Today's beta update includes balance changes, Valentine's new cross redesign, and fixes for an ancient defect with character lighting.
UPDATE:
A new patch (3.7.5) has been released after these update notes were initially posted. This patch includes a few bug fixes, which are as follows:
- Fixed a bug where Umbrella's puddles would vanish instantly in some circumstances.
- Fixed a bug where Umbrella's jLK and jLP could not be buffered during prejump.
- Fixed a bug where Lenny could still hit assist characters after they leave hitstun (during their landing frames) which was not intended.
- Fixed a bug where Hatred Install had extra recovery even when used as a point character.
VALENTINE
The long awaited updates to Valentine’s crosses are finally here!
Why did she get these changes? You can read the full explanation here, but the short version is Valentine’s original red crosses presented a potential legal issue, and were very hastily changed to fuchsia a few years ago. Skullgirls is bigger than ever, and now that the characters in the Season 1 Pass are complete we can finally spend the time to update her design with proper care.
This update us primarily focused on getting her in-game sprites into the beta, so don’t worry if you see some old style crosses in the Art Gallery.
CHARACTER LIGHTING
We've tuned character lighting to resolve some graphical issues that have always been present wherever the bottom of a character's sprite meets the open air. This is most noticeable on stages like New Meridian Streets. To resolve this, we tweaked the math used for these lighting calculations, and then also readjusted each stage's lighting manually to keep parity with the old version.
(Example before and after of the issue colloquially known internally as "5 o'clock shadow bug")
HUD
As you probably know, characters that are Counter Hit lose some amount of Drama (Undizzy) depending on the strength of the hit. This can push a character's Drama into the negatives. In this update, negative amounts of Drama are now displayed on the HUD using a blue fill instead of a green fill.
MULTIPLE CHARACTERS / SYSTEM
- When using a burst against a combo that started at max Drama (Undizzy), it is no longer guaranteed to be safe and invincible during the recovery, and it can be baited. However, Undizzy is preserved and does not drain when bursting in this situation, but will drain when being punished since it is a Counter Hit state.(... Instead of there being zero risk for the defender to take the burst in this situation, the burst can be baited per usual with reduced reward.)
- We've standardized armor damage reduction so everyone consistently takes 100% of incoming damage instead of reducing it. Big Band, Cerebella, Fukua, and Marie now take 100% damage during their armor moves - Umbrella, Robo-Fortune, Painwheel, and Beowulf already took 100% damage. Eliza's cHK still takes 50% against projectiles, and Sekhmet takes 75% damage, both as intentional edge case exceptions.
- Adjusted some "OTG" hurtboxes for characters to make it less likely for low hitting attacks to slip under them. This impacts Ms. Fortune, Robo-Fortune, Filia, and Fukua.
UMBRELLA
- Umbrella can now cancel jMK into any normal on whiff (if floating) or contact, just like her sister Parasoul.
- Fixed a bug where Tongue Twister only added 15 Drama (Undizzy) instead of the usual 20 from Special Moves.
- Extended cMP hurtbox. Reduced hitbox range in Ravenous.
- Overstuffed sHP armor now starts 3F later than before.
- Increased Tongue Twister hitbox to make it easier to hit airborne targets without spending OTG. (... It also ends up being tall enough to destroy Peacock's sHP and BANG BANG BANG! (H) projectiles now.)
- When using Retina Reflector in Ravenous, it now has 2 extra hits and lasts longer, like in retail.
- Overstuffed Damage Tuning: [list]
- Hungern Rush: Reduced damage from 800/800 to 500/600. Adjusted knockdown on the final hit to require OTG to continue a combo.
- sMP (2nd Hit): 500 → 400
- Bobblin' Bubble: 700 → 600
- Salt Grinder: 1100 → 1000
- jMP: 850 → 750
- jHP: 1100 → 1000
- cHP (2nd Hit): 750 → 650
[/list]
PAINWHEEL
- Adjusted almost every hitbox Painwheel has to bring them in line with more recent characters. Many are simplified, and some attacks have more range than before. Adjusted attacks are as follows: [list]
- sLP, sLP, cMP, cLK, cLP, cMK, sHK[1], sHP, jMK. Death Crawl.
- s.F+HK (each hit has more range than the last, to ensure all blades connect easier)
- sMP (improved hitbox, but also reduced hurtbox height before active to help anti air)
- Increased size of the physical hit performed at the end of Buer Reaper, to ensure it hits characters when assists are nearby and trying to block Painwheel.
- Painwheel is no longer pushed around by nearby characters when delivering the ending hit of Buer Reaper, to prevent her from being pushed out of range.
- (L): Reduced recovery by 5F on whiff/block, and increased blockstun by 1F.
- (All Buer except L): Reduced recovery on whiff/block by 4F.
- (L): Extended hitbox range.
- (H): Removed extended hurtboxes before active frames, making it a much better anti air.
- When using Buer Reaper, Painwheel now gains an extra 2% meter, like most throw type moves.
- When used as a DHC, Buer Reaper hits deal 10% less damage, and scales to 50% instead of 70%.
