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Skullgirls: 2nd Encore officially available for PlayStation 4; Robo Fortune joins in the fun

Posted by John 'Velociraptor' Guerrero • July 7, 2015 at 2:06 p.m. PDT • Comments: 37

The wait is over as Skullgirls 2nd Encore finally comes out today for PlayStation 4.

The Vita version will likely be out roughly six weeks or so from now. They're cross-buy with each other, so for people who buy the PS4 version beforehand, they'll automatically have the Vita version as soon as that becomes available.

The newest DLC character, Robo Fortune, is also available on Steam and PSN. She comes standard with the PS4 version of the game, but can be downloaded for free for the next three months. European players will have to wait until 7/9 for her.

You can view the game's patch notes as well as the launch trailer after the jump.

Gameplay Changes

• Added Taunts for all characters that did not previously have them. See the in-game movelist for their inputs.
• All standing and crouching light attacks that were over +6f block advantage have been scaled back by reducing block stun. This affects Filia, Fukua, Peacock, Squigly, and Valentine.
• Blockbuster throws now give the appropriate amount of meter to the opponent relative to damage, hits, and scaling for the combo.
• Corrected the reference point on thrown frames 4 and 10 for Ms. Fortune and Eliza. As a result, Blockbuster Sequels after Cerebella’s Ultimate Showstopper now face the correct direction vs them.
• Standardized the position of the attack boxes on every character’s Infinity Breaker relative to the character’s reference point. This change affects Cerebella, Filia, Fukua, Painwheel, Parasoul, and Peacock. Big Band’s is now centered, but is still bigger than everyone else.
• Certain attacks that chain into themselves, such as Parasoul’s s.LP/s.LK, Double’s s.LP/ c.LP, and Valentine’s s.LP, will now autocorrect to face the opponent like all other light normals.
• Game-wide improvements to special move inputs:
• Dragon punch motions can now never include a back input; including a back input will always read as a quarter circle. Down-back is still allowed, for slightly sloppy inputs.
• Back (charge) forward moves can no longer end with an up-forward input, separating special moves from a command to jump forward with a normal.
• Reduced post-KO play around time from five sec to three sec.
• Ensemble deaths during a fight now have a shorter screen flash and no slowdown. During a Double Take combo, the Ensemble death has normal slowdown and screen flash.
• Fixes for various bugs and glitches.
• Drama no longer starts counting back to 0 during the impact frame from a hit; it now properly starts on the frame immediately after impact. This change fixed an issue when using Valentine’s Flew Shot to apply Type B poison as the first hit of a combo.
• Fixed an error in Ms. Fortune’s tutorial.
• Fixed an Art Gallery bug where environment art would not be unlocked by completing story modes for Squigly, Big Band, Eliza, or Beowulf.
• Fixed a major bug in UI memory management on PC.
• The training dummy now jumps for Painwheel’s ground HK Buer in her tutorial.
• Fixed an issue with with low velocity sliding knockdowns from Ensemble Attacks.
• Music will no longer restart if the game is already playing a song and attempts to start the same song. This specifically affects the Art Gallery.
• Removed the erroneous dots that were left after the curtain came down when choosing “Play Again” on consoles.
• Ensemble Attacks now come out on the “correct” side when the attacking point character has crossed up the defending character by more than 200 pixels (px), regardless of which way the characters are facing. Cross under Ensemble Attack calls are still possible inside the 200px distance.
• Fixed the “ghost shield” blocking effect appearing in the wrong place for Eliza and Robo-Fortune.
• Fixed the light setting getting misread in certain level files, resulting in Big Band randomly getting darker while hitting with Beat Extend.


• New Taunt added: Born With It (LP, MP, forward, MK, MK). It can hit the opponent for 5 damage, but can’t kill.
• When used as an Ensemble Attack, LP Ringlet Spike and LK Ringlet Psych now have improved positioning for Filia.
• Gregor Samson received the following changes:
• The middle hits now have 25f block stun, the same as the final hit. The hit stun is unchanged.
• Training Mode’s frame data display now correctly tracks the landing recovery as recovery frames.


• New Taunt added: Medici Muscle (LP, MP, back, LK, MK). Boosts the chances of a cat from Lock n’ Load hits to 25%!
• Corrected vulnerable boxes on the first frame of s.MK.
• Fixed (air) down+MP to no longer gives 5f additional hitstop on block. This reduces block advantage by -5f.
• Diamond Drop is no longer strike invincible at any point, only throw invincible.
• Tumbling Run vulnerable boxes are now slightly taller, just enough to get hit by Robo-Fortune’s ground HP Theonite Beam.
• Grab Bag received the following changes:
• The landing recovery is now correctly counter hit state.
• Getting hit out of landing recovery with an Outtake will no longer force Cerebella into a stationary hit stun animation.


• Added a new win pose! Peacock will whistle in triumph 1/6th of the time, or you can choose it by holding the HP button during a victory.
• Peacock no longer has an extra finger in some story mode art.
• Fixed a position calculation error when the opponent tags in on a specific frame of The Hole Idea.


• New Taunt added: Bâillement (LP, HP, back, LK, HK). Encourage your next Egret Call to be a bit more sassy!
• For 35f after a dash input, (back, forward, back+button) and (back, forward, neutral+button) will not perform a special move. This allows dashing normal attacks even after holding a charge. A (back, forward+button) or (back, down-forward+button) input can still give a dashing special move.
• Napalm Toss now has higher input priority than Napalm Quake and Napalm Pillar; inputs like (down (hold) down-back, back, up-back+K) will now always toss a tear.


• New Taunt added: SMILE (MK, HK, down, MP, HP). It can hit the opponent for 5 damage, but can’t kill.
• Extended ground throw box upward, which allows Painwheel to throw another Painwheel at minimum height during Flight.
• Hitting a dead character will no longer spend stored Hatred Guard damage.
• Fixed Painwheel’s mask appearing as translucent on the Xbox 360 version.


• New Taunt added: Chocoglycemia (LP, MK, back, MP, HK). Heal 5 recoverable damage! Build up!
• c.LK recovery improved from 19f to 14f.


• New Taunt added: False Intentions (LP, LK, MK, HK, HP, MP). Donate 1% meter to your opponent!
• c.LK attack boxes now match Painwheel’s, for improved off-the-ground hit (OTG) ability.
• The window to cancel Hornet Bomber to a Blockbuster after landing is now a consistent 11f. Previously, it depended on positioning and could be as low as 4f.
• Luger Replica received the following changes:
• Recovery for all versions has been improved from 38f to 37f.
• Block stun for all versions has been improved from 18f to 25f, improving advantage on block from -11f to -4f at point blank range.

Miss Fortune

• New Taunt added: Nyaaawn (HP, LK, forward, LP, LP). Heals 5 recoverable damage.
• Fixed a bug in her win pose where Ms. Fortune’s head could run to her body, attempt to attach, and disappear.
• Fixed a sound bug during Ms. Fortune’s head’s death animation.
• s.MK attack and vulnerable boxes have been expanded outward on the second hit, matching the first hit. Opponents hit by the first hit at maximum range will not slide back as far as closer opponents, so both hits will now properly connect from further away.
• c.LK recieved the following changes:
• Startup increased from 7f to 8f.
• Block stun reduced from 15f to 12f, reducing advantage on block from +3f to 0f.
• Damage reduced from 325 to 275.
• Her head-on Tag In attack can no longer cross up.
• An Outtake against her own head will now properly recover/remove red life in a solo vs larger team match if the head hits the opponent.
• Outtakes against a solo Ms. Fortune now properly cause her to drop her head.
• Fortune’s head is now invulnerable if she is the point character during a Double Take combo.
• During Feral Edge, Fortune’s physical extent has been expanded downward to prevent crossing behind and dropping the opponent.


• New Taunt added: Snake Charmer (LP, LP, forward, LK, HP). It… looks cute!
• Silver Chord received the following changes:
• Start up improved -3f. This allows it to combo from s.MP or c.MP, helps it combo during the middle of c.HP or forward+HP, and will combo from slightly further away in general.
• Fixed an occasional graphic error that could spawn the cord behind Squigly.

Big Band

• Poison/armor/counterhit palette effects now apply to Big Band’s arms during Take the ‘A’ Train.
• Brass Knuckles can no longer be performed with a (back (charge) forward, down+P), preventing overlapping inputs with Beat Extend.
• Take the ‘A’ Train can no longer be performed with a (back (charge) forward, down-back+K), preventing overlapping inputs with Giant Step.
• Satchmo Death Blow punches now have 40 full hits of armor as originally intended.


• New Taunt added: Breakdown (LK, MK, back, MP, MP). Donate 1% meter to your opponent!
• s.LP start up increased from 5f to 6f, matching Double instead of Filia.
• s.HP damage reduced from 1000 to 950.
• s.LK hit stun corrected from 25f to 20f. s.LK will no londer combo to LK Forever a Clone.
• Love Dart received the following changes:
• Hit stun improved +3f on all ground versions; comboing to Best Friends Forever is now slightly easier. The blockstun is unchanged.
• Ground LP version now travels much slower, to make it a more useful zoning tool.
• Forever a Clone received the following changes:
• The LK version no longer gives meter twice during start up. All versions now give the same amount of meter.
• After the active frames finish, the LK clone now stops and fades away slightly faster to be less misleading about the range. Lockout period until another clone is allowed is the same as before.
• Tender Embrace and Inevitable Snuggle are no longer strike invincible at any point, only throw invincible.
• When used as a Blockbuster Sequel, Best Friends Forever now causes 50% forced damage scaling on the second hit.


• Palette 23 now has pink blood, giving the “shield” on block a more appropriate color.
• Hitting point Sekhmet with an Outtake now always gives a wallbounce and a chance at a punish (rather than forcing Eliza and Sekhmet off screen) regardless of team composition, but causes 75% forced damage scaling. Hitting an Ensemble Sekhmet with an Outtake is unchanged, so Double Take combos are still possible.
• Sekhmet now falls the proper direction when hit from behind by Squigly’s Daisy Pusher.
• Cancelling a HP Upper Khat to a tiger knee HP Upper Khat with frame perfect timing will no longer wrongly allow Eliza to jump cancel the second Upper Khat before it connects.
• Linking off of LK Osiris Spiral now inflicts less hitstun the second time if used twice during the same combo, allowing only one of those links per combo.
• The Throne of Isis can no longer get hit during Eliza’s timeout pose.


• Gigantic Arm received the following changes:
• Damage reduced from 2750 to 2500.
• Added 80% forced damage scaling on hit.
• The two VO lines now alternate as originally intended.
• HP Hurting Hurl now causes 90% forced damage scaling on hit.
• Geatish Trepak will no longer trigger an Infinity Breaker when above 240 Drama, like all other grab finishers. It still applies 20 Drama when applicable, like all other grab finishers.
• Take a Seat received the following changes:
• The input now allows 3f between buttons instead of the standard 2f.
• The animation is now correctly counterhit state.
• Fixed the first hit of Outtake to properly break Sekhmet’s armor.
• Into the Trash now has the same 2f kara cancel period from other grab finishers as all other Outtakes do from other special moves.
• Three Wulf Moonsault now always triggers some crowd noise, regardless of stage or Hype level.

Skullgirls' YouTube and Skullgirls.

Thank you to HooliganComboFTW for the tip.
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