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
- Maps
- Gameplay
- Performance
- Events
- UI and audio
- Fixes
Nickelodeon All-Star Brawl changes
General
Shredder joins the battle!
New Stage available, Double Dare!
Added a message that notifies players of when one of their replays is no longer compatible with the current version of the game
Loading optimizations were applied for the menus on all platforms, menus should load faster. The results vary per platform
Fixed issue that made incorrect thumbnail image show in arcade mode for the Sweet Dreams stage
Fixed issue that made rewards not show at the end of Arcade mode when playing with Garfield
Fixed issue that made the incorrect button prompt appear in the results screen for the save replay functionality
Changed Garfield’s dialogue box to be a thought bubble in the arcade mode.
Fixed issue that made the screen flicker sometimes during the matchmaking when opponents changed their skins or characters
Fixed issue that made the incorrect goal-post assets show in the Sweet Dreams Stage in Sports Mode
Fixed an issue that made the game get stuck on a “joining game” screen after entering a private lobby password
We’ve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. We’re happy to announce that we’ve implemented a controllers profile system that will allow players to assign their specific control mappings to their own specific profile so they won’t get mixed up anymore
Fixed an issue that made the character select screen appear more than once sometimes in online modes
There have been updates to the blocking system ,now horizontal attacks can only be blocked if you’re holding a horizontal direction while blocking (Diagonals are considered vertical direction)
Balance
Universal
DI angle reverted (14° → 16°)
Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving
Getup roll time decreased (29f → 27f)
Getup inplace time decreased (27f → 24f)
Getup inplace invulnerability decreased (21f → 19f)
Tech roll time decreased (34f → 31f)
Tech roll invulnerability decreased (26f → 25f)
Tech inplace time decreased (24f → 22f)
Tech inplace invulnerability decreased (18f → 17f)
Ledge invulnerability increased (60f → 70f)
Crashland time decreased (30f → 26f)
Holding diagonal for a block is now mutually exclusive for down/up, will not block mid attacks
Holding diagonal with the horizontal AWAY from an oncoming attack will no longer produce a down/up block
Z-drops no longer affected by DI
All characters now properly slowfall once per airtime with their aerial strong attacks, subsequent airstrongs fall at normal speed
RPS pre-attack hitboxes now attack in the “correct” direction
RPS pre-attack hitboxes now encompass the entire character
Fixed bug where certain characters couldn’t turnaround jump out of a jump-cancelable attack while in hitstop
Fixed bug where a grounded jump could quickly lead into an aerial grounded jump if the input was pressed again within 4 frames
Fixed bug where block on-hit was actionable 1-frame later
Spongebob
Aerial Mid Light
Stun gain decreased (9 → 7)
Aerial Up Light
Knockback gain increased (105 → 115)
Stun gain decreased (16 → 11)
Down Special
Using the grounded version no longer takes away an aerial charge
Sandy
Down Special
Cancelable actions now possible with second stick
Aang
Aerial Mid Light
Damage decreased (9 → 7)
Knockback increased (30 → 50)
Knockback Gain increased (75 → 105)
Stun decreased (30 → 22)
Stun gain increased (0 → 6)
Down Special
Can no longer infinitely jump during the turnaround animation
Toph
Mid Special
- Input setup alterednow releasing special immediately throws the projectile, while pressing block cancels the charge; this new system allows an uncharged projectile to be immediately thrown in a manner similar to the rest of the cast
Now has a cooldown system like other projectile attacks
Color overlays now flash to indicate when a new charge level is met, yellow for mid-charge and orange for full-charge
Charge time for mid-level projectile decreased (40f → 35f)
Charge time for max-level projectile increased (55f → 70f)
Projectile time before self-destruction reduced (5s → 3s)
Mid-charge projectile speeds lowered (20, 30, 40 → 14, 24, 34)
Mid-charge projectile now bounces
If a mid-charge projectile is z-dropped, it will persist 4 times longer than usual (3s → 12s)
Max-charge projectile speeds lowered (14, 24, 34 → 12, 20, 28)
A max-charge projectile can no longer be rebounded, destroyed, grabbed, or beaten out by any traditional means; good luck!
Up Special
Ascent begins faster (26f → 24f)
Throws projectile faster (33f → 24f)
Startup now decays horizontal speed gradually, instead of all at once
Projectile inherits Toph's horizontal speed when initiated
Can grab edge sooner (50f → 38f)
Transitions to fallstate sooner (60f → 47f)
Down Special
Platform duration halved (10s → 5s)
Lucy Loud
General
Now uses correct speed modifiers when carrying an opponent
Fixed issue where effects showing off which form Lucy was in would disappear under specific circumstances
Aerial Down Strong
No longer can cancel preemptively after respawning
April O'Neil
Up Special
Can no longer be used to stall when out of fuel
Down Special
No longer gains ratings from hitting blocking/invulnerable opponents
Ren & Stimpy
Aerial Mid Throw
Fixed animation cycling through >2000 more frames that it should've
Powdered Toast Man
Up Light
Attack button can now be held to salute your enemies after KO’ing them
Up Strong
Hitbox repositioned to properly cover PTM’s head
Aerial Mid Light
Hitbox repositioned to properly cover PTM’s body
Aerial Up Light
Attack button can now be held to salute your enemies after KO’ing them
Zim
Up Special
Fixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed again
Gir
Fixed issue that made Gir get stuck on some walls instead of bouncing off
Fixed issue that made Gir get stuck with other Girs ingame
Danny Phantom
Aerial Down Strong
Pre-attack landing lag minimum fixed to standard amount (5f → 8f)
Oblina
Mid Special
Before hitting the ground, goop acts like any other projectile
After hitting the ground, goop can only be destroyed by a strong attack from whoever doesn't own the projectile
No longer land-cancelable
Gameplay updates explained
With the strong prevalence and potential reward of reaction tech chasing (rtc) in the current meta, some major buffs were deemed necessary for the defensive options; while it should remain a disadvantage, it shouldn’t be to the extent that follow-ups are almost guaranteed with minimal effort. The hope is these changes to both the wait before a movement takes place & a decrease in the time it takes for an action will be enough to balance the scales.
Source
Changelog.gg summarizes and formats this update. How we read updates.
