Posted by SFilp
November 20, 2012 at 8:12 a.m. PST

The Skullgirls 1.01: Slight Different Edition was released today on the PlayStation Network. There are over 300 things changed or added to the game.
Hit the jump to for full notes.
New Features
• Unlocked three additional colors for each character
• Added eight DLC Character Color packs
• Character color packs will be available for purchase soon from the PSN Store and Xbox Live Marketplace for $1 each, or $5 for all eight
• Each pack contains four additional character colors
• A bonus color will unlock if all eight character color packs have been purchased, either separately or as a bundle
• Purchasing DLC colors for a character will also unlock all previously available colors, as well as their story mode if applicable
• Added in-game Move Lists
• Added Tournament Mode to Versus menu
• Disables in-match Achievements/Trophies to prevent gameplay interruption
• Forces the following menu flow: Controller Select > Button Config > Character Selection > Play
• Forces default rounds and time settings, regardless of current options
• Disables Sparring Mode toggle
• Allows all non-DLC colors to be used regardless of in-game unlock status
• Returns to the controller select screen if 1P or 2P controller is unplugged at the post-match menu
• Forces button config whenever both players choose to return to character select
• Greatly expanded Training Mode
• The Select/Back button can be set to…
• Save/load state
• Record/playback dummy actions
• Do both at once
• Dummy recordings can be set to play back as a reversal
• Added Input Displays
• Options for List / Realtime Stick / Both
• Added numerous dummy action options
• Options for Manual / Crouch / Jump
• Blocking
• Options for Never / After First Hit / Always / First Hit Only / Random
• Block Type
• Options for High / Low / All
• Pushblock
• Options for Never / After 1 to 10 Blocked Hits
• Throw Tech
• Options for Never / Always / After First Hit / Random
• Ground Recovery
• Options for Never / Forward / Backward / Random
• Escape Infinite Combos
• Options for Never / After 1 to 10 Hits
• Dummy Playback
• Options for Once / Repeat / As Reversal
• Dummy Playback Side Correction
• Allows player to choose whether the dummy recording is treated as relative directions (D, DB, B) or absolute directions (Down,Down-Left,Left) when the dummy changes sides
• Added additional controls to help players using the default gamepads
• Added LK+HP as an additional command for Ensemble 1
• Added right-stick Ensemble calls
• Up for Ensemble 1
• Down for Ensemble 2
• Can be disabled in Button Config
Single Player
• Rebalanced AI difficulty
• Added new “Nightmare” difficulty level
• The mysterious final boss has received the following adjustments:
• All attacks now give the opponent meter on hit or block
• Added a glow to small skulls to make them easier to see
• She can now be hit-stunned if she receives damage quickly enough, and more easily by Blockbuster attacks
Tutorials
• Added new Character Tutorials
• Each character now has simple tutorials to teach beginning players how to perform all of their Special and Blockbuster attacks, as well as provide strategic advice for their usage
• Note: Completing these new tutorials is now a requirement for the “Sküllgirls” trophy/achievement
• Completely re-localized all existing tutorials in French, Italian, German and Spanish
• Tutorial text now displays button icons instead of text
• Added “Next Unfinished Lesson” option to tutorial end menu
• Improved the visibility of the right-side text in tutorials
Online Play
• Fixed a bug that rendered the North American and European/Australia-New Zealand versions incompatible in online play
• Greatly improved GGPO performance when playing with moderate-to-high pings
• Changed ranked matches online to be blind-pick
• Players will no longer be able to see their opponent’s choices until a stage has been selected
• Online opponent’s account name is now displayed during matches
• Added screen flash and notification sound when a ranked match is found
• The end-of-match timer in Unranked Online play is now 90 sec instead of 15
• On “Press Button to Invite” screen, Circle/B are now cancel instead of inviting
• Improved PS3 ranked matchmaking
• Fixed X360 leaderboard ranking issues
• Addressed a number of sound issues while playing online
• Added the following new regions to multiplayer filters:
• North America (West Coast)
• North America (East Coast)
• North America (Midwest)
• North America (Gulf Coast)
• North America (Canada)
• Central America
• South America (North)
• South America (Brazil)
• South America (South)
• Europe (UK)
• Europe (Continental)
• Middle East
• Asia (Continental)
• Asia (Southeast)
• Asia (Japan)
• Australia
• Africa
• Pacific
Other Changes and Improvements
