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Marie Early Access Released!

Hey everyone,

Marie is now entering her Early Access phase! This is a huge development milestone as it means she is on the final road to full completion.

Here’s a preview of what to expect below:

  • MARIE
    • Skullgirls 2nd Encore - Early Access
    • Skullgirls 2nd Encore - Full Release
    • Skullgirls 2nd Encore - Story Updates
  • VFX & CHARACTER ADJUSTMENTS

Enough intro! IT’S SHOWTIME!

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[h2]MARIE[/h2]

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[h3]SKULLGIRLS 2ND ENCORE - EARLY ACCESS[/h3]

Skullgirls 2nd Encore character development usually falls into four distinct phases:

    Pre-Alpha: Work is being done on the character, but is not fit for public release.
    Alpha: The character is now publicly playable in an Alpha build on Steam, though they are still unfinished. Probably missing lots of animations, sound design, etc.
    Early Access: The character is now mostly complete, but still needs final balance tuning and other polish.
    Full Release: The character is fully complete, including all additional features like their Story Mode.

We have now moved onto Early Access, so we’re approaching the finish line of Marie development!

[h3]HOW COMPLETE IS MARIE?[/h3]

Marie is now 100% animated and colored. No more sketchy black and white animation frames!
She also has all her voice lines and sound effects fully tuned. She also gets a bunch of new palettes!



For the remainder of Marie’s development we'll be focusing on final balance adjustments and bug fixes.

You can give balance feedback and report bugs in our official Discord, or our official forum in the Marie section.

Discord: https://discord.com/invite/skullgirls

Skullheart Forums: https://skullheart.com/


[h3]HOW DO I SELECT MARIE?[/h3]

Now that Marie is in Early Access, her individual character DLC is available to purchase on Steam! If you own EITHER the Season 1 Pass or the individual Marie DLC you will be able to try her out.

Once you have the Season 1 Pass or Individual DLC, launch the game in BETA mode by pressing the green PLAY button on Skullgirls 2nd Encore from your Steam library page, then selecting "Skullgirls Beta (Marie Alpha)". You can also launch the game in BETA mode by navigating to the in-game Options menu, and pressing "Switch To Beta".

In BETA mode, you can pick Marie on the character select screen as normal!

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

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[h3]SKULLGIRLS 2ND ENCORE - FULL RELEASE[/h3]

Once Marie is fully completed, she will be released on all systems roughly simultaneously.

We’re aiming to release Marie in Q1 2024.

Full Release will come with all the usual bells and whistles:
  • Marie will be fully complete!
  • Marie’s new Stage(s?) will be fully complete with final music.
  • A brand new story mode for Marie.
  • Final Marie balance pass.
  • A full set of 30+ palettes.
  • Character tutorials.
  • A new alternate voice pack.

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[h3]SKULLGIRLS 2ND ENCORE - STORY MODE UPDATES[/h3]

When Marie gets her full release she will come with her own Story Mode that delves deep into her relationship with the Skull Heart. After Marie’s story mode is released all of the Season 1 Pass character story modes will be updated with full voice acting in an independent update.

The full voice update will not be until after Marie’s release because we are still organizing recording sessions for the LARGE returning cast that we need to voice the myriad of characters that appear across Skullgirls 2nd Encore’s 18 Story Modes.

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[h3]VFX + CHARACTER ADJUSTMENTS[/h3]

Note that these changes only apply to the BETA version of the game.

EFFECTS

We've got some new effects entering this update to help highlight and demonstrate an advanced mechanic known in the community as "Pushblock Guard Cancel" (PBGC). If you're not sure what that is, you can check the in-game tutorial to refresh yourself, which will be updated at a later date to reference these effects.

Our goal is to make it more clear to new players where PBGC windows are, and when they are being successfully executed. This should also make the mechanic easier to explain to new players.

When a PBGC window is available, green sparks will fly by the character, seen below. This effect will only show itself if performing a PBGC would have actually reduced the amount of time spent in blockstun.



When performing a successful PBGC, a force field effect will appear on the character, seen here:



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MARIE
  • Fixed a bug introduced in the last update where "Suction Obstruction" command throw (QCF+LP+LK) was starting a combo at IPS stage 3 instead of stage 2.
  • Fixed a bug where Marie's Air Throw would start a combo at IPS stage 1 instead of IPS stage 2.
  • Marie Go 'Round [H] no longer reduces damage and removes the stagger opportunity when used more than once in a combo. This allows Marie to perform a grounded Marie Go 'Round [H] and stagger even if the airborne version connected in the same combo. You can still only stagger an opponent once per combo, per global rules.
  • Reduce active frames of "Weight of our Will" (QCB+PP) when landing and exploding.
  • Tweaked hurtbox during falling hitstun frames to make Double's Cilia Slide routes (and other combos) slightly more consistent on her.

