Skullgirls Patch Ver 1.01 Double Changes 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

Skullgirls Patch Ver 1.01 Double Changes

  • 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
Skullgirls Patch Ver 1.01 Valentine Changes 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

Skullgirls Patch Ver 1.01 Valentine Changes

  • 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
Skullgirls Patch Ver 1.01 Pinwheel Changes 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

Skullgirls Patch Ver 1.01 Pinwheel Changes

  • 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
Skullgirls Patch Ver 1.01 Ms. Fortune Changes 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

Skullgirls Patch Ver 1.01 Ms. Fortune Changes

  • 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
Skullgirls Patch Ver 1.01 Parasoul Changes 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

Skullgirls Patch Ver 1.01 Parasoul Changes

  • 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
Skullgirls Patch Ver 1.01 Cerebella Changes   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

Skullgirls Patch Ver 1.01 Cerebella Changes

 

  • 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

Skullgirls Patch Ver 1.01 Now Live Okay guys Squall here and I can finally say PRAISE THE LORD THANK GOD SKULLGIRLS PATCH IS FINALLY HERE! *Rips off shirt* Haha okay maybe that’s going to far but here’s some of the key changes that will be coming with the new patch that SHOULD be ready to download right now in this moment. This will be broken down in multiple parts so first is the entire game changes and after that I will post Filia changes to start off the Character Patch Changes. (Note: The source of all these changes comes from the officially SG site. All credit goes to them of course!)  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

Skullgirls Patch Ver 1.01 Now Live

Okay guys Squall here and I can finally say PRAISE THE LORD THANK GOD SKULLGIRLS PATCH IS FINALLY HERE! *Rips off shirt* Haha okay maybe that’s going to far but here’s some of the key changes that will be coming with the new patch that SHOULD be ready to download right now in this moment. This will be broken down in multiple parts so first is the entire game changes and after that I will post Filia changes to start off the Character Patch Changes. (Note: The source of all these changes comes from the officially SG site. All credit goes to them of course!)

 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

Combos For Dummies Episodes 1-3 & Its Main Goal What’s up everyone SquallNoctis here first to drop off the Playlist for Combos For Dummies, I want to thank everyone who’s been watching and I really hope to not only cover more characters but more fighters. Secondly I want to tell you guys my main goal for this series. The first one being is to give back to the Fighting Game Community, I sat and thought seriously on how exactly can I contribute to this community and hopefully this will be a good start, secondly I want to bring more new players into fighters by teaching them how to combo in these fighting games while showing them the button layout of the game (hence why I added that picture in the second episode).  Hopefully I can meet these two goals, and I aim to provide more ways to contribute while helping new players if I find the opportunity to do so. Again thank you all for watching the first episode hope you guys enjoy episode 2 and episode 3, tune into the channel for episode 4 Tuesday. 

Combos For Dummies Episodes 1-3 & Its Main Goal

What’s up everyone SquallNoctis here first to drop off the Playlist for Combos For Dummies, I want to thank everyone who’s been watching and I really hope to not only cover more characters but more fighters.

Secondly I want to tell you guys my main goal for this series. The first one being is to give back to the Fighting Game Community, I sat and thought seriously on how exactly can I contribute to this community and hopefully this will be a good start, secondly I want to bring more new players into fighters by teaching them how to combo in these fighting games while showing them the button layout of the game (hence why I added that picture in the second episode). 

Hopefully I can meet these two goals, and I aim to provide more ways to contribute while helping new players if I find the opportunity to do so. Again thank you all for watching the first episode hope you guys enjoy episode 2 and episode 3, tune into the channel for episode 4 Tuesday. 

Resident Evil 6 Ada Gameplay & Agent Hunt Mode Capcom seems to be pulling out all of their punches with Resident Evil 6, this time they’re bringing a playable campaign for the very lovely Ada Wong the sexy spy, whom we all remember from her debut in Resident Evil 2. Now unlocking her campaign will be exactly like Resident Evil 4 except this time you will have to beat Leon’s Chris and Jake’s campaigns before getting your hands on Ada. As of now all the story details are hidden safely in Capcom’s box of secrets however we do know that she gets a Crossbow and Timed Bombs. Additionally Ada’s story will be the only story that will be a solo mission and will not allow a friend to tag along for the ride. Read More

Resident Evil 6 Ada Gameplay & Agent Hunt Mode

Capcom seems to be pulling out all of their punches with Resident Evil 6, this time they’re bringing a playable campaign for the very lovely Ada Wong the sexy spy, whom we all remember from her debut in Resident Evil 2.

