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Skullgirls: Slightly Different Edition - Patch Notes
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========== Infinite Protection System (IPS) Changes ==========
- IPS now counts stand and crouch moves as the “same thing”.
- 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.
========== System 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.
Command normals count as the same also, so s.F+HK = cr.HK = s.HK and j.B+LK = j.LK.
- 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.
- 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.
[added 10/29/2012]
- Added 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 (200% -> 210%) and damage (175% -> 160%.) changed.
- 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.
========== General Bug Fixes ==========
- 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! (
http://www.twitch.tv/leveluplive/b/319893925?t=2h13m40s )
- 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.