Over the past few weeks, Mike Z has been showing off new balance changes for Skullgirls at Salty Cupcakes. Here are the changes we have seen so far.
- You can now no longer block from a forward dash/run that has crossed under and is moving away from the opponent without returning to neutral first.
- Landing a snapback on an assist prevents you from using tag mechanics (tag out, assist call, etc.) for three seconds. Landing a snapback on a point character prevents the incoming character from using tag mechanics for five seconds. Double snaps count as hitting a point character, however following up the double snap with another hit removes the lock effect. You can still DHC to the character that is not locked.
- All throws are now normalized as 7 startup frames, 1 active frame, and 28 recovery frames
- Air throws can now be teched while holding down
- If Valentine’s air-scalpels are blocked, she now has to wait 12 more recovery frames before she can move in the air
- Valentine’s counter super now starts up in one frame down from four
- Valentine’s counter super with a vial charged now does +35 frames hit-stop +550 damage, and now can be comboed off of
- Painwheel can now fly cancel M and H nail projectiles
- Painwheel can now take air actions after a whiffed/blocked air super
- Hatred Guard bonus damage now stacks with itself as long as you don’t hit with the attack (you can fly cancel to store your charge). Capped at a third of Painwheel’s life bar in damage. Hatred Guard bonus damage is always applied to the next move that could be hatred charged. I.E. you can stack up a lot of damage with her multi-hit fierce absorption window to produce a super powerful jab
- Cerebella’s MK followup to her command run now does a cross-up with no attack. To get the Kanchou, you need to hold MK
- Ms. Fortune’s head cannot be knocked off by normal hits. Now it is knocked off when you snap her out
- Ms. Fortune’s LK Fiber Upper has decreased block stun, increased hit-stun, increase knockback, and cannot be hand-sprung out of
- Ms. Fortune’s air-dash is now much slower and has to be executed far higher off the ground when her head is off
- Ms. Fortune’s axe-kick forces an OTG (fuzzy on this one)
- Ms. Fortune’s head runs faster during head recall.
- Peacock can now only have two bomb projectiles on the screen at once
- Peacock can now cancel her bomb tosses into other bomb tosses simply by pressing another button during the throw animation
- Parasoul’s bike grab now has a bigger hurt box, allowing you to attack him much easier.
- Filia’s aerial Gregor Samson now has increased recovery frames when she touches the ground
- Filia’s HK Airball now has -4 frames of hit-stun (15 from 19)
- Filia’s j.HP no longer has a backward facing crossup hitbox
- Double’s Furoboros attacks now don’t trigger during double button inputs, preventing them from attacking with assist or throw macro buttons
- Furoboros now travels at an angle with L button presses and straight forward with M button presses
- The first hit of Double’s fridge drop is now an overhead
- MVC2 style undizzies have been added into the game. Currently, the undizzy limit is set at 420 with lights adding 30, mediums adding 20, and heavies adding 10. Undizzy increases per button press, so multi-hit moves like Valentines standing LP or Cerebella’s jumping LP will add to undizzy multiple times. When the undizzy limit has been reached, the opponent’s hit-sparks turn green, and pressing a button triggers the undizzy spin-out animation. Undizzy will also carry over between resets that are 3 frames or faster
All of these changes are still experimental and may or may not make it into the next balance patch. You can see all of Mike’s experimental changes and upcoming projects on his online to-do list. Some of them are pretty cool, like a built in Guitar Hero style lag checker.
In addition, Mike has told us that Microsoft has rejected the Xbox 360 patch…again. Fortunately, he has already created a new patch and submitted it to Konami, so hopefully they will submit it to Microsoft again soon!
In brighter news, Squigly has almost all of her normals implemented. You can see them in action through the Salty Cupcakes stream archive below, starting around 3:53:00.
Source: Salty Cupcakes