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Genre: Fighting, Indie, Arcade

Skullgirls

Beta Mode Update [2022-03-21]

Hello, Liam here.

This is a small update which adds the remaining projectile reflection functionality to Umbrella's sHP, and her Retina Reflector blockbuster. This update also adds almost all of Umbrella's palettes!



Note that even if a projectile is not listed below, Retina Reflector will still absorb hits and usually protect Umbrella from it.

If Umbrella is standing behind or inside of Retina Reflector, she will be protected from projectiles that are hitting both her and Retina Reflector at the same time. The most common case for this is against Robo-Fortune's beams, or projectiles with wide hitboxes like Annie's Sagan Beam.

If you find a bug with projectile reflecting, please let us know on Skullheart, or in #2e-bugs channel in our official Discord.

UMBRELLA - PALETTES



  • Added new Umbrella palettes. Now she has 29! (She will receive one more palette in a later update that will only be available to Season Pass owners, like all other characters.)

UMBRELLA - REFLECTABLE PROJECTILES



  • Annie - Crescent Cut, Stars, Gravity Slingshot
  • Beowulf - Hurting Hurl (L/M/H)
  • Cerebella - Diamonds Are Forever
  • Double - Luger, Cattelite Lives, Megalith Array
  • Eliza - Throne of Isis, Dive of Horus, cMP [2nd hit]
  • Fukua - Forever A Clone (L), Love Art, Blown Kiss
  • Painwheel - Gae Bolga Stinger
  • Parasoul - Motor Brigade, Inferno Brigade, Napalm Shot
  • Peacock - All Georges, sHP [2nd hit], Argus Agony's small bullets, cMK [Ant]
  • Robo-Fortune - JHP, Headdrone RAM
  • Squigly - Squigly Battle Opera, Inferno of Leviathan
  • Umbrella - Cutie Ptooie, Wish Maker, Under The Weather
  • Valentine - Dead Cross, Vial Hazard, Checkmate Incision

ELIZA



  • Updated palette 18 with a new effect.



(Build version 3.3.19)

Beta Update [2022-03-15]

Hello, Liam here.

This update fixes some bugs introduced in yesterday's patch.




UMBRELLA



  • Fixed an issue where Slurp 'n' Slide wasn't adding Undizzy or being tracked by IPS.
  • Fixed an issue where a single Slurp 'n' Slide could hit twice when passing through a puddle after it hit the opponent.
  • Fixed an issue where the camera would pan higher than intended when capturing large characters in Wish Maker's bubble.
  • Fixed an issue where Undizzy could activate when Umbrella kicked a puddle with cMK or sMK to start a chain when near max Undizzy.

ANNIE



  • Fixed a bug where Annie's Gravity Slingshot would home in on her own height instead of the opponents height.





(Build version 3.3.18)

Beta Mode Update [2022-03-14]

Hello, Liam here.

It's been awhile since our last update! Here's what we've been working on:

  • Creating and testing Umbrella's character tutorial and her trials.
  • Polishing up the new version of Umbrella's stage.
  • Finalizing all of Umbrella's palettes.
  • Finishing Umbrella's gameplay, per all of the update notes that you'll find below.

We're eager to get Umbrella fully finalized so that she can be released on PS4 in the near future - almost there!



STORY & OTHER



  • Added Umbrella's tutorial and her 4 trial combos. Please note that this early release of these features are available in ENGLISH only. Translations are not available in other languages yet, but they will be for the full launch.
  • Updated character select UI to make it more clear which characters have alternate VO packs, and how they can be selected.
  • Updated key art and cinematic animations in Umbrella's Story Mode. The Art Gallery has been updated to reflect the new art. (Note: Some of the old versions of the art have been archived in the Art Gallery)
  • Fixed a bug where some characters weren't visible in Parasoul's Story Mode.

UMBRELLA



Commentary:

    One of the larger changes in this update is that Umbrella can now convert from Tongue Twister and ground throw by sliding through a nearby puddle after using Slurp 'n' Slide. As a result of this, her damage had to be adjusted.

    As part of her general gameplan, Umbrella is encouraged to lower her hunger into the RAVENOUS (red) section in order "cash out" with her full damage from Salt Grinder, and Tongue Twister, which now do reduced damage when starting from SATIATED or OVERSTUFFED.

    With Cutie Ptooie (L Bubble) being usable without increasing her fullness, and Bobblin' Bubble (M Bubble) having reduced recovery, she should be able to hold her ground a bit better while working on pushing her hunger level towards RAVENOUS.

    As for her assists, her full assist damage potential (Salt Grinder, Tongue Twister, Hungern Rush, etc) is gated behind intentionally getting her into the RAVENOUS state before tagging out. You'll need to come up with a strategy to accomplish this.

    Outside of possible last minute tuning, bug fixes, and implementing projectile reflection for more enemy projectiles, this is likely the final version of Umbrella. If you have feedback or discover a bug, please consider posting on our official forums.

Changes below:

  • Updates to her voice over have been implemented. Look out for new voice lines, a full audio and volume balance pass, and more!
  • Updated the look of some of her palettes already included in the last update. Brand new palettes will be arriving very soon - thanks for your patience!
  • Slurp 'n' Slide ([Back], F + MP)

    • Can now slide through puddles to receive a boost in speed, damage, and an alternate hit type. (She trips if doing this while STARVING.)
      (... This is a pretty large change. Using the boosted version of Slurp 'n' Slide allows Umbrella to convert from new attacks with the right puddle positioning and set up. For example, midscreen combos from ground throw, Tongue Twister, sHP, etc... Due to these new conversions, her damage has been adjusted.)
    • Lowered collision box height while sliding to ensure she can slide under characters without them getting stuck against her, and increased collision box height right before active to help with some corner combo stability.
    • RAVENOUS damage 900 → 800
    • OVERSTUFFED damage 1100 → 1000
    • OVERSTUFFED hit launches opponents further and faster.
    • Fixed a bug where Umbrella would slide backwards when landing from Slurp 'n' Slide instead of forwards.
    • Fixed a bug where Umbrella would pass through opponents in the RAVENOUS version before she hit them. This fixes some difficulties hitting some characters in the corner.
    • Increased hitstop on SATIATED and STARVING version to help give more time to confirm into a super on hit.
    • Reduced super cancel duration.
      (... Super cancel window ends at the point where the new L+M Retina Reflector would have not been a true combo.)

