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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.

It's May 19th, and you know what that means...

...it means I'm being weird again. No other significance. :^)

Have some more fixes, courtesy Mister Peck and the Bushels:
- FIXED the way All-Play lobbies assign matches, so that it'll really match you up against the person you've played least. At long last! We hope.
- Definitely FIXED the bug where someone who just joined the lobby would duplicate the in-game win streak count of the first person they fought.

Here's the music I've been listening to during work today, why not:
[previewyoutube][/previewyoutube]
(You can, y'know, buy it here. Support those artists!)

Title screen build ID 16677.

Two fixes in one day!? OH YES.

Ladies and Gentlemen, thanks to blammit and their about-two-hours of Skullgirls play so far, but also their specific internet connection :^) I am proud to present a possible [h2]Fix for "Lobby Fungus"![/h2]
"Lobby Fungus" is the really gross term that European players use for the situation where a lobby won't successfully count down to start a match, so everyone has to leave and make a new one. In theory, after eight years, we finally found the fungicide!
Also in theory, you oughta be able to ready up around the six-second mark and probably not break things anymore. But that's much more theoretical.

Title screen build ID 16667.

Fixed another crash, and improved ping time responsiveness.

- Hopefully fixed another random crash that was common when Fortune won the last game in a Quick Match set. Thanks to several community members for providing crash dumps. Keep sending 'em in!

- Thanks to Mr Peck, ping times and jitter won't spike anymore when another person's game loads into character select, etc.

Title screen build ID 16664

Fixed the most common lobby crash!

Two important things happened tonight:
  • The game now makes crash dumps
  • if it crashes! These are useful files that help programmers pinpoint why something crashed. They go in
    [your Steam games folder]/Skullgirls/crash_dumps
    ...if you get one, find me on Discord/Twitter/Steam and I can possibly fix the bug easily!
  • Because someone sent me a crash dump, the new lobby crash (since jitter) is now FIXED! :^)
Title screen build ID 16653.

* Hee hee "dumps", yeah yeah yeah...okay, I still laugh at it too... :^)