News Liste Skullgirls

Beta Mode Update [4/5/2024]
Skullgirls
06.04.24 00:07 Community Announcements
Hello,

Today we are continuing with some experimental balance changes for the cast. This is just the first update of many, and more system / character changes should be expected. Characters that have gotten changes may still receive more of them later. Characters that have no changes are most likely still being worked on, such as Black Dahlia, Umbrella, Painwheel, etc.

While we do our best to monitor all hot spots of discussion around character balance, the best place to discuss these changes where we can see them is our official forum. Feedback in Discord and Steam Forums / Comments for example are seldom checked.

Bug reports are welcome in the official Discord and our forum!

Discord: discord.gg/skullgirls

Skullheart: https://skullheart.com/




SYSTEM / ALL


  • Counter hit assist calls now scale combo damage to 75%, instead of the 90% in retail.(... Most notably, this slightly reduces the reward off DP assist calls and requires a cleaner hit for characters to reach their max damage potential.)
  • Starting a combo on a character that has 240 Drama (Undizzy) or higher will now scale the combo damage immediately to 35%. (Hits against opponents at entering or starting at 240+ Undizzy continues to scale to 55% just as it does in previous versions)
  • When using a Burst to escape a combo that started at 240 or higher Undizzy, that Burst will be forced to a Super Gold Burst.
  • (... Super Gold Burst is the one denoted by gold Burst sparks, which keeps all of your Undizzy on activation, and can not be punished. Currently it triggers when a Burstable combo goes on for longer than 90F, or when activating a Burst against a throw that started a new chain... that one! It doesn't have a name, so let's try Super Gold Burst?) (... Carrying on the tradition of adding more layers to IPS and Undizzy systems when they are not protecting players effectively, we are stepping in and stopping sluggish, long, looping combos at 240+ Undizzy that end in a Burst Bait / Throw (back into itself) in a pretty heavy handed way. Consider a different strategy that is more "two player" and interesting for players and spectators.)
  • Fixed a bug where characters could perform a dash out of punch normal assists when they were used as a Stunt Double.
  • Fixed a bug where the OTG bounce color on sliding knockdown would sometimes show a red bounce ring instead of a blue bounce ring.

ANNIE


  • Star Cancel is input now LP + LK instead of LP + LK + One other button, in addition to the existing 3K and 3P inputs. This should be easier to trigger with all input devices.
  • Star Cancel can no longer be done unless Annie is attacking.
  • Star Cancel can no longer be done for the first handful of frames of LP and LK normals to prevent accidental use.
  • Increased cHK slide recovery (without making contact) by 7F.
  • Reduced hitstun on jMP against airborne opponents only by 2F.
  • Reverted most damage nerfs, new damage values compared against RETAIL are as follows:
  • [list]
  • cHP: 1200 → 1000.
  • sfHP: 1300 → 1200.
  • Destruction Pillar [H]: 1100 → 1000.
  • Meteor Strike: Forced 50% scaling on DHC still, from last patch.
  • Star Power damage from stars on normals is increased to old values. 550 for jHP, 650 for others.
  • Added VO to the Star Power version of Re Entry.
  • [/list]

    BIG BAND


    • Tympany Drive[list]
    • The very first hitbox frame has been shrunk, for a single frame.
    • (... This is the frame that is post flash unblockable if you were not already blocking before the Blockbuster started.)
    • The two landing frames from Tympany after Big Band blocks are now in a counter hit state, and tracked by frame data display in training mode.
    • (... It's now more obvious if the move was punished or not, and using the counter hit bonus is more reliable.)
    • Reduced blockstun of the looping hits before the final hit.
    • Added 6F of extra recovery to the move if it was blocked.
    • (... Up close, Tympany is now -19. Previously, Tympany could be made safe by hitting with the last active frames of one of the looping hits before the final hit, since the looping hits had significantly higher blockstun. Using this strategy is still possible, but it will only be -14 now at best on block.)
  • Noise Cancel (Parry)
    • Parry window (tap): 17 → 15.
    • Parry window (hold): 12 → 10.
    • Parry window (leaving hitstun, blockstun, wakeup, etc, tap): 18 → 16.