Now unlocking her campaign will be exactly like Resident Evil 4 except this time you will have to beat Leon’s Chris and Jake’s campaigns before getting your hands on Ada. As of now all the story details are hidden safely in Capcom’s box of secrets however we do know that she gets a Crossbow and Timed Bombs. Additionally Ada’s story will be the only story that will be a solo mission and will not allow a friend to tag along for the ride.

Read More

SFxTK Character Introduction Ft: Sakura Blanka Bryan & Jack-X What’s up guys SquallNoctis here giving you guys the last and final Character Introduction for the SFxTK DLC characters, are you guys excited for the characters and plan to play all 12 come tomorrow?! You can also find the other 8 characters below. Dudley, Elena, Lars & Alisa Cody, Guy, Lei & Christie ■ Sakura Sakura is a character with high-damage link combos who is at her best in close range battles. Shouoken is a special move where Sakura moves forward then releases an uppercut while leaping in the air. It has fast start-up and long reach, so you can connect with the move in a variety of combos. In the corner, Sakura can follow up the Light and Medium versions after landing. During the special move Shunpukyaku, Sakura leaps with a parabola-like trajectory and performs a spinning kick. The M and H versions knock down on hit, and with the L version, Sakura can link into fast attacks after the hit. The EX version kicks the opponent in the air with the last hit and can be comboed after. Sakura takes a giant leap forward and strikes from above the opponent’s head with both arms in the special move Sakura Otoshi. It causes bound damage when hitting a grounded opponent, while against air opponents she can “leap frog” the opponent, climbing higher while attacking up to 3 times. If Sakura lands without attacking, the move leaves her wide open, so use the move in combos or when it can’t be dodged. The EX version covers full-screen and homes in on the opponent, allowing Sakura to threaten projectile characters. F+MK, or Flower Kick, is a mid-attack (overhead), so can’t be blocked while crouching. She moves forward while releasing the attack, so she can hit guard-frozen opponents even from a bit of distance. Cr.HP comes out fast and you can combo into the move from light attacks and L Shunpukyaku. It also has a strong upward hit box, making it useful as the primary anti-air attack. ■ Blanka Blanka specializes in hit-and-run tactics with his fast movements. The special move Electric Thunder covers Blanka’s entire body with electricity as an attack. The move has fast start-up and the entire upper body is a hitbox, allowing him to beat the opponent’s moves as they start. However, Blanka is helpless to attacks at the feet so be cautious where you use the move. Rolling Attack is a special move where Blanka spins while charging forward. The move downs the opponent on hit, but has large recovery if blocked. The EX version has projectile invincibility, and causes a wall bound on hit. During the special move Vertical Roll Blanka spins while charging diagonally upward. The EX version has start-up invincibility. St.HK floats the opponent on hit allowing for a follow-up. When diagonal jump HP lands as a counter-hit on an airborne opponent, the move causes a bound which can be comboed after. ■ Bryan Bryan uses his forward-charging special moves to rush down the opponent. The special move Mach Punch is a forward-moving straight punch. The EX version has armor and causes wall bound damage on hit. Bryan swings with a massive uppercut during the special move Atomic Blow. With additional inputs, the M and H versions lift the opponent in the air then slams them into the ground with Atomic Throw. Bryan can combo after Atomic Throw. The EX version on start-up is invincibility to everything but throws, making it excellent as an interrupt. With the special Flying Knee, Bryan leaps forward, striking the opponent with a knee attack. On top of its fast speed and far leap, the move is invincible to projectiles while in the air, allowing Bryan to constantly pressure projectile characters. When the move doesn’t hit as a combo, it becomes unblockable. While it is an extremely powerful move, it won’t hit crouching opponents, leaving Bryan exposed with its long recovery. Use the move with a timing that won’t be read by the opponent. Chopping Elbow, done with F+MP, is a mid attack and thus can’t be blocked from a crouch. You can link after the hit with fast start-up attacks. Jump HP causes a bound against air opponents, allowing for a follow-up. ■ JACK-X JACK-X is a character that overwhelms the opponent with the power and reach of his weapons. Rocket Upper is a diagonally upward uppercut special move. The L, M and H have vastly different properties. The L version has no invincibility but floats the opponent straight up, making it easy to combo after. The M version is invincible on start-up to everything save throws, while the H version is completely invincible. The L, M and H versions all can nullify projectiles. The special move Atomic Shoulder Tackle is a forward-charging body attack. The L, M, H have differing forward range, and the H version has armor. On top of having armor, the EX version causes wall bound damage on hit. During the special move Gigaton Punch, JACK-X moves forward slightly while releasing a straight. The move is simply a hit and nothing more, but utilizing its reach you can attack the opponent from outside of sweep range. During a jump, pressing up activates Dive Bomber, and is a unique attack that causes JACK to hover for a fixed amount of time. The move has armor attached but has no actual hitbox. If you press Down during Dive Bomber, drops from air, attacking the opponent with Hip Press. Depending on the input timing of the move during Dive Bomber, the attack changes how the opponent is floated, and with a well-placed hit can be comboed after. F+LK, Grenade Stomp, is a mid attack so can’t be blocked while crouching.

