Brawl it out with your Nickelodeon favorites in epic platform battles.
[b]General[/b]
[list]
[*] 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)
[/list]
Balance
[list]
[*] Universal[list]
[*] 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[/list]
[*] Spongebob[list]
[*] Aerial Mid Light[list]
[*] Stun gain decreased (9 → 7)
[/list][*] Aerial Up Light[list]
[*] Knockback gain increased (105 → 115)
[*] Stun gain decreased (16 → 11)
[*] Down Special
[*] Using the grounded version no longer takes away an aerial charge[/list][/list]
[*] Sandy[list]
[*] Down Special[list]
[*] Cancelable actions now possible with second stick[/list][/list]
[*] Aang[list]
[*] Aerial Mid Light[list]
[*] Damage decreased (9 → 7)
[*] Knockback increased (30 → 50)
[*] Knockback Gain increased (75 → 105)
[*] Stun decreased (30 → 22)
[*] Stun gain increased (0 → 6)
[/list][*] Down Special[list]
[*] Can no longer infinitely jump during the turnaround animation[/list][/list]
[*] Toph[list]
[*] Mid Special[list]
[*] Input setup altered: now 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!
[/list][*] Up Special[list]
[*] 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)
[/list][*] Down Special[list]
[*] Platform duration halved (10s → 5s)[/list][/list]
[*] Lucy Loud[list]
[*] General[list]
[*] 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
[/list][*] Aerial Down Strong[list]
[*] No longer can cancel preemptively after respawning[/list][/list]
[*] April O'Neil[list]
[*] Up Special[list]
[*] Can no longer be used to stall when out of fuel
[/list][*] Down Special[list]
[*] No longer gains ratings from hitting blocking/invulnerable opponents[/list][/list]
[*] Ren & Stimpy[list]
[*] Aerial Mid Throw[list]
[*] Fixed animation cycling through >2000 more frames that it should've[/list][/list]
[*] Powdered Toast Man[list]
[*] Up Light[list]
[*] Attack button can now be held to salute your enemies after KO’ing them
[/list][*] Up Strong[list]
[*] Hitbox repositioned to properly cover PTM’s head
[/list][*] Aerial Mid Light[list]
[*] Hitbox repositioned to properly cover PTM’s body
[/list][*] Aerial Up Light[list]
[*] Attack button can now be held to salute your enemies after KO’ing them[/list][/list]
[*] Zim[list]
[*] Up Special[list]
[*] Fixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed again[/list]
[*] Gir[list]
[*] 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[/list][/list]
[*] Danny Phantom[list]
[*] Aerial Down Strong[list]
[*] Pre-attack landing lag minimum fixed to standard amount (5f → 8f)[/list][/list]
[*] Oblina[list]
[*] Mid Special[list]
[*] 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
[/list][/list][/list]
[b]Gameplay updates explained [/b]
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.