    [/list]

    CEREBELLA


    • Unbreakable Elbow (jD+MP)[list]
    • Fixed a bug where pressing down + MP on the exact frame Cerebella left the ground from a jump would cause jMP to start instead of jD+MP.
    • When jD+MP is performed as an instant overhead after leaving the ground, it will now floor bounce for a combo that is easy to convert from, which doesn't use OTG.
    • (... In place of the often discussed JHP overhead conversion, jD+MP is becoming a more powerful overhead instead as a compromise.)
  • jHP: Now an overhead if done after a glide of any length, or if done while not ascending.
  • jHP: Increased max glide speed by 20%.
  • jHP: Increased momentum Cerebella keeps after gliding by 50%.
  • If Cerecopter successfully touches the enemy point character, cancelling into Diamond Dynamo will never autocorrect to avoid Cerebella turning around unintentionally and getting punished for it. Does not apply on whiff or when hitting assists.
  • [/list]

    ROBO-FORTUNE


    • H Beam: As an assist, it can only do a maximum of 4 hits (the amount of hits it does when far away) regardless of her range to the opponent.
    • H Beam: Increased recovery as an assist by 26F.
    • Magnetic Trap is no longer unblockable while rising when done as a DHC.

    ELIZA


    • Eliza can now use Crimson Scourge without being in Sekhmet form, after performing her taunt, Scarlet Ladies. Most notably, this gives her a powerful DHC option that allows for combos afterward.
    • Crimson Scourge no longer drains life or creates blood droplets if it connects with a character that has no life.
    • Taunt (Scarlet Ladies) no longer pulls in nearby blood droplets.
    • Osiris Spiral [M] now pulls in blood droplets, using her old taunt behaviour.
    • Throne of Isis now performs a red bounce instead of a blue bounce, allowing OTG pickups.
    • Sekhmet
    • [list]
    • Sekhmet can now be counter hit out of attacks if she is hit with an armor breaking move. She will take bonus damage, and lose Drama (Undizzy) appropriately.
    • Increase Sekhmet jump landing recovery by 6F.
    • Increase Sekhmet jump / super jump startup by 2F.
    • If Sekhmet sH (Axe) is blocked by the point character, Sekhmet can no longer use Sekhem Rebound (backflip) even if it hit an assist or some other object like Lenny.
    • Adjusted jM damage: 1000 → 900.
    • Adjusted sH damage: 1100 → 900.

    [/list]

    DOUBLE


    • Catellite Lives (Cat Heads): [list]
    • Reduced knock up on forward advancing hits.
    • Increased hitstun by 2F.
    • (... Both of these changes combined should make it much less likely for the victim to fall out of the hits for longer range Catellite Lives confirms.)
  • Flesh Step projectile invincibility starts 3F earlier, and it now builds a small amount of meter like every other special move on whiff.
  • Hornet Bomber [L]: Increased height of the physical collision box, and hitbox, during the first hit of the move.
  • (... This move should be more consistent about hitting opponents right in front of Double and less likely to whiff or pass over the opponent in awkward ways.)
  • Luger Replica
    • L: Knockback against air reduced to 11, from 12. (Leaves victim closer)
    • L: Knockup against air increased from 12 to 12.5.
    • (... These values are half way between the older versions of Luger, and the last version of Luger live in retail, for context.)
    • M: Increase blockstun by 4F.
    • H: Decrease blockstun by 2F.
    • (... M Luger is now +0 on block like H Luger was before, and H Luger is now -2 on block. The powerful combo starting bullet ends Double's turn more consistently, and the lower reward bullet can be spaced to be plus if she is playing her range effectively.)

    [/list]

    FILIA


    • cMK: Adjust pattern of alternating between push back and vacuuming, such that the final hit is now the vacuum hit.
    • Increased the landing DHC window after Fenrir Drive by 3F, to make it a little easier to get the full damage off this Blockbuster without accidentally missing the DHC window.

    FUKUA


    • Forever a Clone (QCB+K) no longer drains Fukua's health while she is holding her shadow.(... We'll start with this experiment for now and see if we need more changes at a later date.)

