Advertisement
Guest User

Skullgirls Patch Info (Updated 6/10/12)

a guest
Jun 10th, 2012
1,103
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Gathered from
  2. http://www.twitch.tv/themixup/b/318899748
  3. http://www.twitch.tv/themixup/b/318900106
  4. http://shoryuken.com/2012/05/23/additional-skullgirls-patch-change-notes-from-ultrachen-tv/
  5. http://shoryuken.com/2012/06/04/near-final-skullgirls-patch-change-list-from-mike-z-at-the-mix-up/
  6.  
  7. Patch is still very much in the works, all info is subject to change.
  8. June 4th, Mike Z shared a bunch of details on the near-finalized patch.
  9.  
  10. Tournement mode: Forced button check, All colors unlocked, Standard rules settings, Sparring mode disabled,
  11. Game returns to controller select screen on stick removal, No Achivement can be earned.
  12.  
  13. System Changes:
  14.  
  15. -360 Load times improved
  16. -Throw tech window increased by 3 frames
  17. -Assist now take 20% extra damage instead of 6%
  18. -DHC freeze fixed
  19. -Tags count towards IPS
  20. -Jumping, Crouching and Standing are now the same in IPS (f+lp = st.lp, No more salty SEVERIN combos.)
  21. -DHC will maintain IPS
  22. -Alpha Counter glitch fixed
  23. -Priority of ground techs improved
  24. -Hitbox glitch improved with 8 bit Mosaic
  25. -Five frame leniency buffer has been added for chains, allowing you to do combos with “marvel timing.”
  26. -The second player can now config buttons in in training mode and the options menu.
  27. -Holding down buttons no longer locks inputs in button config.
  28. -As long as the second player has hit one button in button config, button config won’t close for them when another play chooses “accept”.
  29. -Mike Z said the IPS changes has reduced everyone’s maximum damage output by 1,500-2,000.
  30. -A bug involving coming in the wrong way after death has been fixed.
  31. -5 frame chain buffer has been applied to jump and double jump cancels too.
  32. -IPS no longer carries over in one frame “uncombos”
  33.  
  34. Character changes:
  35.  
  36. Cerabella:
  37. -Excellabella input made easier on custom assist.
  38. -Merry Gorilla does proper damage as assist.
  39. -Excellabella hitbox improved to catch UP BACK.
  40. -Air throw tech window still 4 frames.
  41. -Across the board damage nerf; Her basic combos do about 1,500-2,000 less damage.
  42. -Jumping MP knocks you down further than it used to.
  43. -j.MP-j.MK no longer works in the corner.
  44. -Cerebella was nerfed by 50-75 on every normal hit (not command normals, specials, and supers). This translates to a loss of 700-1400 on combos.
  45. -Cerebella’s DP throw option select has been removed.
  46. -Ceretemkin color palate will be paid DLC.
  47.  
  48. Ms Fortune:
  49. -Omm nom nom moves head away from closes side of screen now.
  50. -Last hit of Furserker barrage (headless) now hits on crouching.
  51. -Rekka timing is now more lenient.
  52. -Head float glitch fixed.
  53. -Rekkas can no longer be canceled into head recall.
  54. -Ms. Fortune’s overhead rekka is slightly faster.
  55. -Using head recall now forces you to go through 9 frames of animation, making head recall cancels less useful.
  56.  
  57.  
  58. Parasoul:
  59. -Tear explosion damage now based on ration and will now hurt Marie.
  60. -Blockstun from tear explosion has been reduced.
  61. -No Chun-Li palette Parasoul
  62. -Napalm Pillar lost three frames of invulnerability after the end of the hit.
  63. -Parasoul’s Jumping HP has been extended back toward her to prevent whiffing at close range in a corner.
  64. -Parasouls’ jumping MK starts floating faster. After stopping the float you are immediately able to act.
  65. -Bike super’s hit-stop changed to help them combo better. Increased DHC window by eight frames.
  66. -Parasoul’s tear explosions do three frames less block stun
  67.  
  68. Double:
  69. -No meter gain on cat head super.
  70. -HK Hornet Bomber no longer invincible forces techable knockdown.
  71. -Jump HP now has 27 frames of hit stun instead of 37.
  72. -st.mk and hk are now slower affecting some combos.
  73. -Level 3 sped up will not kill until last hit now finishes in oppisite direction damage reduced to conformed to other level 3s.
  74. -Hornet Bomber causes untechable knockdown again.
  75. -Hornet Bomber bounces you lower than it used to; it still lets you follow up with a combo but it’s more likely that you will use up your OTG.
  76. -Hornet Bomber cancel window has been reduced.