  • Salt Grinder (QCF + LP + LK)

    • When starting Salt Grinder in SATIATED or OVERSTUFFED, a 25% and 50% damage penalty is applied on follow-up grinds, respectively.
    • When used as an assist, grinds now have a flat 25% damage penalty, and this replaces previously implemented assist damage reduction, for clarity. This damage multiplier stacks with the damage reductions above.
    • As an assist, Salt Grinder can only grind as many times as she would have been able to if she was point, with respect to being unable to grind further because Hungern is completely full.
      (... Assist TL;DR - Get Umbrella into the RAVENOUS state and tag out, and then the assist will function as it did before.)
    • Reduced active frames from 5 to 2.
    • Fixed a bug where Umbrella herself did not experience any hitstop on block. Reduced frame advantage on block.
    • The very first grind (left or right) is now buffered like other grinds.
    • Reduced max time allowed between grinds before Hungern automatically spits the opponent out.

  • Tongue Twister ([Back], F + LP + LK)

    • When starting Tongue Twister in SATIATED or OVERSTUFFED, a 25% and 50% damage penalty is applied on follow-up chomps, respectively.
    • When used as an assist, grinds now have a flat 25% damage penalty, and this replaces previously implemented assist damage reduction, for clarity. This damage multiplier stacks with the damage reductions above.
    • Increased recovery on Tongue Twister whiff by 7F.
    • Fixed a bug where characters could be hit briefly when Hungern chomps his own tongue pile to begin chewing, if Umbrella was not the point character.
    • Lowered hitbox on the tongue while rolling to prevent it from interacting with certain projectiles.
    • Slightly tweaked character wall bounce velocity.
    • Reduced recovery on success by 2F.
    • Fixed a bug where comboing into Tongue Twister would incorrectly advance the combo stage more than intended.
    • Fixed a bug where you could call assists in the middle of the grab while the tongue was retracting.
    • Added a normal buffer after Tongue Twister ends to help time corner combo follow-ups.

  • Hungern Rush ([D], U+HP)

    • Hungern Rush is now strike invincible (can be thrown), instead of fully invincible.
    • Fixed a bug where blocking Hungern Rush grab while rising would not display the new shield block effect, even if you blocked due to rising unblockable protection.
    • STARVING version jump height slightly reduced.
    • OVERSTUFFED version jump height and active frames increased. Removed super cancel window on landing during this version.
    • RAVENOUS version now scales to 55%, like all hit grab style attacks.
    • As an assist, the first hit while rising scales to 55%, instead of scaling to 55% on the second landing hit.
      (... This reduces the damage to be more in line with other DP assists.)

  • Retina Reflector (QCF + PP ... DP + PP)

    • "Retina Reflector: Projection Lens" is now known as just, "Retina Reflector". The physical hit version (DP + PP) is now known as "Retina Reflector: Contact Lens". For clarity, our hope is that referring to them as "Retina Reflector" and "Contact Lens" separately makes it easier to discuss and differentiate between the two moves.
    • Retina Reflector now vanishes if Umbrella is hit with a physical hit or thrown, but not when hit with a projectile.
    • Removed logic where L+M version of Retina Reflector would always shatter if Umbrella was hit briefly after the start up, due to the above.
    • Retina Reflector now vacuums opponents towards the projectile if they are grounded, to prevent them from falling out of it.
    • Various improvements to the reliability of reflecting projectiles as the projectile is spawning.
    • Increased L+M version start up time before active frames begin after the projectile has spawned.
    • Retina Reflector (but not the Contact Lens version) is now projectile invincible on startup. L+M version has more projectile invincibility after spawning the shield.
      (... Can be used to reliably counter various projectile attacks while leaving Umbrella safe.)
    • Reduced gap between hits against opponents for the ground and air versions.
    • Against airborne opponents, Retina Reflector bounces opponents lower than before.
    • Retina Reflector: Contact Lens damage reduced from 2000 to 1750.
    • Retina Reflector eyeballs now always show veins when they're about to explode, if they're attached to the opponent. (Bug Fix)
    • Fixed a bug where the eyes shooting off Retina Reflector could get stuck on other projectiles and fail to reach enemy character.
    • Increased size of hurtbox (for reflection) and hitbox (for hitting).
    • Adjusted and polished other non-gameplay related eyeball behaviour.
    • Retina Reflector (and sHP) can reflect additional projectiles. More projectiles will be reflectable in the next update!

      • ALL projectiles for Annie, Painwheel, Double, and Fukua. If you can't reflect one of their projectiles, it's probably not going to be reflectable in the final version.
      • Valentine - Air / Ground Checkmate Incision.
      • Robo-Fortune - JHP and Headrone RAM.

  • Under The Weather (QCF+KK)

    • There are eyeball(s) inside of the bubbles, and they are looking respectfully. This is just a visual change.
    • No longer uses any randomization for Bubble placement and pathing. It is now the same each time to help set ups stay consistent.
    • Chip damage on regular bubbles reduced from 100 to 75.
    • Damage reduced on regular bubbles from 200 to 175.
    • OVERSTUFFED version now produces larger bubbles that knockdown. Less bubbles are spawned in this version. (12 → 9)
    • Bubbles now interact with other projectiles and pop when touching them.