SFxTK Character Introduction Ft: Sakura Blanka Bryan & Jack-X

What’s up guys SquallNoctis here giving you guys the last and final Character Introduction for the SFxTK DLC characters, are you guys excited for the characters and plan to play all 12 come tomorrow?! You can also find the other 8 characters below.

Dudley, Elena, Lars & Alisa

Cody, Guy, Lei & Christie

■ Sakura

Sakura is a character with high-damage link combos who is at her best in close range battles.

Shouoken is a special move where Sakura moves forward then releases an uppercut while leaping in the air. It has fast start-up and long reach, so you can connect with the move in a variety of combos. In the corner, Sakura can follow up the Light and Medium versions after landing.

During the special move Shunpukyaku, Sakura leaps with a parabola-like trajectory and performs a spinning kick. The M and H versions knock down on hit, and with the L version, Sakura can link into fast attacks after the hit. The EX version kicks the opponent in the air with the last hit and can be comboed after.

Sakura takes a giant leap forward and strikes from above the opponent’s head with both arms in the special move Sakura Otoshi. It causes bound damage when hitting a grounded opponent, while against air opponents she can “leap frog” the opponent, climbing higher while attacking up to 3 times. If Sakura lands without attacking, the move leaves her wide open, so use the move in combos or when it can’t be dodged. The EX version covers full-screen and homes in on the opponent, allowing Sakura to threaten projectile characters.

F+MK, or Flower Kick, is a mid-attack (overhead), so can’t be blocked while crouching. She moves forward while releasing the attack, so she can hit guard-frozen opponents even from a bit of distance.

Cr.HP comes out fast and you can combo into the move from light attacks and L Shunpukyaku. It also has a strong upward hit box, making it useful as the primary anti-air attack.

■ Blanka

Blanka specializes in hit-and-run tactics with his fast movements.

The special move Electric Thunder covers Blanka’s entire body with electricity as an attack. The move has fast start-up and the entire upper body is a hitbox, allowing him to beat the opponent’s moves as they start. However, Blanka is helpless to attacks at the feet so be cautious where you use the move.

Rolling Attack is a special move where Blanka spins while charging forward. The move downs the opponent on hit, but has large recovery if blocked. The EX version has projectile invincibility, and causes a wall bound on hit.

During the special move Vertical Roll Blanka spins while charging diagonally upward. The EX version has start-up invincibility.

St.HK floats the opponent on hit allowing for a follow-up.

When diagonal jump HP lands as a counter-hit on an airborne opponent, the move causes a bound which can be comboed after.

■ Bryan

Bryan uses his forward-charging special moves to rush down the opponent.

The special move Mach Punch is a forward-moving straight punch. The EX version has armor and causes wall bound damage on hit.

Bryan swings with a massive uppercut during the special move Atomic Blow. With additional inputs, the M and H versions lift the opponent in the air then slams them into the ground with Atomic Throw. Bryan can combo after Atomic Throw. The EX version on start-up is invincibility to everything but throws, making it excellent as an interrupt.

