Update 02-03-2022

Nickelodeon All-Star Brawl

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.