• Now display players’ chosen assist types on the character select screen when offline or in Unranked online
• Improve character streaming issues
• Now, instead of briefly displaying hitboxes when switching characters, low-res versions of the characters will be displayed
• Added PAL-50 support with correct frameskip on both consoles
• Added the ability skip startup logos
• Sparring Mode now saves game state when turned on, and loads it when turned off
• Hit voiceover is now played after hit-stop rather than upon impact
• Only the player in charge of the menu can press the “Cancel” button to leave the Controller Select screen for Versus and Tournament mode
• Button config screen will now keep a player’s screen open when the other player dismisses their screen when mapping the same button or moving the selection
• Button config no longer ignores button presses when another button is held
• Main Menu and Training Mode now have 2-player button config, rather than just first player
• Team size selection now starts with the two character option highlighted
• Holding the Assist 1 or Assist 2 button combinations during loading or between matches will change your starting team order as follows:
• If you have a team of 2, holding any assist button swaps the characters
• If you have a team of 3:
• Holding Assist 1 swaps the first and second characters
• Holding Assist 2 swaps the first and third characters
• Holding both Assists swaps the second and third characters
• Once changed, team order stays as the new order
• Works in Arcade Mode, Versus Mode, and Tournament Mode, but not Online
• When either player chooses Return to Main Menu, it immediately happens rather than waiting for the other player to have to choose
• Improved the setting of button macros:
• Eliminated unnecessary button presses: when on a macro line, simply press the buttons you wish to assign to the macro
• Updated company logos in the opening sequence and Medici Tower stage
• More information on this change can be read here
PS3-Specific
• Improved online matchmaking
• Reduced the number of matchmaking tiers for from 9 to 3
• Lowered the “acceptable match” threshold so more matches will be found for a given number of players online
• Fixed an issue that could occasionally result in save data corruption when quitting the game
Xbox 360-Specific
• Completely overhauled the game’s file system to greatly improve load times
• Addressed an issue with leaderboard behavior, so that rank will no longer be lost when winning matches
• Fixed the super-shadows in Blockbuster attacks to be shaded properly
Bug Fixes
• Fixed an issue where Player 2 used a Blockbuster Sequel at the same time as any superflash or Blockbuster Sequel from Player 1 froze the game
• Fixed an issue where Outtakes didn’t work properly against Cerebella’s Battle Butt attack
• Fixed an issue that caused Ms. Fortune’s head to occasionally float offscreen when she’s KO’ed
• Fixed unnecessary checking for achievements after they are already granted
• Fixed an issue with Unranked play online, in which Player 2 picking “Change Stage” would freeze the game on Stage Select
• Stunt Double actions can no longer be overridden by pressing a button on the frame the character lands
• Fixed an issue that caused a floating “15” to occasionally appear after Unranked matches online
• Fixed an issue in which the next character could come in attacking backward after a character was KO’ed
• Fixed a bug when airblocking an attack right at ground level which caused the character to land and be vulnerable during hit-stop
• Removed R1 as a confirmation button on menus, to fix some remaining issues with non-standard controllers
• Fixed an issue where the game dropped inputs for P2 in button config if P1 hit a button on the same frame
• Stopped Peacock’s item dropping noise at the end of a round/match fadeout
• Fixed an issue with hitting a dead character with an Outtake
Trial Mode
• Now allows play as Peacock and Filia, rather than Cerebella and Filia
• Difficulty now defaults to Easy
• Fixed a bug that kept the difficulty level the same, regardless of which was chosen
Gameplay Changes
General
• Increased the speed of gameplay by 3%
• Also increased frames-per-timer-second to offset the speed change, so time-outs still take roughly the same amount of real time
• Added 5 frames of input leniency to chained normals, as well as to normals and airdashes input during jump/superjump/doublejump startup
• Adjusted the health and damage for solo characters:
• Increased health boost from 200% to 210%
• Decreased damage boost from 175% to 160%
• Changed the damage formula for combos:
• The new formula is as follows: 100%, 100%, 100%, 87.5%, 76.5%, with each additional hit reduced to 87.5% of the previous hit until a minimum of 27.5% on hits greater than equal to 1000 base damage, and 20% otherwise
