Skullgirls 1.01: Slightly Different Edition Patch Notes
November 20th, 2012
Written By: Peter Bartholow
New Features
- Unlocked three additional colors for each character
- Added eight DLC Character Color packs
- Character color packs will be available for purchase soon from the PSN Store and Xbox Live Marketplace for $1 each, or $5 for all eight
- Each pack contains four additional character colors
- A bonus color will unlock if all eight character color packs have been purchased, either separately or as a bundle
- Purchasing DLC colors for a character will also unlock all previously available colors, as well as their story mode if applicable
- Added in-game Move Lists
- Added Tournament Mode to Versus menu
- Disables in-match Achievements/Trophies to prevent gameplay interruption
- Forces the following menu flow: Controller Select > Button Config > Character Selection > Play
- Forces default rounds and time settings, regardless of current options
- Disables Sparring Mode toggle
- Allows all non-DLC colors to be used regardless of in-game unlock status
- Returns to the controller select screen if 1P or 2P controller is unplugged at the post-match menu
- Forces button config whenever both players choose to return to character select
- Greatly expanded Training Mode
- The Select/Back button can be set to…
- Save/load state
- Record/playback dummy actions
- Do both at once
- Dummy recordings can be set to play back as a reversal
- Added Input Displays
- Options for List / Realtime Stick / Both
- Added numerous dummy action options
- Options for Manual / Crouch / Jump
- Blocking
- Options for Never / After First Hit / Always / First Hit Only / Random
- Block Type
- Options for High / Low / All
- Pushblock
- Options for Never / After 1 to 10 Blocked Hits
- Throw Tech
- Options for Never / Always / After First Hit / Random
- Ground Recovery
- Options for Never / Forward / Backward / Random
- Escape Infinite Combos
- Options for Never / After 1 to 10 Hits
- Dummy Playback
- Options for Once / Repeat / As Reversal
- Dummy Playback Side Correction
- Allows player to choose whether the dummy recording is treated as relative directions (D, DB, B) or absolute directions (Down,Down-Left,Left) when the dummy changes sides
- Added additional controls to help players using the default gamepads
- Added LK+HP as an additional command for Ensemble 1
- Added right-stick Ensemble calls
- Up for Ensemble 1
- Down for Ensemble 2
- Can be disabled in Button Config
Single Player
- Rebalanced AI difficulty
- Added new “Nightmare” difficulty level
- The mysterious final boss has received the following adjustments:
- All attacks now give the opponent meter on hit or block
- Added a glow to small skulls to make them easier to see
- She can now be hit-stunned if she receives damage quickly enough, and more easily by Blockbuster attacks
Tutorials
- Added new Character Tutorials
- Each character now has simple tutorials to teach beginning players how to perform all of their Special and Blockbuster attacks, as well as provide strategic advice for their usage
- Note: Completing these new tutorials is now a requirement for the “Sküllgirls” trophy/achievement
- Completely re-localized all existing tutorials in French, Italian, German and Spanish
- Tutorial text now displays button icons instead of text
- Added “Next Unfinished Lesson” option to tutorial end menu
- Improved the visibility of the right-side text in tutorials
Online Play
- Fixed a bug that rendered the North American and European/Australia-New Zealand versions incompatible in online play
- Greatly improved GGPO performance when playing with moderate-to-high pings
- Changed ranked matches online to be blind-pick
- Players will no longer be able to see their opponent’s choices until a stage has been selected
- Online opponent’s account name is now displayed during matches
- Added screen flash and notification sound when a ranked match is found
- The end-of-match timer in Unranked Online play is now 90 sec instead of 15
- On “Press Button to Invite” screen, Circle/B are now cancel instead of inviting
- Improved PS3 ranked matchmaking
- Fixed X360 leaderboard ranking issues
- Addressed a number of sound issues while playing online
- Added the following new regions to multiplayer filters:
- North America (West Coast)
- North America (East Coast)
- North America (Midwest)
- North America (Gulf Coast)
- North America (Canada)
- Central America
- South America (North)
- South America (Brazil)
- South America (South)
- Europe (UK)
- Europe (Continental)
- Middle East
- Asia (Continental)
- Asia (Southeast)
- Asia (Japan)
- Australia
- Africa
- Pacific
Other Changes and Improvements
- Now display players’ chosen assist types on the character select screen when offline or in Unranked online
- Improve character streaming issues
- Now, instead of briefly displaying hitboxes when switching characters, low-res versions of the characters will be displayed
- Added PAL-50 support with correct frameskip on both consoles
