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OFFICIAL: 4.4.1 Update Notes (Now Available!)

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UPDATE (11/03/2020) a 4.4.2 update has been released! This fixes a few issues that crept in with the 4.4 release.
You may need to actually check your app store to find this update.

MISC

  • Fixed an issue where the animations for Evolving a Fighter would not appear correctly.
  • Fixed an issue where Fighters could get 'stuck' in Deployments.
  • Fixed an issue where players on some devices could not find Versus Mode fights.
ANNIE
  • Fixed an issue where Ninja Star Annie's projectiles would deal 0 damage.
  • When completing the Unlock a Marquee Ability Accolade you now gain Skill Points for Annie in addition to every other Character.
  • Fixed an issue where Annie's Outtake had no Description Text.
  • Fixed an issue where Beowulf's Relic had Annie's Relic texture applied.
We're aware that some users are experiencing lower than normal frame rates, and other performance issues. We're still investigating those issues. Thanks for your patience!

If you are still having trouble logging into your account because of a 2.PARAM.2 error, please contact Skullgirls Mobile customer support here and include as much information about your account as you can remember: https://skullgirlsmobile.com/contact/

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UPDATE (10/20/2020) a 4.4.1 update has been released! This was a small update to fix an important login bug.

If you have tried to login and were presented with a 2.PARAM.2 error, please read these instructions carefully:

If you've already created an account binding on your account using one of the available login options, you can access your lost data simply by logging in using that account binding. Here's how!- Uninstall the app.
- Reinstall the app. (This will allow you to access the login screen again.)
- Choose the Login option you used when you made your account
- Enter your Login information.

After this, your data will be restored!

If you did not create a login on your account, please contact Skullgirls Mobile customer support here and include as much information about your account as you can remember: https://skullgirlsmobile.com/contact/

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Hey everyone,

One of the most exciting updates we've ever released is finally almost here! We hope to release 4.4 early next week, so keep an eye on our social media (Twitter: @sgmobile) to keep informed of any developments!

When 4.4 does release there'll be an in-game mail waiting for every player with some free stuff, including a Cosmic Premiere Relic for a chance at getting Annie right out of the gate!

Now then, on to the update notes!

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NEW CHARACTER - ANNIE OF THE STARS!
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To all appearances, Annie is a young television actress and the host of “Annie Of The Stars,” a TV variety show based on the myths, legends, and folklore of the titular character. The show has been on the air for years, mixing live-action and animation with multiple actresses playing the lead role.

At least... that’s what Annie wants you to believe! In truth, there has only ever been one Annie. Cursed by the Skull Heart to never grow up, Annie has been alive for centuries. Over that time, she’s made it her personal quest to stop The Skull Heart once and for all. To that end, she has acquired numerous skills and items, including her remote parasite, Sagan. Even performing on television works to further her goals as she hopes to educate the world about the dangers of The Skull Heart.

Fiercer than she looks, braver than anyone, it’s ANNIE OF THE STARS!

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GAMEPLAY OVERVIEW
Annie is a combo machine, with a wealth of tools available to keep her combos going longer than many characters would dare to dream. With a little help from her parasite Sagan she also has access to several long range tools that can pin opponents in place and let Annie get back into close range where she really shines.

CHARACTER ABILITY - STAR POWER
Annie's Character Ability - STAR POWER - is indicated by a big circular star button on the left side of the screen. During a fight, this Star Power button will fill up at a steady rate even while Annie is not the active Fighter. Once it's at least 50% full, tapping the button will activate Star Power mode, which unlocks Annie's true potential as a character and gives her several significant boosts while it's active.

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If you activate Star Power with 50% of the meter filled, Annie will instantly transition to Star Power mode with no interruption.

However, if the meter is all the way at 100% when you tap, Annie will do a Star Power Cancel, which interrupts her previous attack and lets her start a new combo before the opponent can recover.

You can cancel Star Power at any time by tapping the button again.

So what does Star Power actually do? Lots of things!

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The most obvious change is that almost all of Annie's normal attacks now shoot stars. These stars can seriously rack up her combo counter, add extra damage to her basic combos and allow her to extend combos that otherwise would be impossible. They also have a unique property: the stars do the same damage regardless if the opponent blocks them or not.

Be careful though, any attack boosted by Star Power will consume your Star Power meter, so you may actually want to selectively disable your Star Power mid-combo to save it for later use.