With the special Flying Knee, Bryan leaps forward, striking the opponent with a knee attack. On top of its fast speed and far leap, the move is invincible to projectiles while in the air, allowing Bryan to constantly pressure projectile characters. When the move doesn’t hit as a combo, it becomes unblockable. While it is an extremely powerful move, it won’t hit crouching opponents, leaving Bryan exposed with its long recovery. Use the move with a timing that won’t be read by the opponent.

Chopping Elbow, done with F+MP, is a mid attack and thus can’t be blocked from a crouch. You can link after the hit with fast start-up attacks.

Jump HP causes a bound against air opponents, allowing for a follow-up.

■ JACK-X

JACK-X is a character that overwhelms the opponent with the power and reach of his weapons.

Rocket Upper is a diagonally upward uppercut special move. The L, M and H have vastly different properties. The L version has no invincibility but floats the opponent straight up, making it easy to combo after. The M version is invincible on start-up to everything save throws, while the H version is completely invincible. The L, M and H versions all can nullify projectiles.

The special move Atomic Shoulder Tackle is a forward-charging body attack. The L, M, H have differing forward range, and the H version has armor. On top of having armor, the EX version causes wall bound damage on hit.

During the special move Gigaton Punch, JACK-X moves forward slightly while releasing a straight. The move is simply a hit and nothing more, but utilizing its reach you can attack the opponent from outside of sweep range.

During a jump, pressing up activates Dive Bomber, and is a unique attack that causes JACK to hover for a fixed amount of time. The move has armor attached but has no actual hitbox.

If you press Down during Dive Bomber, drops from air, attacking the opponent with Hip Press. Depending on the input timing of the move during Dive Bomber, the attack changes how the opponent is floated, and with a well-placed hit can be comboed after.

F+LK, Grenade Stomp, is a mid attack so can’t be blocked while crouching.

Sonic Adventure 3 Domains Registered A number of domain registrations for Sonic Adventure 3 were discovered online yesterday, leading up to a rumor that a 3rd installment could finally be on the horizon. The six domains that were found are Sonicadventure3.com, Sonicadventure3.net, Sonicadventure3.org, Sonicadventure3.info, Sonicadventure3.fr, and Sonicadventure3.eu. All of the domains were registered by the French Divison of 1 & 1 Internet, a company primarily focused on web hosting, around April 22, according to TSSZ.  As of now, all the domains point to a generic landing page which is not associated and all previous Sonic domains for Generations, Free Riders & Sonic The Hedgehog 4 were registered by EuroDNS. The information suggests that the domains are unofficial, but least we can all say its possible a 3rd installment is on the way. What are you guys thoughts on a possible Sonic Adventure 3?

Sonic Adventure 3 Domains Registered

A number of domain registrations for Sonic Adventure 3 were discovered online yesterday, leading up to a rumor that a 3rd installment could finally be on the horizon.

The six domains that were found are Sonicadventure3.com, Sonicadventure3.net, Sonicadventure3.org, Sonicadventure3.info, Sonicadventure3.fr, and Sonicadventure3.eu. All of the domains were registered by the French Divison of 1 & 1 Internet, a company primarily focused on web hosting, around April 22, according to TSSZ

As of now, all the domains point to a generic landing page which is not associated and all previous Sonic domains for Generations, Free Riders & Sonic The Hedgehog 4 were registered by EuroDNS. The information suggests that the domains are unofficial, but least we can all say its possible a 3rd installment is on the way.

What are you guys thoughts on a possible Sonic Adventure 3?