- Added the ability skip startup logos
- Sparring Mode now saves game state when turned on, and loads it when turned off
- Hit voiceover is now played after hit-stop rather than upon impact
- Only the player in charge of the menu can press the “Cancel” button to leave the Controller Select screen for Versus and Tournament mode
- Button config screen will now keep a player’s screen open when the other player dismisses their screen when mapping the same button or moving the selection
- Button config no longer ignores button presses when another button is held
- Main Menu and Training Mode now have 2-player button config, rather than just first player
- Team size selection now starts with the two character option highlighted
- Holding the Assist 1 or Assist 2 button combinations during loading or between matches will change your starting team order as follows:
- If you have a team of 2, holding any assist button swaps the characters
- If you have a team of 3:
- Holding Assist 1 swaps the first and second characters
- Holding Assist 2 swaps the first and third characters
- Holding both Assists swaps the second and third characters
- Once changed, team order stays as the new order
- Works in Arcade Mode, Versus Mode, and Tournament Mode, but not Online
- When either player chooses Return to Main Menu, it immediately happens rather than waiting for the other player to have to choose
- Improved the setting of button macros:
- Eliminated unnecessary button presses: when on a macro line, simply press the buttons you wish to assign to the macro
- Updated company logos in the opening sequence and Medici Tower stage
- More information on this change can be read here
PS3-Specific
- Improved online matchmaking
- Reduced the number of matchmaking tiers for from 9 to 3
- Lowered the “acceptable match” threshold so more matches will be found for a given number of players online
- Fixed an issue that could occasionally result in save data corruption when quitting the game
Xbox 360-Specific
- Completely overhauled the game’s file system to greatly improve load times
- Addressed an issue with leaderboard behavior, so that rank will no longer be lost when winning matches
- Fixed the super-shadows in Blockbuster attacks to be shaded properly
Bug Fixes
- Fixed an issue where Player 2 used a Blockbuster Sequel at the same time as any superflash or Blockbuster Sequel from Player 1 froze the game
- Fixed an issue where Outtakes didn’t work properly against Cerebella’s Battle Butt attack
- Fixed an issue that caused Ms. Fortune’s head to occasionally float offscreen when she’s KO’ed
- Fixed unnecessary checking for achievements after they are already granted
- Fixed an issue with Unranked play online, in which Player 2 picking “Change Stage” would freeze the game on Stage Select
- Stunt Double actions can no longer be overridden by pressing a button on the frame the character lands
- Fixed an issue that caused a floating “15” to occasionally appear after Unranked matches online
- Fixed an issue in which the next character could come in attacking backward after a character was KO’ed
- Fixed a bug when airblocking an attack right at ground level which caused the character to land and be vulnerable during hit-stop
- Removed R1 as a confirmation button on menus, to fix some remaining issues with non-standard controllers
- Fixed an issue where the game dropped inputs for P2 in button config if P1 hit a button on the same frame
- Stopped Peacock’s item dropping noise at the end of a round/match fadeout
- Fixed an issue with hitting a dead character with an Outtake
Trial Mode
- Now allows play as Peacock and Filia, rather than Cerebella and Filia
- Difficulty now defaults to Easy
- Fixed a bug that kept the difficulty level the same, regardless of which was chosen
Gameplay Changes
General
- Increased the speed of gameplay by 3%
- Also increased frames-per-timer-second to offset the speed change, so time-outs still take roughly the same amount of real time
- Added 5 frames of input leniency to chained normals, as well as to normals and airdashes input during jump/superjump/doublejump startup
- Adjusted the health and damage for solo characters:
- Increased health boost from 200% to 210%
- Decreased damage boost from 175% to 160%
- Changed the damage formula for combos:
- The new formula is as follows: 100%, 100%, 100%, 87.5%, 76.5%, with each additional hit reduced to 87.5% of the previous hit until a minimum of 27.5% on hits greater than equal to 1000 base damage, and 20% otherwise
- For comparison, the old formula was as follows: 100%, 100%, 100%, 85%, 72.2%, with each additional hit reduced to 85% of the previous hit until a minimum of 25% on hits greater than or equal to 1000 base damage, and 15% on all other hits
- Outtakes (A.K.A. “Snapbacks”) received the the following adjustments:
- Ensemble characters no longer get knocked off-screen along with point characters
- Now allows for double Outtakes if close enough to the corner
