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 Peacock Changes The Shadow of Impending Doom special attack received the following adjustments:
Reduced overall meter gain by two thirds while charging the attack
All small items will now always OTG in the proper direction, towards Peacock
The chip damage on items has been increased:
Small: 150 to 200
Medium: 250 to 300
Large: 400 to 500
The Hole Idea special attack received the following adjustments:
Increased the recovery time by 4 frames
Reduced the start-up time by 3 frames
Able to be Blockbuster-canceled much earlier during recovery
The LP and MP Bang! special attack variants received the following adjustments:
Extended the hitboxes back towards Peacock to prevent the attacks from missing up close in certain circumstances
The attacks now carry over their specific invincibilities (LP invincible to hits, MP to throws) through the entire active portion
The Argus Agony (Lv1) Blockbuster attack received the following adjustments:
Redistributed damage:
Reduced unscaled damage by around 300
Same minimum damage on average
Extended the hitbox extended closer to Peacock, so it no longer misses up close against standing Painwheel or some other close attacks
Increased the hit-stun on the small lasers by 2 frames to prevent certain random patterns that allow the opponent to recover and retaliate
The Lonesome Lenny (Lv1) Blockbuster attack received the following adjustments:
Increased damage from 3000 to 3800
Increased chip damage from 650 to 800
Blockbuster Sequel window is the same, but it is no longer possible for the cancel to be “too early” and result in the bomb not appearing
Can now place another Lenny as soon as the first one explodes
Reduced recovery after placing Lenny by 5 frames
Increased the input window for the QCB+PP follow-up for the Goodfellows (Lv3) Blockbuster Attack after a successful throw
All George bomb tosses can now be cancelled into each other anytime after the bomb is created
All special moves now correctly face the opponent
Slightly reduced meter gain for connecting with all Bang gunshots, HP cannonball, and all George bombs
Increased the chip damage on HP BANG! shots from 300 to 400
Air throw recovery on hit shortened to prevent low air throws from being punishable by Double
Increased the speed of tag-in by 10 frames, to match every other character’s
Skullgirls Patch Ver 1.01 Peacock Changes
The Shadow of Impending Doom special attack received the following adjustments:
Reduced overall meter gain by two thirds while charging the attack
All small items will now always OTG in the proper direction, towards Peacock
The chip damage on items has been increased:
Small: 150 to 200
Medium: 250 to 300
Large: 400 to 500
The Hole Idea special attack received the following adjustments:
Increased the recovery time by 4 frames
Reduced the start-up time by 3 frames
Able to be Blockbuster-canceled much earlier during recovery
The LP and MP Bang! special attack variants received the following adjustments:
Extended the hitboxes back towards Peacock to prevent the attacks from missing up close in certain circumstances
The attacks now carry over their specific invincibilities (LP invincible to hits, MP to throws) through the entire active portion
The Argus Agony (Lv1) Blockbuster attack received the following adjustments:
Redistributed damage:
Reduced unscaled damage by around 300
Same minimum damage on average
Extended the hitbox extended closer to Peacock, so it no longer misses up close against standing Painwheel or some other close attacks
Increased the hit-stun on the small lasers by 2 frames to prevent certain random patterns that allow the opponent to recover and retaliate
The Lonesome Lenny (Lv1) Blockbuster attack received the following adjustments:
Increased damage from 3000 to 3800
Increased chip damage from 650 to 800
Blockbuster Sequel window is the same, but it is no longer possible for the cancel to be “too early” and result in the bomb not appearing
Can now place another Lenny as soon as the first one explodes
Reduced recovery after placing Lenny by 5 frames
Increased the input window for the QCB+PP follow-up for the Goodfellows (Lv3) Blockbuster Attack after a successful throw
All George bomb tosses can now be cancelled into each other anytime after the bomb is created
All special moves now correctly face the opponent
Slightly reduced meter gain for connecting with all Bang gunshots, HP cannonball, and all George bombs
Increased the chip damage on HP BANG! shots from 300 to 400
Air throw recovery on hit shortened to prevent low air throws from being punishable by Double
