Hello, Liam here.
This update focuses on bug fixes and gameplay tuning.
GENERAL
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Fixed a bug where you could see players using the wrong Annie palette in game if you didn't own the Season Pass or Annie's DLC.
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Fixed a bug for MacOS where using the in-game "Switch To Beta" or "Switch To Retail" logic wouldn't close the already running instance of the game.
ANNIE & PEACOCK
- EXPERIMENT - When using Annie's "Crescent Cut" or Peacock's "George's Day Out" as an assist, assist calls will be locked until one second after the projectile has hit or vanished.
ANNIE
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Added VFX for North Knuckle, and updated VFX for Destruction Pillar. More VFX updates will be arriving in the future! =)
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Reduced knockback on cHP against airborne opponents and slightly increased opponent only hitstop to leave them closer for easier confirms.
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Crescent Cut (L) accelerates much faster than before.
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Crescent Cut (M) hitstop increased by 2F, allowing links into LK buttons after and helping with OTG confirms that use it such as after Throw or cHP.
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Annie's ground dash starts picking up speed sooner than before, and is also ever so slightly faster.
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Added additional effects and sound to Annie's dash to make it clear when you've held it long enough for her to reach her full dash speed. This mechanic already existed, but now it's more obvious when it activated.
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While in Star Power, creating stars costs slightly more (~1% more per star) meter.
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While in Star Power, meter drains at full speed even if Annie is in hitstun now.
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Fixed an issue where Annie could get an unintentional flipped Special or Super input after landing from Re Entry for 1F if she had to turn around.
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Adjusted animation on Annie's falling knockdown to loop properly.
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Removed a floating hurtbox from one of her knockdown frames.
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Fixed a bug where Annie's 29th palette was missing her space effects on Destruction Pillar and Pillar of Creation.
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Fixed a bug where Annie could slide forwards or backwards during grounded Gravity Collapse.
DOUBLE
- Slightly increased knockback (-10 → -12) and reduced knockup (13 → 12) on Double's Luger Replica (L) against airborne opponents so that she must be closer to confirm off the OTG hit.
ELIZA
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Fixed a crash involving Sekhmet.
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Improved effects when collecting blood as Eliza.
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Sekhmet doesn't slide back as far when her armor is broken by an armor breaking move, and she bounces slightly higher.
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Sekhmet correctly bounces when her armor is broken by Annie's cHK, allowing Annie to combo again.
FUKUA
- Ground Throw and Platonic Drillationship (M) behave as they do in the Retail version of Skullgirls again.
PAINWHEEL
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Refactored Hatred Guard again to resolve a inconsistencies when returning Hatred Guard damage back to an assist and point character on the same hit. (Please let me know if you see any issues with this one!)
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Hatred Guard armor ends 1F after the first active frame if a normal is fully charged, rather than lasting several frames after compared to the last Beta update. (Exception: sMP has Hatred Guard armor through all active frames if fully charged)
SQUIGLY
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Can now always use Fallen Woman (Divekick) after Air Throw, even if she's extremely close to the ground. This fixes some instances where you can't combo from it, in Retail.
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Fixed a bug where Squigly's "Rage of the Dragon" required both charges to be performed as a DHC. It now only requires one charge when done as a DHC, just like the requirements to use it while point.
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Inferno Of Leviathan no longer knocks down airborne opponents, reverting back to its previous Retail logic.
NOTE: I'm keeping an eye on Squigly Battle Opera knockdown changes, but with the way the wind is blowing, it's likely it will be reverted back to Retail logic as well to make sure her old use cases aren't removed.
(Build version 3.1.9)
Changed files in this update