- While the Ensemble character is being comboed:
- The previous point character regains health at a higher-than-normal rate
- Their opponent’s team auto-generates meter slowly
- The timer stops until the character is KO’d or leaves
- Getting hit by an Outtake will always allow an OTG afterward, even if the OTG had already been used
- OTGs from Outtakes do not accumulate: hitting with three Outtakes in a row only allows one OTG afterward
- All regular and special throws now scale follow-up combo damage to 50%
- Throws which previously scaled the damage lower (Excellebella, Pummel Horse) still scale it to the lower amount
- Added 3 additional frames to all blockstun
- Added additional, secret functionality to Reaction Shots (A.K.A. “Pushblocks”), reminiscent of some other, older games
- Ensemble characters now jump out away from the opponent, even if they switch sides during their attack animation
- Increased the Throw Break window from 6 frames to 10 frames
- Cerebella’s “Grab Bag” Throw Break window is still 4 frames
- Slightly reduced the entrance delay of the next character after an Outtake or K.O., from 92 frames to 75 frames
- Added a new, green ground bounce type:
- All knockdowns from Ensembles attacks that would be red bounces are now new green bounces
- Green bounces are:
- Still completely vulnerable
- Ground Recoverable after 9 frames
- Vulnerable as normal if not recovered from
- Ensemble Attacks (A.K.A. “Assists”) received the following adjustments:
- Throw plus Ensemble call inputs (such as LP+LK+MK or LP+LK+MK+HP) are now specifically disallowed
- Ensemble calls are now valid for 5 frames after the input is entered
- Increased damage taken by Ensemble characters from an additional 6% to an additional 20%
- Ensemble characters are now always drawn behind point characters except when grabbing someone
- Fixed Ensemble call priority to prevent cases of getting the wrong one
- Infinity Breakers (A.K.A. “Bursts”) received the following adjustments:
- Infinity Breakers now scale damage to 50% and count as one hit
- Using an Infinity Breaker now correctly resets your Off-the-ground and stagger status
- Blockbuster Sequels (A.K.A. “DHCs”) received the following adjustments:
- Reduced the duration of the black-and-white Blockbuster background effect from 15 frames to 8 frames to better communicate when Blockbuster Sequels are possible
- Using a Blockbuster Sequel on the frame before a hit would have made contact will no longer allow the hit to connect after the Blockbuster Sequel
- Ground recoveries received the following adjustments:
- Ground recoveries now use the newest input if both inputs are entered during the ground recovery window
- Tweaked the early and late recovery windows
- Time now stops when the point character is KO’ed
- Attacker now gains zero meter from the act of hitting a KO’ed point character
- The KO’ed character’s player still gains meter by being hit
- KO’ed point characters now become invincible as soon as the Infinite Prevention System triggers on them
- Corrected neutral-to-blocking transitions
- Changing block directions on the frame you are touched no longer results in blocking a low attack with stand stance or blocking a high attack with crouch stance
- All characters except Double can now cancel forward dash directly into backdash and backdash directly into forward dash
- It is now possible to PP backdash from the pre-block animation
- Forward/back jumps no longer override each other
- UF > UB will now jump forward and UB > UF will jump backward
- Either direction will still override a neutral jump
- Ensemble attacks that hit through an invincible opponent no longer use up your Ensemble call for that combo
- All characters’ throws now face the opponent properly
- All characters’ air throws now face the opponent properly during a super jump
- Pressing up-back while airborne near an attacking enemy if you have a double-jump remaining will no longer cancel double-jump start-up into pre-block, and cause the character to wrongly fall straight to the ground
Infinite Prevention System
- The IPS now counts standing, crouching and command normal attacks of the same button strength as the same attack
- The IPS now counts all strengths of a given special move as the same attack
- The IPS Infinity Breaker hit-sparks no longer show up on anything except the point character
- The IPS now counts Tag-in attacks
- All tags and DHCs now start you at the correct IPS stage when comboed into
- IPS now correctly handles 1-frame links
- For example, in Parasoul’s {s.LK->s.HP xx LP Tear Shot, s.LK->s.HP, tear explosion, s.LK}, the last s.LK is now correctly flagged by IPS every time
- IPS state no longer continues across zero-frame resets
- Without a jump-in attack, your first ground combo no longer erroneously counts as your jump-in chain
Character Changes
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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













