Added support for Epic version invites
General
- Rocko joins the battle as a DLC character!
- Universal
- Crowdpush speed reverted
- Royal Woods Cemetery
- Blastzones and camera zoom now the same as competitive stages
- Added to competitive stage rotation
- Sewers Slam
- Added to competitive stage rotation
- Harmonic Convergence
- Removed from competitive stage rotation
- Characters balancing (More details in this link)
- Sandy
- Korra
- Leonardo
- Michelangelo
- April ONeil
- Shredder
- Ren & Stimpy
- Powdered Toast Man
- Nigel Thornberry
- Danny Phantom
- Reptar
- Helga
- Zim
- CatDog
- Oblina
- Jenny
General
- Hugh Neutron joins the battle as a DLC character!
- Universal
- Reworked interaction calculations to ensure consistent outcomes
- RPS
- Neither player suffers any hitlag whatsoever
- Base stun frames increased from 30 to 60
- Percentage penalty multiplier decreased from 0.5 to 0.3
- Warning color overlay to indicate stun ending now appears later (20f 30f)
- Losing RPS no longer causes the character to slowly fall, they'll just be dazed in whatever location they interacted in
- Spinout no longer forces a character to leave the ground
- Stunturn will actively turn the player horizontally similar to how spinout turns the character vertically
- Now considered an OnHit interaction
- Inactive hitboxes changed from single capsule to mirroring hurtbox values
- Inactive hitboxes persist throughout the active hitbox states, disappear when the active attack fully ends
- Fixed bug causing momentum to be retained even after losing a stock
- Initiating an air-taunt while holding another player will cause that held characters grab-escape state to be fully actionable
- Picking up an item with light attack no longer requires the user to also hold down
- Halved the speed at which a character can be pushed
- Destroying/Reflecting a projectile will now cause the attacker & projectile to incur whatever base hitlag the projectile wouldve caused on-hit
- Characters balancing (More details in comment section)
- Spongebob
- Patrick
- Sandy
- Aang
- Toph
- Korra
- Leonardo
- Michelangelo
- April ONeil
- Shredder
- Lincoln Loud
- Lucy Loud
- Ren & Stimpy
- Powdered Toast Man
- Nigel Thornberry
- Danny Phantom
- Reptar
- Helga
- Zim
- CatDog
- Oblina
- Garfield
General
- You asked and we delivered! Brawler voiceovers are here! |Enjoy the quips and grunts of your favorite brawlers as you play!
- Get ready for chaos as ITEMS crash into Nickelodeon All-Star Brawl!. Turn the tide of the battle as you grab, hit and throw all new items that appear around the stage!
- Universal
- Default stock count increased from 3 to 4
- Airdashing now has a 2 frame warmup before a character starts traveling. This warmup is skipped when making contact with the ground
- Player indicators will be hidden if a character is performing an action that makes them invisible
- Attacking a blocking opponent no longer incurs self-hitlag
- Stages
- Universal
- Made all damaging hitboxes transient
- Harmonic Convergence
- Upper section of the stage is now perfectly flat
- Rooftop Rumble
- Removed corner slants
- Irken Armada Invasion
- Lowered ceiling by 3 units
- Tremorton Joyride
- Made it easier to scale up the underside of the stage without colliding with a ceiling
- Overhauled the collision system of the moving platform, removing several bugs associated with the old implementation
- Sandy
- Light Mid 1
- Changed so the second hit is now manually activated, the first hit can now be used in isolation
- Single-hit frame length decreased (20f 17f)
- Damage increased (3 4)
- Launch angle increased (15 36)
- Knockback increased (10 25)
- Stun decreased (30 18)
- Blockstun decreased (10 7)
- Blockpush decreased (1 0.5)
- Blocklag decreased (3 2)
- Hitlag decreased (5 4)
- Self-hitlag decreased (5 4)
- Light Mid 2
- Damage increased (4 5)
- Launch angle increased (15 27)
- Knockback decreased (80 50)
- Knockback gain decreased (112.5 95)
- Stun decreased (30 29)
- Stungain increased (0 11)
- Special Mid
- Fixed bug where lasso followups couldn't be buffered
- Once per airtime, a lasso hooking in the air will give Sandy a small vertical hop for easier followups
- Light Mid 1
- Shredder
- Aerial Light Mid 1
- DI angle increased (0 16)
- Launch angle changed (372 371) Translation: Now matches initial hit properties of other multi-hit attacks
- Aerial Light Mid 1
- Danny Phantom
- Getup attack
- Hitboxes rearranged to appear on Dannys feet
- Animation timing readjusted to ensure larger coverage of leg sweep
- Getup attack
- Lucy Loud
- General
- Vampire modes jump height decreased
- Ghost modes jump height increased
- General
- Nigel Thornberry
- Aerial Light Mid 1
- Damage decreased (2 1)
- Knockback increased (5 8)
- Stun decreased (10 8)
- Hitlag decreased (2 0)
- Self-hitlag increased (0 2)
- Aerial Light Mid 1
- Garfield
- Aerial Light Down 1
- DI angle increased (0 16)
- Aerial Light Down 1
- Jenny
- Aerial Light Up
- Umbrella can now be held and retracted with the second stick
- Aerial Light Down
- DI angle increased (0 16)
- Aerial Light Up
General
- Jenny XJ-9 Wakeman joins the battle as a DLC character!
