Skullgirls: Slightly Different Edition – Complete Patch Notes Updated, Mystery Pushblock Change Mentioned

Mike Z recently updated the complete patch notes for Skullgirls: Slightly Different Edition, which is what the upcoming patched version has come to be known by. The updated notes include all the previous changes to the game back when the patch was first being talked about in July, the more recent changes that have been showcased on Salty Cupcakes, and a few new changes that we haven’t yet heard of. For example, three frames of blockstun have been added to all attacks across the board, which increases the amount of true block strings in the game and promotes pushblock guard-canceling, which was also recently revealed.

Mike also mentioned a vague change to pushblock mechanics worded as such: “Add ability to mmrph mrph during pushblock, a-la MvC2 and older Versus games. (^.~)” Mike continued to say “I’m pretty sure what I’m talking about isn’t common knowledge (like suki or guard canceling are), since when I told a couple of top MvC2 players they didn’t believe it was possible at all.”

You can read the full list of changes as posted by Mike Z below.

Non-gameplay changes:
Unlock colors 11-13 for all characters. Enjoy your freebies!
- Improvements to online play:

  • The NA and EU/ANZ versions are now compatible against each other.
  • GGPO now rolls back properly instead of slowing down at moderate or high pings, increases playable ping range by quite a bit.
  • Added many more regions for matchmaking, like Australia, Central/South America, Brazil, Gulf Coast, etc.
  • Reduce the number of tiers for PS3 matchmaking from 9 to 3, and lower the ‘acceptable match’ threshold so more matches will be found for a given number of players online.
  • Ranked matches online are now blind-pick, meaning you cannot see your opponent’s character choice until after choosing a stage.
  • Add screen flash and notification sound when you find a match.
  • Display opponent’s gamertag during a match.
  • Display opponent’s chosen assist types on character select.
  • Addressed the sound issues. Not all problems are fixed but overall should be much better, especially on item drops.

Improved loading times on 360. Reorganized the entire filesystem. Hopefully it’s enough!
- Added In-Game Move Lists, now you can ignore them instead of just wishing they were there to be ignored.
- Rebalanced AI Difficulty.
- Added Tournament Mode:

  • Disables granting of in-match Achievements/Trophies to prevent gameplay hiccups.
  • Forces menu flow of controller select -> button config -> choose characters -> play.
  • Uses default rounds and time settings regardless of current choices in the options menu.
  • 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. (Does not do this if a controller is unplugged mid-match.)
  • Forces button config whenever both players choose to return to character select.
  • Is part of this complete breakfast.

- Added more Training Mode options:

  • The Select/Back button can be set to either save/load state, record/playback dummy actions, or do both at once. Easily test any setup with precise positioning every time, at the touch of a button! (Hold the button down, or press LP+HK+Select, to clear the saved state or actions.)
  • The dummy recording can be set to play back as a reversal. This has endless uses…figure out what is safe against Showstopper, learn to deal with reversal Napalm Pillars or opponents mashing LP or throw, etc.
  • Input Display (List / Realtime Stick / Both)
  • Dummy Action (Manual / Crouch / Jump)
  • Blocking (Never / After First Hit / Always / First Hit Only / Random)
  • Block Type (High / Low / All)
  • Pushblock (Never / After Anywhere From 1 to 10 Blocked Hits)
  • Throw Tech (Never / Always / After First Hit / Random)
  • Ground Tech (Never / Forward / Backward / Random)
  • Escape Infinite Combos (Never / After Anywhere From 1 to 10 Burstable Hits)
  • Dummy Playback (Once / Repeat / As Reversal)
  • Dummy Playback Side Correction: 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. Useful for testing tech punishes or how to deal with crossups.

- Added Character Tutorials: Each character now has simple tutorials in place to teach the beginning players how to perform all of their Special and Blockbuster attacks, with some helpful tips on their use. (Note: Completing these tutorials is now a requirement for the “Sküllgirls” trophy/achievement.)
- Hitboxes displaying when switching characters is replaced by temporarily displaying 8-bit versions of the art, which is much less disruptive to gameplay.
- PAL-50 support with correct frameskip on both consoles.
- Logos at startup are now skippable on both consoles.
- Sparring Mode now saves game state when turned on, and loads it when turned off. Stop the match to check something and resume exactly where you left off! If a new match is started with Sparring Mode already on, the behavior is the same as before.
- Black-and-white super background now fades out in 8f instead of 15f, hopefully helps with determining when DHCs are allowed.
- 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 now counts mapping the same button or moving the cursor as an action that will keep a player’s screen open when the other player dismisses their screen.
- Button config no longer ignores button presses when another button is held. You can go as fast as you want!
- Main Menu and Training Mode now have 2-player button config, rather than just first player.
- Display chosen assist-type names on character select screen.
- In the Tutorials, move inputs are now described with button icons instead of text.
[---new changes since the previous time the patch was supposed to come out, lol---]
- Add color #18 for everyone, automatically unlocks if you have all other DLC colors.
- EVEN SHORTER load times on XBox than the previously shorter-than-ship ones.
- Buying DLC colors for a character will also unlock their colors 7-9, and their story mode if applicable.
- Can hold Assist 1 or Assist 2 button combinations during loading or between matches to swap starting team order. Once changed, team order stays as the new order, like MvC2, rather than requiring you to hold the button every match. Works in Arcade Mode, Versus Mode, and Tournament Mode. Doesn’t work online, unfortunately.
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 1st and 2nd characters, Assist 2 swaps 1st and 3rd characters, and both Assists swaps 2nd and 3rd characters, the same as MvC2.
- End-of-match timer in Unranked is now 90 sec instead of 15. I was unable to entirely get rid of it. :^(
- Fix dropped inputs for P2 in button config if P1 hit a button on the same frame. Yes, really.
- When either player chooses Return to Main Menu, it immediately happens rather than waiting for the other player to have to choose.
- Add Next Unfinished Lesson option to tutorial end menu.
- Improve visibility of right-side text in tutorials.
- Improve the setting of button macros: When on a macro line, simply press the buttons you wish the macro to be (e.g. LP+MK) and they will be set. To clear a macro, press the macro button. Basically, they work like you would think they should, rather than requiring unnecessary extra button presses.
- Stop Peacock’s bomb-dropping noise at the end of a round/match fadeout. Yay.
- Prettied up that logo billboard on Medici Tower. (^.^)
- Hit voiceover is now played after hitstop, like 3s and older SF’s, rather than upon impact like SF4. Makes impacts sound more solid, and vastly improves the annoyance of things like Argus Agony vs. Filia or Fortune.
- Team size now defaults to 2-character choice highlighted.
- Trial version of the game allows play as Peacock and Filia, rather than Cerebella and Filia, and the AI defaults to Easy. (^.^)
- On “Press button to Invite” screen, Circle/B are now “cancel” rather than still being “invite”.
- Fix supershadows on XBox to be shaded properly, rather than backward. Whoops.
- Fix leaderboard behavior on XBox, no more losing rank when winning matches.
- Fix save-data corruption on PS3 when quitting, YAAAAAAAAAAAAY!

Infinite Prevention System (IPS) changes:
- IPS now counts stand and crouch moves as the “same thing”. Command normals count as the same also, so s.F+HK = cr.HK = s.HK and j.B+LK = j.LK.
- IPS now counts all strengths of a given special move as the “same thing”, meaning anything with the same motion but a different strength P or K. This was already true for most characters, so now it is true for everyone. Considering how rare un-chained special moves are, this should not affect very much except specific known instances.
- IPS burst-allowed hitsparks no longer show up on anything except the point character.
- Tag-in attacks are now covered by IPS.
- All tags and DHCs now start you at the correct IPS stage when comboed into.
- IPS 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. Each new combo should be completely separate.
- Without a jump-in attack, your first ground combo no longer erroneously counts as your jump-in chain. Previously, at the start of a combo the exact same ground chain could be repeated three times, but only twice if preceded by a jump-in. Now, the same chain may only be repeated twice regardless of whether you started with a jump-in.

