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