- Fixed a Toph bug that didnt showed the Charged VFX
- Fixed a Powdered Toast Man bug that showed the charged croutons VFX in the results screen
- Added reset position feature in Training.
- Arcade timer is now cumulative instead of resetting every match.
- Gallery images now can be cycled while viewing.
- Universal
- General
- Introduced a momentum-clamping property after launches that send considerable horizontal distance to prevent immediately reversing momentum with a special-reverse or airdash
- All characters can now special-reverse their mid specials
- Outer-limb hurtboxes are no longer grabbable
- General
- Stages
- Sewers Slam
- Camera & blastzone bounds tweaked to values used by legal stages
- Sewers Slam
- Aang
- Down Light
- Launch angle changed (45 300)
- Grounded knockback gain increased (75 95)
- Grounded base stun increased (30 31)
- Grounded stun gain increased (0 7)
- Aerial knockback gain increased (37.5 65)
- Aerial base stun decreased (30 24)
- Aerial stun gain increased (0 6)
- Down Light
- Toph
- General
- Increased run speed (21.4 23)
- Increased floor acceleration (120 145)
- Increased floor deceleration (200 240)
- Mid Special
- Reduced stage 2 charge time (35 frames 30 frames)
- Reduced stage 3 charge time (70 frames 60 frames)
- Increased stage 3 knockback gain (120 265)
- Reduced stage 1 boulder speed to match stage 2 speed
- Light Up
- Startup reduced by 1 frame (6f 5f)
- Now actionable on frame 21
- Light Down
- Startup reduced by 2 frames (6f 4f)
- End lag reduced by 4 frames (35f 31f)
- Light Run
- Startup reduced by 1 frame (6f 5f)
- Up Air Strong
- Knockback gain increased (110 120)
- Mid Air Strong
- Increased damage (14 19)
- Down special (grounded)
- Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
- Increased down special's base knockback (100 140)
- Added hip hitbox
- Increased hitlag (8 18)
- Ensured consistent 290 launch angle
- General
- April ONeil
- Down Strong
- Damage reduced (15%/15%/15% 9%/10%/12%)
- Blockstun reduced (20/20/20 20/15/14)
- Mid Air Strong
- Startup increased by 4 frames
- Up Air Strong
- Reduced base knockback (180 100)
- Increased knockback scaling (190 220)
- Down Air Strong
- Damage reduced (15%/15%/15% 9%/10%/12%)
- Blockstun reduced (20/20/20 20/15/14)
- Startup increased by 3 frames
- Mid Special
- Capped damaged to 30%
- Removed super armor
- Startup decreased by 3 frames
- Down Strong
- Helga
- Down Tilt
- Fixed animation facing wrong direction sometimes
- Mid Special
- Can now cancel charge by pressing block
- Can now charge indefinitely
- Down Tilt
- Nigel
- Down Special
- Base knockback decreased (220 200)
- Knockback growth decreased (240 300)
- Up Aerial
- Hitbox ends 1 frame earlier
- Total length increased 5 frames (20f 25f)
- Body hitbox repositioned to neck & decreased in size (1.2 0.9)
- Down Special
- Shredder
- Mid Aerial
- Hitbox size decreased (3 2.7)
- Hitbox repositioned to not be offset & match visuals
- Final hit blockstun decreased (10 7)
- Mid Aerial
- Zim
- Mid Special
- Projectile level decreased (2 1)
- Mid Special
- Powdered Toast Man
- Down Special
- Hitbox size increased (1.1 1.35)
- Down Special
- Patrick
- Down Special
- Command input damage increased (47 69)
- Command input hitlag/hitlagself increased (12 24)
- Down Special
General
- Fixed arcade mode player select screen
- Fixed issue when the Profile button wasn't reachable from the Lobbies button in the online menu
General
- Fixed a bug where certain recoveries would lose momentum if used the first frame after leaving the launch state
- Fixed a bug where Aprils recovery couldnt be controlled
- Removed the character and stage select timers in online lobby matches
- Fixed bug that caused the spectator list button to not appear in online lobbies matches
General
- Implemented improvements to rollback netcode handlers. This should reflected as a more stable online experience
- Added the option to play versus another player in Training Mode when two controllers are connected.