Gameplay changes:
- 3% game speed increase (frameskip interval changed). DOES NOT AFFECT FRAME DATA / RELATIVE MOVEMENT SPEEDS / ANYTHING ELSE RELATIVE TO OTHER CHARACTERS, only player-experienced game speed.
- Increase frames-per-timer-second to offset frameskip change, time-outs still take roughly the same amount of real time.
- Throw tech window increased from 6f -> 10f. Grab Bag tech window is still 4f.
- All assist knockdowns that would be red bounces are now green bounces: still completely vulnerable, techable 9f after hitting the floor, vulnerable as normal if not teched. Requires better timing to OTG off random assist hits now – see MvC2.
- Add LK+HP as an additional command for Assist 1. Should help pad players.
- Add right-stick assist calls: move the right-stick up for Assist 1, move down for Assist 2. More pad-player help. Can be disabled from Button Config screen.
- Specifically disallow same-frame throw plus assist-call inputs like LP+LK+MK or LP+LK+MK+HP to prevent 1-button throw+assist macro abuse.
- Assist calls are now valid for 5f after the input is entered, similar to MvC2.
- Assist character damage taken when hit changed from 6% extra -> 20% extra.
- Assist characters are now always shown behind point characters except when grabbing someone, meaning no more invisible mixups behind large assist moves.
- Changes to prevent dead body abuse: stop time when the point character is dead; attacker gains zero meter from the act of hitting a dead point character, but dead character still gains meter by being hit; dead point characters become invincible as soon as IPS triggers on them.
- 5f input leniency added to chained normals, as well as normals and airdashes from jump/superjump/doublejump startup. You can now hit the next button 5f before your attack connects and it will come out, and you can now press buttons or input an airdash during jump startup and they will come out as if they were input on the first frame of the jump. Does not apply to throws!
- Fix assist call priority to prevent lots of weird cases of getting the wrong assist. Simultaneous inputs always win, so HK ~ LK+MP will be A1 and LK ~ HK+MP will be A2. For kara’d inputs, the input performed later will always win if they completed on the same frame, so HK~LK~MP is A1 but LK~HK~MP is A2. And lastly, calls for both are resolved for A2 (LK+MP+HK and LK+HK ~ MP) because they used to be random…but don’t do those. :^P
- Correct neutral-to-blocking transitions: changing block directions on the frame you are touched should no longer result in blocking a low attack with stand stance / 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. (Valentine will still get an airdash out of her ground backdash.)
- Allow PP backdashing from preblock animation. Previously when the opponent was attacking at close range B,B would backdash but B+PP would result in a normal attack. Now both will correctly backdash.
- Bug-to-feature conversion: Bursts now scale damage to 50%, plus count as one hit. …why might this be necessary? (^.^)
[--- changes since the previous time the patch was supposed to come out---]
- Add 3f to all blockstun, everywhere.
- Characters come in slightly faster after a snap or death (92f -> 75f).
- Peacock, Cerebella, and Double’s tag-ins are now the same speed as everyone else’s (20f instead of 30f).
- Solo character health and damage changed: health 200% -> 210%, damage 175% -> 160%.
- Damage formula for combos changed:
Old 100, 100, 100, 85%, 72.2% (0.85*0.85), etc, with a minimum of 25% on hits >= 1000 base damage and 15% otherwise.
New 100, 100, 100, 87.5%, 76.5% (0.875*0.875), etc, with a minimum of 27.5% on hits >= 1000 base damage and 20% otherwise.
- Snapbacks changed:
– Assist characters no longer get snapped out along with point characters, allowing MvC2-style double-snaps if close enough to the corner.
– While the assist character is being comboed, the former point character will regain health at a higher-than-normal rate, and will also auto-generate meter slowly. You best kill that assist!
– Getting hit by a snapback will always allow an OTG afterward, even if the OTG had already been used. They do not accumulate – hitting with 3 snapbacks in a row only allows 1 OTG afterward, not 3…but OTGing, then hitting with a snapback, then OTGing, then hitting with another snapback, then OTGing again is possible.
- Pushblock-Guard-Cancel is possible: If not holding any Back or Down direction when the pushblock animation completes, the character will immediately return to neutral regardless of remaining blockstun. Use your imagination!
- Add ability to mmrph mrph during pushblock, a-la MvC2 and older Versus games. (^.~)
- All regular and special throws now scale followup combo damage to 50%. Throws which previously scaled the damage lower (Excellebella, Pummel Horse) still scale it to the lower amount.
- Assists now jump out away from the opponent even if they switch sides during their assist animation.

Overall bugfixes:
- Player 2 DHCing at the same time as any superflash or DHC from P1 no longer freezes the game.
- Allow negative-edge inputs for DHCs.
- Snapbacks work properly vs. Cerebella’s Battle Butt.
- Fortune’s head will no longer float offscreen when she dies.
- Fix unnecessary checking for achievements after they are already granted, preventing a once-per-boot hiccup.
- Unranked Online: Player 2 picking “Change Stage” should no longer freeze on Stage Select.
- R1 no longer acts as an “OK” button on menus, hopefully allowing some nonstandard controllers to work properly.
- Pressing up-back while airborne near an attacking enemy if you have a doublejump remaining will no longer cancel doublejump startup into preblock and cause the character to wrongly fall straight to the ground.
- 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.
- Stunt Double (alpha counter) action can no longer be overridden by pressing a button on the frame the character lands. [Whoops.]
- Floating “15” will no longer randomly appear after Unranked matches online.
- DHCing on the frame before a hit would have made contact will no longer allow the hit to connect after the DHC. (http://www.nicovideo.jp/watch/sm17841164 is now not possible.)
- Ground techs now use newest input if both inputs are entered during the tech window. Tweaked the early/late tech windows to make more sense, previously it was possible to input a tech *very* early and have it count as tech for the 2nd bounce but not for the 1st bounce.
- Fixed a bug where the next character could come in attacking backward after death! Conditions – opponent crosses over the corpse and is facing the wrong way, like during a jump, and the character coming in does a reversal attack on the frame they appear. Well…it’s fixed! [vidya link removed because it apparently doesn't work anymore? WTH, twitch.]
- Fix bug when airblocking an attack right at ground level which caused the character to land and be vulnerable during hit-stop. Removes possible corner unblockable with Death Crawl.
- Assists whiffing through the opponent (for example, an attack during a point character throw, or a throw assist during point-character-induced hitstun) no longer use up your assist call for that combo.
- Bursting correctly resets your OTG and stagger status. Previously, baiting and punishing a burst would not grant you a new OTG or allow the opponent to be staggered again if they had been staggered before.
- Everyone’s throws now face toward the opponent properly.
- Everyone’s airthrow now faces toward the opponent properly during a superjump.

—- Character specific changes —-

Cerebella:
- On the Custom Assist screen, F,D,DF,F+LP+LK gives Excellebella rather than Diamond Drop.
- Doublejump is also 360-locked, prevents accidental doublejumps when attempting jump-in supers.
- Forward dash horizontal movement starts 3f earlier, 14f startup -> 11f. As with all dashes, momentum on attacks still happens even on the first frame.
- Range on Excellebella increased slightly horizontally and downward.
- Excellebella is no longer supercancellable after the inital 4f, removing the Excellebella xx Showstopper option select.
- Tag-in causes small slide rather than regular knockdown. Still not able to combo afterward, but prevents opponent teching a raw tag and either being able to punish her on hit or ending up a full screen away. Still techable/punishable if you have already used up your OTG when you combo into it, so don’t do that.
- Air command throw properly faces the opponent.
- Merry-Go-Rilla now does correct damage as an assist, rather than half. Assist still scales the followup combo to 50%.
- Pummel Horse now hits crouching Valentine.
- s.HP/HK, c.MP/MK/HP, j.MP/MK damage lowered by 25 per hit. j.HP damage lowered by 50 (1100 -> 1050).
- j.MK hitstun 22f->19f.
- Unchained j.MP knocks back slightly less vs air, but when chained into knocks downward much faster.
- The “stop” part of run-stop no longer gives meter.
- Ground- and air-throw whiffs no longer cancel assist calls, like everyone else.
- 360 rotations now allow only 5f between valid directions, the same as every other special. Down from 7f. Helps prevent getting 360s when you meant to do QCT/QCB.
[--new--]
- Ultimate Showstopper can be cancelled into Devil Horns (DP+MP) after they land on the sword, but before the final damage is dealt. Scales followup combos.
- Longer supercancel time on j.D+MP landing.
- Reflect (DP+LP) hitstun from Cerebella herself made longer, move is no longer minus on hit. Can now combo into Lv3. Still very minus on block.
- When pushblock-guard-cancelling into Ultimate Showstopper, if performed within 6 frames of the guard cancel there will be varying additional startup frames after the superflash. When performed 0f after the end of pushblock, there will be 6f of post-flash startup, when performed 5f after the superflash there will be 1f of post-flash startup, and in-between works like you think it does.