• For comparison, the old formula was as follows: 100%, 100%, 100%, 85%, 72.2%, with each additional hit reduced to 85% of the previous hit until a minimum of 25% on hits greater than or equal to 1000 base damage, and 15% on all other hits
• Outtakes (A.K.A. “Snapbacks”) received the the following adjustments:
• Ensemble characters no longer get knocked off-screen along with point characters
• Now allows for double Outtakes if close enough to the corner
• While the Ensemble character is being comboed:
• The previous point character regains health at a higher-than-normal rate
• Their opponent’s team auto-generates meter slowly
• The timer stops until the character is KO’d or leaves
• Getting hit by an Outtake will always allow an OTG afterward, even if the OTG had already been used
• OTGs from Outtakes do not accumulate: hitting with three Outtakes in a row only allows one OTG afterward
• All regular and special throws now scale follow-up combo damage to 50%
• Throws which previously scaled the damage lower (Excellebella, Pummel Horse) still scale it to the lower amount
• Added 3 additional frames to all blockstun
• Added additional, secret functionality to Reaction Shots (A.K.A. “Pushblocks”), reminiscent of some other, older games
• Ensemble characters now jump out away from the opponent, even if they switch sides during their attack animation
• Increased the Throw Break window from 6 frames to 10 frames
• Cerebella’s “Grab Bag” Throw Break window is still 4 frames
• Slightly reduced the entrance delay of the next character after an Outtake or K.O., from 92 frames to 75 frames
• Added a new, green ground bounce type:
• All knockdowns from Ensembles attacks that would be red bounces are now new green bounces
• Green bounces are:
• Still completely vulnerable
• Ground Recoverable after 9 frames
• Vulnerable as normal if not recovered from
• Ensemble Attacks (A.K.A. “Assists”) received the following adjustments:
• Throw plus Ensemble call inputs (such as LP+LK+MK or LP+LK+MK+HP) are now specifically disallowed
• Ensemble calls are now valid for 5 frames after the input is entered
• Increased damage taken by Ensemble characters from an additional 6% to an additional 20%
• Ensemble characters are now always drawn behind point characters except when grabbing someone
• Fixed Ensemble call priority to prevent cases of getting the wrong one
• Infinity Breakers (A.K.A. “Bursts”) received the following adjustments:
• Infinity Breakers now scale damage to 50% and count as one hit
• Using an Infinity Breaker now correctly resets your Off-the-ground and stagger status
• Blockbuster Sequels (A.K.A. “DHCs”) received the following adjustments:
• Reduced the duration of the black-and-white Blockbuster background effect from 15 frames to 8 frames to better communicate when Blockbuster Sequels are possible
• Using a Blockbuster Sequel on the frame before a hit would have made contact will no longer allow the hit to connect after the Blockbuster Sequel
• Ground recoveries received the following adjustments:
• Ground recoveries now use the newest input if both inputs are entered during the ground recovery window
• Tweaked the early and late recovery windows
• Time now stops when the point character is KO’ed
• Attacker now gains zero meter from the act of hitting a KO’ed point character
• The KO’ed character’s player still gains meter by being hit
• KO’ed point characters now become invincible as soon as the Infinite Prevention System triggers on them
• Corrected neutral-to-blocking transitions
• Changing block directions on the frame you are touched no longer results in blocking a low attack with stand stance or blocking a high attack with crouch stance
• All characters except Double can now cancel forward dash directly into backdash and backdash directly into forward dash
• It is now possible to PP backdash from the pre-block animation
• Forward/back jumps no longer override each other
• UF > UB will now jump forward and UB > UF will jump backward
• Either direction will still override a neutral jump
• Ensemble attacks that hit through an invincible opponent no longer use up your Ensemble call for that combo
• All characters’ throws now face the opponent properly
• All characters’ air throws now face the opponent properly during a super jump
• Pressing up-back while airborne near an attacking enemy if you have a double-jump remaining will no longer cancel double-jump start-up into pre-block, and cause the character to wrongly fall straight to the ground
Infinite Prevention System
• The IPS now counts standing, crouching and command normal attacks of the same button strength as the same attack
• The IPS now counts all strengths of a given special move as the same attack
• The IPS Infinity Breaker hit-sparks no longer show up on anything except the point character
• The IPS now counts Tag-in attacks