Increased the speed of tag-in by 10 frames, to match every other character’s
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 Filia Changes Character Changes
The Hairball (ground) special attack received the following adjustments:
Increased hit-stun on the last hit so Gregor Samson should always combo afterwards
It’s no longer unsafe on hit against characters performing aerial Blockbuster attacks
The Airball special attack received the following adjustments:
Now possible with negative-edge
Now correctly allows assist calls alongside the move
Shortened recovery
No longer unsafe on hit, still unsafe on block
Will always do the air version of the recovery even if Filia lands during the attack
Now allow forward-dash-cancels from the last hit on hit or miss, but not on block
Only possible if you have not airdashed
Filia is unable to crouch or jump out of the dash if the HK variant is cancelled into a ground dash, but can do ground attacks as usual
The Gregor Samson (Lv1) Blockbuster attack received the following adjustments:
Increased recovery time by 4 frames
Aerial Gregor Samson attacks are now possible with negative-edge
The Tricobezoar (Lv3) Blockbuster attack received the following adjustments:
Adjusted damage
4750 if it connects on the first frame, and 3000 after
Was previously always 4200
Startup improved
Was 12 + 3 frames, and is now 8 + 1 frames
Reduced recovery time by 9 frames
Enlarged the first frame’s hitbox
When cancelling Checkmate Incision’s last hit into Fenrir Drive against another Filia, the rest of Fenrir Drive will no longer miss
Extended j.HP and j.WP hit area closer to Filia’s body to prevent missing up close
Extended j.WP’s vertical hit area
Filia’s j.HP has received the following adjustments:
Increased hit-stun by 2 frames
Slightly reduced knockback against airborne opponents
Increased j.HK’s hit-stop on opponent by 3 frames
Enlarged s.HP’s hitbox slightly to allow it to combo in situations where it would previously miss by one pixel
Missed ground and air throws by Filia no longer cancel assist calls
Shortened air throw recovery when missed match everyone else’s
Re-added two previously-removed win poses
Selectable by holding various buttons after the round
Skullgirls Patch Ver 1.01 Filia Changes
Character Changes
The Hairball (ground) special attack received the following adjustments:
Increased hit-stun on the last hit so Gregor Samson should always combo afterwards
It’s no longer unsafe on hit against characters performing aerial Blockbuster attacks
The Airball special attack received the following adjustments:
Now possible with negative-edge
Now correctly allows assist calls alongside the move
Shortened recovery
No longer unsafe on hit, still unsafe on block
Will always do the air version of the recovery even if Filia lands during the attack
Now allow forward-dash-cancels from the last hit on hit or miss, but not on block
Only possible if you have not airdashed
Filia is unable to crouch or jump out of the dash if the HK variant is cancelled into a ground dash, but can do ground attacks as usual
The Gregor Samson (Lv1) Blockbuster attack received the following adjustments:
Increased recovery time by 4 frames
Aerial Gregor Samson attacks are now possible with negative-edge
The Tricobezoar (Lv3) Blockbuster attack received the following adjustments:
Adjusted damage
4750 if it connects on the first frame, and 3000 after
Was previously always 4200
Startup improved
Was 12 + 3 frames, and is now 8 + 1 frames
Reduced recovery time by 9 frames
Enlarged the first frame’s hitbox
When cancelling Checkmate Incision’s last hit into Fenrir Drive against another Filia, the rest of Fenrir Drive will no longer miss
Extended j.HP and j.WP hit area closer to Filia’s body to prevent missing up close
Extended j.WP’s vertical hit area
Filia’s j.HP has received the following adjustments:
Increased hit-stun by 2 frames
Slightly reduced knockback against airborne opponents
Increased j.HK’s hit-stop on opponent by 3 frames
Enlarged s.HP’s hitbox slightly to allow it to combo in situations where it would previously miss by one pixel
Missed ground and air throws by Filia no longer cancel assist calls
Shortened air throw recovery when missed match everyone else’s
Re-added two previously-removed win poses
Selectable by holding various buttons after the round
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
Tag Out Vol 1 & 2 Preview + Info On All 3 Volumes What’s up guys Squall here, how have you guys been liking the reviews from FiveByFive? Amazing work right? But enough about him, let’s talk about why I’m here.