  77. -Double’s first medium kick has been slowed by one frame.
  78. -Double’s HK Hornet Bomber now has a gap between the last two hits so you can punish her in the middle of it on block.
  79. -Double’s Jumping HP has been given five more frames of hit-stun, up from previous changed version of 27 frames to 32.
  80. -Gradius head rings have been given reduced hit-stun. No longer combos from full screen when mashing.
  81. -Gradius head invincibility wears off as soon as you press a button.
  82.  
  83.  
  84. Valentine:
  85. -Flatline now kill on last hit (Experimental will only hit point character).
  86. -Level 3 sped up now skippable by holding punch.
  87. -Green vial time is now halved during hitstun.
  88. -j.HP knocks opponent higher into the air
  89. -Valentine’s green poison now reduces 2/3rds as fast while in hit-stun, up from 1/2.
  90. -Savage Bypass now recovers faster.
  91. -You can now hit the floor after an air Savage Bypass to do A ground EKG. You can also now combo off the wallbounce in a corner without using your OTG.
  92.  
  93.  
  94. Peacock:
  95. -Level 3 input window increased on throws.
  96. -Teleport has slightly more recovery.
  97. Light item drop glitch to be fixed.
  98. -Meter gain on GARBAGE DAY has been normalized; Now builds a third of what it used to.
  99. -Peacock gains a third of the meter she usually would when charging an item drop.
  100. -Peacock’s teleport now ends closer to the opponent than it used to.
  101. -Peacock’s teleport is now four frames slower on recovery, but starts up faster.
  102. -Peacock Milk Chan has no shading on it
  103. -You can no longer DHC out of Lenny before he comes out.
  104. -Peacock’s hit invincible gun now is invincible through the active frames.
  105. -Lenny now does about 1,500 more damage on hit and more chip on block.
  106. -Peacock’s bottle item drop no longer knocks you the wrong way
  107.  
  108. Filia:
  109. -Air Hair Ball can now be negative edged.
  110. -Trajectory on the first hit of Fenrir Drive has been slightly changed; It can now DHC out of EKG Flatliner.
  111. -Fenrir Drive has been given slightly more recovery.
  112. -Gregor Samson has +3 Frames of Recovery
  113. -Hairball now combos to Gregor Samson on all characters
  114. -Squggly requires changes to the game system to work. Those changes will be implemented in this patch but no one will use them.
  115. -You can now combo off of air hairballs.
  116.  
  117. Painwheel:
  118. -Minimum damage on Buer Thresher has been tweaked.
  119. -Painwheel’s tag in no longer starts you at combo stage 1.
  120. -Spin-Dash’s move input has been changed to hold down, mash kicks. It activates when 4 kick buttons are hit within 35 frames. It can be pianoed.
  121. -Spin-Dash can be canceled with a punch button.
  122. -Painwheels forward heavy kick command normal now has a shorter window for followups.
  123. -The tweak to Buer Thresher’s damage scaling has been returned to normal
  124. -Painwheel’s new Lightning Legs style pinion dash can be chosen as a custom assist by pressing down and two kicks.
  125. -Buer Thresher (Air Super) has had its minimum damage increased.
  126. -Buer Thresher leaves you in normal jump afterward, so you can fly or do specials afterward.
  127. -Painwheel moves up slower when the screen scrolls upward, allowing characters to hit her out of flight with a super jump.
  128. -Painwheel can no longer rev her pinion dash for extended time after a match.
  129.  
  130.  
  131.  
  132. Other notes:
  133. -Training mode improvements planned,
  134. -No lobbies yet mulitplayer guy had to improve ggpo and fix US to EU crash.
  135. -PS3 match making improved now has 3 tiers instead of 9.
  136. -More regions added.
  137. -Save data corruption fixed.
  138. -Story unlock fixed.
  139. -Multiplayer guy is working on PC port, cross platform planned
  140. -New tutorials are being worked on… though they aren’t the tutorials we are expecting…
  141. -Online quality improved
  142. -PS3 Matchmaking has been adjusted
  143. -Xbox loading times have been addressed
  144. -Gamertags worked on being included in online mode
  145. -The screen now flashes and a sound plays when you find a match online
  146. -Move Lists have been created
  147. -Sparring mode now loads the exact game state of when you turned it on when you turn it off.
  148. -Input display has been entered, still buggy. It includes inputs on the bottom of the screen and a “custom assist” stick and button real time layout.
  149. -Mike Z hopes the patch will come out mid-June though the date is not official.
  150. -First set of DLC colors is coming for free. Three new colors for everyone.
  151. -Ranked will now be blind pick
  152. -Unranked will let you see your opponent selecting your custom assist
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement