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Skullgirls 2nd Encore News

Skullgirls Update [2021-06-21]

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

This is a small patch meant to address a few bugs from 3.2.0. As we lock things down for Annie's final release, we felt it was worthwhile to get these bug fixes out sooner rather than later.

As a reminder, Annie's final release (and her departure from Early Access) will coincide with her full release on PS4. On that day, the last piece of Annie's remaining content, her story mode, will be released here on Steam. After all, we know how hard it is to dodge spoilers on the internet these days.

The full update notes for this version are below!

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[h2]General[/h2]

[h3]Beta Mode Disabled[/h3]
Though we removed it from the in-game menu and Steam launch options, some users were still getting into "beta" mode through command line arguments. The "-beta" command line argument has been disabled... for now.

[h3]Linux Build Restored[/h3]
Before releasing 3.2.0, we noticed Linux was hard crashing when arriving on the main menu, but we could not isolate the cause. Rather than push an unusable build to Linux users with 3.2.0, we held back that platform until we could investigate and address the issue.

The bug has been fixed and Linux is once more in sync with Windows and Mac. However, we've been forced to disable loading screens on the Linux build for the time being. We are sorry for the delay and the inconvenience.

[h3]Misc[/h3]
  • Restored one of Double's talking heads that somehow slunk away.
  • Localization and translation bug fixes in Trials, Tutorials, and a few other places.
  • News Feed bug fixes.
  • The buildings in the background of the Medici Tower stage should be rendering properly again on OpenGL platforms (Mac/Linux).
  • Small texture updates to Medici Tower, both 3D and 2D.

[h2]Characters + Gameplay[/h2]

[h3]Big Band[/h3]
  • Satchmo Solo (Lv. 5) will always wall bounce the point character on the last hit, even if the final hit is the only hit.
[h3]Parasoul[/h3]
  • Krieg's eyes are a proper purple color for Parasoul's Palette 25 on character select again.
[h3]Annie[/h3]
  • Annie's stage, Sound Stage 15, changes to 2D mode when that option is selected.
  • Annie's command list is accessible from the Command List menu.
  • sf+MP - Andromeda and sf+HP - Luminous Supergiant appear properly when being set as the assist actions in character select.

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(Build version 3.2.0.1)

Skullgirls Update [2021-06-14]

Hey everyone!

Today's update is aimed at getting everything as ready as possible for Annie's impending release on Steam (beyond her current Early Access form) and PS4. Her full release on Steam, which includes her Story Mode, is still planned to be released alongside her big debut on PS4.

As such, the Beta character and balance changes are now part of the main "Retail" version, and the Beta version of the game has been temporarily retired. (The Beta mode option will return once Umbrella enters her alpha phase sometime soon.)

The full update notes for this version are below!

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[h3]NEWS FEED[/h3]

As you'll probably notice immediately when you boot up the latest update, we've added a NEWS FEED to the main menu! Here, you can find the latest and greatest news going on for all things Skullgirls. Expect this to update frequently (without requiring a game update, even on console!) with live events, streams, big announcements, merch drops, etc.





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[h3]TUTORIALS + TRIALS[/h3]
Please note that some of the newest translations for these tutorial updates are a work in progress, and we expect to release bug fixes this week for any issues found. That said, please do let us know if you see any issues so we can fix them!
  • Added Annie's tutorial and 4 trials.
    (Note: Per community feedback, Annie's trials maybe a bit more challenging than other trials, as they are focused on giving players full combos that are both practical in matches and also show what she is capable of. Please let us know what you think!)
  • Updated tutorials for Eliza, Robo-Fortune, and Beowulf, to teach their new mechanics.
  • Updated Eliza's AI.

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[h3]GAMEPLAY[/h3]
  • As mentioned above, all Beta character changes are now live in the main version of the game. The beta mode has been retired.
  • The Hurting is no longer invisible on Beowulf's back if it returns to him while Beowulf is performing chairless jHP or sHP.
  • Updated the position of the "• Leader •" text above the lifebars to its intended location.
  • Fixed a bug where Big Band's 26th palette wasn't unlocking correctly.
  • Fixed a bug where Painwheel, Beowulf, and Robo-Fortune could lenient button dash immediately after absorbing a hit with armor to avoid damage.
  • Updated the layering and masking on Annie's ground throw so the opponent is correctly inside Sagan's mouth before the hit is delivered.
  • Fixed an issue where Double was not using the latest reversal timing out of blockstun, hitstun, and wake up. Her buffer windows are now the same as other characters.
  • Fixed an issue where button dashing while leaving hitstun or blockstun could unreliably give a normal over a dash.

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[h3]MISC[/h3]
  • Added NPCs to the background of Annie's stage, Sound Stage 15!
  • Updated the city background at the top of the Medici Tower stage.
  • Added a "Practicing New Characters!" lobby title.
  • Added a -screenCapture launch option which will hide "Beta" and "Debug Key Slow Mo / Paused" text, and will hide the green playback arrow during Dummy playback. (This is for use when recording videos or taking screenshots.)
  • Fixed a TON of translation and localization issues across all languages.
  • Fixed a few issues with tutorials.
  • Fixed Double's command list referring to being able to do Cilia Slide by pressing F + KK.
  • Fixed some fights in Story Mode and Challenges where Peacock would accidentally use Charged Shadow of Impending Doom over Shadow of Impending Doom.
  • Hopefully fixed an issue where a lobby name could display as LobbyName0.
  • Fixed floating character sigil art on P1 side during a solo vs solo on character select.
  • Fixed an issue where some of the UI screens related to lobbies could overlap each other.
  • Added and adjusted words in the "Typing Of the Skullgirls" game mode.
  • Updated credits.

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[h3]SKULLHEART[/h3]
In other news, the Skullgirls 2nd Encore official forums known as "Skullheart" have gone through a full redesign, reorganization and relaunch!




Sign up on the new and improved forums to join in on the discussion, report bugs, share your feedback and suggestions, and more!

Sign-up (or just browse) by using the links below:
https://skullheart.com/ ← BROWSE
https://skullheart.com/register ← REGISTER

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(Build version 3.2.0)

Beta Mode Update [2021-05-26]

Hello, Liam here.

This is a small update that focuses on some final polish. This is likely the final gameplay and balance related update before Annie's full release.

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[h3]PALETTES[/h3]
  • Updated Parasoul, Peacock, and Cerebella's palettes that reference Annie of the Stars to have their colors more closely match that of Annie. Also, some effect colors (and other cool things you will want to look for...) have been updated for these palettes.

    Note, these palettes are NOT updated on character select or in the retail version of Skullgirls. This a beta only update for these palettes while we test them out.

[h3]ANNIE[/h3]
  • Bonus hitstop on Crescent Cut (M) is also now applied to airborne targets.
    (... Most notably, she can now link into sLK against airborne opponents.)
  • Fixed a bug where Annie's jMK gave meter gain equivalent to a light normal, instead of a medium normal.
  • Star Power activation input is no longer valid if a forward input is between the two down inputs.

[h3]BEOWULF[/h3]
  • The Hurting will now correctly appear on Beowulf's back if it returns to him while he is performing chairless cHK or cHP.

[h3]PEACOCK[/h3]
  • Fixed a bug where Peacock's sword during Bang! (M) would become detached from her gun if it was countered by Annie's taunt.
    (... This required a large refactor of how this move is displayed, please let me know if you see anything strange with it!)

[h3]VALENTINE[/h3]
  • Valentine's Savage Bypass adjustment from last update no longer applies to the air version of the move. Only the ground version will make sure to create a hitbox if it touches the corner.
    (... This change was primarily focused on preventing Savage Bypass assist failing to spawn a hit sometimes, but not change what corner routes are possible or stable. The air version may be adjusted again in a future update as "Quality of Life" improvements, but this is too risky to leave in for now.)

(Build version 3.1.22)

Annie DLC Release Date Updates

Hey everyone!

While there have been no shortage of updates as of late with the recent Umbrella announcement and various Beta mode updates on Steam, with the end of May right around the corner, we wanted to quickly provide some updated info regarding when you can expect the full DLC (including Story Mode, etc) to be live on Steam and PS4.

[h2]SO, ABOUT MAY… [/h2]
As many of you are no doubt aware, our original announcement indicated that you could expect the Annie DLC to release on both Steam and PS4 in May.

As it stands, while we expect to finalize everything within the next few weeks, realistically we likely won’t be able to fully launch everything until sometime in June or possibly even July.

[h2]WHY THE DELAY?[/h2]
Beyond wanting to get as much time as possible to test and tune Annie and the other balance changes in the Beta branch, much of this is simply due to standard game development bugaboos like unforeseen issues and process/pipeline improvements we needed to iron out.

That said, the biggest hurdle we have to clear is the upcoming Sony submission. As I’m sure most of you know, the release process on Steam is much more straightforward than it is on Sony, mostly due to Sony’s certification process, which can cause a release to be delayed weeks depending on any issues that pop-up along the way.

The good news in all this is that the folks at Sony have been super helpful and supportive, so we’re optimistic that we’ll be able to release sooner rather than later. That said, the nature of this process is that it is full of surprises, so we don’t want to speak too soon.

As such, while we have every expectation to lock everything down in June, it may not be until July before the final DLC hits on all platforms.

[h2]WILL STEAM GET THE DLC UPDATE FIRST?[/h2]
One of our goals from the get go has been to ensure that we simultaneously launch as much content as possible on all platforms at once. As noted in our earlier post, the main exception to that is gameplay features that benefit greatly from rapid iteration (which is much easier on Steam than it is on PS4), hence our Early Access release.

While we plan to continue to release Early Access updates (including Annie’s character tutorial and combo trials) to Skullgirls 2nd Encore on Steam as content is finalized, the final DLC release (including certain content like Annie’s Story Mode) will only be fully released on Steam once the PS4 version is good to go.

For more information about our plans for the Nintendo Switch, Xbox 360, and PS3/Vita versions of Skullgirls, please see our original Season 1 Pass FAQ.

[h2]WRAPPING UP[/h2]
Needless to say, we really appreciate your patience and understanding while we hammer all of this stuff out. Since this is our first full rollout across all platforms, there’s a lot of up front setup work that we only need to do once, so we have every expectation that future DLC updates will go more smoothly and thus will have more predictable dates.

Thanks so much once again for all your support - we can’t wait to share the final DLC update as soon as it’s ready!

Charley (and the rest of the Hidden Variable team)

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)