Double:
- Changes to Hornet Bomber: LK version invincible through first active frame, MK version invincible up to first active frame, HK version not invincible. All versions lose active hitbox during descent so it is easier to hit her out of it later on. Supercancel period on landing shortened from 30f->4f to match most other special moves. Landing hit-stop is still supercancellable, so the change is only noticeable on whiff.
- All QCF motions now require the full QCF, instead of just D,DF.
- Zero meter gain during Furoboros (cat heads).
- Changes to Lv3: Sped up overall; no longer invincible for the entire duration, invincibility now wears off after she turns into Filia; last hit knocks the opponent away from Double; reduced damage to make it more even with other Lv3s; recovery on block slightly longer.
- Changes to reduce the ease of hitconfirms: j.HP hitstun reduced by 5f, blockstun unchanged; s.MK(1) hitstun reduced; cr.MK, s.HK slowed down by 2f each.
- Changes to Lv5: invincibility wears off as soon as you press any button to shoot or create a bomb. Rings do 2f less blockstun and have 2f longer cooldown between them, so full-screen random mashing no longer combos.
- Added missing hitboxes below her ground-impact frames so attempting low attacks to OTG won’t randomly whiff underneath her anymore.
- Fixed crumple anim to have crouch-hitstun and OTG-hitstun portions line up with everyone else’s. Previously they both occurred too early in the animation for certain combos to be possible on her.
- Remove 5f of invincibility from the middle of her dash and backdash, total invincibility 13f->8f.
- Assist taunt-before-leaving stops being a physical barrier 20f earlier. It mistakenly occupied space during the part where she collapses and disappears. She is still vulnerable to hits for this 20f, but you can run through her properly now.
[--new--]
- j.WK/j.HP are properly pushblock-able in the middle now.
- Can control the direction of the car super by holding Back during the superflash to have it come out from the other side of the screen.
- Meter gain during Furoboros (cat heads) now 1/2 what it was in the shipped game.
- s.MK restored to shipped-game speed (removed from above list of changed normals).
- Restored some frames of invincibility on her dashes (edited above).

Filia:
- Airball and air Gregor Samson are now possible with negative-edge, and Airball correctly allows assist calls along with the move.
- Flatline DHC to Fenrir Drive vs another Filia no longer misses the rest of Fenrir.
- Hairball fixes: No longer unsafe on hit vs characters with air supers. Final hit vs. standing opponents properly combos to Gregor Samson vs everybody.
- Airball fixes: Recovery shortened, no longer unsafe on hit, still unsafe on block; can airdash-cancel the end on hit or whiff but not on block, and only with a forward dash; will always do the air version of the recovery even if Filia lands during the attack.
- Increase recovery of air Gregor Samson by 4f. Still a good escape, but slightly less free.
- j.HP and j.WP hit area extended closer to Filia’s body to prevent SFA3-style whiffs up close.
- j.WP given more vertical hit area for the same reason.
- j.HP +2f hitstun and knocks back slightly less vs. air. Blockstun unchanged, vs. ground behavior unchanged.
- j.HK hitstop on opponent increased by 3f to prevent crossup bug.
- s.HP hitbox slightly wider and extends slightly lower, it now combos in many situations where it would miss by one pixel previously (after s.MK on standing Painwheel, etc.)
- Ground- and air-throw whiffs no longer cancel assist calls, like everyone else.
- Airthrow recovery on whiff shortened to match everyone else’s.
[--new--]
- Improve Hairball on hit, no longer unsafe. Longer hitstun for the last hit, Gregor Samson should always combo afterward.
- Allow dash-cancels from the last hit of Airball on hit or whiff, not on block. Only possible if you have not airdashed. Filia is unable to crouch or jump out of the dash if the HK version is cancelled into a ground dash, but can do ground attacks as usual.
- Lv3 startup improved, 12+3 -> 8+1; recovery 9f faster; hitbox on first frame bigger; damage changed from 4200 always to 4750 on first frame and 3000 after first frame.
- Add back previously-removed extra win poses. Selectable by holding various buttons after the round.

Ms. Fortune:
- Headless Furserker Purrage now connects properly vs. crouching Painwheel and Fortune.
- A successful level 3 will prevent time-up until it finishes, as with other “cinematic” supers.
- During Omnomnom, her head will now fly away from the nearest screen edge when the move ends or is interrupted.
- Head recall now plays 9f of the loop even if the button is not held. This prevents it from being able to be used without ever picking up the head, as well as removing a ridiculous meter gain exploit. Rekka->rekka->recall cancel is still possible.
- Headless Stunt Double (alpha counter) with s.HP and c.HP no longer plays the head-attached attack, as well as having recovery longer than 1f.
- El Gato overhead attack from rekkas sped up. [edit, missed this] Also is now super-cancellable up through the hit. Rekka->overhead startup xx air super is possible.
- Headbutt (neutral+HP) and head slides (F/B+HP) damage equalized to 675, and all give meter equivalent to a projectile rather than a physical attack on hit.
- Screw Attack (head attack when the head is hit by her own body) damage reduced from 575->500, and gives meter equivalent to a projectile rather than a physical attack on hit.
[--new--]
- Cat Spike is now knockdown instead of ground bounce.
- Headless s.MP -5f hitstun.
- Head attacks will no longer hit out of the air (will always OTG) after: Rekka 3rd hit, rekka->slide, chained j.HK. The single exception is that Sneeze will juggle off chained j.HK.
- Furrserker Purrage [head] last hit knocks the opponent higher, slides further, and is easier to combo after in the corner.
- Can now perform Sneeze after the last hit of a successful air super with her head on, to continue the combo headless.
- Rekka -> overhead is now supercancellable, rekka -> overhead xx air super will combo.
- Rekka series strength is determined by first Punch used, like Yang. Can no longer do 1st Light, 2nd Medium, 3rd Hard…if the first one is Light, all will be Light regardless of which Punch is used to continue.
- Redistribute rekka damage so most is in the 3rd hit, and rebalance damage slightly:
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

Painwheel:
- Can no longer rev Pinion Dash for an obnoxiously long time after winning a round.
- Pinion Dash command changed to hold D+KKKKK…release D, rather than D,D+K. Can press P while revving to cancel. Custom Assist command is D+2K.
- MP/HP nail shots correctly face opponent.
- Changes to air super: Increase minimum damage to 1100, comparable to other supers; on hit only, recovers to jump state which immediately allows flight for continued pressure and prevents it from being punishable if opponent had already been OTG’d; post-flash invincibility reduced from 45f (!) to 17f.
- Death Crawl is now vulnerable to throws. Hit invincibility period unchanged.
- F+HK leniency between hits decreased by 3f, now impossible to have it un-combo by delaying too long.
- Flying upward is slower if the opponent’s point character is also rising. Her rise speed is unaffected if the opponent is standing or falling. This allows everyone’s jump to have a chance to catch her when she’s at the top of the screen, and allows one flying Painwheel to catch another, but doesn’t affect her gameplay much otherwise. Does not affect first-frame momentum for normals at all.
[--new--]
- Can fly-cancel scythe grabs (QCT+K) on hit.
- Scythe grab hitboxes adjusted.
- Ground LK scythe grab doesn’t knock down, can fly-cancel to combo or use for re-stands.
- Air super adjusted: Always fully connects off any hit (all hits can now grab, not just the 3rd); fly-cancellable on last hit; startup improved, 6+5 -> 3+1; startup invincibility shortened, will no longer come even close to going all the way through a burst.
- s.HP damage 1000 -> 900, hitstun -5f. s.HP xx fly, flying MK no longer combos afterward vs grounded opponent.
- c.HP dmg 1050 -> 950, floorbounce height decreased. Flying MK no longer combos without OTGing.
- F+HKx4 damage lowered, floorbounce height decreased. Flying MK no longer combos without OTGing.
- Hatred Install startup improved, 5+6 -> 3+3.
- j.MP is properly pushblock-able in the middle now.
- Pinion Dash accepts old command (D,D+K) as well as new command (D+mash Kicks). Using different Kick strengths to choose Pinion Dash as custom assist will now give different strengths in-game: LK = Lv1, MK = Lv3, HK = Lv4.

