[Note: This article covers a mechanic from the Skullgirls Encore Endless Beta build currently live on Steam. As this mechanic appears only in the beta client and since statements have been made confirming that it is, in fact, only a test at this time, please note that this may not ever actually make it into the live game. That said, read on to learn about the new superjumps!]
Just in time for the twentieth anniversary of the release of Capcom’s first foray into Marvel, Skullgirls lead programmer Mike “Mike Z” Zaimont has decided to tweak the superjump mechanic in Skullgirls Encore’s Endless Beta to be more like those that we remember from Marvel vs. Capcom 2. Since it may be difficult to imagine what this looks like within the game’s engine, Mike Z game a quick breakdown of the mechanic in the patch notes to point our imaginations in the right direction:
- Everyone has double the takeoff velocity for superjumps, and has air control with the joystick.
- Hitting with a normal during a superjump cuts your upward velocity in half, just like all the old Versus games.
- Just for this experiment Painwheel’s flight speed (in all directions but especially upward) has been increased to help it compete with superjumps.
After spending a brief period with the mechanic myself, I can confirm that certain combos that used to work do not currently connect as they once did. But don’t be discouraged by this; when one combo door closes, another one opens. Since jumps accelerate at a much higher rate and result in much more height in general, I have faith that new combo discoveries are just a training mode session away.
Source: Steam