- A new option was added to have CPU vs CPU in local matches
- For those who are speed running Arcade Mode, we added a timer to the HUD in Arcade Mode. Also loading times are no longer included in the final time
- Character Selection no longer resets when entering the Rules menu.
- A timer was added to the Online Modes for the character and stage selection, when the timer runs out, a random character and stage are selected starting the battle after it.
- Stage collisions have been improved to prevent phasing.
- UI now properly adapts to different screen aspect ratios.
- Minor UI Tweaks
- Universal
- General
- Grounded normals now clang with grounded normals, always
- Grounded normals now rebound against grounded strongs, always
- Grounded strongs now beat out grounded normals, always
- Aerial normals now never collide with other hitboxes, excluding projectiles
- Aerial strongs now never collide with other hitboxes, excluding projectiles and RPS win/loss interactions
- RPS loss length increased to 30 plus half your current percent for duration (frames)
- RPS loss takes hitstun from winning strong attack
- RPS loss takes damage from winning strong attack
- Initiating a dashdance now puts the character into a brief turnaround stance for a frame and keeps the character in place for slightly longer before initiating the next dash
- Initiating a dash from a state that isn't explicitly set up as tweenable (ie: dashdancing) will activate a fallback where the move tweens from the start of a character's idle animation; this drastically reduces the janky/snappy visual effect dashdancing can have
- Color overlays for standard and good blocks altered to be more opaque
- Fixed bug where a move sending down and slightly to the left wouldnt DI properly if holding horizontal-left
- Fixed bug where color overlays while blocking persisted a few extra frames than the endlag represented
- Sports Mode
- Players are now able to hold the ball
- AI is now able to handle balls around hazards
- Mid Throw Grounded
- base kb: 50 40
- kb growth: 120 100
- base stun: 32 11
- stun growth: 10 28
- Mid Throw Aerial
- base kb: 85 45
- base stun: 28 10
- stun growth: 5 22
- General
- Spongebob
- General
- Certain actions now use proper textures when mirrored
- Aerial Down Light
- Length increased: 24f 31f
- Aerial Down Strong
- Length increased: 44f 49f
- General
- Patrick
- Aerial Down Light
- Length increased: 23f 33f
- Base stun increased: 13 18
- Aerial Down Light
- Shredder
- Fixed the charge vfx visual bug, vfx now will disappear after dying with the status effect active.
- Sandy
- Aerial Down Light
- Length increased: 24f 32f
- Length increased: 40f 48f
- Aerial Down Light
- Aang
- Aerial Down Light
- Length increased: 24f 30f
- Aerial Down Strong
- Length increased: 40f 53f
- Aerial Down Light
- Korra
- Aerial Down Light
- Length increased: 26f 32f
- Aerial Down Strong
- Length increased: 38f 50f
- Aerial Down Light
- Lincoln Loud
- Aerial Down Light
- Length increased: 20f 31f
- Aerial Down Strong
- Length increased: 38f 51f
- Aerial Down Light
- Lucy Loud
- Aerial Down Light
- Length increased: 22f 30f
- Mid Special
- Length increased: 25f 29f
- Damage increased: 1% 3%
- Launch angle changed: 20 34
- Base knockback decreased: 60 35
- Knockback gain increased: 0 90
- Base stun decreased: 40 21
- Stun gain increased: 0 13
- Block direction set to "Mid"
- Down Special
- Block direction set to "Down"
- Aerial Down Light
- Leonardo
- Aerial Down Light
- Length increased: 29f 39f
- Aerial Down Strong
- Length increased: 40f 55f
- Aerial Down Light
- April O'Neil
- Aerial Down Light
- Length increased: 24f 35f
- Fixed issue where ratings would only build on hitbox's last active frame
- Aerial Down Strong
- Length increased: 42f 52f
- Aerial Down Light
- Shredder
- Aerial Up Strong
- Grabbed can no longer escape
- Mid Special
- Hitbox activates one frame later
- X-velocity decreased: 130 100
- Hitting a shielding/invincible opponent will halt Shredder's movement
- Block push decreased: 3 0.5
- Aerial Up Strong
- Ren & Stimpy
- Aerial Down Light
- Length increased: 24f 36f
- Aerial Down Light
- Powdered Toast Man
- Up Strong
- Base knockback decreased: 170 100
- Aerial Down Light
- Length increased: 20f 31f
- Aerial Up Strong
- Base knockback decreased: 270 115
- Aerial Down Strong
- Length increased: 45f 51f
- Up Strong
- Zim
- Aerial Down Light
- Length increased: 22f 30f
- Aerial Down Strong
- Length increased: 40f 48f
- Gir
- Can no longer be grabbed during very beginning of explosion animation
- Aerial Down Light
- CatDog
- Aerial Down Light
- Length increased: 30f 34f
- Aerial Down Light
- Reptar
- Aerial Down Light
- Length increased: 24f 33f
- Down Special (air)
- Launch angle changed: 300 322
- Aerial Down Light
- Nigel Thornberry
- Aerial Down Light
- Length increased: 22f 28f
- Launch angle changed: 290 318
- Aerial Down Light
- Helga
- Aerial Down Light
- Length increased: 22f 31f
- Aerial Down Strong
- Length increased: 45f 49f
- Aerial Down Light
- Danny Phantom
- Aerial Down Light
- Length increased: 18f 30f
- Aerial Down Light
- Oblina
- Aerial Down Light
- Length increased: 22f 32f
- Aerial Down Strong
- Length increased: 45f 51f
- Aerial Down Light
- Garfield
- Light Down
- Hits aerial opponents now Again
- Aerial Down Strong
- Length decreased: 55f 50f
- Light Down
- The current update contains several balance tweaks which address feedback we have received from the community. We also added a couple of features which have been by players like CPU vs CPU. Enjoy!
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 Garfields 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
- Weve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. Were happy to announce that weve implemented a controllers profile system that will allow players to assign their specific control mappings to their own specific profile so they wont 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 youre holding a horizontal direction while blocking (Diagonals are considered vertical direction)
- 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 couldnt 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
- Aerial Mid Light
- Sandy
- Down Special
- Cancelable actions now possible with second stick
- Down Special
- 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
- Aerial Mid Light
- Toph
- Mid Special
- 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!
- 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)
- Mid Special
- 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
- General
- 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
- Up Special
- Ren & Stimpy
- Aerial Mid Throw
- Fixed animation cycling through >2000 more frames that it should've
- Aerial Mid Throw
- Powdered Toast Man
- Up Light
- Attack button can now be held to salute your enemies after KOing them
- Up Strong
- Hitbox repositioned to properly cover PTMs head
- Aerial Mid Light
- Hitbox repositioned to properly cover PTMs body
- Aerial Up Light
- Attack button can now be held to salute your enemies after KOing them
- Up Light
- Zim
- Up Special
- Fixed bug where attacking Zim prior to releasing the projectile would cause Zims 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
- Up Special
- Danny Phantom
- Aerial Down Strong
- Pre-attack landing lag minimum fixed to standard amount (5f 8f)
- Aerial Down Strong
- 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
- Mid Special
General
- Added Sweet Dreams as a legal stage for competitive matches.
- Fixed issue where character images would show a white box behind them.
- Fixed an issue that made The Flying Dutchmans Ship stage show visual errors.
- Fixed issue that created an invalid state where players had to restart the game after experiencing a network error when entering Quick Play.
- Improvements have been made to the matchmaking algorithm and now the competitive matchmaking should be much faster.
- Fixed visual bug with Oblina when performing get up attack with her alt costume.
- Fixed issue where effects animations wouldnt be cut off as expected when entering the results screen.
- Overall improvements to the netcode functionalities.
- Character fixes
- Zim
- Zim's up special now reaches the correct vertical height.
- Gir now faces the expected direction when being redirected.
- Gir now explodes when z-dropped.
- Gir no longer despawns after a set time.
- Gir now immediately falls through sinking terrain. (Prevents bug where Gir couldnt be respawned if trapped in quicksand)
- Leonardo
- Fixed bug where Leonardos mid special release animations were slower than intended, causing hitboxes to appear behind him.
- Leonardo's Up Aerial now uses the correct animation.
- Sandy
- Sandy's lasso comes out correctly in the air now.
- Sandy's lasso reel-in animation is sped up so opponents are released in front of Sandy as expected.
- Toph
- Toph's neutral special fire animation comes out correctly in the air now.
- Garfield
- Garfield's light down hits aerial opponents now.
- Aang
- Aang now rolls the correct directions.
- Zim
General
- Garfield joins the battle!
- Some people hosting tournaments were having issues with constantly having to press the spectate button as soon as a match finished, so that their audience could watch the match, so we implemented an auto spectate feature that should fix this problem for tournament organizers.
- Added the option to go back to the character select screen after a match is over.
- Fixed issue that caused second stick attacks to not come out as expected when trying to do a mid during a run animation
- Fixed issue where hit effects wouldnt come out immediately after hitting an opponent, now hit effects will initialize and linger during hitstop as expected
- Fixed issue with Gir that made him get stuck in some walls or against another Gir.
- Added a message that clarifies when a match cant be spectated once it has started.
- Balance
- Universal
- Cooldown implemented for dash attacks from dash attacks. Now once per dashing string a dash light can be canceled into a dash strong, or vice-versa; after this, attempting a dash attack input will instead send out their respective mid attack
- Grab hitbox comes out sooner on ground (frame 8 frame 7)
- Grab hitbox comes out later in the air (frame 8 frame 12)
- Grab length increased in the air (30 40)
- Characters can no longer be grabbed while downed
- Tech roll distance increased (9 units 11 units)
- Ensured consistent roll distance across the cast for getups and techs
- Throw Mid launch angle changed (20 35)
- Throw Up launch angle changed (60 75)
- Throw Down launch angle changed (350 15)
- Throw Down base knockback decreased (80 65)
- Throw Down knockback gain increased (80 100)
- Throw Air Mid launch angle changed (15 35)
- Throw Air Up launch angle changed (70 75)
- Throw Air Down launch angle changed (335 15)
- Throw Air Down base knockback decreased (120 100)
- Throw Air Down knockback gain decreased (50 30)
- DI window tightened (16 14)
- Spongebob
- Down Strong Air
- remove rainbow hitboxes
- radius buff foot (0.95 1.1)
- Local Y offset buff foot (0 -0.15)
- radius nerf knee (0.95 0.75)
- radius nerf hip (0.95 0.65)
- Down Strong Air
- Zim
- Up Special
- Bomb appears sooner (frame 22 frame 13)
- Transitions to special-fall sooner (frame 60 frame 40)