I’m mainly here to drop off a preview for my upcoming Combo Video named “Tag Out” as you guys read in the title there will be 3 Volumes of this combo video first off is Vol 1, which will be Tekken Tag Tournament 2 only below is the preview. I plan to release this at the end of the month.
Next is Vol 2. Volume 2 will have both Tekken Tag Tournament 2 and Street Fighter X Tekken, the preview is already done, however this video will not be releasing until next month I have yet to decided on what date exactly I’ll release it on.
Lastly is Vol 3. This volume will be the only volume that will feature Tag 1, Tag 2 and SFxTK however it will also be a community video which I hope everyone will be willing to take part in.
The details on this one has not yet been decided due to the fact these 3 won’t be the only cmv’s I’m doing and with all the events we have planned (details will be given at a later) for the end of the year I’m quite busy especially with college and my job.
However I can for sure tell you guys we will have our own GOTY event, a night where you the readers of our blog and subs of our channel can get a chance to play with us in various games one night it may be Call Of Duty Black Ops II and another Tekken Tag 2. There will be much more things we will do to close out 2012 and get ready for 2013.
So allow me to be the first to say thank you all for everything you have done even if you just looked at a single blog post or a single video, you taking the time out of your life to watch or read any content of ours means a lot, it let’s us know that there are in fact some people interested in what we put up and shows us that our hard work is not going unnoticed. Thank you everyone.
Tag Out Vol 1 & 2 Preview + Info On All 3 Volumes
What’s up guys Squall here, how have you guys been liking the reviews from FiveByFive? Amazing work right? But enough about him, let’s talk about why I’m here.
I’m mainly here to drop off a preview for my upcoming Combo Video named “Tag Out” as you guys read in the title there will be 3 Volumes of this combo video first off is Vol 1, which will be Tekken Tag Tournament 2 only below is the preview. I plan to release this at the end of the month.
Next is Vol 2. Volume 2 will have both Tekken Tag Tournament 2 and Street Fighter X Tekken, the preview is already done, however this video will not be releasing until next month I have yet to decided on what date exactly I’ll release it on.
Lastly is Vol 3. This volume will be the only volume that will feature Tag 1, Tag 2 and SFxTK however it will also be a community video which I hope everyone will be willing to take part in.
The details on this one has not yet been decided due to the fact these 3 won’t be the only cmv’s I’m doing and with all the events we have planned (details will be given at a later) for the end of the year I’m quite busy especially with college and my job.
However I can for sure tell you guys we will have our own GOTY event, a night where you the readers of our blog and subs of our channel can get a chance to play with us in various games one night it may be Call Of Duty Black Ops II and another Tekken Tag 2. There will be much more things we will do to close out 2012 and get ready for 2013.
So allow me to be the first to say thank you all for everything you have done even if you just looked at a single blog post or a single video, you taking the time out of your life to watch or read any content of ours means a lot, it let’s us know that there are in fact some people interested in what we put up and shows us that our hard work is not going unnoticed. Thank you everyone.
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.
Final Fantasy Versus XIII Cancellation Rumor Yesterday Kotaku released information from a “unknown” source claiming VSXIII was canceled and SquareEnix was planning to kill it off silently. This news angered a lot of fans, some like myself believed it was no more then a trap to get SE to talk about the game.
The rumor is fake just as fake as their source existence SquareEnix isn’t canceling the game, there are far to many reasons that the game isn’t canceled in the video below.
Not only the valid points in the video points away from Versus cancellation there has been a source from a Senior US Editor for RPGSite.net saying Noruma is hard at work on the game and will even be at TGS this year. If you wish to read the article it can be found here.
Final Fantasy Versus XIII Cancellation Rumor
Yesterday Kotaku released information from a “unknown” source claiming VSXIII was canceled and SquareEnix was planning to kill it off silently. This news angered a lot of fans, some like myself believed it was no more then a trap to get SE to talk about the game.
The rumor is fake just as fake as their source existence SquareEnix isn’t canceling the game, there are far to many reasons that the game isn’t canceled in the video below.
Not only the valid points in the video points away from Versus cancellation there has been a source from a Senior US Editor for RPGSite.net saying Noruma is hard at work on the game and will even be at TGS this year. If you wish to read the article it can be found here.