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VALENTINE

Valentine has new effects for her different Vial Hazard types so that you can easily distinguish which type of vial she is loading, beyond just looking at the color of it. This is especially helpful for colorblind players.



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ANNIE

While we'd normally prefer to release balance changes for multiple characters at once, Annie's Star Power rework has become intertwined with Marie's Early Access release due to engine and code changes required to support its parallel development. As such, Annie's balance changes are arriving early and will be available in this update.

Please note we have balance changes coming down for the pipe for other characters beyond Annie, but those changes aren't finalized just yet. You can expect more patches soon with additional balance changes in a future update!

  • Crescent Cut
    • The projectile will now end if Annie is interrupted before the attack goes active. After the attack is active, it will still trade and stick around even if Annie is hit.
    • Crescent Cut [L] adjusted from +0 to -1 on block, point blank.
    • Crescent Cut [M] adjusted from +4 to +2 on block, point blank.
    • Crescent Cut [H] start up increased by 6F.
      (... We're lowering the effectiveness of throwing out a Crescent Cut while near the opponent in a variety of situations, and lowering the odds of Annie receiving an extremely favorable trade. For H Crescent, we're electing to only adjust the start up of it to keep it just as effective as a neutral and approach tool as she chases behind it.)
  • Star Power
    • Star Power now costs 3 meter to activate.
    • Star Power now works off a timer instead of draining Annie's meter to perform attacks. Metergain is reduced to 33% during Star Power. When Annie performs a move that is boosted by Star Power (summoning a star or performing a boosted Special Move), it drains a large chunk of her remaining Star Power time. Annie's rainbow shadow silhouette effect will shrink and pulse faster as time runs out. Similar to Painwheel, Star Power will not run out of time if Annie is performing a combo, for now.
    • While in Star Power, and only once, Annie can perform a new move, "Star Cancel", to cancel an attack at any point and quickly enter an idle state. This can be triggered by simultaneously pressing three punches, or three kicks, or LP + LK plus one other button.
    • Star Power activation no longer ends super freeze early when used as a DHC, making it considerably safer and easier to DHC into.
    • Annie can now use all of her other previously disabled Blockbusters (Sagan Beam, Meteor Right, etc) during Star Power.
    • Star Power deactivation, "Gravity Collapse" knocks up higher than before, and no longer costs any meter to use while Annie is the point character. Using it as a DHC costs one bar.
    • Annie's normals no longer produce stars by default. All heavy attacks (except cHK) can be charged to summon stars by holding HP or HK. Charging adds extra start up to the attack.
    • Adjusted various visual effects related to Star Power and stars.
    • cHK will always cause a red bounce instead of a blue bounce if Annie is in Star Power.
    • The following Special Moves have new properties:
      • Crescent Cut [H] hits three times, and will not vanish even if Annie is hit out of the start up.
      • North Knuckle [H] follow-up slam deals bonus damage, hitpause, and will wall bounce the opponent.
      • Re Entry performs a new type of kick that starts faster, travels faster, hits overhead, and performs a hit on landing.
      • Destruction Pillar can be used in the air, and will always knock down even when used for the second time in a combo. Destruction Pillar (ground and air) will not drain any additional time off Annie's remaining Star Power timer.
    • Photo Bop can now be used at any time, for 5 meter. The input has been changed back to the older version, using the same input as her taunt but with two punches instead of one.
    • Photo Bop deals slightly more damage, and has an added camera flash that deals a hit.
  • Other
    • Adjusted hurtbox on cLP.
    • Destruction Pillar
      • When blocked as an assist, Annie will stop moving forward to ensure she lands in front of the opponent instead of behind them.
      • Once Annie is airborne, the hitbox size is reduced, similar to Filia. Initial hitboxes unchanged.
    • Damage Tuning
      • cHP: 1200 → 1000
      • cLP: 300, 300 → 150, 150
      • jHP: 875 → 750
      • jMP: 250x4 → 180x4
      • fHP: 1300 → 1100
      • sHK: 950 → 750
      • sMK: 400, 500 → 400, 300
      • sLK: 200, 200, 300 → 100, 100, 200
      • sLP: 300, 300 → 300, 200
      • Destruction Pillar [H]: 1100 → 1000
      • Meteor Strike: When used as a DHC, scaling is set to 50% instead of 70%.
    • If Annie has used all three of her Re Entry kicks in a combo and is airborne when the combo resets, her next Re Entry kick will be the first one, instead of the worse version that prevents combos.
    • Tweaked palette 7 and 30 rainbow colors to be consistent with all other Annie palettes.
    • Tweaked star colors on all palettes.