- Grabs edge sooner (frame 51 frame 30)
- Up Special
- Lucy Loud
- Light Down Air
- Endlag increased (frame 20 frame 22)
- Light Down Air
- Toph
- Up Strong
- Can now keep move charging with second stick
- Up Strong
- Universal
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 Korras Light Down 1 end lag time
- Attack to Idle frame (25 20)
- Increased Korras Light Down 1 hitstun time
- Hitstun frames (15 20)
- Decreased Korras Light Down 1 knockback
- Knockback (40 30)
- Decreased Korras Light Down 1 end lag time
- Light Down 2
- Increased Korras Light Down 2 foot hitbox size
- Hitbox radius (0.9 1.1)
- Increased Korras Light Down 2 foot hitbox size
- Strong Down
- Korras Strong Down hitboxes appear sooner now
- Hitbox start frame (14 12)
- Korras Strong Down hitboxes appear sooner now
- Strong Dash
- Korras Strong Dash hitboxes appear sooner now
- Hitbox start frame (16 10)
- Korras Strong Dash hitboxes appear sooner now
- Light Dash
- Korras Light Dash now jumps over opponent instead of getting stuck
- Neutral Special
- Increased Korras Neutral Special blocking stun and push distance
- Block stun (10 20)
- Block push (1 6)
- Increased Korras Neutral Special blocking stun and push distance
- Up Special
- Fixed Korras charged Up Special missing hitboxes at the start
- Hitbox start frame (16 6)
- Increased Korras Up Special hitstun
- Hitstun (30 35)
- Fixed Korras charged Up Special missing hitboxes at the start
- Down Special
- Increased Korras grounded Down Special hitstun
- Hitstun (30 35)
- Increased Korras grounded Down Special hitstun
- Light Neutral Air
- Increased Korras Light Neutral Airs hitbox size
- Radius (0.85 0.9)
- World offset X (-1.1 -1.2)
- World offset 2nd X (1.1 1.2)
- Increased Korras Light Neutral Airs hitbox size
- Light Neutral 1
- 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
- Light Down Air
- Leonardo
- Universal
- Removed sword moves shoulder hitboxes (excluding Special Up)
- Ensured tippers have lowest priority
- Universal
- Lucy Loud
- Special Mid
- Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible)
- Special Mid
- April ONeil
- 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)
- Universal
- Oblina
- Down Special
- Fixed regression where the sludge could be reflected on the ground
- Down Special
- Toph
- Light Mid Air
- Set hitboxes to fixed point in front of Toph
- Increased active frames (2 4)
- Light Mid Air
- Zim
- Light Mid Airlist
- Increased active frames (2 6)
- Light Mid Airlist
- 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
- Down Special
- Korra
We'd like to offer a massive thanks to the Nickelodeon All-Star Brawl community for your support and for brawling with your favorite Nickelodeon characters! We're still hard at work on the game (new FREE alternate character skins coming soon!), but we hope you will consider nominating the game for the Better with Friends Steam Award! In case you're unfamiliar, Nickelodeon All-Star Brawl is a platform fighter from the creators of Slap City starring your favorite Nicktoons like SpongeBob SquarePants, Aang and Toph from Avatar: The Last Airbender, Leonardo, Michelangelo, and April O'Neil from Teenage Mutant Ninja Turtles, and many other animated Nickelodeon characters. Every character has a distinct fighting style inspired by their personalities. We think it's a good fit for the Better with Friends award thanks to its bombastic local and online multiplayer, which features rollback netcode. If you have a good time playing Nickelodeon All-Star Brawl with your friends, then please consider giving the game a nomination!
General
- Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id.
- Private lobbies ids are now hidden by default, and can be toggled to become visible.
- Rearranged character select screen so series with multiple characters will appear on the same row.