  • Cutie Ptooie (QCB + LK)

    • There are eyeball(s) inside of the bubbles, and they are looking respectfully. This is just a visual change.
    • Total animation length reduced.
    • The projectile will no longer vanish when Umbrella is hit.
    • OVERSTUFFED version has had its size and hitbox increased slightly.
    • Frame data (which has always scaled based on how long the bubble has traveled) improved for all versions.
    • Bubbles now interact with other projectiles and pop against them.
    • Adjusted launch angle.
    • OVERSTUFFED damage reduced from 650 → 500.
    • If LK is held throughout the entire animation up to the point where the projectile is created, the butterfly will not be eaten.
      (... You can use Cutie Ptooie more freely while still trying to increase Hunger, if desired.)

  • Bobblin' Bubble (QCB + MK)

    • Drastically reduced animation length.
    • The bubble now vanishes if it goes off screen, or Umbrella is hit.
      (... This only happens midscreen, since it slides back on screen if it touches the corner.)
    • Slides back on screen faster than before, if it is touching the corner.
    • No longer puts the opponent in preblock.
    • Default damage 850 → 500. OVERSTUFFED damage 1000 → 650.
    • OVERSTUFFED hitstop on hit reduced from 24 → 18.
    • Fixed various visual bugs related to the bubble being inside of Hungern's mouth when created.
    • The projectile will vanish when Umbrella is hit. If Umbrella has already hit it, it won't vanish and continues to pop.
    • Added a normal buffer after Bobblin' Bubble ends to help hit the bubble as fast as possible.

  • Wish Maker (QCB + HK)

    • Wish Maker will now pop when touching assist characters, but it will not capture them.
    • Wish Maker will now pop when touching other projectiles.
    • Wish Maker (all versions, before capture) travels a shorter distance before popping.
    • The projectile will vanish when Umbrella is hit, unless it has already captured the opponent.
    • Fixed a bug where Wish Maker would fail to capture opponents if they were too high up when touching the bubble.
    • Fixed a bug where Umbrella would create another bubble as an assist even if one was already out. She now leaves immediately if a Wish Maker bubble is already active, like her other bubble assists.
    • The bubble now vanishes if it goes off screen.
    • Captured opponents will no longer be pushed into the corner, if the corner is already occupied.
    • Fixed a bug where hitting the opponent at the same time the capture naturally ended would cause the hit to not function correctly. (Applies to air throw capture bubble as well)

  • sHP (Reflection)

    • Will no longer interact with projectiles that are not reflectable.
    • Removed projectile invincibility on start up.
    • Fixed a bug where projectile reflection continued even after Umbrella was hit or interrupted.

  • sHK

    • Damage reduced to 975.
    • Start up decreased by 5F, and she runs and jumps slightly faster.
    • Fixed a bug where under some rare circumstances the follow-up slam hit would not connect.

  • Puddles

    • When Umbrella interacts with multiple puddles at once using J[MK], sMK or cMK, only a single splash is created for one source of damage.
    • Fixed a bug where splashing a puddle in the middle of a string could activate Undizzy.
    • sMK puddle splash damage reduced from 600 → 400.
    • sMK puddle splash range slightly increased.

  • Feeding Time (QCB + PP)

    • Fixed a bug where it would not pause the match timer.
    • Fullness increase from chomping reduced from 3 pips to 1 pip. Swallowing the opponent no longer grants any fullness.
      (... This is meant to help keep Umbrella closer to the hunger state she wants to be in when finishing off a character and preparing to fight the next one.)
    • Bonus RAVENOUS threshold increase granted per eaten character is now 2, instead of 1. This still caps at 3.
    • Added extra water visual effects.
    • Umbrella slides backwards a little bit when firing the opponent out of Hungern.

  • Miscellaneous

    • Fixed a UI bug with Umbrella's hunger meter on P2 side.
    • Standardized visual effects on Umbrella's eyes when she activates any Blockbuster.
    • JMP - Hitbox improved, again. In RAVENOUS, it is one frame faster (11F → 10F startup).
    • Added VO to Egret Soldier during her timeout animation.
    • JHP - Reduced landing hit frame advantage.
    • Improved visuals on backdash wind twirl.
    • cMP - Increased hitstun by 2F when SATIATED and STARVING.
    • Various other visuals and audio tweaks.

ANNIE



Commentary:

    Annie is getting some of her powerful tools back that were adjusted in the last beta update. However, her DHC damage potential is drastically reduced, and her Star Power mode will require more meter commitment to activate.

Changes below:

  • JMP behaves as it does in retail, but with two extra frames of recovery.
  • Dash speed reverted back to retail values.
  • Re-Entry hitstop adjusted from 10 back to 13 on the first two kicks.
    (... This was just meant to speed up combos, but people preferred the oomph it had before.)
  • Expanded air dash backwards collision box to fix a bug where Annie could air dash backwards through a crouching opponent, while technically being grounded.
  • Pillar of Creation (QCB + KK)

    • Bonus DHC scaling on the first hit reduced from 70% → 40%.
    • Hitpause on the second hit (fist clench) increased from 10 → 25, when not used as a DHC.
      (... Enables Annie to confirm at long distances when using Pillar of Creation on point.)
    • Hitpause on the second hit (fist clench) reduced from 10 → 5, when used as a DHC.
      (... Annie can't convert easily from fullscreen when this is used as a DHC.)
    • Knockback reverted to retail values, leaving the opponent slightly closer.

  • Meteor Strike (QCF + KK)

    • Now applies the same amount of super hitstop regardless of if the opponent is in hitstun or not. Increased hitstop value to 4, up from 2 in the last update. (It is 6 in retail)
      (... This super can hit characters from longer distances without them having a chance to block or reversal, again, but it's still not quite as good as it is in retail.)
    • Applies bonus damage scaling (45%) when used as a DHC.
    • Damage reduced from 2250 → 2000.
      (... These changes are required to prevent Meteor Strike in the corner from being the new DHC Pillar of Creation, in terms of damage.)