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That’s a wrap for today!

We’re excited to see what you can do with Marie now that she’s on the road to full completion! Don’t be shy on leaving us feedback on any of these changes on the Discord or Forums. We want to know what you think!

Thanks so much again for all of your support, and stay tuned here and on our social media pages (Twitter, Facebook) any upcoming news and events.

- All of us at Hidden Variable Studios and Future Club


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(Version 3.6.5)

Beta Mode Update [11/08/2023]

Today's update is primarily focused on an Mac bug fix with a few other small bugs being addressed as well.

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MAC CRASH FIX

    We have found and addressed the issue caused by the macOS version increase in the last update. Users experiencing crashes on older versions of macOS (v12 and older) should now be able to play Skullgirls 2nd Encore again. We appreciate your patience as we investigated the issue.
MARIE
  • Hilgard, when spawned from Hilgard's Haymaker, spawns a little closer to Big Band, to prevent some unintended drops, such as cHP Hilgard's Haymaker [L] using OTG against him.
  • Hilgard, when spawned from Hilgard's Haymaker, has a maximum distance he can spawn from Marie, to prevent some situations where he would appear too far behind.
  • Fixed a bug where Dust Bunny could activate Undizzy in the middle of its hits in some edge cases.
GENERAL
  • Fixed a rendering issue with ASG Lab's when playing with Big Band with 2D Backgrounds enabled.

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(Build version 3.6.4)

Beta Mode Update [11/02/2023]

Today's update focuses on a Mac requirement update and Marie combat bug fixes.

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Mac OSX Required Version Increase

    As of October 31st, 2023, Apple requires us to update some of our tools used to build the Mac OSX version of the game. This has resulted in us needing to increase the minimum Mac OSX version required to run Skullgirls 2nd Encore from 10.9 (Mavericks) to 10.13 (High Sierra). Since 10.13 (High Sierra) is the lowest version supported by Steam as of September 2023, we are hopeful this change will not make the game unplayable for any current Mac OSX users. If you experience any new bugs on Mac OSX as a result of this, please report them in our official Discord or Forums. Thank you!

    Discord: https://discord.com/invite/skullgirls
    Skullheart Forums:
    https://skullheart.com/
MARIE
  • Suction Obstruction (QCF+LP+LK) when used to start a chain at max Undizzy now triggers a burst.
  • Reduced Carpel Pummel (QCF+PP) damage from 2500 to 2000.
  • Reduced Repetitive Skeleton Impact (QCF+KK) base damage from 800 to 650.
    (As before, each new slam adds an additional 100 damage than the last.)
  • Reduced Air Throw recovery on whiff.
  • Fixed a bug where Dust Bunny (QCF+P) would add wrong (15) Undizzy amounts and activate Undizzy in incorrect situations.
  • Hilgard's Haymaker
    • Fixed numerous bugs where Hilgard could not be defeated if attacked (with or without armor) during the end of his punch from Hilgard's Haymaker.
    • Hilgard spawns further backwards if Marie is close to the opponent, and the distance Marie has to be to the opponent to be considered "close" is more lenient now. After performing a sHP or jHP that make contact, he spawns even further backwards.
    • Hilgard continues falling towards the floor more reliably even when performing an airborne punch.
    • Hilgard slows down from his charge towards the opponent more reliably now if he's in range to punch.
    • Hilgard retains a bit more of follow-through momentum when punching.
    • Hilgard will spawn further backwards if there is a wall in front of Marie.
  • Tag In
    • Marie now travels faster while riding the vacuum.
    • Marie now has to wait a little longer before she can manually dismount early (press P or K) from the tag in.
    • Fixed a bug where Marie could go off camera with tag in some cases.
    • Marie dismounts earlier than before if she approaches the stage edge while riding.
  • Tweaked VFX on Marie Go 'Round [H] (QCB+HP) to be larger and easier to see.
  • cLP (first hit only) blockstun reduced by 1F, increased recovery by 2F.
  • Fixed a bug where Hilgard could follow Marie's position and float up with her if she cancelled quickly into Weight of our Will after he appears.
  • Removed screen darkening effect from Weight of our Will (QCB+PP).
  • Fixed skeleton voice lines getting cut off when Marie blocks hits or performs a pushblock.
  • Made numerous improvements to the flow of how Hilgard performs his win pose, and fixed a bug where he could fly away off screen during it.
  • Fixed an issue where Marie could cancel into a Blockbuster on the frame she is hit with an armor breaking move, when using Marie Go 'Round [H].
  • Fixed a bug where Air Throw wouldn't kill opponents unless the first three hits did enough damage to kill.
  • Adjusted crouching hurtboxes during idle, block, and hitstun to be slightly larger.
    (Ms. Fortune's sHP x L Fiber confirm is now universal again)
  • Fixed a bug where Marie couldn't get as close to walls when dashing into them compared to other characters.
  • Fixed a bug where using Repetitive Skeleton Impact (QCF+KK) with Marie's back too close to the wall could cause some odd behavior on larger characters.
  • Fixed a bug where the second hit of jHP could activate Undizzy unexpectedly if the first hit started a chain and filled the victim's Undizzy bar.
  • Fixed a bug where Dust Bunny could be oddly rotated during its (not so secret) win pose.
  • Fixed a bug where Marie could trigger the Dust Bunny to fly forward with cLK from unintended ranges.
  • Carpel Pummel (QCF+PP) now has higher input priority over Weight of our Will (QCB+PP).
  • Marie Go 'Round [L] (QCB+LP) no longer causes preblock.
  • Fixed a bug where Marie did not make a noise when landing during a sliding knockdown.
  • Fixed a visual bug where two versions of Marie could show up rarely if dashing towards the opponent after dashing away from them.
  • Fixed secret bugs for secret behavior of a certain standing heavy normal.