Parasoul:
- Tear explosions correctly scale by ratio and are affected by combo damage scaling.
- Explosion hitstun 37->36f, blockstun 19f->14f to prevent certain lockdowns, chip damage 250->150.
- Fix issue with some palettes where certain frames incorrectly showed parts of her glasses.
- Silent Scope no longer misses crouching Painwheel after MP Tear Shot.
- j.HP hitbox extended closer to Parasoul’s body to prevent whiffs up close vs airborne characters.
- j.MK +1f hitstun; held-button float moves faster forward/backward and allows another attack immediately when button is released.
- j.D+MK->j.MK is now a chain rather than a reverse-beat, meaning your first Stomp->j.MK is valid even though they count as the same move under IPS now.
- Lengthen DHC window on Motor Brigade by 8f.
- Motor Brigade now drags opponent downward on hit, allowing more of the super to connect more of the time. Hitstop on opponent increased slightly for the same reason.
- Remove erroneous 3f invincibility after the hit was already finished on Napalm Pillar.
- Blockstun on Napalm Pillar shortened by 1f to prevent strange interaction with Crimson Hunting at max distance.
- Parasoul will no longer ground-tech the wrong way if crossed up after a knockdown, for example after being hit by Death Crawl.
- Ground- and air-throw whiffs no longer cancel assist calls, like everyone else.
- Egret Charge should always cause wallbounce now. Previously it may not have, if the camera were moving too quickly.
[--new--]
- Allow RC Soldier (B,F+LK) to be used to cancel out of her Lv3. New combo and mixup opportunities appear!
- Reduce damage of Lv3 slightly to compensate for new cancel buff.
- j.B+WK is properly pushblock-able in the middle now.

Peacock:
- Window for inputting QCB+PP for Goodfellows (Lv3) after a successful throw widened.
- All special moves correctly face opponent, no more backward gunshots after ground-teching past the opponent. (Oops.)
- Slightly reduce meter gain for connecting with Bang shots, HP cannonball, and all Georges.
- Overall meter gain reduced to 1/3 while holding a Shadow of Impending Doom.
- Redistribute damage for Argus Agony: ~300 lower unscaled damage, same minimum damage (on average, subject to randomness).
- Lenny damage 3000->3800, chip 650->800.
- Lenny fix: DHC window is the same but it is no longer possible for a DHC to be “too early” and result in the bomb not being created. Placement and explosion timing unchanged.
- Teleport now recovers 4f more slowly, starts up 3f faster; still vulnerable for 2f at the start; able to be supercanceled 3f earlier during recovery; fake teleport startup and recovery unchanged.
- All Lv1 items will always OTG in the proper direction, towards Peacock. Accomplished by allowing the Jippo bottle to be flipped (oppiJ!). Any Lv2 and Lv3 items which always face the same direction may still knock them the wrong way as OTGs, so be careful.
- Argus Agony hitbox extended closer to Peacock, no longer whiffs up close vs standing Painwheel or vs random other close attacks.
- LP and MP Bang! hitboxes extended back toward Peacock to prevent them from whiffing up close in certain circumstances.
- LP and MP versions of Bang! carry over their specific invincibilities (LP invincible to hits, MP to throws) through the entire active portion, as opposed to just the first active frame. First 2f of both moves are still fully vulnerable.
- HP BANG! shots do 33 more chip (300 total -> 400 total, or to look at that differently, at base dmg 48 triple shots to kill by chip -> 36 now, same as Cable’s Viper Beams.)
- Item drop chip increase: Lv1 150->200, Lv2 250->300, Lv3 400->500.
- Argus Agony small lasers +2f hitstun to prevent certain patterns from allowing the opponent to recover and retaliate. Blockstun unchanged.
- Airthrow recovery on hit shortened to prevent low airthrows being punishable by Double.
[--new--]
- Can super-cancel from teleport recovery much earlier, before she has fully appeared.
- Can cancel George tosses into each other anytime after the bomb is created.
- Recovery after placing Lenny improved by 5f.
- Can place another Lenny as soon as the explosion happens, rather than having to wait for the smoke to dissipate.

Valentine:
- Lv3 cinematic is skippable by the Valentine player holding any Punch during the fade-out.
- Flatline will only hit point characters, never assists/heads/Lenny/etc, and will not kill until the final hit.
- Hitting Valentine during her counter stance with her own Lv3 or Mortuary Drop no longer wrongly costs her 4 bars of meter. Only takes the correct 2 bars away.
- Hitstun poison (MP) only lasts 2/3 as long when the opponent is in hitstun. Blockstun does not affect the time.
- j.HP hitstun reduced by 2f, knocks up 1 pixel higher vs airborne opponents. Prevents an exploit. Still combos into HK Savage Bypass, etc.
- Countervenom (Lv2 poison counter) hitbox much taller, will no longer whiff on max height Painwheel j.MP. Can still whiff vs. Parasoul max height sj.HK, be careful.
- c.HP blockstun shortened by 6f, “feels” like all other launchers now in terms of punishing it.
- Air and ground Savage Bypass recovery shortened.
- Fortune is no longer able to move her head during the Prescription freeze; Peacock item drops disappear properly if she is hit by Prescription freeze.
- Counter super now properly faces opponent on startup.
[--new--]
- Allow movement after air scalpel super.
- Mortuary Drop restores air options when super-cancelled.
- Lengthen DHC window on scalpels by 7f air, 4f ground.
- Increase throw damage to 800. Since all throws now scale to 50% now, her throw no longer gives an unscaled standing combo, thus the previous low damage amount is unacceptable.
- Fix bone bounce sound during time-out.

Marie:
- All attacks now give the opponent meter on hit or block.
- Small skulls have energy background, easier to see.
- Add Apocalypse-style hitstun. Triggered by taking enough damage quickly, and more easily by supers.
- Fix various bugs like floating around and otherwise behaving oddly.

Source: Mike Z on SRK Forums

  • http://www.facebook.com/people/André-Theriault/542960130 André Theriault

    I don’t know if this will bring people back to this game…

    • GeForceFX

      If it only was on PC, I’d be playing it 24/7..

    • http://twitter.com/PSYCHOFLEX PSYCHOFLEX

      well i think it will because i have more then a few friends waiting for this patch.

  • WeirdingWay

    “Added In-Game Move Lists, now you can ignore them instead of just wishing they were there to be ignored.” What an obnoxiously snide comment. Your breadwinners are the casuals who vastly outnumber the people who frequent fighter fan websites and they want the movelists. I play MK with a friend who has been playing the latest MK for months and STILL checks the movelist. Why? Because he doesn’t play every day and doesn’t commit everyone’s move to memory.

    I love this game man but knock it off with the elitist douchebag comments about a standard feature in pretty much every fighting game in the last…idk…TWENTY years? No good game designer makes people search outside of the game for basic gameplay functions.

    • http://www.facebook.com/people/David-Wilson/534492200 David Wilson

      perhaps when capcom/snk/arcsys etc etc are releasing new IPs for about 15 dollars on digital download then you may actually have a good point on this one.

      • kenja0

        No, he’s right. I’m sorry but there are plenty of $15 games out there with completed content. Incomplete balancing, bugs and fighting game mechanics are okay. Movelists and how to play the game is inexcusable.

        • http://www.facebook.com/people/David-Wilson/534492200 David Wilson

           care to list all these NEW fighting games then that are out on digital download that have complete features?

          and no, re-releases of 10 year old games dont count.

          • http://twitter.com/VulcanHades Luisito

            So what you’re saying is that it’s ok to not include a movelist for a
            fighting game if it costs 15$? And that these guys will always make a
            new IP and not try to make a Skullgirls 2 to take advantage of the
            established fanbase and the game’s rich universe?

            What the fuck am I reading…

          • http://handsomefatman.com/ Carlos Alexandre

            Something in concise English, which is probably why its meaning eluded you.

          • kenja0

            Did you know there are other games out on XBL and PSN than just fighting games? Most of them are new. And all of them have… instructions.

          • http://www.facebook.com/people/David-Wilson/534492200 David Wilson

            fuck you people are stupid.

            a 2d fighting game animated by hand that requires endless balance testing and tweaking is apparently the same as any other games released.

          • kenja0

            You are not a part of game development. You have no idea that multiple programmers take on multiple tasks. Game programming is time consuming, I know. But, it is sooo easy to add something that shows an entire moveset of a character in comparison to gameplay. As a programmer, I can do this shit in a day, maybe an hour.

          • http://twitter.com/not_so_saint Антон Пятаков

            it was discussed million times by Mike already. It’s not THAT easy. They were trying to squeeze so much in limited time period that they literally have not enough time to draw, program and test movelists before release. Mike was snarky not only because he himself think they are useless but also because of amount of shit people were giving him for his decision to spend his limited resources in most productive way.