The final bonus Star Power grants is that it upgrades most of Annie's special moves, and her basic throw, in a variety of ways (similar to Beowulf's HYPE MODE), usually to allow longer, more elaborate combos.

You can find out how each move is enhanced here:

Re Entry:

North Knuckle:

Crescent Cut:

Destruction Pillar:

NEW ANNIE FIGHTERS

11 new Annie Fighters will make their red carpet debut when 4.4 releases!

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You can speculate what each Fighter's Signature Ability by checking out the trailers for each Fighter that we've been posting on our social media outlets:


COMPETITIVE ANNIE FIGHTER

Annie will also be added to COMPETITIVE VERSUS when 4.4 launches. However, you can only use Annie if you have at least one Annie Fighter in your collection.

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HOW DO I GET ANNIE?

As mentioned in our "OFFICIAL: Annie Release Details & Relic Availability" thread, Annie's availability will be limited at launch. To summarize the thread linked:

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  • Annie WILL NOT be available in Standard Relics at launch in 4.4. This includes Premiere, Jackpot, Elemental, Silver/Gold/Diamond, and many other Relics.
  • Annie's Special Moves and Blockbusters WILL NOT be available in Move Relics at launch in 4.4. They WILL however be available in the Cabinet of Curiosities, and in Theonite-based Move Pack offers that will be available throughout 4.4.
  • If you are saving Relics for Annie, you WILL NOT be able to acquire her from those Relics in 4.4. If you still wish to save your current Relics for Annie Fighters, she will be added to Standard Relics in 4.5.
  • Annie WILL be available with increased odds in special Cosmic Premiere Relics and Cosmic Jackpot Relic ONLY. These Relics will be available for Theonite (150 and 500 respectively) in the Relic Store for the entire duration of the 4.4 release.

  • You will also find Cosmic Premiere Relics in the Cabinet of Curiosities in the Trinkets tab for 150,000 Canopy Coins.

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  • Annie's Character Relic known as the Celestial Relic (containing ONLY Annie Fighters) WILL be added to all Fighter Variety Pack offers when 4.4 launches, and in other offers in the coming weeks. More details on other Annie related offers will be announced at a later date.

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ANNIE DAILY EVENT

One of your best bets for finding materials for upgrading your Annie Fighters is keeping an eye on the Cabinet of Curiosities, however you can also check out Annie's Daily Event every Sunday if you want to stock up on more Annie Moves and Skill Points!

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ANNIE PRIZE FIGHT


As a reminder, Annie's Prize Fight WILL NOT be available in 4.4. This event will be available after 4.5 launches. When this Prize Fight is available in 4.5, Annie's Relic (the Celestial Relic) will also be available in the Relic store for Theonite.

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NEW MODIFIERS
Three new tricky MODIFIERS will be releasing alongside Annie!

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GUARD BREAK
GUARD BREAK is a new DEBUFF that will really shake up how players will need to approach some fights. While BLOCKING, if a Fighter is afflicted by GUARD BREAK, there will be a 10% chance for their block to fail, allowing you to start a new combo. GUARD BREAK can also stack up to 5 times. With 5 stacks there is a 50% chance the block will fail.

When battling Fighters that can inflict GUARD BREAK you should get ready to incercept their approach and/or you may want to equip a BURST!

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AUTO BLOCK
AUTO BLOCK is the ultimate defensive MODIFIER. If you have this BUFF while you are being HIT there will be a 10% chance for your Fighter to instantly start BLOCKING. This can also stack up to 5 times for a total of 50% chance to AUTO BLOCK incoming hits.

This does have some limits though - you can only block while standing on the ground, so AUTO BLOCK can never activate while you're in the air.

When battling Fighters with AUTO BLOCK, you may want to cut your combos short before your finisher, and/or launch them into the air as soon as possible to avoid them blocking your combos unexpectedly!

Finally, because these MODIFIERS are opposites. If you are afflicted with GUARD BREAK and then gain AUTO BLOCK, the GUARD BREAK will be removed. The reverse is also true.

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IMMOBILIZE
IMMOBILIZE is quite simple: while this DEBUFF is active your Forward and Backwards DASHES are disabled. Your Fighter won't even walk forward if you stop pressing buttons.

