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Steam News1 December 20232y ago

Version 1.3 Patch Notes

1.3 has arrived, there are a lot of subtle changes to dive into! We are extremely thankful for the outpouring of feedback and are committed to making Nickelodeon All-Star Brawl 2 the best game it can be – please keep yo

Full notes

Full Nickelodeon All-Star Brawl 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions16 changes3 removals
  • Balance
  • Gameplay
  • UI and audio
  • Maps
changedIn addition to some exciting ranked mode, training mode, and community requests, update 1.3 will be our largest early gameplay directional adjustment update: players have quickly pushed our mechanics to the limits and we’ve decided to do an initial pass to adjust gameplay feel based on player feedback. While this update has a high number of very impactful character changes, do note that our future balance updates will be less heavy handed in order to let players dive deeper into counter strategies over time
changedCore Gameplay
changedSlime Cancel knockback soft cap was lowered from 30 to 25 knockback, and reduction increased from 50% to 65%.
changedCeiling techs intangibility increased from 26 frames to 34.
changedMaximum shield health, depletion and regeneration rates have been decreased by 10%.
addedPerfect block is no longer bufferable and it has a 3 frame window. Visual input was added to perfect block frames.
Slime Cancel knockback soft cap3025Slime Cancel knockback soft cap decreased, nerfSlime Block per-frame cost0.80.4Slime Block per-frame cost decreased, nerf

1.3 has arrived, there are a lot of subtle changes to dive into! We are extremely thankful for the outpouring of feedback and are committed to making Nickelodeon All-Star Brawl 2 the best game it can be – please keep your feedback coming!

In addition to some exciting ranked mode, training mode, and community requests, update 1.3 will be our largest early gameplay directional adjustment update: players have quickly pushed our mechanics to the limits and we’ve decided to do an initial pass to adjust gameplay feel based on player feedback. While this update has a high number of very impactful character changes, do note that our future balance updates will be less heavy handed in order to let players dive deeper into counter strategies over time

Core Gameplay

  • Slime Cancel knockback soft cap was lowered from 30 to 25 knockback, and reduction increased from 50% to 65%.

  • Wall techs now take 9 frames and grant 14 frames of intangibility.

  • Ceiling techs intangibility increased from 26 frames to 34.

  • Jump back now overrides horizontal run/dash momentum.

  • Maximum shield health, depletion and regeneration rates have been decreased by 10%.

  • Perfect block is no longer bufferable and it has a 3 frame window. Visual input was added to perfect block frames.

  • Tech roll intangibility decreased from 28 frames to 20.

  • Tech in place intangibility decreased by 3 frames, for a total of 6 vulnerable frames.

  • Turnaround specials buffer increased to 15 frames.

  • Ultimate attack’s end lag is now punishable.

  • Decreased Slime Block per-frame cost from 0.8 to 0.4.

  • Attacks clanking with grabs no longer grant aerial state.

  • Slime cancel freeze no longer affects characters in Land Hard state.

  • Edge Actions can no longer be bufferable while holding the Edge.

Audio

  • Items SFX volume is now controlled by the SFX slider.

  • Harmonic Convergence stage volume fixes.

  • Ultimates Hits and SFX are now working properly.

Campaign

  • Added campaign save slots.

QoL

  • Rematch option after selecting random stage now keeps choosing a random stage.

  • Rematch option after selecting random character in character select now keeps randomizing characters.

  • D Pad can now be set as a movement option in controllers.

  • C Stick implemented for keyboard players.

  • Ability to separately modify if C stick does charge or light moves on ground or in air.

Training Mode

  • Training mode DI visualizer and CPU DI Options.

  • Training mode Hitstun visualizer.

  • Training mode now saves settings when exiting to switch characters.

Balance Pass

A lot of characters had a balance pass, if you want to read about them, please visit nickelodeonallstarbrawl.com

Source

Steam News / 1 December 2023

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