          • http://twitter.com/srslygtfo Mr. X

            Working on multiple screen resolutions, multiple languages, matching the theme of the menu, making sure it opens to the right character’s moveset, in all modes in which you can pause, etc. in an hour or a day?

          • http://twitter.com/windsagio windsagio

            to:Антон Пятаков

            It IS that easy.  I just started no the great journey myself, and if the game already has popups and menus (SkG does) its intensely easy and would take almost no time (unless of course the menu code is just a hideous mess).

            Mike is VERY self-serving with his answers to things.

        • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

           Isn’t there a training mode? Yup there is. Your complaints are down to movelist since balancing and bugs have happened in pretty much every fighting game except maybe Karate Champ.

          • http://www.facebook.com/people/David-Wilson/534492200 David Wilson

             plus the fact that skullgirls actually does more to teach you how to play fighting games correctly than most other games have done for the past 10 years with tutorials on mixups and tick throws and other basic shit that most other fighters do not.

          • http://profile.yahoo.com/QGJANMSPGNHUDNZVGAECLWBZFM Jaidon

            Are you guys jerking each other off or something?

          • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

             @Jaidon: no, but I find it strange that the thought of two penises is on your mind. Is your own member not enough for you?

    • Timothy Pitt

      It’s a joke line. Chill the fuck out. =/

      • http://twitter.com/FirstEgo J.M.

        It comes off as petty and snobbish. It is not necessary. I’m not saying this as a hater either. I’ve bought both versions of Skullgirls, kept up with the news, seen damn near all the tournaments and I even catch Salty cupcakes week in and week out. For all the fighting game experience I have I sometimes have to check move lists on Blazblue with Bang who is simple as hell even though I’ve played every version since CT. Sometimes it is a problem in Marvel vs Capcom and lord knows I’d need it in Guilty Gear. Not everyone has a fantastic memory and some people don’t want to hold papers or extra crap when move lists have become a standard in fighting game menus. I don’t hold the lack of a move list against Mike at all because Reverge and Mike busted their asses to give us Skullgirls, but it really doesn’t come off well at all when he mentions the same “joke” every time move lists are brought up on forums, twitch or even interviews(few and I can’t remember which). 

        I just want to put all of that behind me for the patch and start fresh. He’d be better off if he did the same instead of poking less capable people with “jokes”.

        • Timothy Pitt

          If people are actually interested in learning the game, then they’ll use one of the many resources on the web, like the SRK wiki here. The game lacking a move list is a moot point when you can literally google “Skull Girls move list” and get w.e. you need. Casual or not, it is a simple solution.

          • http://twitter.com/VulcanHades Luisito

            True, true. But…

            That’s the equivalent of NRS saying: “Who cares about a recording feature? Just find a high level training partner for each matchup you want to learn and test your setups, punish and escape options with. Plus it’s pretty easy to find an arcade with tons of good players playing.”

            Or Capcom saying: “Why should we provide frame data? It’s stupid easy to calculate, you just need to record at 60 fps and check every individual frame. If I can do it, anyone can. It just takes like forever to do and yeah we have all that info but we just don’t feel like making the effort to give it to you guys because we figured some of you would do the work for us instead and put it on the internets anyway so fuck that.”

        • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

           To be fair, how many jokes in life are “necessary?”

        • http://twitter.com/not_so_saint Антон Пятаков

          I love how americans are so proud of their love for freedom and liberties but are always trying to tell other people what things they should not do, what opinions they should not have, what meanings they should not imply et cetera. Pretty close-minded and hypocritically if you ask me. I mean can’t grown-ass man just insult somebody and handle consequences on his own without everybody else trying to tell him what he should do instead? Just let the man be himself. It’s cool. He has his reasons.

        • http://twitter.com/DevilJin01 Devil Jin

          The moves list for each character is pretty small and they really only have 3 or 4 special moves each with very basic motions.  Some characters have different special moves past that but they are enacted by pressing a different button during that same special move.  The game’s moves list is really easy to remember and will be just easier to remember with the patch.  

          Once people see that it’s literally like 4 moves with basic motions (or less) and some supers with basic motions it’ll be pretty straight.

      • http://twitter.com/windsagio windsagio

        except he really is testy like that.

        Dude gets pissy over even the slightest implied criticism all the time.

    • Zidiane

      Putting aside your tone, it’s not a fair comparrison. MK, to casuals, has a butt load of commands to remember, including the non-special commands. On the contrary, SGs goes from 6 to 12 seperate commands(and only if you count the different strength buttons), including supers.

      Your point about being rude to people who don’t visit this site is moot, since the only people reading it are people who visit srk or eventhubs or dustloops.

    • http://handsomefatman.com/ Carlos Alexandre

      The comment is valid. So-called “fans” turned a non-issue easily remedied by a web browser into a big deal. And yeah, non-issue. Move lists are nice to have, not critical, deal-breaker features, especially in games with easy move lists and designed for strong online play — and therefore for folks with an internet connection.

      Instead of getting salty at the supposedly snide comment, understand where it’s coming from: a designer who poured his heart and soul into making a great fighter and then having scrubs piss and moan about a non-problem they’ll fix the first time they go to SRK or Dustloop to find strats.

      Good on the comment. Bad on the fans for forcing the need for the comment.

      • OmegaNITRO

        “Forcing the need of the comment”? I’m pretty sure nobody is forcing Mike Z to make any comment in particular. I’m also sure snide commentary isn’t needed in general, and usually made because one WANTS to.

        Was the lack of an in-game movelist an issue that was blown out of proportion by some? Definitely. But yes, it was an issue. Maybe not for you, and it was at most a minor inconvenience for me, but it was still something missing in the game.

        Just because you or I don’t care about something doesn’t mean it isn’t cared about. And it’s always good to stay in touch with reality and realize that people that go to SRK or Dustloop aren’t the ONLY people who play or buy fighting games.

        • http://handsomefatman.com/ Carlos Alexandre

          Yes, it was an issue.

          No, it wasn’t a big one. Everyone who made it out to be couldn’t defend why if their lives depended on it. At best, if going by some sort of grading system, it’s a minor docking of a mark, not a deal breaker for a $15 title with more thought put into its characters and feature set (hold to pause, button config, etc.) than most $50+ fighters — and games in general.

          Any casual player who told me the lack of in-game move lists was a problem… would be correct. The moment they put “big” before “problem” they’re acting stupid.

          • Samakuso

             you’re stupid.

      • http://twitter.com/srslygtfo Mr. X

         They can make it to these sites to whine but can’t make it to the movelist lol

      • http://www.facebook.com/thomas.manson Thomas Manson

         You know, this might come as a huge surprise, but not every person who buys a video game goes to or even knows what shoryuken.com is.

        …Maybe, even, not every person who buys Skullgirls.

        As far as Mike Z’s comments go, it’s pretty snobbish and shitty, and it will guarantee that only the jerkiest sociopaths who troll the SRK front page all day, bad-mouthing every newcomer and everyone else they don’t like for being “scrubs” while screaming “MAAAHHHVELL BABIIIEEE,” throwing up gang signs from behind computer screens showing off their e-thuggery, with head eternally and firmly put in asshole, ever touch or hear about this game in the first place.

        But that’s exactly who this game is made for anyway.

        This might be bad if he wants to seriously make video games professionally, since insulting your customers is typically a BAD way to sell product.

        But like I always say, the main problem with the FGC…is the FGC.

        • http://handsomefatman.com/ Carlos Alexandre

          Every person who buys Skullgirls will see the URL in-game. And it’s a good bet they will have internet access, given the game’s release on XBL/PSN.

          Mike Z’s comment is on the mark. He’s attacking a mountain people made out of a molehill.

          The rest of your comment is retarded and I’m not justifying it with any more words.

          • Samakuso

            you’re retard

          • http://handsomefatman.com/ Carlos Alexandre

            Pubes.

    • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

       …are you really reacting that way to a joke? Some people are just really sensitive or touchy about things like that, I guess.

      • http://profile.yahoo.com/QGJANMSPGNHUDNZVGAECLWBZFM Jaidon

        Mike Z is a prick. He pisses on his fans and you cry for more. If you called him on his bullshit more often, He’d probably humble the fuck up and be more appreciative that people even like his game.

        • Jet_Set_Dizzy

           Wow. Just wow.

        • http://handsomefatman.com/ Carlos Alexandre

          You’re an idiot.

          • Samakuso

             No, you are.

        • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

           [tilts head] So you and your friends never talk ish to each other? That like…the most basic of male bonding techniques…no homo….or is it 0_o

    • http://www.facebook.com/luis1luis1 Luis Contreras

      True. I’m an 09er and i remember continually going back to check the manual to find out how to do moves. 

    • canabalistic

      Dont know the moves download the pdf on your computer (that is actually recommended  in the game to download) problem solved. 

      But on the other hand i see your point fighting games should have a movelist for new comers or to refresh your memory…. BUT on the other side it only takes a small amount of time (1 hour of gametime) with any 2-D fighter character to know their moves considering how few there are, its far more about knowing how they work, what situation to use them in, and the disadvantages vs advantages they bring which most movelists for any game dont cover anyway. (sidenote: only 2-d fighter character I can think of that would take longer than an hour of playtime to remember the moves for would be dante in mvc3 and its not the motions just which one does what)

    • http://www.facebook.com/tristion.e Tristion TeeJay Edison

       The target audience of this game is not casuals. A LOT of old fighting games did not include a movelist, including Mortal Kombat. Please calm down.

      • WeirdingWay

        Keyword: Old. MK came out over 20 years ago. Standards have changed.

    • http://twitter.com/daevlol Andrew John Keeton

      someone sounds mad irl

    • http://handsomefatman.com/ Carlos Alexandre

      Every single person who liked this post is an idiot. Just sayin’.

      • Samakuso

         you’re an idiot

        • http://handsomefatman.com/ Carlos Alexandre

          Given the 18 bazillion posts of this ilk you made in reply to me, including my personal favorite “you’re a dumb,” I’m not sure you’re in any position to judge idiocy.

          • Samakuso

             shut up idiot

          • http://handsomefatman.com/ Carlos Alexandre

            I think I’ll keep talking, thanks. Make sure you wash my ass while you’re back there.

  • http://twitter.com/LordProsper Johnathen Blevins

    So are Umbrella and Squiggly ever gonna see the light of day?

    • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

       I really hope so. I really like the concept for Squiggs.

  • http://www.facebook.com/profile.php?id=1184087550 Gero Silva Pereira

    I need that patch!

  • http://twitter.com/AladarCZ John Doe

    ETA for the release: Never.

    • TrevHead

      I would hazard a guess that it’s MS and their BS charging $40k for patching (the first 2-4 patches are free) that is hurting this game more than anything. MS use that system so devs don’t release broken games at launch. But any competitive game like SG needs ongoing patches to keep ppl playing in the long term and not just for bug fixes.

      It explains why the devs keep on holding off patching while they add to it to keep costs lows.

      • http://twitter.com/AladarCZ John Doe

        Well, I would assume it’s not Reverge holding up the patch either. As I already said elsewhere, I do feel bad for Mike and the gang that they are getting screwed over, but, in the end, as a paying customer with VERY limited income, I just can’t justify paying over $20 for an incomplete game that has a very bleak future for now..

        • TrevHead

          over $20? :/

           The game is only 1200msp or $15 and even without a move list or fully featured training mode SG is one of the best value digital games you can get on console since everything else are just rereleases of ps2 era games. Plus it’s a totally new IP to boot, not just a sequel.

          • http://twitter.com/AladarCZ John Doe

            It’s over $20 for me on PSN for some reason. I asked Reverge why, but they never got back to me. 

            See, the $20 is pretty much all I have spare for the whole month, so I’d rather not spend it on a game that no one plays online, and no one wants to play offline because of its reputation.. It’s better to just train one of the games I already have, at least for now..

          • Zidiane

            $20, what the hell? I bought it for both systems, and paid no more than $30. I’m barely scraping by as well, I had a 4 month break between both buys (and now can’t play either copy), but there is no reason you should be paying $20 for it.

          • Nyoka2

            Just checked on the PSN and its 15 bucks…. might wanna check again.

          • http://twitter.com/AladarCZ John Doe

            Nyoka2, Prices are region-based, and I assume Sony has some kind of dumb conversion rate for mine, because it costs around $21. Stuff like Jojos that was supposed to be $15 as well (at least iirc), costs more as well..

        • http://handsomefatman.com/ Carlos Alexandre

          This is a very dumb mindset.

          • http://twitter.com/AladarCZ John Doe

            I don’t care what you think, I, as a paying customer, am not getting the things I want (or can get from competing products), so I’m taking my business elsewhere. That’s how market usually works, no one is obligated to buy an inferior product.

          • http://handsomefatman.com/ Carlos Alexandre

            Indeed, and just as you’re allowed to voice your ill thought-out discontent, I’m allowed to call it dumb.

          • http://twitter.com/AladarCZ John Doe

            I wouldn’t expect anything less from the biggest fanboy on SRK. But honestly, I think it’s way dumber to buy a game just so I can look at it being installed and never play it.

          • http://handsomefatman.com/ Carlos Alexandre

            “Biggest fanboy on SRK.”

            El. Oh. El.

          • Samakuso

             you’re a dumb

          • http://handsomefatman.com/ Carlos Alexandre

            lol did you mean “you’re a dumb mindset?”

            Go head, try again. I’ll wait.

          • Samakuso

             you’re dumb

      • http://twitter.com/Xechs_99 Xechs
  • chris zammit

    Feel like playing skullgirls now :D

  • http://twitter.com/m_hardle Marcus Lima

    It is almost here and I can’t wait for it! I’m already moving my local community with some solid results! SG, GGAC, KOFXIII (offline only though =/), VSAV… finally the great games are returning to us. 

  • carlisle2033

    MikeZ is learning the hard way why the big fighting companies rarely give fans everything they want.

    • http://www.facebook.com/profile.php?id=1341129325 Xavier D Culver

      Yup. No matter what happens some one will complain about what you do and when you do it, regardless of who is responsible…like the company he works for -_-

  • TrevHead

    Damn I love this game, when can we expect to see this patch?

  • http://twitter.com/FIGHTCLUBArcade FIGHT CLUB Arcade

    I keep reading about the character select being too short. Every franchise at start has 8-10 characters. Then it grows to 20+ after a few true number sequels. Capcom 2 had so many, because they been developing characters since Marvel Super Heroes and X-Men Vs. Street Fighter. :P

    • TrevHead

      The small roster was a big deciding factor in why I picked SGs as my first 2d FTG since SF2

    • http://twitter.com/ReikoMori Ari Noir

       KoF 94 had more than 8-10 characters.

      • http://www.facebook.com/people/Ryan-Skees/42113430 Ryan Skees

        KoF 94 was the first in the series, but it was built on Art of Fighting and Fatal Fury.

      • http://twitter.com/BeyondTheTsun Eternal Blaze

         KoF is a mashup of many series (Art of fighting, Fatal Fury, Ikari warriors etc) so its not the same thing..

        • http://www.facebook.com/UNdesTROY Troy Dalton

           All of the sprites in KoF94 were completely original, so it actually kind of is…

    • http://pulse.yahoo.com/_WV4VCJ2UTS43PU4IZO4GQZEV7M wuy

      SF2: 12 characters. 16 by the time of ST excluding Akuma
      X Men COTA: 11 characters + Magneto and Akuma
      Guilty Gear: 13 characters
      Fatal Fury 2: 15 characters + Ryo as hidden character
      Blazblue CT : 12 characters

      So 8 is below average for the first game of a FG series.

      • metaXzero K

         HEY

        Street Fighter 2 in it’s original form had EIGHT playable characters. Not 12
        Fatal Fury: King of Fighters (the game before Fatal Fury 2)  had THREE characters.

        So no, 8 is not below average for a first game if you’re going to reach far back to the 90s.

      • http://twitter.com/macewindu064 ニック·レオンハート

        Well SF2: WW only had 8 playable characters and the first Fatal Fury had only 3 playable characters. The first SF had even less.

        Plus, those were all full price retail releases.
        Before anyone gets their shit in a bunch, I’m not taking sides either way.
        Just saying that it’s a tad unfair to compare character selections of a 50-60 USD game to that of one that’s literally 1/4 of the price. Especially when some of those full price retail releases have had even less characters than SG. Yes, it would be nice if there were more, but there was no shortage of things to learn with what’s stocked with the initial download.

      • Louis Lam

        Correction: SF had one character and a costume swap.

    • TrevHead

      Considering it’s a new game, which would you rather have?

      - 30 character roster that is unballanced or broken due to lack of playtesting
      - 8 characters that are ballanced and match up well
      - 30 character roster that IS ballanced but is never released because the devs spent years playtesting and went bust.

      I will admit that I’m looking forward to the 2 extra DLC characters though, but i’d rather have a ballanced roster than a mugen with too many.