• All tags and DHCs now start you at the correct IPS stage when comboed into
• IPS now correctly handles 1-frame links
• For example, in Parasoul’s {s.LK->s.HP xx LP Tear Shot, s.LK->s.HP, tear explosion, s.LK}, the last s.LK is now correctly flagged by IPS every time
• IPS state no longer continues across zero-frame resets
• Without a jump-in attack, your first ground combo no longer erroneously counts as your jump-in chain
Character Changes
Filia
• The Hairball (ground) special attack received the following adjustments:
• Increased hit-stun on the last hit so Gregor Samson should always combo afterwards
• It’s no longer unsafe on hit against characters performing aerial Blockbuster attacks
• The Airball special attack received the following adjustments:
• Now possible with negative-edge
• Now correctly allows assist calls alongside the move
• Shortened recovery
• No longer unsafe on hit, still unsafe on block
• Will always do the air version of the recovery even if Filia lands during the attack
• Now allow forward-dash-cancels from the last hit on hit or miss, but not on block
• Only possible if you have not airdashed
• Filia is unable to crouch or jump out of the dash if the HK variant is cancelled into a ground dash, but can do ground attacks as usual
• The Gregor Samson (Lv1) Blockbuster attack received the following adjustments:
• Increased recovery time by 4 frames
• Aerial Gregor Samson attacks are now possible with negative-edge
• The Tricobezoar (Lv3) Blockbuster attack received the following adjustments:
• Adjusted damage
• 4750 if it connects on the first frame, and 3000 after
• Was previously always 4200
• Startup improved
• Was 12 + 3 frames, and is now 8 + 1 frames
• Reduced recovery time by 9 frames
• Enlarged the first frame’s hitbox
• When cancelling Checkmate Incision’s last hit into Fenrir Drive against another Filia, the rest of Fenrir Drive will no longer miss
• Extended j.HP and j.WP hit area closer to Filia’s body to prevent missing up close
• Extended j.WP’s vertical hit area
• Filia’s j.HP has received the following adjustments:
• Increased hit-stun by 2 frames
• Slightly reduced knockback against airborne opponents
• Increased j.HK’s hit-stop on opponent by 3 frames
• Enlarged s.HP’s hitbox slightly to allow it to combo in situations where it would previously miss by one pixel
• Missed ground and air throws by Filia no longer cancel assist calls
• Shortened air throw recovery when missed match everyone else’s
• Re-added two previously-removed win poses
• Selectable by holding various buttons after the round
Cerebella
• The Diamond Deflector special attack received the following adjustments:
• Increased the hit-stun time, no longer minus on hit
• Can now combo into Diamonds Are Forever
• The Excellebella special attack received the following adjustments:
• Slightly increased the horizontal and downward range
• No longer super-cancellable after the initial 4 frames
• The Ultimate Showstopper Blockbuster attack can now be cancelled into the Devil Horns special attack after they land on the sword, but before the final damage is dealt
• On the Custom Assist screen, F,D,DF,F+LP+LK gives Excellebella rather than Diamond Drop
• Double-jump is also 360-locked like regular jumps are, preventing accidental double-jumps when attempting jump-in supers
• Reduced forward dash startup from 14 frames to 11 frames
• Air command throw now properly faces the opponent
• Merry-Go-Rilla now does correct damage as an assist
• Pummel Horse will now hit Valentine when crouching
• Lowered the damage of the following normal attacks by 25 per hit:
• s.HP
• s.HK
• c.MP
• c.HP
• c.MK
• j.MP
• j.MK
• Reduced the damage of j.HP by 50
• Reduced j.MK’s hit-stun by 3 frames
• Cerebella’s j.MP normal attack received the following adjustments:
• Reduced the knockback oagainst aerial foes
• Now knocks downward much faster when chained into
• Run-stop no longer gives meter for stopping
• Missed ground and air throws no longer cancel assist calls
• The 360 input leniency has been reduced from 7 frames between directions to 5 frames
• Tag-in now causes small slide rather than regular knockdown
• Sped up Cerebella’s tag-in by 10 frames, to match every other character’s
• Increased the Blockbuster cancel time landing a j.D+MP
• When guard-cancelling into Ultimate Showstopper, there will be varying additional startup frames after the superflash depending on timing
• When performed 0 frames after the end of a Reaction Shot, there will be 6 frames of post-flash startup
• When down to only one frame when performed 5 frames after the Reaction Shot
• Has the regular 0 frames if performed after 6 or more frames
Peacock
• The Shadow of Impending Doom special attack received the following adjustments:
• Reduced overall meter gain by two thirds while charging the attack