SFxTK Character Introduction Part 2 Ft: Cody, Guy, Lei & Christie ■ Cody Cody specializes in offense using his highly efficient moves. Ruffian Kick is a special forward-moving kick. The properties vary greatly between the Light, Medium and Heavy versions of the move. Light is a low attack aiming at the feet. Medium releases a front kick that knocks the opponent back. Heavy can float the opponent when it hits, but won’t hit crouching opponents. You can of course juggle off a Switch Cancel, but Cody himself can follow up H Ruffian Kick in the corner. Aim to combo the move from attacks that force the opponent to stand, like cr.HP. Zonk Knuckle moves Cody forward while hitting the opponent. On hit, the move knocks the opponent back and can also be juggled from, so you’ll see a big return in the corner. On startup, the move has upper-body invincibility against all moves except throws, so you can use the move as a counterattack. Cody can pick up the knife lying on the stage by pressing Down + All 3 Punches. While holding the knife, Cody can’t use any of his punch unique attacks, and all punch attacks use the knife. The knife has long reach and even causes chip damage when blocked. Jaw Crush, performed with B+MP, is a unique attack with upper-body invincibility against everything but throws. It’s an excellent anti-air move with a high priority against attacks from above, but has short horizontal reach. Against diagonal jumps you need to use moves like st.HP. Beyond Jaw Crush, Cody has many other efficient MP moves, so be sure to use them. Neutral jump HP will bound air opponents on hit, allowing for combos. The move has long active frames, so while defending on the ground you can neutral jump and release it early. Depending on its usage its a low-risk, high-return move. ■ Guy Guy is a technical character with high mobility and an offense he can change at will. Hozanto is a forward-charging body attack. During the charge the move is projectile invincible and can be followed up in the corner, so you can threaten opponents who try to zone you from afar with projectiles. The EX version has no projectile invincibility but instead has a fast start-up and causes wall bound on hit. Bushin Senpukyaku is a special move where Guy leaps upward and releases a spinning kick. While having invincibility at the feet just after start-up is a common point, the L, M, and H versions each have their own properties. The L and M versions are primarily used as an interrupt on the ground while the H version can be used as a combo finisher. Run is a high-speed forward dash special move. While the move isn’t an attack itself, with additional inputs 3 different follow-ups can be performed. LK is Sudden Stop. MK is Shadow Kick, a low attack that trips the opponent. This move will go under certain projectile attacks. HK is Neck Flip, a mid attack (overhead) and can’t be blocked while crouching. EX Run has 2 hits of armor during the dash, and the follow-up attacks have different properties, such as Neck Flip causing bound damage. Bushin Gokusaken, LP→MP→HP→HK, is one of Guy’s signature attacks, and the final HK floats the opponent allowing for juggles. At close range it’s an important source of damage, but the starting LP will whiff against crouching opponents so be cautious when using the attacks. While jumping, Elbow Drop, released with D+MP, is a sudden-drop unique attack. Guy’s jump has a long air time and far horizontal movement, but after releasing Elbow Drop he performs a nearly vertical sudden descent. Using this property, the move has a variety of uses. You can bait anti-airs from your opponent and land in front of them, or feign a cross-up and hit from the front. It’s one of Guy’s most important moves, so practice using the move to one’s desire. ■ Lei Lei is a character with a variety of stances from which he can unleash attacks. During the special move Shoryukyaku, Lei jumps straight up and unleashes a kick. With additional inputs you can follow up the attack on the floated opponent with Shoryurenkyaku. Tenshinkyaku is a special move where Lei twists his body while leaping forward, releasing two consecutive kicks. While in the air the move is projectile-invincible, so you can use it as a surprise attack from mid range. With additional input, Tenshinrenkyaku will force knockdown on the opponent. Without further inputs, Lei will enter into his Back Turn stance after the move, and you can link from the move into attacks with fast start-up times. With the special move Kochosho, Lei moves forward while attacking with both hands extended. The L version will knock the opponent back while the M and H versions cause wall bound. The EX version has projectile invincibility and causes crumple damage on hit, so you can go for an extended ground combo for big damage after the move. Down +All 3 Kicks will move Lei into Snake Stance. From that stance, with additional up and down directional inputs he enters into other stances. Dragon Stance Tiger Stance Panther Stance Crane Stance Each stance has their own exclusive moves, and some moves will move Lei into a different stance afterward. Beyond those stances… F+All 3 Kicks is Drunken Stagger. B+KKK is Back Turn. Sleep. This is also a stance. Lei has the most stances and moves of all the characters. Just remembering all of them may be tough, but the reward for doing so is large, so please practice and master them. ■ Christie Christie is a character that plays with her opponent using her flowing movements and leg moves. Barcelos is a special move where Christie draws her body back and strikes the opponent with both arms. While drawing back she has upper-body invincibility, so you can use the move to avoid attacks and counter. The EX version on start-up is invincible to everything but throws, and causes bound damage. This is Christie’s special stance, Hand Stand. While in Hand Stand she has access to exclusive, powerful moves, but she cannot move or block so be careful while using it. By pressing Up, she returns to her normal stance after a certain period of time without doing anything. The EX version is projectile invincible and has an attack as she exits the stance. Pairing the move with Switch Cancels, because she remains on the stage for quite some time then releases the attack… You can use it for pincer attacks like this and when timed properly can be used for combos. With the special move Faisca, Christie moves forward while releasing two consecutive kicks. While moving forward she has invulnerability at her lower body, so you can use the move to avoid sweeps and attack, but with the exception of certain large characters, the first attack won’t hit a crouching opponent. Gafanyoto (Island Mirage), performed with F+MK, will move Christie into Hand Stand after the kick. On hit, she can combo with Hand Stand moves. Jump MH will cause bound when it hits air opponents. The move slams the opponent diagonally, so in a combo you can easily carry the opponent to the corner. The opponent drop speed is rather slow, so try to stay calm and go for a juggle.