You can still attack and block as normal. In addition any non-dash attack that makes your Fighter move forward will still work, like Cerebella's Battlebutt or Filia's Trip Attack.
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NEW STAGE - SOUND STAGE 15

Annie of the Stars has been a staple children's programming in the Canopy Kingdom for decades, filmed right here in Sound Stage 15 at Meridian Studios! Security on set seems to be a little lax these days though as it seems a few over-enthusiastic fans have managed to sneak in. We ask that you try to be quiet on set when this stage is added in 4.4.
aZJaPvwH6zCJjWrxNBRFKal-GqHQJy9e8NZVZeulXgtzWLAbzqxTn5KUdoU11qmkKCd0ocz_Lvqpjxgy5eIkwSRXwCmfZgOWuq_GahHihjv_l0scYk4Ba2QS3aaZEnWN6-1SIDHa


You can find this stage as Annie's home stage on her character details screen, her Daily Event fights, and in any event that uses random stages.​

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ECONOMY CHANGES


CABINET OF CURIOSITIES
  • Annie's Catalyst, ORBITAL PERIOD (more details in the OTHER CHANGES section) has been added to the Treasures tab of the CoC.
  • Annie's Moves have been added (at a premium price) to both tabs of the CoC with 2x odds of appearing.
  • Annie's Skill Points have been added (at a premium price) to the Treasures tab of the CoC.
  • Fukua Bronze and Silver Fighters (at a premium price) have been added to the Trinkets tab of the CoC.
  • Big Band - Treble Maker's Canopy Coins cost has been reduced to the standard price for a Silver.
OFFERS
  • Numerous Annie related offers will be available periodically after Annie launches. Act fast, because these deals won't be around forever!
  • Anne's Celestial Relic has been added to all Fighter Variety Packs (both Theonite and Paid versions).
  • Daily Elemental Essence Packs have been reverted back to their lower priced, pre-4.3 state, and now focus on Elemental Relics, as opposed to Essence Shards as a primary reward.
MISC
  • Fukua's Doppelgänger Relic has been reduced from 300 Theonite to 200 Theonite.
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RIFT BATTLES

We've been reading your feedback on Rift Battles 2.0 and have made several adjustments to the mode that should make the whole experience a bit smoother than before! Thank you to everyone who left their feedback here on the forum and on Discord - it was a big help in finding the pain points players were running into.

WIN STREAK TIMER

The timer on Win Streaks has been increased from 12 Hours to 24 Hours. This should give you a lot more wiggle room to maintain your streaks!

MATCHMAKING


When Rift Battles 2.0 launched, it used very simple mechanics:
  • At the start of every Season, every player is reset to 1000 Rift Rating.
  • Matchmaking was done completely on one rule: You fight other players with similar Rift Ratings.
A big complaint with Rifts in this format is that the early fights can be extremely lopsided - high level players could be matched up with much weaker players until the Rift Ratings started separating out. This meant high level players could end up with easy (i.e. boring) fights and low level players could be faced with impossibly tough opponents.

In 4.4 we're introducing some more granular matchmaking that should make battles much fairer.

At the start of a Rift Season, players will now be matched by Rift Rating and their Player Level. However, as you start to win matches, the Player Level matchmaking becomes weaker and you will start to be matched more exclusively on Rift Rating.

What this means is that in the early matches of a Season players will be fighting opponents roughly the same level as each other, but as you start winning matches and proving you're a powerful Rift Battler, you'll start to be matched with other skilled players, regardless of their Player Level.

RIFT SEASON END

Any players that do not complete the minimum 5 Rift Battles in a week will be given the ROOKIE Rank. This is now the only way to get this Rank. Anyone with the ROOKIE Rank will receive no rewards from that Rift Battle Season.

If you complete 5 Rift Battles, the absolute lowest you can rank is now Bronze 4.

REVENGE BATTLES

Currently there's very little bonus reward for attempting a Revenge Battle, but in 4.4 we've raised the Stakes! Now when you attempt to Revenge Battle someone you'll see a x1.5 STAKES! message on their profile:

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The WIN and LOSS values will be much higher on Revenge Battles thanks to this x1.5 STAKES modifier.

If you can reliably win your Revenge Battles, it can give you a huge boost in Rift Rating! However if you're not careful, it can definitely set you back. Choose wisely!