• All small items will now always OTG in the proper direction, towards Peacock
• The chip damage on items has been increased:
• Small: 150 to 200
• Medium: 250 to 300
• Large: 400 to 500
• The Hole Idea special attack received the following adjustments:
• Increased the recovery time by 4 frames
• Reduced the start-up time by 3 frames
• Able to be Blockbuster-canceled much earlier during recovery
• The LP and MP Bang! special attack variants received the following adjustments:
• Extended the hitboxes back towards Peacock to prevent the attacks from missing up close in certain circumstances
• The attacks now carry over their specific invincibilities (LP invincible to hits, MP to throws) through the entire active portion
• The Argus Agony (Lv1) Blockbuster attack received the following adjustments:
• Redistributed damage:
• Reduced unscaled damage by around 300
• Same minimum damage on average
• Extended the hitbox extended closer to Peacock, so it no longer misses up close against standing Painwheel or some other close attacks
• Increased the hit-stun on the small lasers by 2 frames to prevent certain random patterns that allow the opponent to recover and retaliate
• The Lonesome Lenny (Lv1) Blockbuster attack received the following adjustments:
• Increased damage from 3000 to 3800
• Increased chip damage from 650 to 800
• Blockbuster Sequel window is the same, but it is no longer possible for the cancel to be “too early” and result in the bomb not appearing
• Can now place another Lenny as soon as the first one explodes
• Reduced recovery after placing Lenny by 5 frames
• Increased the input window for the QCB+PP follow-up for the Goodfellows (Lv3) Blockbuster Attack after a successful throw
• All George bomb tosses can now be cancelled into each other anytime after the bomb is created
• All special moves now correctly face the opponent
• Slightly reduced meter gain for connecting with all Bang gunshots, HP cannonball, and all George bombs
• Increased the chip damage on HP BANG! shots from 300 to 400
• Air throw recovery on hit shortened to prevent low air throws from being punishable by Double
• Increased the speed of tag-in by 10 frames, to match every other character’s
Parasoul
• The Napalm Shot/Toss tear explosions received the following adjustments:
• Damage now correctly scales by ratio and is affected by combo damage scaling
• Reduced hit-stun from 37 frames to 36 frames
• Reduced blockstun from 19 frames 14 frames to prevent certain lockdowns
• Reduced chip damage from 250 to 150
• The Napalm Pillar special attack received the following adjustments:
• Removed an erroneous 3 frame invincibility after the hit was already finished
• Reduced blockstun by 1 frame to prevent strange interactions with the Inferno Brigade (Lv3) Blockbuster attack at max distance
• The Motor Brigade (Lv1) Blockbuster attack received the following adjustments:
• Lengthened the Blockbuster Sequel window by 8 frames
• Successful hits now drag the opponent downward to allow more hits to connect more of the time
• Slightly increased the hit-stop on opponents
• The Egret Charge special attack should always cause wallbounce now
• Egret Call can now be used to cancel out of the Inferno Brigade Blockbuster attack
• Slightly reduced damage to compensate for this added flexibility
• The Silent Scope Blockbuster attack no longer misses crouching Painwheel after using a MP Napalm Shot
• Parasol’s j.MK has received the following adjustments:
• Increased hit-stun by 1 frame
• Increased the forward and backward speeds when holding the button to float
• Held-button float now allows another attack immediately when button is released
• Extended the hitbox of Parasoul’s j.HP closer to Parasoul’s body to prevent missing up close against airborne characters
• For IPS purposes, j.D+MK -> j.MK is now a chain rather than a reverse-beat
• Parasoul will no longer perform incorrect ground recoveries if crossed up after a knockdown
• Missed ground and air throws no longer cancel Ensemble calls
• j.B+WK can now be properly pushblocked in the middle now
• Fixed an issue with some colors where certain frames incorrectly showed parts of her glasses
Ms. Fortune
• The Cat Scratch series of special rekka attacks have received the following adjustments:
• Rekka series strength is now determined by first Punch used
• Any Punch can still be used to continue the attack, but it will not change strength
• Rebalanced damage and redistributed it so most is in the 3rd hit
• LP: Old 450+500+650=1600
New 300+350+950=1600
• MP: Old 575+625+775=1975
New 350+400+1100=1850
• HP: Old 700+750+900=2350
New 400+450+1250=2100
• Increased the speed of the El Gato overhead rekka
• The El Gato overhead rekka can now be canceled into Blockbuster attacks up through the hit
• The Headbutt and Zoom detached head attacks have received the following adjustments:
• Equalized the damage of both attacks to 675
• Now give give meter equivalent to that of a projectile rather than a physical attack on hit
• The Screw Attack detached head attack from attacking her own head has received the following adjustments:
• Reduced damage from 575 to 500
• Now gives meter equivalent to that of a projectile rather than a physical attack on hit
• As with other “cinematic” Blockbuster attacks, Fifth of Dismember (Lv3) will now prevent time-outs until it finishes
• When used with Ms. Fortune’s head attached, Cat Scratch Fever’s last hit now:
• Knocks the opponent higher
• Slides further
• Is easier to combo after in the corner
• The headless variant of the Cat Scratch Fever (Lv1) Blockbuster attack now connects properly against crouching Painwheel and crouching Ms. Fortune
• During the Omnomnom detached head throw, Ms. Fortune’s head will now fly away from the nearest screen edge when the move ends or is interrupted
• The head-recalling Cat Call special now always plays 9 frames of the loop even if the button is not held
• Headless Stunt Doubles (A.K.A. “Alpha-counters”) have received the following adjustments:
• With s.HP and c.HP no longer play the head-attached attack animation
• Now have a recovery longer than 1 frame
• Cat Spike now causes knockdown instead of ground bounce
• Reduced the hit-stun of a headless s.MP normal attack by 5 frames
• Head attacks will no longer hit out of the air (will always OTG) after: Cat Scratch 3rd hit, Cat Scratch->Slide, chained j.HK
• The detached head Feline Allergies special attack will still juggle off chained j.HK, however
• Can now perform the detached head Feline Allergies special attack after the last hit of a successful air Blockbuster with her head on, in order to continue the combo headless
Painwheel
• The Pinion Dash special attack received the following adjustments:
• Can no longer rev-up for an extended period of time after winning a round
• Can be started with either (Hold) D+KKKKK… or D,D+K. Mashing K to charge and released D to attack is the same for both versions.
• Can press P while revving to cancel
• Using different Kick strengths to choose Pinion Dash as custom assist will now give different strengths in-game:
• D,D+LK = Lv1
• D,D+MK = Lv3
• D,D+HK = Lv4
• The Buer Reaper special attack received the following adjustments:
• Can now be canceled into flight on hit
• Adjusted hitboxes to further differentiate the LK / MK / HK variants
• Ground LK Buer Reaper no longer knocks down
• The Buer Thresher (Lv1) Blockbuster attack received the following adjustments:
• Increased minimum damage to 1100, to make it comparable to other Blockbuster attacks
• On hit, recovers to jump state which prevents it from being punishable if opponent had already been OTG’d
• Post-flash invincibility has been reduced from 45 frames to 17 frames
• Now always fully connects off any hit
• Can be canceled into flight on the last hit
• Improved start-up from 6 + 5 frames to 3 + 1 frames
• The Death Crawl (Lv1) Blockbuster attack is now vulnerable to throws, but the strike invincibility is unchanged
• The Hatred Install (Lv3) Blockbuster attack’s startup was reduced from 5 + 6 frames to 3 + 3 frames
• MP/HP Gae Bolga Stinger special attack variants now correctly face the opponent
• When using Flight, flying upward is slower if the opponent’s point character is also rising, to reduce purely vertical runaway opportunities
• The following changes have been made to Painwheel’s s.HP
• Reduced damaged from 1000 to 900
• Reduced hit-stun by 5 frames
• When cancelling into flight, flying MK no longer combos afterward against a grounded opponent
• The following changes have been made to Painwheel’s c.HP:
• Reduced damage from 1050 to 950
• Decreased the floorbounce height
• Flying MK no longer combos without OTGing
• The following changes have been made to Ratchet Poppy (F+HK x4):
• Reduced damage
• Decreased the floorbounce height
• Flying MK no longer combos without OTGing
• Decreased leniency between hits by 3 frames, making it impossible for the opponent to block in the middle by delaying it too long
• j.MP can now be properly pushblocked in the middle now
Valentine
• The Dead on Arrival (Lv3) Blockbuster attack “cinematic” can now be skipped if the Valentine player holds any Punch during the initial fade-out
• The Checkmate Incision (Lv1) Blockbuster attack received the following adjustments:
• It is now possible to move after using an aerial Checkmate Incision Blockbuster attack
• Lengthened Blockbuster Sequel window by 4 frames on the ground
• Lengthened Blockbuster Sequel window by 7 frames in the air
• The EKG Flatliner (Lv1) Blockbuster attack received the following adjustments:
• Will now only hit point characters
• No longer hits Ensembles / severed heads / Lonesome Lenny / etc.