SFxTK Character Introduction Part 2 Ft: Cody, Guy, Lei & Christie

■ Cody

Cody specializes in offense using his highly efficient moves.

Ruffian Kick is a special forward-moving kick. The properties vary greatly between the Light, Medium and Heavy versions of the move.

Light is a low attack aiming at the feet.

Medium releases a front kick that knocks the opponent back.

Heavy can float the opponent when it hits, but won’t hit crouching opponents. You can of course juggle off a Switch Cancel, but Cody himself can follow up H Ruffian Kick in the corner. Aim to combo the move from attacks that force the opponent to stand, like cr.HP.

Zonk Knuckle moves Cody forward while hitting the opponent. On hit, the move knocks the opponent back and can also be juggled from, so you’ll see a big return in the corner. On startup, the move has upper-body invincibility against all moves except throws, so you can use the move as a counterattack.

Cody can pick up the knife lying on the stage by pressing Down + All 3 Punches. While holding the knife, Cody can’t use any of his punch unique attacks, and all punch attacks use the knife.

The knife has long reach and even causes chip damage when blocked.

Jaw Crush, performed with B+MP, is a unique attack with upper-body invincibility against everything but throws. It’s an excellent anti-air move with a high priority against attacks from above, but has short horizontal reach. Against diagonal jumps you need to use moves like st.HP. Beyond Jaw Crush, Cody has many other efficient MP moves, so be sure to use them.

Neutral jump HP will bound air opponents on hit, allowing for combos. The move has long active frames, so while defending on the ground you can neutral jump and release it early. Depending on its usage its a low-risk, high-return move.

■ Guy

Guy is a technical character with high mobility and an offense he can change at will.

Hozanto is a forward-charging body attack. During the charge the move is projectile invincible and can be followed up in the corner, so you can threaten opponents who try to zone you from afar with projectiles. The EX version has no projectile invincibility but instead has a fast start-up and causes wall bound on hit.

Bushin Senpukyaku is a special move where Guy leaps upward and releases a spinning kick. While having invincibility at the feet just after start-up is a common point, the L, M, and H versions each have their own properties. The L and M versions are primarily used as an interrupt on the ground while the H version can be used as a combo finisher.

Run is a high-speed forward dash special move. While the move isn’t an attack itself, with additional inputs 3 different follow-ups can be performed.

LK is Sudden Stop.

MK is Shadow Kick, a low attack that trips the opponent. This move will go under certain projectile attacks.

HK is Neck Flip, a mid attack (overhead) and can’t be blocked while crouching.

EX Run has 2 hits of armor during the dash, and the follow-up attacks have different properties, such as Neck Flip causing bound damage.

Bushin Gokusaken, LP→MP→HP→HK, is one of Guy’s signature attacks, and the final HK floats the opponent allowing for juggles. At close range it’s an important source of damage, but the starting LP will whiff against crouching opponents so be cautious when using the attacks.

While jumping, Elbow Drop, released with D+MP, is a sudden-drop unique attack.

Guy’s jump has a long air time and far horizontal movement, but after releasing Elbow Drop he performs a nearly vertical sudden descent. Using this property, the move has a variety of uses. You can bait anti-airs from your opponent and land in front of them, or feign a cross-up and hit from the front. It’s one of Guy’s most important moves, so practice using the move to one’s desire.

■ Lei

Lei is a character with a variety of stances from which he can unleash attacks.

During the special move Shoryukyaku, Lei jumps straight up and unleashes a kick. With additional inputs you can follow up the attack on the floated opponent with Shoryurenkyaku.

Tenshinkyaku is a special move where Lei twists his body while leaping forward, releasing two consecutive kicks. While in the air the move is projectile-invincible, so you can use it as a surprise attack from mid range. With additional input, Tenshinrenkyaku will force knockdown on the opponent. Without further inputs, Lei will enter into his Back Turn stance after the move, and you can link from the move into attacks with fast start-up times.

With the special move Kochosho, Lei moves forward while attacking with both hands extended. The L version will knock the opponent back while the M and H versions cause wall bound. The EX version has projectile invincibility and causes crumple damage on hit, so you can go for an extended ground combo for big damage after the move.

Down +All 3 Kicks will move Lei into Snake Stance. From that stance, with additional up and down directional inputs he enters into other stances.

Dragon Stance

Tiger Stance

Panther Stance

Crane Stance

Each stance has their own exclusive moves, and some moves will move Lei into a different stance afterward. Beyond those stances…

F+All 3 Kicks is Drunken Stagger.

B+KKK is Back Turn.

Sleep. This is also a stance.

Lei has the most stances and moves of all the characters. Just remembering all of them may be tough, but the reward for doing so is large, so please practice and master them.

■ Christie

Christie is a character that plays with her opponent using her flowing movements and leg moves.

Barcelos is a special move where Christie draws her body back and strikes the opponent with both arms. While drawing back she has upper-body invincibility, so you can use the move to avoid attacks and counter. The EX version on start-up is invincible to everything but throws, and causes bound damage.

This is Christie’s special stance, Hand Stand. While in Hand Stand she has access to exclusive, powerful moves, but she cannot move or block so be careful while using it. By pressing Up, she returns to her normal stance after a certain period of time without doing anything. The EX version is projectile invincible and has an attack as she exits the stance. Pairing the move with Switch Cancels, because she remains on the stage for quite some time then releases the attack…

You can use it for pincer attacks like this and when timed properly can be used for combos.

With the special move Faisca, Christie moves forward while releasing two consecutive kicks. While moving forward she has invulnerability at her lower body, so you can use the move to avoid sweeps and attack, but with the exception of certain large characters, the first attack won’t hit a crouching opponent.

Gafanyoto (Island Mirage), performed with F+MK, will move Christie into Hand Stand after the kick. On hit, she can combo with Hand Stand moves.

Jump MH will cause bound when it hits air opponents. The move slams the opponent diagonally, so in a combo you can easily carry the opponent to the corner. The opponent drop speed is rather slow, so try to stay calm and go for a juggle.

Ryota Niitsuma On UMvC3 Infinites & Future What’s up guys Squall here and at Capcom’s UMvC3 EVO panel, Niitsuma brought up the fact that there will not be another edition to Marvel Vs Capcom 3, no new characters, no balancing, basically keeping the game as it is. Now the reason why there won’t be any newer characters is pretty easy to understand and thats the fact that Marvel character licenses are not easy to get, there’s a lot of copy rights and various other things Capcom has to go through just to get a single new Marvel character into the game, also Marvel ultimately decides which character they will allow in the game, so for all you Black Panther fans who been hoping for his appearance as a playable character via DLC or update, looks like we won’t be seeing him in this game. For the infinites and other balances you guys might want to see addressed, the MvC3 team is working on other games like Resident Evil 6 for example so they don’t really see a need to address the infinites since well….. They are hard to do (trust me I tried a few haha) and also because at EVO there really wasn’t anything broken with the game that needed to be addressed. The fact that the game is gaining popularity internationally could also be a factor. I admit infinites can and sometimes will ruin a game but when they aren’t easy to perform and carries the risk of giving your opponent meter to a team or character that’s just out right amazing with meter like Vergil, Phoenix and Morrigan I can’t really say they are bad, cause who seriously wants to give those characters meter with Vergil one touch kill combos, Morrigans SOU SOU SOU SOU SOU SOU Fists loops and Dark Phoenix amazing damage, mix ups and one touch killing combos? I would hope no one. So what are you guys thoughts about all of this, do you think its okay to leave the game as it is? Or do you think that there should be some changes and if so what changes would you like to see?