RIFT ECONOMY CHANGES
  • When defeating all three of your offered opponents you will now earn a Free (Green) Ticket instead of a Paid (Red) Ticket.
  • The number of Free Tickets you can hold has been reduced from 10 to 6.
  • The Refresh Opponents button now lets you know if you have a Free Refresh available or not before you tap it. This Free Refresh will refresh every two hours.
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OTHER CHANGES

NEW CATALYST - ORBITAL PERIOD
  • Annie couldn't make her debut without a unique Rift Battles Catalyst that only affects Annie Fighters!
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    • When Annie BLOCKS a HIT, she inflicts a 10 second DEATH MARK, which is removed if she suffers a 10 HIT COMBO. If DEATH MARK expires, opponents suffer IMMOBILIZE for 15 seconds.
  • Keep an eye out for this in the Cabinet of Curiosities Trinkets tab and Catalyst Relics.
LOGIN UPDATES
  • When players first open Skullgirls Mobile they will be presented with a new set of options. Now players will be asked if they are a New Player or Returning Player. Selecting New Player will let you start a new account, while Returning Player will let you log into your existing account.

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    This should help with anyone who has accidentally created a new account when you meant to log into your old one.
  • Added an Apple Login option for Apple devices.
MISC
  • To celebrate Annie's arrival we've updated Skullgirls Mobile's App Icon!

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  • Lower spec devices will now have their graphical settings automatically lowered when they first start the game. They will also receive a popup explaining this, directing them to the Options menu to readjust it themselves if they like.
  • The Resolution Slider has been removed from lower spec devices that are running iOS 12.
  • As part of ongoing testing within the game we have temporarily removed the Viewing Parlor from some accounts. You will receive an in-game mail about this.
  • George is being given a bit of a vacation and Sagan is taking over Loading Screen duties!
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COMBAT
  • Fixed some issues where completed Fights could be counted as losses when there is network turbulence.
  • Implemented unused voice lines for all characters when they recover from being knocked down.
  • At Round Start all Special Moves will have a short cooldown timer, preventing first frame command grabs like Wulf Shoot and Merry Go-Rilla.
  • Fixed an issue where the AI would become more likely to tech regular throws after you used non-techable throws like Blockbusters and Special Moves. Also adjusted how long the AI 'remembers' the last time you threw them. These changes mean it's generally MUCH easier to land throws that the AI won't instantly tech.
  • Fixed an issue where FINAL STAND could stop working if it was removed while also having a Permanent FINAL STAND.
  • Fixed an issue where one Fighter going airborne would cancel the other Fighter walking forward.
  • Fixed a rare (and hilarious) issue where trading hits with an Outtake and a Launcher would cause the Fighter to bounce forever.
  • Fixed an issue where Fighters could repeat their Air Juggle if they were inflicted with STUN mid-air.
  • Altered some logic to make sure 'Remove Debuffs' happens before 'Applying Buffs' on certain Signature Abilities.
    • Beowulf - Weekend Warrior, Eliza - In Denile, Double - Evergreen Evil and Parasoul - Summer Salt were affected.
  • Fixed an issue where parts of Fighters were not being fully recolored by palette effects, like Cerebella's back arm.
  • Fixed an issue where Camera Shake wasn't triggering correctly. Many attacks should have a bit more oomf now!
PARASOUL
  • Fixed an issue where Parasoul's Egret Call would apply 2 stacks of PRECISION instead of 1.
DOUBLE
  • Fixed an issue where Double's taunt did not count towards the Taunt Accolade.
  • Increased the buffer on Parasoul and Double's standard tap combos to allow for more consistent punishes. Double's L1 will be extremely reliable compared to 4.3.
CEREBELLA
  • Updated Cerebella's RING LEADER Marquee Ability to activate on all kinds of throws, including Special Moves and Blockbusters.
  • Fixed an issue where the RING LEADER MA would display an incorrect value when upgraded to Level 9.
  • Fixed an issue where Criminal Mind would inflict bleed when Fighters used Special Moves that included a Dash animation.
SQUIGLY
  • Fixed an issue where Bio Exorcist could recover health using her SA2 even when afflicted with HEAL BLOCK.
BEOWULF
  • Fixed an issue where Beowulf could get frozen when grabbing Shadow Puppet Fukua.
  • Fixed an issue where Beowulf would perform throws on the wrong side while in Hype Mode.
  • Fixed an issue where Beowulf would perform his Hype Mode air finish throw on grounded Fukuas.
BIG BAND
  • Updated Beat Box's FREESTYLE Signature Ability to clarify he gains ENRAGE after using a Special Move.
MS. FORTUNE
  • Fixed an issue where Feline Lucky's Signature Ability could activate on the bench.
FUKUA
  • Fixed an issue where using Forever a Clone or Swarm Embrace Special Move vs a Cerebella - Criminal Mind would cause BLEED stacks to appear with visual only infinite timers.
  • Removed the restriction that you need to own a Fukua Fighter to use Fukua in Versus Mode.
  • Fixed an issue where it was possible to hit Fukua while they were reviving if they were KOd, then instantly revived thanks to a Modifier or SA.
ELIZA
  • Fixed an issue where Shiny Inner Pieces do not count towards the Get a Shiny Accolade.
DEPLOYMENTS
  • Fixed an issue where a Fighter would display incorrect XP gains after a Deployment.
  • Fixed an issue where Deployments could show an incorrect time remaining.
  • Fixed an issue where Fighters would remain grayed out after accelerating a Deployment they were assigned to.
  • Fixed an issue where tapping on a Fighter Card after a completed Deployment would do nothing, but later after you complete a Fight you would be taken to that Fighter's Info Page.
VERSUS
  • Fixed some instances where connections would fail before the fight could start in VERSUS mode.
  • Fixed an issue where the shadows trailing after Fighters during Blockbusters would not appear correctly for Player 2 in Versus Mode.
OTHER FIXES
  • Fixed an issue where elements from the beginner tutorial would carry over into the main game.
  • Fixed an issue where the beginner tutorial could become stuck.
  • Fixed an issue where the Opponent's Rift Rating would appear incorrectly before you challenge them in a Revenge Battle.
  • Fixed an issue where tapping on a 'Player has opened a Gold Fighter!' message in chat would not make the Fighter Preview popup appear.
  • Updated the Accolade icon for Max a Gold Fighter to show you earn both a Gold Relic and an Essence.
  • Fixed an issue where half of the screen could become unresponsive after suspending and reopening the app.
  • Fixed an issue where Story and Origins chapter cards would sometimes not appear.
  • Fixed an issue where dragging Fighter Cards into certain places would cause audio errors.
  • Fixed an issue where devices would not enter sleep mode after completing a Fight while auto-Fight was enabled.
COMING SOON