    • chipsndips

      Even Super Smash and Blazblue started with 12. In this day and age, you’d want to start with at least 12. I mean, to the BARE MINIMUM, get 12. 8-10 is kind of pathetic in the 21st century.

  • http://profile.yahoo.com/ONS4S66YWAVI7CQP4RMQQX5XD4 Jonathan

    Still waiting for Squiggly  :<

  • http://twitter.com/lovethievery Mr. Irrelevant

    Still waiting for the PC version. I’m loyal as fuck.

    • DonaldHoganMark3

       Same here….

  • http://www.facebook.com/panda.peleador Panda Peleador

    Still think the My Little Pony game has more hype than this. It has better art direction for sure.

    • http://twitter.com/MortalKomment MortalKomment

      lol, not quite.

      • CptPokerface

        It’s better to let comments like this fade away into nothingness..

        • http://twitter.com/MortalKomment MortalKomment

           I agree that people shouldn’t argue with the trolls, but there’s no harm in making a positive stand for your game.  It’s my salute to Mike Z.

          • CptPokerface

            Good point, good on you. I also wish for this game to do the very best, so consider this a salute as well.

    • http://handsomefatman.com/ Carlos Alexandre

      You’re an idiot who doesn’t know the first thing about art.

      • JasinWalraven

        Taste in art is subjective, that is why we have so many different forms of art. If Panda thinks the Pony game has better art then Skull Girls, that is his opinion. You calling him an idiot who does not know the first thing about art is just small of you to even type that. I’m sure you are a bit more mature than that.

        • http://pulse.yahoo.com/_TIC7WNRSMFBSCLF6OR6JQJAAZA sb

          no its obvious hes trolling only a idiot would make a comment like that you must be new here

        • http://handsomefatman.com/ Carlos Alexandre

          I’m aware how opinions work, thanks. And just how he’s allowed to have a shitty, poorly-backed opinion, I’m allowed to call him an idiot for it and assume he doesn’t know shit.

          • Samakuso

             you’re not allowed, you’re just an idiot.

        • http://twitter.com/MortalKomment MortalKomment

           I agree that he shouldn’t have called him an idiot, and I KINDA agree taste in art in subjective, but I don’t agree artistic value is subjective.  To say the latter is true presupposes a definition of beauty, and philosophically, that isn’t a settled matter.

          Not trying to be stuffy or anything, but I think a person can sanely argue
          Van Gogh’s work is objectively better than Rob Leifeld’s, just as someone can reasonably believe beauty is subjective.  Neither conclusion is obviously true though, and anyone who thinks the answer is obvious has probably been force-fed a shody definition of beauty (society uses the word so loosely, it’s had to blame them).

      • KubikiriTurkojin

        you wouldnt notice a rolled up picasso up your ass. either you dont know shit about art, or you just got a really big asshole. 

        • http://handsomefatman.com/ Carlos Alexandre

          This reads like you had this really awesome idea for a flame, got to typing it, realized it was terrible, and then said “fuck it” because thinking is hard.

          Too bad, because now you just sound like you’re obsessed with my asshole. I’d say “kiss my ass” but I’m not sure you know where or when to stop.

          • KubikiriTurkojin

            sucking mans asses is your thing, your probably as ugly as the art used in this game, shit would look good on you. actually it would make you look better, cant look worse now can you? 

          • http://handsomefatman.com/ Carlos Alexandre

            This abortion of the English language includes a) evidence you knew precisely what I was talking about and b) resorts to grade-school level “you’re ugly” flames.

            I’m not a big fan of Akuma but holy shit, from this it’s clear you’re lying on the ground and there’s a Ten symbol on my back.

          • Samakuso

             shut up idiot

          • http://handsomefatman.com/ Carlos Alexandre

            Curious what you’ll do if I don’t.

            I suspect the answer is “cry a bit, then make more useless posts.”

            By all means do go and do exactly that despite having been called on it.

      • Samakuso

         you’re the idiot.

    • LKArtillery

      You must be either blind, stupid, or blind and stupid.

    • KubikiriTurkojin

      even though i havent seen mlp, the art direction cant possibly be worse than sg. 

      • http://twitter.com/windsagio windsagio

        The MLP art is excellent for what it’s supposed to be.  Those characters were designed that way by a very talented designer.

        SKG’s art direction’s just Ahad’s fap-fodder in gothy colors.

        • http://handsomefatman.com/ Carlos Alexandre

          “It’s good for what it is” is one of those copout statements that mean nothing. If you think MLP art is good you can explain why without copout statements.

          As for Skullgirls, there’s very deliberate styles and themes at play, evidence of its influences (comics/cartoons from both sides of the ocean), and 8 bazillion more things of artsy goodness I don’t think you care about, given the “fap-fodder” comment, an inappropriate one given how easy it would be to craft something similar about your Disqus avatar.

          • http://twitter.com/windsagio windsagio

            MLP good for animation and expression and showing motion.  It’s designed to look good and be easy to use for the animators.

            The influences in skullgirls makes me think of a friend of mine, who is writing a retro-future BBS furry Knight Rider novel.

            Being influenced by things isn’t any good if all you come out with is a self-indulgent mess.

            And that’s the problem here, its self-indulgent.  It’s a whole bunch of stuff that the artist is into without any rhyme or reason or sense.  Also fetishy bodies

          • http://handsomefatman.com/ Carlos Alexandre

            Don’t agree, but I can appreciate this.

          • Samakuso

            your avatar is worst, idiot.

          • http://handsomefatman.com/ Carlos Alexandre

            Aaaaaaaaahaha, are you *actually crying*?

      • http://pulse.yahoo.com/_TIC7WNRSMFBSCLF6OR6JQJAAZA sb

        OooKay now your trolling now i see

        • KubikiriTurkojin

          game was too slow and the combos too long, thats been fixed. the music was on par with the greatest soundtracks of any fighter. but the character designs and especially the character art is just shit. its like a nicktoon cartoon but worse. basically its an easy and ugly style of art that i resent, along with a lot of people. 

          • Nyoka2

            Well… that’s a matter of opinion. I have to say i quite enjoy the cartoony style. Also the game has more frames of animation and higher definition sprites that Blazblue or Third Strike. And as far as easy goes, the characters have to be drawn at twice the resolution of the screen, which is more difficult than flat out sprite art.

            But likes and dislikes in terms of style are all matters of opinion. If you don’t like the art style, that’s fine. I just doubt it’s easy.

  • http://www.facebook.com/people/David-Milton/1501362057 David Milton

    wheres squigly and umbrella?

  • http://profile.yahoo.com/VMPB73RG2RJNBDQW6N6K7ETHRY caleb

    wtf!? can someone tell konami to stop being dumbasses??

  • Michael Scofield

    any thoughts on the pushblock thing SRK frontpage trolls I am intrigued 

  • http://www.facebook.com/ted.polak Ted Polak

    I know what the pushblock thing is, although Mike Z got annoyed when he asked me to do it in front of him and I failed ten times out of ten. He showed me this way: After Cerebella does a pushblock, she has a certain number of frames that, if the opponent is attacking, she gets a free grab super on them.

    Since I failed 100% of the time trying this, I am no expert, but Mike demonstrated it in front of me. Done properly, you have invincible frames coming out of pushblock, and I guess you can do moves to punish people.

  • Nyoka2

    Nonono. That’s pushblock guard canceling. You can immediately return to neutral after a pushblock by doing that, so if you 360 grab right out of a pushblock and get it on frame one, the 360′s invincibility goes through the opponent’s move and you get a free grab.

    Mike said the mumbling was specifically not this.

  • Nyoka2

    Wouldn’t it be wild if the patch came out and BOOM, squiggly and umbrella were there?

  • Nyoka2

    (deleted)

  • Hector Roberto Perez Bejarano

    Another dead game… let it die already

    • E_Tap

      Sorry, not gonna happen. True fighting game fans have a longer attention span to stick with a game they appreciate for more than 6 months instead of picking up the newest overpriced mess that comes out each month.

    • metaXzero K

       Why do you care?

      • http://www.facebook.com/Rizhall Mohammed Ahmed

        because he wants to mindlessly follow a game he can holler about without knowing squat about the game, instead of not understanding crap and watching silently.

    • http://www.facebook.com/people/Almeson-Hoku-James/100000479628267 Almeson Hoku James

      Aint dead til Kenshiro says so

  • http://www.facebook.com/people/Tony-Toushirou-Samuel/100000067422312 Tony Toushirou Samuel

    One reason I think this patch might also be taking so long is maybe they are actually working on DLC characters and plan to release them at the same time or close to it.