Ryota Niitsuma On UMvC3 Infinites & Future

What’s up guys Squall here and at Capcom’s UMvC3 EVO panel, Niitsuma brought up the fact that there will not be another edition to Marvel Vs Capcom 3, no new characters, no balancing, basically keeping the game as it is.

Now the reason why there won’t be any newer characters is pretty easy to understand and thats the fact that Marvel character licenses are not easy to get, there’s a lot of copy rights and various other things Capcom has to go through just to get a single new Marvel character into the game, also Marvel ultimately decides which character they will allow in the game, so for all you Black Panther fans who been hoping for his appearance as a playable character via DLC or update, looks like we won’t be seeing him in this game.

For the infinites and other balances you guys might want to see addressed, the MvC3 team is working on other games like Resident Evil 6 for example so they don’t really see a need to address the infinites since well….. They are hard to do (trust me I tried a few haha) and also because at EVO there really wasn’t anything broken with the game that needed to be addressed. The fact that the game is gaining popularity internationally could also be a factor.

I admit infinites can and sometimes will ruin a game but when they aren’t easy to perform and carries the risk of giving your opponent meter to a team or character that’s just out right amazing with meter like Vergil, Phoenix and Morrigan I can’t really say they are bad, cause who seriously wants to give those characters meter with Vergil one touch kill combos, Morrigans SOU SOU SOU SOU SOU SOU Fists loops and Dark Phoenix amazing damage, mix ups and one touch killing combos? I would hope no one.

So what are you guys thoughts about all of this, do you think its okay to leave the game as it is? Or do you think that there should be some changes and if so what changes would you like to see?

UMvC3 TAC Infinites Reached Almost Half of The Cast & Will NOT Be Banned From EVO What’s up guys SquallNoctis here and…… Well…. The TAC infinites now reached about 20 to 25 members of the cast you can find them on Youtube by putting in UMvC3 TAC Infinites, anyways the people running EVO don’t see the newly found infinites to be game breaking in any way, shape or form. The reason being is that, well for some characters like Morrigan the infinites are extremely hard to pull off, also since all of the discovered infinites are on youtube every pro player knows which way the TAC goes and will more then likely be prepared to TAC counter it and with them just being discovered the Marvel development team probably won’t have a patch fully ready by next week. Luckily they will be patched however, unlike the MvC3 glitches which had a chance to ruin the game completely, my only question is how will Capcom be able to patch them out without newer infinites being found I guess we will have to wait till after EVO guys. Dr. Doom TAC Infinite:

UMvC3 TAC Infinites Reached Almost Half of The Cast & Will NOT Be Banned From EVO

What’s up guys SquallNoctis here and…… Well…. The TAC infinites now reached about 20 to 25 members of the cast you can find them on Youtube by putting in UMvC3 TAC Infinites, anyways the people running EVO don’t see the newly found infinites to be game breaking in any way, shape or form.

The reason being is that, well for some characters like Morrigan the infinites are extremely hard to pull off, also since all of the discovered infinites are on youtube every pro player knows which way the TAC goes and will more then likely be prepared to TAC counter it and with them just being discovered the Marvel development team probably won’t have a patch fully ready by next week.

Luckily they will be patched however, unlike the MvC3 glitches which had a chance to ruin the game completely, my only question is how will Capcom be able to patch them out without newer infinites being found I guess we will have to wait till after EVO guys.

Dr. Doom TAC Infinite:

Know Your Stuff E3 Special Episode Hey guys SquallNoctis here and the Know Your Stuff E3 Special is up, sorry for the delay fellow gamers but below is part 1-3 so enjoy.

Know Your Stuff E3 Special Episode

Hey guys SquallNoctis here and the Know Your Stuff E3 Special is up, sorry for the delay fellow gamers but below is part 1-3 so enjoy.