As always, the full changelist is
HERE.
We made it to 10,00 preorders for the Limited Run Games physical version of Skullgirls!
This means all regions of PS4, PSVita, and Steam are getting Japanese VO. Awwww yeaaaahhhh.
Title screen build ID 15031
General
- Over-max-undizzy burstable hits (green hitsparks) now are scaled by an extra 50%, and this can go below the minimum scaling. Attempting to fix the “do a long combo ending with one final large hit that would be burstable, except it kills them” thing. Now maybe it won’t kill them. This does not apply to Infinite Prevention System burstable hits (red hitsparks), which still do normal damage because you’ve not yet reached the maximum damage for the combo. (Green-vs-red distinction thanks to Fowz!)
Let's check up on Politician Double's progress toward those campaign promises...
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"Hitboxes and hurtboxes are equal parts of our heritage! We must embrace them!" j.LK, j.HP, c.LK, c.MP, and Hornet Bomber are no longer disjoint hitboxes. They still have non-vulnerable tips, and the hitboxes are not changed, but they can be out-poked more often now. (Lore: Double cannot create living weapons! All the things she creates are part of her. Or something.)
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"Second Amendment!" All Luger shots scale to 75%, because of the amazing utility they have at neutral and the fact they are a single hit.
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"Something something explosions..." You can now trigger the explosion from her Lv5 during the intermission between Downs, rather than sitting around vulnerable at the start of the next round.
Peacock
- Shadow of Impending Doom scales followups to 77.5% (scales by 22.5%), except if it is Tenrai Ha. Her 50/50s with Lv2 items are extremely good, and it doesn’t affect her starters that aren’t directly “drop an item” much at all.
- You can now DHC into Goodfellows with QCB+PP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The DHC’d version is a hit instead of a throw, and it is scaled to always do just a teeny bit more damage than Lenny->Argus would do (on average). Peacock’s recovery on whiff is very long, around 60f, so don’t miss or get blocked. You cannot do this version as a point character.
- L Bang now knocks down with no OTG allowed vs air, and the same thing if it is used again when stagger has already been used in a combo. It is no longer -12 on hit in those situations. (thanks Psychopath!)
- Shortened the recovery of Goodfellows by 5f so that Peacock is not negative on hit if you’ve already used your OTG during the combo before landing it.
Fukua
- If she throws a fireball that doesn't hit anything, she now gets a teensy little bit of meter when it returns, as opposed to getting none. (MegamanDS #top300Fukua!!1!)
Robo-Fortune
- Opponent’s meter gain for being touched by all beams increased from Retail, but it is now roughly half of what Robo gets, both on hit and on block.
- Moved the back edge of the hitboxes for all levels of Catastrophe Cannon forward by 50 pixels, so it is easier to hit Robo from behind without being hit.
Betawulf
- Improved the timing for Beowulf’s animation after regular Canis Major Press so he gets up with timing that's more visually similar to the opponent’s.
- Added a 7f buffer window after Canis Major Press for all normals, specials, supers, dash, backdash, and throw.
- Regular and EX Chair Dance now build Beowulf a pretty good amount of meter, even when fully scaled.
- Fix belt occasionally appearing in the wrong place on the first frame of blocking animations. (thanks Poccola for reminding me)
- Improved the trajectory of assists hit by EX Killa.
Ms. Fortune
- Performing a kara-throw from the backward-moving startup of s.LK will now move her forward to her original spot, to prevent throws that would normally connect from whiffing if LK is pressed before LP. (thanks Worldjem)
- L Fiber Uppercut -2f hitstop on the opponent when blocked, M Fiber Uppercut -1f hitstop on the opponent when blocked. Not because they needed to be any more negative, but because the timing for when to press the button to punish her after blocking these was just a smidge too late, which caused people to miss the punish window often.
Parasoul
- Lv3 now drops a tear at Parasoul's feet during the superflash. It looks kinda cool and provides slightly better defense.
- Egret Charge: the sad Egret (when Parasoul is hit out of her startup) drives faster so the cooldown is shorter, and is visually dimmed so he looks less like one that can hit.
Squigly
- Lv3 changes:
-- Recovery is 8f faster.
-- The flame ball goes away if Squigly is hit by a snapback. She still has safe setups for it, but it is no longer completely 100% free offense.
- Restored very old voice lines for Liver Mortis assist, but still left “MORTIS!” VO for Seria version when Squigly is the point character. (thanks Cheesedragon)
Cerebella
- Expanded the hitboxes for Kanchou so that it combos on more characters at more heights, rather than whiffing by pixels. It's still -25 on block and has a very small supercancel window, so helping it not
drop in the situations where it's not blocked seems fair.
- The first 3 hits of Diamond Dynamo prevent dead opponents from becoming invincible once they reach a wall. The prevents a situation where Cerebella would kill a character with Dynamo, have most of it whiff, and be punishable on incoming with no option to save herself. For exmaple,