06/28 UPDATE - 2.4 is now LIVE - enjoy!

06/25 UPDATE - New changes have been made to the 2.4 update which will be reflected in this color.

MARQUEE ABILITIES



After unlocking a fighter's Marquee Ability, they will also receive a little extra flair on their portrait!



After unlocking a fighter's Marquee Ability, they will also receive a little extra flair on their portrait!

PRIZE FIGHT CHANGES





EASY - The standard opponent difficulty for that streak that everyone is used to in 2.3. For those who appreciate the current Prize Fights' difficulty progression, this is is the option for you!



MEDIUM - These fights are noticeably harder than the EASY option -- good if you want to earn XP more quickly without taxing your team too much.



HARD - This fight will be MUCH harder than the other two fights. By choosing this option, players can immediately start getting significant chunks of XP for their fighters right off the bat.







Once you reach streak 15, your opponent difficulty will balance out (alongside the introduction of stat modifiers). As a result, there are now options for every type of player depending on your Prize Fight goals (points + high streaks, maximizing XP gain per fight, etc).



Decisions, decisions!

​ For the first 15 or so fights in any given Prize Fight, you will now be able to choose from three opponents with very different Fighter Score ranges depending on your difficulty preference:- The standard opponent difficulty for that streak that everyone is used to in 2.3. For those who appreciate the current Prize Fights' difficulty progression, this is is the option for you!- These fights are noticeably harder than theoption -- good if you want to earn XP more quickly without taxing your teammuch.- This fight will be MUCH harder than the other two fights. By choosing this option, players can immediately start getting significant chunks of XP for their fighters right off the bat.Once you reach streak 15, your opponent difficulty will balance out (alongside the introduction of stat modifiers). As a result, there are now options for every type of player depending on your Prize Fight goals (points + high streaks, maximizing XP gain per fight, etc).Decisions, decisions!



By popular request, you will now also receive scaling bonus experience once Win Streak Modifiers kick in at streak 15.



Maintaining those 30+ streaks will be a lot more rewarding, so bring your A game if you want to hold on to it and maximize your experience gains for your Gold, Silver and Bronze Fighters!

​

Sometimes, all it takes is one small mistake to cost you everything at a high streak. It's heartbreaking! Now, we'll be giving you the option to "recover" your streak to what it was before for a bit of Theonite (the price will scale depending on the streak you are looking to restore).



WiFi went down? Phone battery died? Got caught in a nasty combo? When these things happen, you'll have a way to get back on track!​



TIER SPECIFIC SHARDS

MASTER DAILY EVENTS

E

l

e

m

e

n

t

a

l

E

s

s

e

n

c

e

ELEMENTAL SHARDS, ESSENCES AND RELICS

Radiant Shining

Scorched

Sunken

Shrouded

Stormy



You can view the alternate names we drafted for " Stormy " in our work chat (because they are amazing) here:

Spoiler Green

Well Ventilated

Zephyrean

Drafty

Whispering

Huff’n’Puff

Windy

Gassy

Breezy

Windsheared

Poorly Insulated

Fart

Frogblasted

Thunderous

Jetstreamed

Meteorological (sponsored by Weather.com)

"Thesaurus.com says you can just use Zephyr"

Fighter of that Element Type. Essence Shards of that Element Type (10, 50, 100, or 1000)

ELEMENTAL EXCLUSIVE VARIANTS

ELEMENTAL PRIZE FIGHTS

LIGHT

All LIGHT Fighters cycle between IMMUNE, UNFLINCHING, INVINCIBLE, and FINAL STAND. Landing a HIT will transfer negative COMBAT EFFECTS to the opponent.​

DIAMOND EVOLUTION

A Max Level 50 Gold Fighter

5x Gold Fighters of that Character Type

3x Elemental Essences of the Evolving Fighter's Element

BUILDING YOUR FIRST DIAMOND FIGHTER

ACCURSED EXPERIMENTS FIRST TIME CLEAR REWARD

THE STASH

EVOLUTION IMPROVEMENTS

WARNING!!! COMING SOON - EXTREMELY DANGEROUS CONTENT!!

PALETTE EFFECTS

SQUIGLY FIGHTERS ADDED TO ALL RELICS

NECROBREAKER SQUIGLY VARIANT



For those of you who visited us at Combo Breaker, you'll be receiving the Necrobreaker Squigly variant through the mail after the 2.4 update is live.







You can see her in action here!

https://twitter.com/sgmobile/status/1010340784346812416 For those of you who visited us at Combo Breaker, you'll be receiving the Necrobreaker Squigly variant through the mail after the 2.4 update is live.You can see her in action here!