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(Build version 3.6.3)

Beta Mode Update [10/26/2023]

Today's update aims to address some networking bugs that were discovered after yesterday's Steam Client update released, which prevented some players from playing online.

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CHANGES
  • Fixed a bug where some players would not be able to connect to one another, and would disconnect as soon as the round started.
  • Adjusted logic for displaying connection bars and their colors (for Steam only), which are present at round start for online fights.
    • Green bars are direct connections, where the number of bars filled represent different methods of forming a direct connection.
    • Yellow bars are relay server connections used as a fallback when Steam can't establish a direct connection.
    • A single red bar means an error has occurred.
  • Added a new launch option, -disableHueShift, for disabling all rainbow color changing effects. This affects Double palette #19 & Marie palette #29. (-disableRainbowDouble still works and should have the same affect.)
  • Fixed a bug where loading screen text was not translated to match the chosen language.

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(Version 3.6.2)

Beta Mode Update [10/19/2023]

Hey everyone,

This update is focused on addressing some issues discovered in Marie's initial Alpha release, and also brings Marie's Alpha to Linux and Steam Deck platforms. Thanks for your patience!

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[h3]Other[/h3]
  • Adjusted vsync settings to fix an issue where some players were experiencing performance and screen tearing issues in the Beta mode.
  • Attempted a fix for an issue preventing Beta mode from launching on Windows 7/8.1.

[h3]Marie[/h3]
  • Reduced blockstun on jLK, jLP, jMK, and jMP.
  • Added missing chip damage on Marie Go 'Round (QCB + P) [M] and [H], and Carpel Pummel (QCF + PP).
  • Carpel Pummel's giant fist no longer clashes with projectiles, losing its active hitbox.
  • Fixed a bug where the armor frames were not displayed correctly for Marie Go 'Round (QCB + HP) in the frame data bar when Attack Data was set to "Advanced" in training mode.
  • Fixed a bug where Marie would get stuck in her summoning animation as an assist if Hilgard was attacked and defeated before he could finish certain animations.
  • Fixed a bug where Marie could get stuck in her commanding pose if the hand from Repetitive Skeleton Impact's (QCF + KK) grabbed opponents with 1 life.
  • Fixed a bug where Marie was not considered to be in a counter hit state after throwing the orb from Weight of our Will (QCB + PP).
  • Fixed a bug where the second hit of jHP and sHP could trigger a burst in the middle of a chain if the first hit caused the Drama bar (Undizzy) to fill up to 240 or above.
  • Fixed cMP, sHK, and jMK having lower than intended metergain.
  • Fixed jHP granting slightly more meter than sHP.
  • Reduced jLP metergain.
  • Reduced Hilgard's Haymaker (QCF + K) metergain.
  • Added metergain to Hilgard's Howl (QCB + K), since it was zero before.
  • When an opponent blocks Hilgard's attacks (QCF or QCB + K), they gain bonus meter.
  • Fixed Marie Go 'Round (QCB + P) [M] strength granting far more meter than the [H] strength.
  • Suction Obstruction (QCF + LP + LK), Ground Throw, and Air Throw now correctly grant meter.
  • Fixed a bug where Marie can could cancel the start up of JHP into JHK before JHP hit, if bones from a previous JHP were still visible and hitting an opponent.

Thank you to everyone who has been reporting bugs so we can get them fixed in a timely manner. We hope you're all enjoying Marie so far!
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(Build version 3.6.1)


10/20/023 [UPDATE]
2nd Attempt at fix for an issue preventing Beta mode from launching on Windows 7/8.1. No new version number.