    MS. FORTUNE


    • Adjusted Ms. Fortune's normal jump animation. Her feet are now stretched downwards for a handful of frames (like almost every other character) after she leaves the ground, to prevent her from tucking into a tiny ball on the very first frame prejump is completed.
    • Adjusted Cat Scratch (QCF+P) metergain for whiffing each strike, when the head is on: 2.5%x3 → 1.5%x3.
    • Adjusted Cat Scratch (QCF+P) metergain per swipe: 5%/5%/5% → 4%/3%/2%
    • Head
    • [list]
    • When Ms. Fortune's head is struck with a light attack and Decap Attack triggers, it will launch the opponent less high, and has 2F less hitpause on contact, compared to M and H normals.
    • (... With this, head loops should be effectively removed, and headless Decap Attack pressure with cLK, etc, is slightly less powerful on block.)
    • Fixed a bug where Feline Allergies (Sneeze) could be used shortly after Ms. Fortune was in hitstun.
    • When Ms. Fortune goes into hitstun, the head immediately goes into hitstun even if it was performing or recovering from an attack. This does not apply to Sneeze once it has started.
    • (... This notably removes the ability for Ms. Fortune to trade with the opponent while also hitting her own head, and getting a full combo off the Decap Attack trade.)
    • Increased head lockout time on Feline Allergies from 50F to 85F.
    • Increased head lockout time when hit by opponent non-projectile attacks from 15F to 60F.
    • When Ms. Fortune's head is near the camera edge or corner, the hurtbox will be wider. This only applies when it's idling, on cooldown, or being hit.
    • (... This should make it easier to hit the head with moves like cLK when it's right under and behind you, and it is easier to lock the head repeatedly.)
    • OMNOMNOM now triggers a blue bounce instead of a red bounce, preventing OTG follow ups.
  • Damage Tuning:
    • Headless sHK: 1050 → 950
    • Head on sHP: 1000 → 975
    • Airborne El Gato: 900/1000/1100 → 800/950/1000
    • Grounded El Gato (From Cat Scratch / Headless): 1100 → 975
    • Final Cat Scratch Hit: 950/1100/1250 → 800/900/1000
    • Decap Attack: 300 → 100
  • Fiber Upper
    • All versions are now only strike invincible when the head is on, and fully vulnerable when the head is off.
    • Added 2F of extra recovery to M Fiber Upper, and 4F of extra recovery to H Fiber Upper.
    • Adjusted pushback on block.
    • On whiff only, Ms. Fortune must wait an additional 2F to jump away from M Fiber, and 4F to jump away from H Fiber.
  • Cat Strike (Head Bowl)
    • Increased invincibility by 1F to prevent it from trading.
    • Increased the window for the head to stagger the opponent, fixing issues where the first hit would connect but the second hit wouldn't stagger.
    • Lowered the hitbox height for the initial strike to make it easier to evade by jumping.
    • Forces 75% scaling.
  • jLK
    • Adjusted hitbox to have a smaller hit region directly under her.
    • Can no longer hit cross up in any circumstances.
    • Increased recovery by 4F.
    • Is now a mid while rising, instead of overhead.
  • sLP
    • Added two frames of recovery
    • Added a hurtbox to match the hit region during active frames.
    • Reduced range of the hitbox slightly.

    [/list]

    VALENTINE


    • Fixed a bug where Acquisitive Prescription (counter time stop) against Sekhmet would not revert Sekhmet to Eliza form when Sekhmet was hit afterwards.
    • All versions of Savage Bypass (Air) will now produce a hitbox for at least one frame, improving consistency and ensuring the move always hits when opponents are nearby.
    • (... This does allow for new routes, especially in the corner, and may require damage adjustments.)
    • cHP
    • [list]
    • Increased physical extent height to prevent Valentine from sliding under airborne opponents and whiffing.
    • cHP will no longer move Valentine forwards if the opponent is right next to her.
    • Slightly extended the top of the hitbox backwards.
    • (... We're sacrificing some of Valentine's niche cross under resets with cHP to make the move more consistent and a better anti-air.)
  • cLK: Increase hitstun by 1F to make it combo into the second hit of cMK, in the event the first hit of cMK whiffs.
  • cMK: Second hit now vacuums back towards Valentine.
  • cMP: Reduced startup by 2F.
  • jHK: Increase hitstun on the first hit by 4F.
  • jLP: When performed from a backdash cancelled into air dash (BDAD), it now has a taller physical collision box to prevent her from crossing over the opponent, much like Filia's jLK.
  • sMP: The first slash downwards now pulls opponents down further.
  • sMP: Increased hitstun on the first slash, and the follow-up sawing hits slightly, to prevent unlucky cancel timings into other moves uncomboing.
  • Added 4F of hitstop (up from 0) to the final hit of EKG Flatliner so that there's a longer window to perform a DHC on the final hit without performing an unintended side switch.
  • Extended the hitbox of Forbidden Procedure backwards a little bit so it's possible to revive every character when they are dead in the corner if Valentine's back is to the corpse.
  • Vial Hazard Type C, AKA: Orange Vial.
    • Input delay values per level are reduced - Lv1/2/3: 4/6/9 → 3/5/7 frames of delay respectively.
    • The level 3 version now goes away if Valentine is hit at all, and no longer requires her to be hit with a Blockbuster.
    • The level 1 and 2 version now go away if Valentine blocks a hit.
    • (... We are giving Valentine some reasonable buffs and "QoL" while reducing the effectiveness of looping Orange Vial on victims. If a victim under the effects of input delay manages to fight back against Valentine while she's in control of the situation, they are rewarded for their bravery more than before.)