JP / KO LAUNCH



NOTE: For those asking about when Skullgirls will launch in China - we're working on it! It all comes down to finding the right partner. Thanks for your patience!

MASSIVE MEMORY IMPROVEMENTS



PARASOUL ORIGIN STORY TEASE #2

We know, we know -- BUT WHAT ABOUT PARASOUL'S ORIGIN STORY?!



Stay tuned for our next update and find out! Until then, here's another blast from the past:



Spoiler: Actual Spoilers!

ADJUSTMENTS



Evolution screen now filters by default to only show available characters.

Changes to results screen to better communicate when a character is at max level and ready to be evolved.

New visual effects will be applied to fighter cards when they are ready to be evolved.

Music is heavily dampened during the new evolution animation.

Blockbusters and Special Moves in rewards preview now reflect their rarity tier. (Bronze, Silver or Gold)

Gold and Silver Relic progress bars are displayed during Relic opening rewards flow.

Added "NO DIAMOND" constraint to fights where "NO GOLD" is present.

Adjusted Prize Fight streak matchmaking to account for new Diamond Fighters.

Enemy teams will now have their total fighter score present on the Prize Fights selection screen.

Disabled Silver Relic pull notifications from chat room.

Updated chat join message to remind players of our reportabuse@hiddenvariable.com email.

Updated chat join message to include a link to the official Skullgirls Discord server. (discord.gg/skullgirls)

You can now use non-English characters for Display Names.

Slightly reduced Theonite payout for Story Mode 100% completion rewards. Origin Stories are unchanged.

Daily & Hourly Relics offer a chance to grant Element Shards.

Relic odds popup is now more precise, and supports decimal values.

Signature Ability now inflicts two stacks of Wither, up from one.

Removed "class" descriptor from the character details screen in favor of better communicating level cap. (Control, Attacker, Disabler, Defender, etc)

Higher level AI will be smarter at dealing with charge attack unblockables. They will intelligently use Blockbusters, Special Moves (when appropriate), and Tag-ins to avoid these attacks.

Fixed scenario where the AI would back-dash infinitely attempting to taunt. Looking at you, Eliza!

Big Band Daily Events



Unstoppable Force (Expert Modifier)

Now only triggers if benefiting from UNFLINCHING.

INVINCIBILITY duration increased from 3 seconds to 5 seconds. Taser (Advanced Modifier)

Has been replaced by IMMOVABLE OBJECT. Immovable Object

No longer grants permanent UNFLINCHING. The new description is as follows: 15% chance when HIT to gain UNFLINCHING for 10 seconds if benefiting from ARMOR. Also gain UNFLINCHING for 10 seconds at the beginning of the match.

The above changes have reworked the flow of Big Band's modifiers to be more linear. Here are the results: When hit, % chance to gain ARMOR . When hit, % chance to gain UNFLINCHING if you have ARMOR . When hit, % chance to gain INVINCIBLE if you have UNFLINCHING .

​

Filia Daily Events

Lacerate

Increased proc chance from 2% to 10%. ​

BUG FIXES

MODIFIERS

Double Tap

Fixed an issue where characters would revive after the round was over. Final Stand

Prevents KO from Immoral Fiber's SA, and DOOM. Hex

Correctly prevents Immoral Fiber's SA from triggering. Misc

Fixed some edge cases where some modifiers weren't correctly removing other modifiers. ​

CHARACTERS

Cerebella

No longer displays damage numbers on the first hit of Pummel Horse. Parasoul

Canopy Bounce no longer soft locks the game if used against a tagging in Cerebella. Squigly

Fixed an issue where the game would soft lock if the enemy died during player BB3 activation.

Fixed an issue where the game would soft lock if the enemy queued a Blockbuster during Silver Chord or Tremolo.

Fixed an issue where the game would soft lock if the enemy got behind Squigly (and other characters) during BB3 activation.

Removed debug text from BB3 - "RAGE OF THE DRAGON".

Fixed several infinite combos with Wrym's Tail.

Fixed issue where Squigly could use Silver Chord multiple times per combo. (Sorry, OozyGamer) ​

MISC



Accursed Experiments

Now properly grants Squigly Skill Points on completion. Chat

Chat text is now visible when resolution slider is set to less than half way. Announcer

Announces Beowulf's presence again when he is added to the team. Localization & Text

Fixed many translation errors. Thanks to everyone who continues to help point these out to us!

Fixed variant names overlapping other text in some languages on the match preview screen.

Significant improvements to Squigly related text - including Variant names, etc - in German.

Fixed issue where variant quotes would sometimes go off screen. ​

Previously, we errantly listed that the odds to receive a Gold fighter from a Elemental Relic were higher than Premiere and Character Relics, but they are in fact comparable. Our apologies for the miscommunication.