  • Star Power (D, D + KK)

    • Star Power requires that you have at least two bars of meter to activate. Even to use it as a DHC, you must still have two bars of meter.
    • When Star Power activates, it consumes one bar of meter immediately, up from zero.
    • Since Star Power uses meter to activate, you can now DHC out of it.
    • Stars from Star Power now deal chip damage. (!)
    • Gravity Collapse (D,D+KK in Star Power) now deals a lot of chip damage. (!)
    • Annie displays in front of Crescent Cut when performing the activation animation.

  • North Knuckle now performs the follow-up slam on block, on all versions, when used as an assist. However, the H version slam has reduced blockstun and blockstop as an assist, like Big Band's H Brass assist, or all DP assists.

ELIZA



Commentary:

    Eliza receives some buffs and quality of life changes. While the power of Sekhmet is reduced, base Eliza's power is increased as a trade off.

Changes below:

  • Sekhmet now has a generous buffer when her supers are ending to perform a fast as possible return to the anchor. When returning to the anchor using this buffer, she won't lose life as she retreats.
  • Extended the DHC window for Crimson Scourge after Sekhmet dismounts from the opponent.
  • Forced scaling applied from Crimson Scourge adjusted to 45%, from 55%.
  • If Sekhmet's Carpenter's Axe is blocked (grounded H), she cannot perform Sekhem Rebound (backflip).
    (... This opens up punishes from previous versions of the game when Sekhmet attempts her fast overhead and it fails. A very well timed throw will grant you a scaled combo (or a counter hit JM in the face if mistimed), or you can attempt an Outtake for a lower risk punish with damage scaling. Sekhmet can still get numerous mix-up attempts or simply retreat to safety using her low (2L) combined with Sekhem Rebound. She can also still use Sekhem Rebound after the slower overhead option, (JM) Ptahxe)
  • sHK start up reduced by 3F.
  • sHP start up reduced by 3F.
    (... Note, the above two changes also allow Eliza to chain lights into heavies)
  • cHK armor against projectiles starts 4F earlier.
  • Fixed a bug where Weight of Anubis (QCF + HK) and Nekhbet Breaker (J.QCF + KK) incorrectly scaled to 50% instead of 55%.
  • Throne of Isis (QCF + LK)

    • Hitpause increased by 2F on hit only.
    • Reduced knockback by 20%
    • Slightly reduced the extended hurtbox on the chair, making it less likely to be nullified by opponent attacks.

ROBO-FORTUNE



  • Theonite Beam (H) reverted back to retail functionality. It's no longer pulled harshly with the camera.
  • Fixed a bug where Robo-Fortune couldn't perform Homing Directory after sHK hit Ms. Fortune and her head at the same time.

PEACOCK



  • Reverted all changes back to retail, except:

    • Shadow of Impending Doom (level 2 charge) still has 20 extra frames of recovery, from the last update.
    • Four extra invincible frames from the start up and four extra invincible frames from the recovery of all versions of The Hole Idea (Teleport) are now vulnerable.

DOUBLE



  • Cattelite Lives length when used as a DHC lasts for 33F longer.

MS. FORTUNE



  • Reverted all changes back to retail.
  • Fixed a bug where headless "rekka" moves (Cat Scratch, El Gato, Cat Slide) would not auto correct to face the opponent.

FILIA



  • Expanded air dash backwards collision box to fix a bug where Filia could air dash backwards through a crouching opponent, while technically being grounded.





(Build version 3.3.17)

Beta Balance Update [2021-12-21]

Hello, Liam here.

Welcome to day 1 of the next beta balance patch cycle.

IMPORTANT NOTICE:
As you know, we’ve been providing fairly frequent updates over the past couple of months. However, in light of the holidays, the next update likely won’t occur until late January. Thanks for your patience!



This first update focuses on the changes that are likely to be the most contentious, to give players more time to adapt and discuss these changes. Since Annie is the newest complete character, she will be the focus for this update. Expect other changes in the future!

Also, to make some of these changes easier to read for existing players, we'll be using some community nomenclature instead of some in-game terms for mechanics. (Blockbuster → Super, etc)

UMBRELLA


Just bug fixes for now! There are more outstanding bugs and tuning that still need be made in the new year.

  • Fixed a bug where Bobblin' Bubble's bobble jump was not possible.
  • Fixed a bug where Cutie Ptooie's butterfly eating was increasing fullness even as an assist.
  • Adjusted trip and wallsplat hurtboxes to fix some combos not working on Umbrella.

ANNIE


Annie is a great all rounder, but some of her tools and mechanics go a bit beyond their intended strengths. Annie's gameplan and the range of things that she's capable of should more or less be unchanged, but the effectiveness that she these things has been toned down.

Remember that new characters usually receive a lot of tuning in the first update after their release, with Annie being no exception:

  • North Knuckle

    • As an assist, Annie will no longer perform the follow-up slam on block, unless it's the L version.
    • Hitstop and blockstun reductions for all North Knuckle punches, and follow up slams.
    • Increased recovery of North Knuckle (H) slam. (.. Yes this impacts corner combos)
    • As an assist, the first punch of North Knuckle applies 1 extra hit of damage scaling, like Big Band's similarly hard hitting Brass Knuckles (H) assist.
  • Pillar of Creation

