Full notes
Full Nickelodeon All-Star Brawl update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Balance
- UI and audio
- Gameplay
Nickelodeon All-Star Brawl changes
General
Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id.
Private lobbies ids are now hidden by default, and can be toggled to become visible.
Rearranged character select screen so series with multiple characters will appear on the same row.
Balance
Universal
Hitbox and hurtbox visuals are no longer locked to z-axis
Hitbox and hurtbox calculation is now handled on a 2D plane
Standardized land lag floor for light aerials at 6 frames
Standardized land lag floor for strong aerials at 8 frames
Decreased timed-block window (10 frames → 6 frames)
Dashing given initial boost regardless of if dash dancing
Starting a dash now creates a dust cloud effect
The direction an attack should be blocked has been standardized across the cast
Patrick
Strong Dash
Fixed Patrick’s Strong Dash missing hitboxes at the beginning
Hitbox start frame (16 → 10)
Neutral Special
Reduced Patrick’s neutral special start time
Hitbox start frame (17 → 12)
Increased Patrick’s neutral special hitbox range
World offset 2nd X (2.8 → 3.5)
Up Special
Increased Patrick’s up special hitbox size
Local offset 2nd x (-0.6 → -1)
Radius (0.85 → 0.9)
Reduced Patrick’s up special end lag
Fly to Fall frame (50 → 35)
Reduced Patrick’s up special startup time
Charge to Fly frame (30 → 20)
Strong Down Air
Patrick’s strong down air grabs the ledge when falling now
Reduced Patrick’s strong down air startup time
Charge to Fall frame (22 → 17)
Strong Up
Changed Patrick’s strong up hitbox frame
Hitbox start frame (16 → 11)
Light Neutral Air
Increased Patrick’s light neutral air hitbox duration
Hitbox frames duration (2 → 4)
Light Dash
Reduced Patrick’s light dash attack’s knockback
Knockback (120 → 90)
Lincoln Loud
Light neutral
Increase active frames (2 → 4)
Increase hitbox radius (0.85 → 0.9)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)
Light neutral loop
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.75)
Light up
Increase active frames (2 → 4)
Decrease hitbox radius (1 → 0.95)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)
Light down
Increase active frames (2 → 4)
Decrease hitbox radius (1 → 0.9)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)
Light down loop
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.75)
Light neutral air
Increase active frames (2 → 4)
Increase hitbox radius (0.85 → 0.9)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)
Light up air
Increase active frames (2 → 4)
Decrease hitbox radius (1 → 0.95)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)
Light down air
Increase active frames (2 → 5)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.85)
Strong down air
Remove 2nd track on sword hilt
Add hitbox to sword hilt (radius 1)
Adjusted facing angle so swing isn’t as focused on the z-axis
Adjusted animation timing so the swing starts and ends in an arc underneath Lincoln
Korra
Light Mid 1
Elbow hitbox Y world offset lowered (0 → 0.5)
Shoulder hitbox Y world offset lowered (0 → 1)
Light Up 1
Elbow hitbox Y world offset lowered (0 → 0.5)
Shoulder hitbox Y world offset lowered (0 → 1)
Strong Dash
Right knee hitbox relocated to left knee
Helga
Light down air
Adjusted animation timing so hitboxes come out when legs are fully outstretched
Remove 2nd track hitboxes on hips
Reptar
Light up air
Increase active frames (1 → 3)
Light down air
Increase active frames (2 → 3)
Powdered Toast Man
Up Special
Allowed control of aerial positioning as soon as the ascent begins
Replaced some incorrect keyboard button images in the UI.
Keyboard directional keys now can be remapped in the controls sub-menu.
Gameplay updates explained
Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial boost at all times, provided speed is low enough to warrant it, while still requiring some degree of initial commitment to reach max speed. Consequently, this makes dashdancing no longer have a designated cap on when a dash attack can start, simply reach maxspeed to do so
Hurtboxes didn’t have the level of accuracy to character models that we were satisfied with, so now every single character has hurtboxes that fully encompass their models. Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals to not be locked to the z-axis, players will now have the ability to see with complete certainty where a character is positioned in 3D space
There were some inaccuracies in how the landing lag floors were handled across characters, with some having the ability to recover from an aerial far sooner than others under the same minimum landlag conditions. This interaction was not intended, and has been uniformly addressed across the entire cast
There were several moves across the cast that didn’t have the block direction reflect the move’s activated direction. This has since been addressed & every move should now be blockable by holding against the direction of initiation.
Source
Changelog.gg summarizes and formats this update. How we read updates.