• Will no longer K.O. an opponent before the final hit
• The Acquistive Prescription (Lv2) Blockbuster counter received the following adjustments:
• Ms. Fortune is no longer able to move her head when frozen
• Peacock’s items now disappear properly when she is frozen
• Both Blockbuster counter stances’ (Acquisitive Prescription and Countervenom) hitboxes are now much taller
• Hitting Valentine during her Blockbuster counter stances with another Valentine’s Dead on Arrival Blockbuster or Mortuary Drop no longer consumes the wrong amount of meter
• The Vial Hazard special attack’s Type B (hit-stun) poison now only lasts two thirds as long when connecting with an already-hit-stunned opponent
• Reduced recovery time on both air and ground variants of the Savage Bypass special attack
• Valentine’s j.HP received the following adjustments:
• Reduced hit-stun by 2 frames
• Now knocks the opponent up 1 pixel higher against airborne opponents
• Reduced Valentine’s c.HP’s blockstun by 6 frames
• Blockbuster counter stance now properly faces opponent
• Mortuary Drop now restores air options when canceled into a Blockbuster attack
• Increase throw damage to 800 to compensate for scaling followup combos to 50%
• Fixed bone bouncing sounds during time-out animation
Double
• The Hornet Bomber special attack received the following adjustments:
• Invincibility has been modified
• LK version is now invincible through first active frame and won’t trade
• MK version is now invincible up to first active frame and will trade
• HK version is not invincible and will get stuffed
• All versions lose active hitbox during descent, until landing
• Reduced the Blockbuster cancel window from 30 frames to 4 frames to match most other special attacks
• The direction of Double’s Bandwagon Rushdown (Lv1) Blockbuster attack can now be controlled
• By holding Back during the superflash, it will come out from the opposite side of the screen
• Further reduced Double’s tension gain during the Catellite Lives (Lv1) Blockbuster attack by half
• The Nightmare Legion (Lv3) Blockbuster attack received the following adjustments:
• Increased overall speed
• No longer invincible for the entire duration
• Invincibility now wears off after she transforms into Filia
• The last hit now knocks the opponent away from Double
• Reduced damage to bring it more in line with other Level 3 Blockbuster attacks
• Increased the recovery on block slightly
• The Megalith Array Lv5 Blockbuster attack received the following adjustments:
• Invincibility now wears off as soon as you press any button to shoot or create a bomb
• Reduced the Ring Lasers’ blockstun by 2 frames
• Increased the cooldown time between Ring Lasers by 2 frames
• All quarter-circle forward motions now require the full D,DF,F, instead of just D,DF
• The following adjustments have been made to reduce the ease of hit confirms:
• Reduced j.HP hit-stun by 5 frames
• Reduced s.MK(1) hit-stun
• Slowed cr.MK by 2 frames
• Slowed s.HK by 2 frames
• Added missing hitboxes below her ground-impact frames
• Fixed crumple animation to have crouch-hit-stun and OTG-hit-stun portions in line with those of other characters
• Removed 5 frames of invincibility from the middle of Double’s dash and backdash
• Reduces the total invincibility from 13 frames to 8 frames
• Made the Ensemble taunt-before-leaving stop being a physical barrier 20 frames earlier
• Increased the tag-in speed by 10 frames, to match every other character’s
• j.WK and j.HP can now be properly pushblocked in the middle now
Patch notes via
Skullgirls official website. Tips by RedKingKaiser6, Bugonisx2, andwberg, MissingJawbz, StarGalaxy777 and multiple anonymous submitters.