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
- Gameplay
- Fixes
- Performance
- Balance
Nickelodeon All-Star Brawl changes
General
After many requests for alternate looks for characters in the game, we are happy to announce that alt costumes have been added for all characters!
Separated hitboxes across the cast to allow for proper interpolation
Fixed an issue with the second stick that caused the wrong type of attack to come out the first few frames of entering/leaving the ground
Added turnaround functionality to up and down attacks when using second stick
Fixed an issue that caused some matches to suffer FPS drops.
Fixed an issue that prevented users from joining multiplayer matches through invites when watching replays.
Balance
Korra
Light Neutral 1
Added grounded hitbox for jab resets
Light Down 1
Decreased Korra’s Light Down 1 end lag time
Attack to Idle frame (25 → 20)
Increased Korra’s Light Down 1 hitstun time
Hitstun frames (15 → 20)
Decreased Korra’s Light Down 1 knockback
Knockback (40 → 30)
Light Down 2
Increased Korra’s Light Down 2 foot hitbox size
Hitbox radius (0.9 → 1.1)
Strong Down
Korra’s Strong Down hitboxes appear sooner now
Hitbox start frame (14 → 12)
Strong Dash
Korra’s Strong Dash hitboxes appear sooner now
Hitbox start frame (16 → 10)
Light Dash
Korra’s Light Dash now jumps over opponent instead of getting stuck
Neutral Special
Increased Korra’s Neutral Special blocking stun and push distance
Block stun (10 → 20)
Block push (1 → 6)
Up Special
Fixed Korra’s charged Up Special missing hitboxes at the start
Hitbox start frame (16 → 6)
Increased Korra’s Up Special hitstun
Hitstun (30 → 35)
Down Special
Increased Korra’s grounded Down Special hitstun
Hitstun (30 → 35)
Light Neutral Air
Increased Korra’s Light Neutral Air’s hitbox size
Radius (0.85 → 0.9)
World offset X (-1.1 → -1.2)
World offset 2nd X (1.1 → 1.2)
Helga
Light Down Air
Increased active frames (2 → 3)
Added hitboxes to hips
Special Mid
Decreased initial startup time (14 → 7)
Increased speed for changing angles
Increased overall angle coverage (50° → 80°)
Decreased endlag after firing (17, 37, 57 → 17, 25, 33)
Increased travel distance cap (20 units → 40 units)
Increased travel time cap (70 seconds → 100 seconds)
Special Up
Fixed regression where special fall no longer transitioned to regular fall after 60 frames
Leonardo
Universal
Removed sword moves’ shoulder hitboxes (excluding Special Up)
Ensured tippers have lowest priority
Lucy Loud
Special Mid
Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible)
April O’Neil
Universal
Fixed bug where moves could gain ratings without damaging an opponent (ie: hitting someone blocking or invincible)
Light Mid
Removed all body/leg hitboxes
Added grounded hitbox for jab resets
Light Down
Increased endlag (26 → 32)
Increased overall horizontal coverage
Strong Mid
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Strong Mid Air
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Oblina
Down Special
Fixed regression where the sludge could be reflected on the ground
Toph
Light Mid Air
Set hitboxes to fixed point in front of Toph
Increased active frames (2 → 4)
Zim
Light Mid Airlist
Increased active frames (2 → 6)
Nigel Thornberry
Down Special
Increased base knockback (200 → 220)
Increased knockback gain (300 → 340)
Up Special
Increased jump height (12 units → 12.5 units)
Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
Source
Changelog.gg summarizes and formats this update. How we read updates.
