater now doesn't crash on Mac! Sorry about that...
  • Fixed multiple graphical issues with sprites when running at resolutions higher than 720p - even some very old bugs. Skullgirls quite literally looks better than it ever has! (This'll be a big download again, sorry.)
  • Enabled crash dumps in an extra case that might not have had them. If your game was crashing without making one, maybe now it will.
  • More credits updates. I know what you're really here for!

[h2]Online related:[/h2]
  • FIXED the last remaining audio issue with rollbacks! Sounds should no longer be occasionally skipped. Bursts - and most importantly Big Band's trumpet - should work great now! :^)
  • Online color choice conflicts are now resolved separately on each side during loading, in favor of the local player on either side, so you can no longer steal the other player's color via hacking (or bugs). Character select can look all kinds of weird, but the match will look correct. :^P
  • Hopefully fixed some people being unable to set a name for their lobby!

[h2]Gameplay related:[/h2]
  • Fixed every character being able to do an Outtake on the first airborne frame of a jump. (Oops, that's been there since 1.0.)
  • Fixed a bug where Squigly playing her (updated) original intro would allow her to tech the first knockdown of the game. Thanks Shakyfingers!
  • Fukua is now armored on the first active frame of Inevitable Snuggle, to prevent her armored grab losing to a frame-perfect trade only as P1. All other interactions are unaffected.
  • Cerebella can no longer wrongly do an airborne ground-preblock after Magnet vs whiffed Battle Butt.
  • Fixed a bug in Valentine and Double's s.LK where motions were accepted backwards for 1f right before it hit.
  • Beowulf's grab hits and finishers now make the enemy play hit/death VO.
  • Fixed Death Crawl playing multiple death VOs, and other similar instances of this bug. Sorry, everyone who memed about it...
  • Fixed another edge case where death VO wouldn't play on...death.


Title screen build ID 16782.

Combo Breaker 2020 Update - it's all that stuff you wanted!

This weekend would have been Combo Breaker 2020. (;_;)7

Since the very first year, Combo Breaker has been the Skullgirls tournament, embracing the game and welcoming the community with open arms*. Combo Breaker is the very definition of a "player-centric major", and the cancellation of this year's event due to current world circumstances was a great sadness for all of us.

...but that doesn't mean nothing's happening. In fact, quite the opposite!

Combo Breaker always had some amazing apparel, and this year is no different!
We're honored to present this dope CB x SG Eliza shirt:

(Proceeds from shirt sales benefit Combo Breaker!)

And for those of you sitting at home, i.e. everyone reading this, Team Spooky is running a Combo Breaker retrospective stream all weekend!

Which brings us to the reason for these patch notes...

In honor of Combo Breaker's commitment to the Skullgirls community, we're proud to present
The SG x CB 2020 Update!
Hoo boy, it's a lot.

[h3]Added:[/h3]
  • New intro animations for Beowulf, Double, and Squigly, courtesy of Skullgirls Mobile!
  • A SonicFox NPC !!!!!!!! and associated update for the Class Notes variation!
  • KO screams for all characters when they're KO'd in the air!
  • Rebuilt character art with those all-important extra pixels!


[h3]Added to the 2nd Encore Upgrade Steam DLC:[/h3]Surely you all have the DLC by now, right? It's been four years. :^)
  • Two new colors per character from Skullgirls Switch, courtesy of Skybound Games!
  • Even more extra colors for various characters, also courtesy of Skullgirls Mobile!
  • A new stage, No Man's Land, also-also courtesy of Skullgirls Mobile! Seriously, try SG Mobile. It's free, and it has PvP using GGPO on your phone for cryin' out loud!
  • Several more revived, previously-removed colors for various characters. (We did what we could, but much has been lost to time...)

That's a total of over 40 additional colors!

[h3]And, of course, fixes and improvements:[/h3]
  • Removed the cap of 3 wins in Quick Match - now you can rematch forever!
  • The first hit of Beowulf's snapback no longer wrongly breaks all hyper armor. It still correctly breaks Sekhmet.
  • Beowulf's Geatish Trepak correctly deals only recoverable damage.
  • Cerebella's Grab Bag now properly scales followups to 55%, if you somehow manage to follow up.
  • Fixed the frame of Grab Bag recovery where Cerebella would not go into hitstun if she got hit.
  • Double's airthrow correctly deals only recoverable damage.
  • Added half-circle-forward (41236) overrides to Double's Lugers, so dashing forward and performing a half-circle using an assist input correctly gives Luger instead of Hornet Bomber.
  • Increased the size of the hitboxes on snapbacks for Filia, Fukua, Painwheel, Parasoul, and Peacock, in order to better match the animation and/or be able to properly OTG opponents during certain frames.
  • Remove the last possibility of a Happy Holidays after hitting Fukua's air Drill of my Dreams.
  • Fixed the bug where Painwheel's Hatred Install would not end after a properly-timed sliding knockdown.
  • The last hit of Peacock's Lv3 correctly deals only recoverable damage.
  • Peacock's Lonesome Lenny can no longer be lifted off the ground by certain attacks, e.g. Big Band's Cymbal Clash.
  • Robo's Magnetic Trap no longer affects opponents after a snapback, removing a timeout exploit.
  • Removed extraneous DP (623) motions for Robo's Danger specials and Magnetic Trap, they are now properly QCT (236) only.
  • Added electric palette effect on opponents hit by Robo's s.HK because it looks cool.
  • Reduced the duration of Robo's taunt by 20f to bring it more in line with other taunts. Even with the reduction, it is still the longest taunt in the game.
  • Squigly can now cancel held stances between Downs in a 1v1 fight.
  • Squigly's Seria Sing->SBO now properly activates air-unblockable protection on the opponent, removing the unblockable Seria Sing setups using the choice of Daisy Pusher or SBO+(antiair grab).
  • Solo Squigly's Inferno of Leviathan properly disappears if she is snapped by a duo or trio.
  • Reduced the duration of Squigly's taunt by 15f to bring it more in line with other taunts.
  • Added ground-tech voice lines for Double.
  • Headless Fortune properly plays tag in/out voice lines.
  • Fixed the button functions in Replay Theater to match the rest of the game.
  • Fixed a bug where Cilia Slide, Updo, Fiber Uppercut. and Countervenom could become airborne under extremely specific circumstances.
  • Fixed a rare bug where characters who were KO'd, hit a wall, and then got revived were no longer able to be juggled the next time they were KO'd.

These all qualify as "fixes". There will be no further gameplay updates until after Evo at the earliest.

The goal is to bring all this to PS4 (and Switch, hopefully). We're working on it.

Title screen build ID 16730.

* Yes, this implies two different sets of arms.

Hi, sharpie.