- Balance
- Universal
- Hitbox and hurtbox visuals are no longer locked to z-axis
- Hitbox and hurtbox calculation is now handled on a 2D plane
- Standardized land lag floor for light aerials at 6 frames
- Standardized land lag floor for strong aerials at 8 frames
- Decreased timed-block window (10 frames 6 frames)
- Dashing given initial boost regardless of if dash dancing
- Starting a dash now creates a dust cloud effect
- The direction an attack should be blocked has been standardized across the cast
- Patrick
- Strong Dash
- Fixed Patricks Strong Dash missing hitboxes at the beginning
- Hitbox start frame (16 10)
- Fixed Patricks Strong Dash missing hitboxes at the beginning
- Neutral Special
- Reduced Patricks neutral special start time
- Hitbox start frame (17 12)
- Increased Patricks neutral special hitbox range
- World offset 2nd X (2.8 3.5)
- Reduced Patricks neutral special start time
- Up Special
- Increased Patricks up special hitbox size
- Local offset 2nd x (-0.6 -1)
- Radius (0.85 0.9)
- Reduced Patricks up special end lag
- Fly to Fall frame (50 35)
- Reduced Patricks up special startup time
- Charge to Fly frame (30 20)
- Increased Patricks up special hitbox size
- Strong Down Air
- Patricks strong down air grabs the ledge when falling now
- Reduced Patricks strong down air startup time
- Charge to Fall frame (22 17)
- Strong Up
- Changed Patricks strong up hitbox frame
- Hitbox start frame (16 11)
- Changed Patricks strong up hitbox frame
- Light Neutral Air
- Increased Patricks light neutral air hitbox duration
- Hitbox frames duration (2 4)
- Increased Patricks light neutral air hitbox duration
- Light Dash
- Reduced Patricks light dash attacks knockback
- Knockback (120 90)
- Reduced Patricks light dash attacks knockback
- Strong Dash
- Lincoln Loud
- Light neutral
- Increase active frames (2 4)
- Increase hitbox radius (0.85 0.9)
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.8)
- Light neutral loop
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.75)
- Light up
- Increase active frames (2 4)
- Decrease hitbox radius (1 0.95)
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.8)
- Light down
- Increase active frames (2 4)
- Decrease hitbox radius (1 0.9)
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.8)
- Light down loop
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.75)
- Light neutral air
- Increase active frames (2 4)
- Increase hitbox radius (0.85 0.9)
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.8)
- Light up air
- Increase active frames (2 4)
- Decrease hitbox radius (1 0.95)
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.8)
- Light down air
- Increase active frames (2 5)
- Remove 2nd track on hand
- Add hitbox to yoyo-string (radius 0.85)
- Strong down air
- Remove 2nd track on sword hilt
- Add hitbox to sword hilt (radius 1)
- Adjusted facing angle so swing isnt as focused on the z-axis
- Adjusted animation timing so the swing starts and ends in an arc underneath Lincoln
- Korra
- Light Mid 1
- Elbow hitbox Y world offset lowered (0 0.5)
- Shoulder hitbox Y world offset lowered (0 1)
- Light Up 1
- Elbow hitbox Y world offset lowered (0 0.5)
- Shoulder hitbox Y world offset lowered (0 1)
- Strong Dash
- Right knee hitbox relocated to left knee
- Light Mid 1
- Helga
- Light down air
- Adjusted animation timing so hitboxes come out when legs are fully outstretched
- Remove 2nd track hitboxes on hips
- Light down air
- Reptar
- Light up air
- Increase active frames (1 3)
- Light down air
- Increase active frames (2 3)
- Light up air
- Powdered Toast Man
- Up Special
- Allowed control of aerial positioning as soon as the ascent begins
- Up Special
- Light neutral
- Universal
- Replaced some incorrect keyboard button images in the UI.
- Keyboard directional keys now can be remapped in the controls sub-menu.
- Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial boost at all times, provided speed is low enough to warrant it, while still requiring some degree of initial commitment to reach max speed. Consequently, this makes dashdancing no longer have a designated cap on when a dash attack can start, simply reach maxspeed to do so
- Hurtboxes didnt have the level of accuracy to character models that we were satisfied with, so now every single character has hurtboxes that fully encompass their models. Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals to not be locked to the z-axis, players will now have the ability to see with complete certainty where a character is positioned in 3D space
- There were some inaccuracies in how the landing lag floors were handled across characters, with some having the ability to recover from an aerial far sooner than others under the same minimum landlag conditions. This interaction was not intended, and has been uniformly addressed across the entire cast
- There were several moves across the cast that didnt have the block direction reflect the moves activated direction. This has since been addressed & every move should now be blockable by holding against the direction of initiation.