Halloween is just around the corner, so keep an eye out for the COSTUME PARTY Prize Fight starting soon after 4.4 releases!

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Annie was a monumental effort to produce and we couldn't be happier with how she turned out. We can't wait for all of you to finally get a chance to try her out!

If you have any questions about the update, let us know down below!

Thanks so much as always for all your support!

- Hidden Variable
 
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GalactaKiller

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I mean, I obviously has the usual question about Annie's sprites being released/going on the Compendium, but i'm sure I'm not the first one to ask AND it'll be available when she'll be in 2nd Encore, so it might be useless to ask, right ? :)
 
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Khaos_x4

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Super excited! Good luck with the release, we're all behind you with this one. Most hype update in the history of SGM... For now...

That being said! Any updates on the George bug? I don't believe I saw anything mentioned here in this patch notes reveal, but I'm hoping we can not have to worry about losing streaks due to George (or now Sagan, since good ol' Georgie needed a vacation. All that walking and no weight lost...) walking off with them.

Thanks HVS! Love y'all!

Edit: I cannot read, the network bug was mentioned.

Jokes on you, I'm borderline illiterate
 
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Lililira

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Nice! Looks like my 'early next week' prediction was pretty close, and I can't wait to try out whichever Annie I get!

Aside from the obvious Annie hype, it's nice to see so many great tweaks being applied to Rift! All the issues I had with on launch seem to be addressed by the new changes, everything from the Rookie cutoff to early fights to revenge battles.
 

evilgordo

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All great notes as usual!
Star Child Day can't get here soon enough!
  • The number of Free Tickets you can hold has been reduced from 10 to 6.
So, if we have 10 Green tickets when maintenance starts, we'll lose 4 when we start up 4.4?
I'm betting, yes...Better use'em or lose'em, right?


  • As part of ongoing testing within the game we have temporarily removed the Viewing Parlor from some accounts. You will receive an in-game mail about this.
This is an odd one. I think the current ad system is great. Can't image what's being tested...
 

