Grab Skullgirls Encore for Only Five Bucks on PlayStation Network

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If you’re still on the fence about trying out Skullgirls Encore, it’s never been a better time to jump into the indie fighter. Not only did it recently see its third downloadable character, Eliza, debut in the playable cast, but it’s also just been discounted to $4.99 on PlayStation Network.

Sony is extending this sale to the Lab Zero title as part of its latest flash sale, which focuses on games and movies with female protagonists. For good reason too: Skullgirls featured a playable cast consisting entirely of women until Big Band’s release back in April.

This sale will end on Monday, October 20, at 12 PM PDT, so be sure to take advantage as soon as possible.

Sources: PlayStation Network via NeoGAF, PlayStation Blog

 

Further Revisions Made to Killer Instinct in Season Two Launch Update

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Earlier this week, Microsoft and Iron Galaxy Studios officially rolled out their season two update for Killer Instinct. In addition to making TJ Combo and Maya playable for the entire userbase, this sophomore effort also brought with it a variety of system and character adjustments to further balance the game for the competitive community.

But it appears that was just the beginning. Yesterday, Iron Galaxy community manager Alex Jebailey took to the Ultra Combo forums to share details on an additional round of updates that were made to the game upon season two’s launch. While many have to do with fixing bugs for specific characters, there are a few overall changes that further tweak the gameplay.

We’ve included the entire list of adjustments below, so feel free to peruse them and let us know what you think.

Killer Instinct Season Two Update Changes

System Changes

  • Shadow Projectiles that used to count as Enders are no longer able to cash out damage. This includes Jago’s Shadow Endokuken, Fulgore’s Shadow Energy Blast, Spinal’s Shadow Searing Skull, and Orchid’s Shadow Ichi Ni San.
  • If you use a Counter Breaker, any of your active projectiles will be destroyed. No more using lingering projectiles for safe Counter Breakers!
  • Some characters could counter break from projectile specials that were not breakable. This has been fixed.
  • Fixed a bug that let you tech out of throws during trip guard (your landing recovery from a jump attack).

Jago

  • Fixed a bug that was causing the 2nd projectile in a double endokuken to have the same data as the first, resulting in longer than intended hitstun.

Sabrewulf

  • Fixed a bug that was preventing Sabrewulf’s Heavy Hamstring linker from letting him pass into the corner.
  • Fixed a bug that allowed Sabrewulf to use a Feral Cancel to exit a successful counter breaker before it hit, leading to frozen and strange animation states.
  • Fixed a bug that made Leaping Slash and Hamstring openers unbreakable if used after a jump-in Opener.
  • It is no longer possible to avoid breaker windows by using a Feral Cancel.

Thunder

  • Fixed a bug that caused Shadow Enders to have lower priority than regular Enders, making you miss them sometimes.
  • Fixed a bug that caused Call of Sky’s lightning bolt to hit 4 frames earlier than intended. This move should be possible to dash-dodge with some characters now.

Sadira

  • Sadira’s juggle normals now cause less KV, giving you a bit more freedom in your juggle combo paths.
  • Fixed a bug that let Sadira circumvent the new “No instinct cancels from enders” rule.
  • Fixed a bug preventing Shadow VFX from firing during Shadow Wall Cling.
  • Fixed a bug that let Sadira use pre-jump frames to trigger an Ender during Instinct without a double, manual, or linker before it, which could lead to blocked Enders.
  • Fixed a bug preventing Sadira from using Shadow Wall Cling in a combo.

Orchid

  • Reduced damage on opener Ichi Ni San strings. These hit like 3 heavy specials in a row unbreakable and lead to very high one-chance-break damage.
  • Fixed a bug that prevented Orchid from using a counter breaker during landing after a jumping opener attack.
  • Fixed a bug that let the explosion from a grenade lock up the game or hit repeatedly.
  • Fixed a bug preventing Orchid from using Heavy Slide linker after an opener Slide when performed late.
  • Fixed a bug that caused the grenade’s explosion hitbox to stay active much longer than intended.

Spinal

  • Fixed a bug that caused Divekick to knockdown instead of ground bounce in certain situations.

Fulgore

  • Fixed a bug that prevented Fulgore from using a counter breaker during landing after a jumping opener attack.
  • Fixed a bug that prevented Light linkers from blowing out the way other character’s do.
  • The kara cancel window for Shadow Plasmaport was still looking for the old input motion of this move, causing you to miss this input fairly often. Fixed!
  • Devastation Beam is no longer breakable as a linker to keep it in line with other Shadow projectiles.

TJ Combo

  • Fixed a bug that caused TJ to overlap other characters in an unintended way during TJ Tumble.
  • Previously, TJ’s Barrage Ender would always deal damage similar to a Lv3 damage ender. It now deals additional damage at Lv4.
  • Fixed a game freezing bug that could happen if TJ was hit out of certain Enders.
  • Vortex used to add most of the KV, and Cyclone would add very little. It is now more evenly distributed.
  • Fixed a bug that caused extra hits of Punching Bag to go off without button presses during Instinct Mode.
  • Changed which attack TJ uses after a counter breaker. He now uses Medium Flying Knee.
  • Fixed a bug preventing Shadow VFX from firing on some of TJ’s Shadow moves.
  • Made the pushbox on Powerline Hit wider to avoid TJ situationally passing through opponents in the corner if they attack at the same time.

In addition to these changes, Jebailey also released a list of known issues that have yet to be corrected. Check out his original post for details on those bugs.

Source: Ultra-Combo via Test Your Might