Thank you everyone for all the support and feedback, we are listening and we are trying to address as many issues as soon as possible, as well as evaluating improvements and features suggested. Please keep the feedback coming! We are constantly trying to improve the game and want to hear what you think. Look for more updates in the upcoming weeks. - NASB Team General
- Fixed characters animating at half frame rate on Rooftop Rumble, Royal Woods Cemetery and Traffic Jam while playing online
- Fixed Ghost Zone causing CPU players to freeze in place
- Projectiles that bounce no longer last indefinitely (Ren & Stimpy Log, CatDog Furball, Toph Boulder)
- Projectiles that bounce no longer disappear when making contact with a wall or ceiling, they will continue bouncing for their spawned duration
- Increased global DI window (10 16)
- Updated pixelated images in gallery
- Fixed certain recovery moves not activating as expected when performed immediately after leaving launch state
- Implemented dash dancing: turning around out of a run begins an immediate run in the opposite direction
- Performing a dash dance starts a 15 frame warmup before a dash attack can be input. On the 16th frame and beyond, conditions for dash attacks return to normal
- Patrick: Fixed command-input not activating super-armor
- Aang: Removed outermost hitboxes on neutral air
- Aang: Increased down special x-speed multiplier (1.751.85)
- Toph: Fixed infinite platform bug
- Korra: Fixed down special having variable landing lag
- Lucy Loud: Down special vampire base knockback decreased (180110)
- Lucy Loud: Down special vampire knockback gain increased (185265)
- Michelangelo: Neutral air launch angle changed (32030)
- Michelangelo: Neutral air stun decreased (3024)
- Michelangelo: Neutral air stun gain increased (06)
- Michelangelo: Fixed up air not hitting airborne opponents
- Ren & Stimpy: Down special base knockback decreased (200120)
- Ren & Stimpy: Down special knockback gain increased (200250)
- Powdered Toast Man: Powdered Toast sprinkled to the idle animations (Fresh out of the can)
- Zim: Fixed dash attack 2nd hit not manifesting, will now appear as expected
- Zim: Fixed strong mid hitbox misplacement, will now appear as expected
- Helga: Fixed down special taking damage
- Danny Phantom: Down special base knockback decreased (180100)
- Danny Phantom: Down special knockback gain increased (160280)
- Oblina: Fixed aerial down strong hitbox misplacement, will now appear as expected
- Oblina: Fixed aerial light down hitbox lingering the duration of the move
- Added missing localized words on the options menu
- Fixed Traffic Jam Bus not rendering properly on Low setting
- Dashdancing was a highly requested feature that almost made it into the initial release, but the tradeoff of dash attacks made it too overbearing & the time constraints put the feature on the backburner. Now that theres a dedicated cooldown period for dash attacking out of dashdance specifically, the feature is ready to run
- Projectiles bouncing indefinitely was a consequence of those specific projectiles not having proper despawn functionality period, so fixing that issue consequently makes them not bounce forever. Like Mikeys down special jump exploit, this is something wed love to make a feature in the future
- The DI change will mean that combo trees will have much more variety now, as the opponent being comboed now has more control over where theyre launched after a hit. Because this change has pretty significant ramifications on balance inherently, we've opted to hold off on making many balance adjustments beyond it for this patch
- The Aang down special buff is emblematic of the design philosophy of not wanting to strictly and explicitly nerf a character. Our aim is to avoid patches where a character receives only nerfs that isnt tied to some general bugfix
- The Mikey nair adjustments make the move now function as a nair should, instead of the slow-mo auto-combo fodder it was previously. The hitstun scaling will make the move less egregiously combo potent at lower percents, but still have the potential to confirm into kills at high percents. Adding hitstun scaling to the majority of moves in the game is on our to-do list
- The knockback changes to Lucy/R&S/Danny make those specific moves no longer kill at ridiculously low percent, but the buffed scaling ensures kill potential at higher percent
Nickelodeon All-Star Brawl
Ludosity
GameMill Entertainment
2021-10-04
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 18
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive
(4170 reviews)
https://nickelodeonallstarbrawl.com/
https://store.steampowered.com/app/1414850 
[15.45 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
- Playable characters include SpongeBob, Lincoln Loud, Ninja Turtles Michelangelo and Leonardo, Oblina from Aaahh!!! Real Monsters, Invader Zim, and many more!
- 20 themed levels like Jellyfish Field from the Spongebob Squarepants series, Technodrome from Teenage Mutant Ninja Turtles series, plus many more!
- Each character offers a completely different and innovative playstyle and move set drawn from their lovable personalities
- Battle your friends locally with up to 4 players simultaneously or in online competitive multiplayer
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