- Level 1 Blockbusters no longer scale to 55% during Hatred Install, and now scale to 30%.
- Increased recovery by 8F when used as a DHC.
- Increased damage per hit on Death Crawl during Hatred Install to match the regular version of Death Crawl (220).
- When used while Painwheel is the point character, she has an additional 3 seconds (216F) of uptime regardless of health, but cannot exceed the old max duration of 1300F.
- Adjusted air Buer Reaper inputs so that ending in an upwards input when inputting the QCF motion doesn't extend the window the motion can be entered. This was causing situations where the same QCB used to input Flight (autocorrecting towards the opponent) could be used to trigger air Buer Reaper on button release (negative edge) giving an unintended Buer Reaper input.
- Painwheel will now never turn around to auto correct when using jLK. If super jumping past the opponent, pressing LK early could cause her to perform an autocorrect jLK, which then turned a QCB into a QCF and performed Buer Reaper. From now on, you can use jLK as your button to input flight and ensure this never happens. Of course, jLK no longer autocorrects, but hopefully that is alright!
VALENTINE
- Fixed a bug where the last hit of EKG Flatliner would not play the finisher effect right away if the last hit killed an opponent.
FUKUA
- Inevitable Snuggle and Tender Embrace now grant Dramatic Tension (meter) for whiffing them, like all other Special Moves.
- Holding Forever a Clone (Shadows) now drains health again, but does not drain red life.
- When Shadows successfully hit a character, Fukua heals for the amount of health that they drained.
- Successful hits from Love Dart now heal Fukua up to 200 health, from health that has been removed from holding Shadows.
- When Fukua heals, she now briefly glows.
- The amount of life that Fukua restores (from recoverable Shadow drain life) when using certain has been increased. [list]
- Twice Shy: 55% → 100%
- Inevitable Snuggle: 33% → 75%
- Taunt: 20% → 50%
BIG BAND
- When using the following Big Band assist options, the first portion (31F) of his assist taunt is now a Counter Hit state. Note, this doesn't extend the recovery of any of his assists or change them functionally, it only extends the duration of the window where you can counter call or attack the assist and still benefit from bonus counter hit damage.[list]
- Take The 'A' Train (M and H strength)
- Beat Extend (All strengths)
- Brass Knuckles (H strength)
- Assists drop 4F sooner than before.
- Assists drop with more velocity towards the ground than before.
ANNIE
- Reduced Crescent Cut (H) start up by 2F.
PEACOCK
- Argus Agony pellet damage increased. Max damage increased from 1350 → 1440.
- Lonesome Lenny no longer has a hit when placed that interacts with assist characters. Instead, Lenny's explosion will never hit airborne assists that are recovering from hitstun. (... These changes have always been aimed at removing a particular reset against assists with Lenny, and this is a different approach at that.)
PARASOUL
- sLP: Increase hitstun on both hits by 3F.
- s.F+LP: Increase hitbox height to match the animation.
- Extended ground throw hitbox slightly.
- Inferno Brigade (QCB+PP): Now pulls victims down into the barrage of bullets if they are too high above Parasoul.
- Egret Dive jumps further and is active for longer. When landing, he recovers and exits the screen faster than before.
- Egret Charge [list]
- Speed (before grabbing) increased from 30 to 31. This makes him fast enough to grab Big Band miscreen from most Egret Charge combos.
- Reduced period (20F → 17F) where the Egret will continue with the grab even if Parasoul gets hit during the start up.
- Fixed a bug where the grab would scale to 50% instead of the intended 55%.
MARIE
- Extended hurtbox downwards during knock up frames, to ensure Double's Beast of Gehenna grabs her correctly after Robo-Fortune's magnetic trap.
- Adjusted physical collision during "OTG" frames to prevent some characters from being able to slide under her.
- Hilgard's Haymaker (L) no longer scales follow-up damage to 70%.
- Increased taunt recovery by 10F.
- The Dust Bunny spawned from Hop To It no longer jumps infinitely if Marie has taunted. It now jumps a maximum of 3 times.
- Adjusted Marie's ground throw against Black Dahlia to ensure Marie Go 'Round connects without spending OTG in the corner.
BLACK DAHLIA
- Fixed a bug where Parting Gift could sometimes not be detonated if it fell off of an assist character that died while on the stage.
- cMK [list]
- Now triggers shortly after the point character enters hitstun.
- If hitting a character after the point has entered hitstun, damage scaling is set to 50% to lower the reward of the follow-up combo.
- Reduced hitstun by 5F.
- No longer teleports characters to the position of the trap
CEREBELLA
- Fixed a bug introduced last update that made jHP no longer hit overhead in some situations even after gliding.
DOUBLE
- Fixed a bug where the projectile hits from jHK could allow the opponent to burst even if first hit connected below 240 Drama (Undizzy).
ELIZA
- Reduced crouching height so that she can duck Robo-Fortune's Theonite Beam (H). She's now the same height as Black Dahlia when crouching.
(Version number 3.7.4, but then it became 3.7.5 in the same day.)