    • Moved 250 damage from the first hit to the second hit. (750 → 500, 1000 → 1250)
    • On DHC only, the first hit scales to 70%. (The second hit continues to scale to 70% on point just as it did before.)
    • Reduced active frames on the first hit.
    • Increased start up before Super Flash freezes time.
    • Increased recovery, and recovery is increased further if the opponent blocks it. Advantage on block reduced.
    • On DHC, the Super Flash freeze ends slightly earlier, giving the opponent a bit more time to recover or act.
      (... Note, hitstop was never applied on DHC, but hitstop from the previous super could sometimes carry over. This change makes that less likely.)
    • Second hit has had its hitstop reduced and velocity adjusted.
  • Reduced Meteor Strike hitstop if the opponent is not in hitstun, reducing the extreme range that the opponent is completely unable to act before Annie hits them. Combos and conversions should be unchanged.
  • Sagan Beam (air version) goes into a vulnerable (but not counter hit) falling state if the opponent blocks it, much like Big Band's Tympany Drive. If the opponent is hit after blocking, she can still act.
  • JHP hitbox has been normalized to be more in line with other arcing swing hitboxes like Parasoul, Valentine, etc.
  • JHP only spawns stars during Star Power once per jump.
  • Reduced JMP hitstun.
  • Reduced sMP hitbox to match the art shown during active frames.
  • cHP damage adjusted: 1300 → 1200.
  • sHP [2nd Hit] damage adjusted: 700 → 600.
  • s.F+HP damage adjusted: 1500 → 1300.
  • s.F+HP step forward before swinging slightly reduced. (~20%)
  • Slightly reduced movement during dash start up, and reduced second phase dash speed by 5%.
  • QOL - s.F+MP no longer produces a star during Star Power, allowing her to get the Stagger.
  • QOL - cHK in Star Power now has a buffer into sLP, making the link much easier.
  • Re Entry has slightly less hitstop than before.
    (... Mostly intended to speed up her Re Entry combos slightly)
  • Fixed a bug where Destruction Pillar VFX could show up in the wrong location for a moment when Annie is thrown.
  • Fixed a bug where Annie couldn't cancel cLP into itself during the active frames of the first punch, like every other self repeating normal.
  • Fixed an issue where Annie's Destruction Pillar blockstun and hitstop values were not adjusted correctly as an assist, like all other DP assists (Updo, Napalm Pillar, etc). Blockstun and hitstop is reduced across all versions as an assist.

ROBO-FORTUNE


Slightly reducing the effectiveness of pressure and mix up speed during Systemic Circuit Breaker, and a long outstanding "H Beam" experiment.

  • Increased Instant Air Dash (IAD) lockout from 5 frames to 8 during Systemic Circuit Breaker.
  • Reduced Air Theonite Beam (M) bonus recovery speed from Systemic Circuit Breaker. (8F > 5F)
  • Reduced knockback on Theonite Beam (M) during Systemic Circuit Breaker, for both air and ground versions.
  • Theonite Beam (H), as an assist, will now remain on camera as Robo-Fortune is firing, instead of hiding off camera firing from off-screen if the point character is moving forward quickly.

PEACOCK


Continuing with a few more changes from the last beta balance changes that didn't have enough time to be completed and tested - this is likely the full list of Peacock changes.

  • Adjusted "The Hole Idea" (H), AKA "H Teleport"

    • H Teleport will become M Teleport if an assist is being called and has not landed, just as before.
    • However, H Teleport will also now become M Teleport up until:

      • The assist attacks the enemy point character and puts them into blockstun or hitstun. An assist hitting armor does not count.
      • The assist performs their assist taunt and begins to leave.
      • The assist enters hitstun.
      (.. This allows Peacock to switch sides, escape, or combo using the blockstun or hitstun of her assists, but does not allow it before the assist makes contact, outside of a few telegraphed set ups with projectiles.)
  • Boxcar George appears 5 frames later into the summoning animation.
  • George at the Airshow appears 1 frame later into the summoning animation.
    (.. These last two changes revert Peacock's M and H George start up back to what they were during Robo-Fortune initial's release patch.)
  • If Peacock goes into hitstun at any point during L, M or H George travelling, that George now forces follow-up damage scaling to 70%.
  • Shadow of Impending Doom (level 2 charge) lasts for 20 additional frames before Peacock can perform the special move again.

MS. FORTUNE


Changes to make Ms. Fortune slightly easier to hit, especially when jumping away. Providing another option to beat her main meterless reversal. Light tweaks to the range of JLK, and how contestable it is.

  • Fiber Uppercut (all versions) are now strike invulnerable, and can be thrown.
  • Fiber Uppercut (all versions) has no invulnerability when headless.
  • JLK - Adjusted animation timing so that Ms. Fortune's leg is stretched out for longer immediately before and after the active frames. Frame data completely unchanged.
  • JLK - Adjusted hurtbox to fill in the empty space between her legs.
  • JLK - Removed hitbox from the tip of her toes.
    (.. Ms. Fortune's ever oppressive JLK should hopefully feel slightly easier to contest.)
  • Expanded Ms. Fortune's jumping hurtbox while she is tucked into a ball.
  • Added hurtbox around her tail below her for the first few frames after jumping off the ground.




(Build version 3.3.16)

Umbrella Early Access Release!

Umbrella's Season Pass alpha period has concluded, and she's now entering Early Access! Note that to access Umbrella and any of the Early Access and work in progress features she has to offer, you will still need to launch the game in "beta" mode. You can always access the option to switch from the in-game Options menu.

Umbrella and her stage can be unlocked by owning the Season One Pass, or her individual DLC which is now available. Her DLC is also 10% off for the first 7 days of her Early Access launch - act fast!

https://store.steampowered.com/app/1744550/Skullgirls_Umbrella/



NEW STAGE + MUSIC



A heavily work in progress version of Umbrella's stage, "The Boardwalk", is now available in the beta version of the game. We're still working on creating NPCs, adjusting the layout and perspective of the boardwalk, and adding additional detail. Please stay tuned for the full version of the stage arriving closer to Umbrella's final release!

The Boardwalk's stage music, "Ice Cream Headache" (composed by the legendary Masaru "Raito" Kuba best known for their work on Melty Blood and Under Night In-Birth) is also included in this update.
(You can also find the full version on YouTube - have a listen!)

STORY MODE (WORK IN PROGRESS)



Surprise, Umbrella's Story Mode is releasing early! The story is complete, but may receive some minor art, animation, and text tweaks before Umbrella's final release.

The story is also translated into all supported languages except Japanese. We're hoping to have Japanese out in one of our minor updates very soon, and we apologize for the inconvenience.

As with all major story content, please be considerate of others when discussing spoilers!