    [/list]

    PEACOCK


    • Added a new intro! You can force it to happen by holding two punches or two kicks during the fight loading screen.
    • Victims gain more meter from blocking or being hit with Peacock's projectiles, equivalent to how Robo-Fortune's lasers work. This impacts Item Drop, Georges, and BANG! BANG! BANG! (H).
    • Reduce damage of Argus Agony bullets: 180 → 150. Max damage 1530 → 1350.
    • Reduce block advantage on cHK by 3F.
    • Shadow of Impending Doom will lose its hitbox if Peacock goes into hitstun, to prevent it from trading in her favor long after she is hit.
    • Georges
    • [list]
    • Reduce advantage of L George by 2F on block. Now -4 on block.
    • If Peacock is hit with a physical attack (non projectile), all active George bombs will begin to blink and count down to an automatic explosion. (NOTE: There is a known issue where the blinking is not visible on Mac and Linux - we're working on it!) The time it takes for each type of George to explode varies and is as follows:
    • L: 60F.
    • M: 15F. (... Due to the speed at which Boxcar George travels, this still may be too long...)
    • H: 20F.
    • If George hits an opponent after these timers have started, it will force 50% combo scaling.
    • (... Using George early to cover Peacock has always been a huge part of her defensive game, and using George to force a trade or making the opponent back off is still possible even after these changes, but when this does happen, the reward has been reduced in the form of forced scaling. Calling a M/H George a single frame before going into hitstun however will no longer save her, and L George will no longer walk across the entire stage to interrupt a combo. Let's experiment with these changes and see if this is a reasonable middle ground.)
  • BANG! (M)
    • Now has 8F of extra recovery in any situation where it does not successfully hit the enemy point character.
    • Reduced blockstun by 3F.
    • Now pulls the victim towards her if they block it while grounded.
    • Reduced the length of the hitbox slightly.
    • Increased Peacock's hurtbox after active frames so it's slightly easier to punish her.
    • (... These changes, combined with the Lenny frame data changes when done from M Bang described below, should make this definitively unsafe as other DP type moves. No more awkwardly hitting them with the tip of the sword and having it be awkward to punish, no more whiffing M Bang and doing another one if they aren't in position to whiff punish, no more cancelling into Lenny at will to reduce the risk, etc. The powerful zoner needs to commit to her reversal, and if it doesn't work, she should be punished, full stop.)
  • Lonesome Lenny
    • (... After reading discussion, we opted to give Lenny numerous adjustments while still keeping it a level 1, rather than leaving it as is and making it a level 2.)
    • Damage: 3800 → 2750.
    • Chip: 800 → 600.
    • Lenny will hit nearby assist characters and push them away when placed, forcing them to drop out of the combo in most situations.
    • No longer deals any bonus damage on counter hit.
    • Reduced how far forward Lenny moves when hit by allied attacks and projectiles by 15%.
    • Peacock now builds zero meter while Lenny is out and she is the point character.
    • Peacock has more startup when the move is canceled into from BANG! (M).
    • Peacock has more recovery when the move is used as a DHC or when cancelled into from BANG! (M).
    [/list]


    (Version 3.7.0)
    Logo for Skullgirls
    Release:11.04.2012 Genre: Beat' em Up Entwickler:keine Infos Vertrieb: Konami Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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