Lililira

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This is an odd one. I think the current ad system is great. Can't image what's being tested...

Maybe it's the phantom music bug that some folks are experiencing? That's the only bug I can think of that's possibly been linked to advertising, and it would make sense if only some devices are experiencing it since I'm betting iPhone / Android devices get different possible ads.
 

TonyPartridge30

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  • Fixed an issue where FINAL STAND could stop working if it was removed while also having a Permanent FINAL STAND.
Wait, how can FINAL STAND have a permanent version? Wouldn't that equate to a fighter being immortal? As long as FINAL STAND is active, a fighter will retain 1 HP, and that applies to Bleeds, Hits, Doom timers... pretty much anything that can lower HP. And Permanent buffs never run out but also can't be removed by buff removal abilities. Please tell me I'm worrying over nothing and that FINAL STAND can never be a permanent buff.
 
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Sh3t

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Wait, how can FINAL STAND have a permanent version? Wouldn't that equate to a fighter being immortal? As long as FINAL STAND is active, a fighter will retain 1 HP, and that applies to Bleeds, Hits, Doom timers... pretty much anything that can lower HP. And Permanent buffs never run out but also can't be removed by buff removal abilities. Please tell me I'm worrying over nothing and that FINAL STAND can never be a permanent buff.
Permanent buffs can have timers too, Permanent just means if can't be taken away via other buff removal.
 

TonyPartridge30

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Permanent buffs can have timers too, Permanent just means if can't be taken away via other buff removal.
I've never seen a Permanent buff with a timer. Permanent buffs are characterized by a four-point background. A timed permanent buff would defeat the purpose. There can be conditional permanents, like Hellcat's Enrage. Please tell me where there has been a permanent buff on a timer.

Edit: Xenomorph's Doom timer being an exception, but the nature of Doom is such that it's always on a timer.
 
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Sh3t

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I've never seen a Permanent buff with a timer. Permanent buffs are characterized by a four-point background. A timed permanent buff would defeat the purpose. There can be conditional permanent buffs, like Hellcat's Enrage. Please tell me where there has been a permanent buff on a timer.
I might be remembering wrong then, but I'm pretty sure whenever there's been a perma final stand there is some other way it expires
 

TonyPartridge30

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I might be remembering wrong then, but I'm pretty sure whenever there's been a perma final stand there is some other way it expires
I guess I am just interested in where you've seen a permanent Final Stand.
 

Saladbetch

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I guess I am just interested in where you've seen a permanent Final Stand.
there is no such thing as perma final stand in the current version of the game, atleast for me cause i haven't seen 1. That would be extremely broken because having perma final stand also means that fighter remains immortal against everything.
 

evilgordo

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  • Fixed an issue where FINAL STAND could stop working if it was removed while also having a Permanent FINAL STAND.

Wait, how can FINAL STAND have a permanent version? Wouldn't that equate to a fighter being immortal? As long as FINAL STAND is active, a fighter will retain 1 HP, and that applies to Bleeds, Hits, Doom timers... pretty much anything that can lower HP. And Permanent buffs never run out but also can't be removed by buff removal abilities. Please tell me I'm worrying over nothing and that FINAL STAND can never be a permanent buff.

Well, seeing as the Costume Party is coming up, I'm guess this has to do with that PF modifier. If someone starts with Perm Final Stand (which can only be removed with a BB usage) but then gets a timed Final Stand, the Perm mod would stop working when the timed one expired or removed by opponent buff remove ability?
Screenshot_20191031-153655_Skullgirls.jpg
 
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TonyPartridge30

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Well, seeing as the Costume Party is coming up, I'm guess this has to do with that PF modifier. If someone starts with Perm Final Stand (which can only be removed with a BB usage) but then gets a timed Final Stand, the Perm mod would stop working when the timed one expired or removed by opponent buff remove ability?
View attachment 11667
Oh, ok. That's not too difficult of a condition to remove such a pesky permanent buff as Final Stand. But that's still a conditional permanent, not a timed one.
 

MrNoggin

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PLEASE tell me someone has a link to a video of this infinite bouncing bug
 

MrNoggin

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Age
31
Also I hope we can get necrobreaker from this halloween event again; I didn’t get her last year and she’s the only silver I don’t own (outside of Annie of course)