UMBRELLA CHANGES



THE BIG ONES:

  • Added new Umbrella palettes, and more will be added in the future. Note that palette #7 and #8 are unlocked by completing Umbrella's Story Mode and Arcade Mode respectively.
  • Added Umbrella's voice lines! These are still work in progress, so expect some of these to change and have more variety (especially with her different hunger states) in other updates.

ALSO THE BIG ONES, BUT NOT AS BIG AS THE PREVIOUS "THE BIG ONES" SECTION

  • Slurp 'n' Slide

    • Start up decreased across all versions.
    • Improved hitbox.
    • No longer trips when Umbrella is in the Starving state.
    • Advantage on block and hit increased.
    • Reduced dismount recovery length.
    • Knockback on block slightly reduced
    • Umbrella now dismounts forwards into the opponent instead of jumping backwards.
    • Satiated version has had its duration shortened, but it moves slightly faster at the beginning of the slide.

  • Bobblin' Bubble

    • When attacked, it will now move towards the opponent for a brief moment before popping.
    • Tweaked scale before exploding, which adjusts the hitbox slightly.
    • Hitspark now spawns when attacked by an ally.
    • Will now pop if hit by allied projectiles.
    • Reduced movement speed. (2.85 to 2.0)
    • Reduced up and down sway when moving.
    • Will now sway back onto the screen if it touches the corner.
    • Removed forced scaling.
    • Adjusted block pushback.

  • Hungern Rush

    • While Satiated, opponent velocity on landing has been adjusted. In combination with cLK changes below, she can combo on everyone after if OTG is available.
    • Forced damage scaling while Ravenous is now 75%, up from 55%.
    • No longer trips while Umbrella is in the Starving state.

  • JLK

    • If Umbrella is rising, velocity change (up and down) is reduced.
    • Increased forward momentum on the kick.
    • Active frames increased by 2F.

  • Tongue Twister

    • Reduced recovery by 8F.
    • First active frame hitbox appears further away from Umbrella, increasing immediate range.
    • Umbrella slides back slightly further from the corner if she's too close, helping her position for follow-ups.

  • Puddles

    • Will now drop further away from the corner if they're too close. This allows them to always be interacted with using her MK buttons.
    • Increased width and interact distance on Puddles slightly.
    • Randomized art direction on the floor. (Visual change only)

  • Hunger Mechanics

    • All hunger changes (except Taunt assist!) are completely disabled if Umbrella is not the point character.

        (...This allows Umbrella to "lock in" a desired hunger level when tagging out, and continue using assists that would normally influence hunger, opening up new team building strategies. As a result of these changes, Salt Grinder and Tongue Twister behave differently when chosen as an assist.)
    • Hunger build over time in all states except Ravenous has been reduced by 25%.
    • Hunger build while in the Ravenous state is reduced by 50%.
    • Hunger build during Wish Maker, Bobblin Bubble, and Cutie Ptooie is locked.
    • Cutie Ptooie bubble hunger build reduced from 1 pip to 0.5 pips.
    • Cutie Ptooie hunger reduction from eating the butterfly increased to 1.5 pips.
    • Reduced hunger build (by about ~25%) on Under The Weather bubble spawning.

  • If cLK is performed from a dash, Umbrella will slide into it with a boost of speed.
  • Modified Umbrella's dash. Each lunge moves faster, but landing between lunges is slower while she switches legs. VFX updated.

      (... Dashing into attack range from a single lunge should feel more viable, especially in combination with cLK slide. Repeated dashing will still feel somewhat sluggish.)
  • Can now have two bubbles (Wish Maker, Cutie Ptooie, Bobblin' Bubble) out at the same time, similar to Peacock's George projectiles.
  • Salt Grinder startup is now impacted by hunger state, like every other special. It is slightly slower when Overstuffed and Starving, and slightly faster while Ravenous.
  • sMP sliding velocity tweaked. Now travels slightly less far, but velocity is retained again after the hit.
  • sHP is no longer projectile invincible during the attack active frames.
  • Improved vertical reach and hitbox on sMK splash from kicking a puddle.
  • Salt Grinder, Tongue Twister, and Cutie Ptooie can now cancel into Taunt early in the moves to fix Taunt being harder than intended to perform.
  • Fixed a bug where Wish Maker would always knock opponents back in the same direction regardless of its facing direction. Also adjusted (fixed) air blockstun velocity.

BEOWULF



  • Is also in these update notes?!
  • Added missing VO to super jump.

GENERAL BALANCE CHANGES



  • Will not be arriving in this update, but should hopefully be arriving before the end of the year!




(Build version 3.3.14)

Beta Mode Update [2021-12-10]

Hello, Liam here.

This update fixes some bugs.



MISC



  • Fixed a bug where characters would slide around all over the place when grabbed by numerous moves... Whoops!

UMBRELLA



  • Fixed a bug where Umbrella's water drip effects on opponents weren't working correctly applied from P2 side.
  • Fixed a bug where Under The Weather still required you to have more than one bar of Dramatic Tension to activate, even though it only used a single bar.
  • Fix issues with s.F+HP VFX.
  • Fixed an issue with Umbrella's shadows during Tongue Twister.



(Build version 3.3.12)

Beta Mode Update [2021-12-09]

Hello, Liam here.

This update adds Umbrella's final special move in addition to a few minor and major tuning changes.

Also, ALL of Umbrella's animations should now be fully finished as of this update. If you see any unfinished animations or frames, they will now show up as BRIGHT PINK instead of the usual paper white - please let us know if you see one!

We're very close to finishing all of her voice over implementation, but it will not be included in this update.

Note: The next update (arriving before the end of the year) will likely be the start of Umbrella's "Early Access" DLC launch. This will contain additional palettes for Umbrella (more will be added over time), her voice acting, a very early version of her stage, and if time serves us well, the start of the general beta balance changes. You can Wishlist her DLC here early if you like! Remember that Season Pass owners already have Umbrella without needing her individual DLC.

https://store.steampowered.com/app/1744550/Skullgirls_Umbrella/

Anyway, on to the changes!