    Just a random thought from when I think Mike said it cost a lot of money just to put patches/DLC on the MarketPlace and PSN. Might just want to do it all at once. Could be totally wrong though.

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  • http://twitter.com/ace_crusher ace_crusher

    Why do people keep saying this game is “dead”? Because it’s being shown at Big Two or Wednesday Night Fights? Because there aren’t tournaments for it where people when thousands of dollars and cars with its artwork on it? Newsflash: There are people still playing this game. There are people who LOVE this game. I highly doubt there would have been this much work done on this game if it were “dead”. 

    • http://pulse.yahoo.com/_WV4VCJ2UTS43PU4IZO4GQZEV7M wuy

      If even Dacidbro refuses to play the game then it’s pretty undeniable that Skullgirls is dead.

      • http://pulse.yahoo.com/_TIC7WNRSMFBSCLF6OR6JQJAAZA sb

        well there it is folks the proof
        LMAO pleeze stop better yet GTFO

      • http://twitter.com/ace_crusher ace_crusher

         So goes Dacidbro, so goes the Fighting Game Community?

    • TrevHead

      To most folk a game is dead unless it has CoD numbers playing it.

  • http://twitter.com/ace_crusher ace_crusher

    The Skullgirls website should sell a t-shirt that says “Skullgirls Are Not Dead”

    • http://twitter.com/not_so_saint Антон Пятаков

      Nah, it should be Dr. Shark with the pipe stating “The reports of my death are GREATLY exaggerated”.

  • LKArtillery

    The irony being that the actual Skullgirl in-game is… well, undead.

    • http://twitter.com/not_so_saint Антон Пятаков

      Should we use “Skullgirls Are Undead” for our motto then? =3

  • http://twitter.com/windsagio windsagio

    Tip to the (un)wise.

    Quit talking about the patch till its ready.

    • http://pulse.yahoo.com/_TIC7WNRSMFBSCLF6OR6JQJAAZA sb

      Tip to the (un)smart

      Theres people that would like to know whats going on with the game and are waiting on the patch some updated info helps with that

      • http://twitter.com/windsagio windsagio

        he’s hurting himself though, its hard to watch :p

  • http://profile.yahoo.com/HN7DEZB2BPEPK34D4JINX74PIA Stevo

    I still generally enjoy the game, but all I would really like to see is Black Dhalia as a character.

  • http://twitter.com/Mask_Lover Mark

    Can’t wait for the patch

  • http://twitter.com/VulcanHades Luisito

    Mike Z, good work man but imho you should follow the trend and sell Ultimate Skullgirls: topless edition turbo plus love max EX accent core unlimited ver 2013 to milk us as much as possible. We are so not worthy of this patch.

    • http://pulse.yahoo.com/_TIC7WNRSMFBSCLF6OR6JQJAAZA sb

      was this suppose to be funny after been done already for the 1000th time im not sure anymore

  • BeholdMyPower

    #StillWaiting

  • http://profile.yahoo.com/QGJANMSPGNHUDNZVGAECLWBZFM Jaidon

    When is the release date of the patch? When are the new characters coming out? When do we get some real answers from THE MAN himself instead his lackeys?

    • http://www.facebook.com/victoly Matthew Taylor

       He doesn’t even have those answers bro.

      If he had any control over when it actually came out, we’d know by now

  • http://www.facebook.com/profile.php?id=100001743622547 Zane Hayden

    Damn, that’s a big-ass patch list.

    • Nyoka2

      Yeah…. it’s one of the biggest and most comprehensive free patches designed for a fighting game. Yet the only thing people can do is complain that it’s not here yet.

  • Bernardo Tavares

    I hope for playable Marie

  • http://www.facebook.com/people/David-Wilson/534492200 David Wilson

    people can get upset about all kinds of jokes, racist jokes , sexist jokes, religious jokes, jokes about cancer, jokes about amputees, little people, retarded people, death jokes, jokes about peoples weight/cooking/personality etc etc.

    a joke about the absence of a move list in a video game? eehhhh, im not seeing it…..

  • Rahavic

    Wow just did word search for “lobby” and had 0 results on this page. Guess we aint ever gonna get them and nobody cares. All good I’ll pick it up and play again for a couple days when it comes back out, and I’ll play it more and stick to it when more characters and a lobby system come out. Good stuff to Mike Z I know he’s been putting in a lot of work for this.

    • http://www.facebook.com/profile.php?id=100003116027854 Don Gendo

      Mike Z has said (multiple times? I think so) that the “lobby guy” is the person porting the game to PC. Sure, you could argue that the people playing the game right now should take precedence over a (definitely smaller) potential PC fanbase, but if this game gets released on another platform, that’s another stream of revenue for Reverge, which can only be a good thing.

  • http://www.facebook.com/dshnorhokian Danny Megamands Grace

    Holy cow, I read this whole thread. Great read. Would read again.

    Here is my 2cents for anyone that cares.

    1. I hate people who judge a game by artwork and character select. This is NOT directed to people who try the game and don’t like it. Thats fine and reasonable. I tried TvC and I hated it and I’m a hardcore 2d FG player. This IS directed to people that say the drawings look cartoony, there is no male characters, the background looks too anime… and they DON’T try to actually play the game. I ran into multiple people online using this excuse and even in person. Horrible.

    2. For $15 and 8 UNIQUE (ryu, ken akuma anyone?) playable characters, this game WORKS and is 100% worth it. I come from MvC2 where there are 50+ characters and God knows I can’t name more than 15. I’ve won many tournaments and placed top 7 at EVO so I know the game well. In that game (which lasted longer than any 2D fighter ever released), they called the main characters the “BIG 4″ because there was only 4 playable characters + 3 assists. The game had a rotation of 3 teams. So SG is just as playable as a major fighter having only 8 characters. And in SG, you can have 1,2 or 3 man teams giving you the ultimate control of team customization.

    3. The patch will solve issues that I didn’t even think were issues in the game. Speed up, shorter combos, pushblock + punish, holding start to actually pause the game, a FG tutorial that actually teaches you how to fight rather than making you do a 3 hit combo –> 10 hit combo –> 50 hit combo that are completely useless in actual matches (MvC3).

    There are more, but I will leave it at that to see if anyone responses, then I will unleash more fury.

    • http://handsomefatman.com/ Carlos Alexandre

      THIS is the post that deserves 40+ likes people, not that one by that idiot who’s salty about move lists.

  • http://www.facebook.com/DashingKC K.c. Cannady

    Am I late to the party on this thread? *Shows up in monkey suit*

  • http://www.facebook.com/profile.php?id=683587068 Lenin Chavez

    Now that’s a patch

  • http://www.facebook.com/profile.php?id=1123972011 Curtis Dalton

    Hey… PC port MikeZ?

  • http://www.facebook.com/jonnitti Jon Nitti

    so when does the patch come out?

  • http://www.facebook.com/VaughnWG Vaughn Anderson

    *reads all the comments about Mike and Skullgirls*

    God… is this what Fighting Game Players have reduced themselves to? Complaining about in-game move sets, number of characters, badmouthing the creators and themselves over the smallest of things?

    How on earth can you guys (not all of you) call yourselves fans of anything let alone game players with this kind of thinking? In terms of the topic at hand, Skullgirls has been through Hell and back numerous times for the sake of even being released.

     Now they’re doing a patch and the first things some of you resort to is bashing on when it’ll come out? Everything in the world to do and you come here to talk crap on the game? You complain about the move sets ONLINE and you go ONLINE to complain… well since you’re ONLINE, check the move sets and save it…

    Number of characters? Well since this is an Indie game and not something that’s come out in the last 20 years I’d expect a short list, all fighting games had around 8 characters to use, some more or less than others. It’s a 15 dollar game, if it was a major game like Street Fighter 4 or MvC3 then okay, that’s justified ONLY because their franchises have been around for years now and would be charging you 50 to 60 (more counting DLC) for it.

    All in all, if you’re really fans of anything you’d at least make more effort to understand all the situations going on and think more. Indie games are not the same as the high end ones nor does it make sense to give up on a game just cause it barely started out. That’d be like dropping Street Fighter 2 for the same reasons. Skullgirls will most likely be like Street Fighter 3 and have a slow start into something greater hopefully, but it’s up to REAL FIGHTING GAME FANS to be there when they are interested in the game(s) they want to play.

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