Note: Numerous inputs for Umbrella's moves have changed in this version. Please consult the in-game command list for the latest.

KNOWN ISSUES, which will be fixed very soon!

  • Overstuffed Hungern Rush doesn't cause preblock, even though it should.
  • Umbrella's water dripping effects applied to the opponent aren't working correctly from P2 side.
  • Shadows on Tongue Twister don't always match the length of Hungern's tongue.
  • Inconsistent combo stage rules from Tongue Twister.
  • Some characters do not have fully finished art when captured in Umbrella's bubble, and most characters do not play a VO line when captured.
  • Cutie Ptooie takes priority over performing a taunt if the 360 direction passes through the QCB direction. (Please use the opposite 360 direction for now, as you can do it both ways regardless of facing direction. Apologies for the inconvenience.)

Please leave all bug reports on Skullheart or the official Discord in the #2e-bugs channel.

Please leave feedback related to Umbrella on Skullheart. Feedback left in Discord, Twitter, LinkedIn, Facebook, my MySpace page, the Skullgirls Mobile channel 0 chat room, Pictochat Chat Room C, etc, will be ignored. It must be on the forum.

UMBRELLA



  • Added Wish Maker. (Quarter Circle Back + HK)

    • This move creates a slow moving bubble which captures characters it makes contact with. It can be blocked. The bubble travels further if Umbrella is Overstuffed.
  • All bubble creation moves (Cutie Ptooie, Bobblin' Bubble, and now Wish Maker) use K instead of P for activation. (QCB + K)
  • Salt Grinder input is now QCF + LP. Her punch special moves now consistently use different inputs. This also removes overlap between Salt Grinder her s.F+LP normal.
  • Retina Reflector

    • Projection Lens projectile damage no longer scales as a Level 3 Blockbuster. Physical hit version unchanged.
    • Projection Lens follow-up is now QCF + PP, where the punches used determines Projection Lens distance, similar to Squigly's Squigly Battle Opera. This version has no invincibility on start up.

      • LP + MP - Close Distance Lens
      • LP + HP - Medium Distance Lens
      • MP + HP - Long Distance Lens
    • The input to for the physical hit version is now DP + PP. This version retains invincibility on startup.
    • TIP: Remember that pressing "back" before inputting QCF will prevent a DP motion from being valid. This is helpful to dash into Projection Lens without activating the DP version. Using a half circle input will also take full priority over the DP motion.
    • (... The purpose of these changes are to prevent Umbrella from being able to react to what the opponent is doing during the super flash and pick the correct option to stay safe. Umbrella must commit to the physical hit as a reversal.)
  • Under The Weather (QCF + KK) is now a level 1 Blockbuster. Fall speed of Bubbles slightly increased.
  • Hungern Rush

    • Now goes more diagonal and further forward while rising.
    • Hitbox greatly improved while attempting a rising bite.
    • All versions are faster.
    • EXPERIMENT: The chomp is unblockable while rising while Umbrella is the point character. This does not apply to assists. No longer triggers preblock.
    • Adjusted blockstun and blockstop while point and assist, separately.
  • s.F+LP hitstop increased by 1F. Hitstun increased by 3F. Knockup on air hit is drastically reduced, mostly pulling opponents down for consistent follow-ups.
  • JMP hitbox size increased. Now sends opponents at more of a downward angle.
  • JLP hitbox size increased.
  • Puddles can now be interacted with sooner, fall to the ground slightly faster, and last longer before drying up.
  • Starving Tongue Twister tongue can no longer be held. The range is now as short as Overstuffed.
  • Tongue Twister has received a small refactor to accommodate its fully completed animation frames. Please let us know if you see any issues.
  • Bobblin' Bubble jump now creates a puddle where it happens. Fixed bugs and tuned visuals related to Bobblin' Bubble jump.
  • Adjusted frame data on s.f+HP when stagger is already used. This also fixes a bug where the hitstun bar would not be visible in training mode.
  • Fixed a camera position issue with Salt Grinder.
  • Slightly extended how long Hunger gain over time is disabled after landing Air Throw and Ground Throw.
  • Slightly tweaked VFX when Hungern's state changes.
  • Fixed a bug where the frame data display in training mode could have red active frame squares visible at all times with Umbrella.
  • Added VFX to s.f+HP to communicate charge level.

Please stay tuned for more Umbrella balance changes and quality of life changes. While she may have all of her moves, her strengths and weaknesses still need adjustments.




(Version number: 3.3.11)

Beta Mode Update [2021-11-10]

Hello, Liam here.

Happy November, everyone. Today's update includes two new moves for Umbrella.



OTHER



  • Hopefully resolved an issue where save data and progress was not being saved when the game was closed.

UMBRELLA



  • Added another Blockbuster, "Under The Weather". (QCF+KK) [Level 2]

    • You can influence the direction of the storm and bubbles by holding forwards or backwards.
  • Added another Special Move, "Cutie Ptooie". (QCB+LP)

    • The frame data of the bubble improves the longer it travels before touching an opponent.
    • Fullness added from Hungern eating the butterfly is increased if Hungern is Starving. This will pull him out of the Starving state into the Ravenous state, but you're vulnerable during the animation.
  • sHP now reflects projectiles back at the opponent, if you can time it correctly.
    (... please note projectile reflection only works against Peacock at the moment as we iron out any bugs with the system.)
  • Umbrella can now perform a unique "Bobble Jump" off of Bobblin' Bubble. She can jump in three directions, and steer her jump afterwards until she lands or attacks.
  • Bobblin' Bubble (QCB+MP) is now slightly slower as it moves forward.
  • s.F+LP active frames increased by 2F. Recovery reduced by 2F.
  • sLK hitstun increased by 3F. Recovery increased by 2F.
    (... now combos into Starving and Overstuffed sMP and cMP.)
  • sMP slides much farther forward while attacking. The slide stops on contact with something.
  • Fixed a bug where cHP cancelled into Hungern Rush could start a new combo chain if a jump cancel was performed between them.
    (... now uses the same rules as Parasoul performing cHP cancelled into Napalm Pillar.)
  • jHP (while Overstuffed) now has a fixed jump velocity and cannot be influenced.
    (... velocity is the same as if you were holding forward during it before.)
  • Reflected projectiles can now be reflected (infinitely) back and forth if Umbrella is on both teams.
    (... please note projectile reflection only works against Peacock at the moment as we iron out any bugs with the system.)
  • Fixed two bugs with Retina Reflector's projectile reflection VFX. Now only appears if a projectile is properly reflected, and in the correct position for P2 side.
  • Hungern Rush adds one pip of fullness on successful landing, and it applies the wet dripping effects like her other eating grab moves.





(Build version 3.3.10)

Beta Mode Update [2021-10-26]

Hello, Liam here.

Today's update focuses on fixing some bugs with Umbrella.
Also, the integration of Umbrella's VO is going well, but it will not be included in a build until it is fully finished.



UMBRELLA



  • If a character swallowed from Feeding Time (Lv3) is no longer dead (often triggered by training mode settings, or a solo vs solo down period), Umbrella will be forced to perform her taunt for Hungern to spit up the character. (... Yes, this prevents all the fun training mode stuff, but it kept getting reported as a bug. It also fixes a soft lock during 1v1 downs.)
  • Added a new reflect effect when Retina Reflector's Projection Lens reflects a projectile. (... Note: This doesn't work correctly for projectiles that aren't currently reflected, so this will only work correctly for Peacock right now.)
  • Fixed a bug where Hungern Rush could release opponents the wrong way after the throw finished.
  • Fixed a bug where Hungern Rush would always do the boosted damage from the Ravenous version even in the Satiated state. (... Final hit damage reduced from 1000 → 650)
  • Fixed a bug where Feeding Time (Lv3) errantly triggered preblock, preventing it from throwing opponents holding back. (Whoops!)
  • Salt Grinder now causes preblock, and the recovery of Tongue Twister no longer triggers preblock.
  • Fixed a bug where Bobblin Bubble could be out multiple times under some circumstances. She can now only have one out at a time, as intended.
  • Fixed a bug where only 1 bar of Dramatic Tension (meter) was required to Blockbuster Sequel (DHC) into Feeding Time (Lv3).
  • Adjusted the priority order for Umbrella's special moves. The order in highest to lowest priority is now [Down Up Charge > Quarter Circle Back > Back Forward Charge.]




(Build version 3.3.9)

Beta (+ Retail!) Mode Update [2021-10-20]

Hello, Liam here.

This update includes 2 new moves for Umbrella, and includes all of her remaining sound effects!



RETAIL MODE



  • Fixed an issue where Peacock's frame data on Lonesome Lenny was not consistent between P1 and P2 side. In order to adjust this as safely as possible, the recovery of Lonesome Lenny has increased by 2 frames, but hitstop has been adjusted accordingly to keep things as close as possible to the previous version. This is live immediately for PC tournaments.



UMBRELLA



  • Added Umbrella's Level 3 Blockbuster, "FEEDING TIME".

    • A fast long range command grab that deals more damage the hungrier Hungern is.
    • If it kills an opponent, they will be swallowed*. Each swallowed opponent expands the threshold for activating Ravenous mode by 1 pip.
    • Swallowed opponents are spit up when Umbrella dies, or when she performs her taunt. (Her taunt is now her default win pose if Hungern has eaten someone.)
    • * I am required by the narrative team to mention that Hungern does not digest people and kill them. Hungern is MERELY PRETENDING to eat you alive - don't worry about it.

  • Added another Special Move, "Hungern Rush". You can pick this one as an assist!
  • Added unique frames for when Hungern is Overstuffed.
  • Added new food items for Hungern to eat during his feeding intro animation.
  • All of Umbrella's sounds have been added, hurray! (Voice acting is in the recording and integration phase. Thank you for your patience.)
  • Fixed a bug where Umbrella could block hits without reacting to them during the recovery of her back dash, and the recovery of Slurp 'n' Slide when Overstuffed.
  • Fixed Slurp 'n' Slide adding incorrect Drama (Undizzy) values.
  • s.F+HP now has a max charge time before it is forced to release.
  • Fixed the ground slam hit on sHK interacting with assists.
  • Hungern no longer makes idle sounds when dead, or when the round is over.
  • Most of Umbrella's throws involving Hungern apply wet dripping effects to the opponent now.
  • Assists can no longer set off Projection Lens to fire the eyeballs forward.
  • Added new effects (and sounds) for when Umbrella changes between various hunger states, for clarity.
  • Slurp 'n' Slide and Bobblin Bubble can now be used as assists. (Hungern Rush too!)
  • Bonus damage from sHP when Overstuffed now only activates once per combo.
  • Crouching height reduced. (... She can now duck H Beam, avoid Robo-Fortune / Squigly rising jLP, etc.)
  • sMK puddle splash hitstop increased by 1F to combo into s.F+HP again.
  • Bobblin' Bubble adjusted to always be in front of the point character, even when Umbrella is no longer point.

PEACOCK



  • Fixed a bug where the newly adjusted "Bang Bang Bang!" (QCF HP) projectiles would still keep their hitbox when destroyed in some circumstances.

CEREBELLA



  • Fixed an issue where under the RAREST of circumstances, Cerebella's Grab Bag could fail to kill the opponent by releasing them early.
  • Fixed an issue where performing a whiffed air normal into a double jump could cause instant jMP to knock an airborne opponent down as if it was chained into. (... Cerebella's double jump now restarts a chain correctly. Cerebella players, feel free to make sure this didn't adjust any of your tech)

SOUND



  • Fixed a bug where the Wall Splat sound could be cut off by other sounds.

STAGES



  • Added a proper banner for Umbrella in NMO Arena. The old temp art (pictured below) has been retired:






(Build version 3.3.8.1)