A new update is now live in all versions of Nickelodeon All-Star Brawl, including PC, PlayStation 4, Xbox One, and Nintendo Switch. Version 1.1.0 was released earlier in the week for most platforms, with Switch being the lone exception. The update is now live on that platform as well, and it includes a significant number of balance changes, as well as quality of life improvements. It will be interesting to see how these changes impact each character, and whether they make for a more enjoyable game overall. Full patch notes from the game’s official Twitter account can be found below:

  • 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 wouldn’t 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

  • 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 wouldn’t DI properly if holding horizontal-left

  • Fixed bug where color overlays while blocking persisted a few extra frames than the endlag represented

  • Players are now able to hold the ball

  • AI is now able to handle balls around hazards

  • base kb: 50 → 40

  • kb growth: 120 → 100

  • base stun: 32 → 11

  • stun growth: 10 → 28

  • base kb: 85 → 45

  • base stun: 28 → 10

  • stun growth: 5 → 22

  • GeneralCertain actions now use proper textures when mirrored

  • Aerial Down LightLength increased: 24f → 31f

  • Aerial Down StrongLength increased: 44f → 49f

  • Certain actions now use proper textures when mirrored

  • Length increased: 24f → 31f

  • Length increased: 44f → 49f

  • Aerial Down Light

  • Length increased: 23f → 33f

  • Base stun increased: 13 → 18

  • Length increased: 23f → 33f

  • Base stun increased: 13 → 18

  • Fixed the charge vfx visual bug, vfx now will disappear after dying with the status effect active.

  • Aerial Down Light

  • Length increased: 24f → 32f

  • Aerial Down Strong

  • Length increased: 40f → 48f

  • Length increased: 24f → 32f

  • Aerial Down Strong

  • Length increased: 40f → 48f

  • Aerial Down LightLength increased: 24f → 30f

  • Aerial Down StrongLength increased: 40f → 53f

  • Length increased: 24f → 30f

  • Length increased: 40f → 53f

  • Aerial Down LightLength increased: 26f → 32f

  • Aerial Down StrongLength increased: 38f → 50f

  • Length increased: 26f → 32f

  • Length increased: 38f → 50f

  • Aerial Down LightLength increased: 20f → 31f

  • Aerial Down StrongLength increased: 38f → 51f

  • Length increased: 20f → 31f

  • Length increased: 38f → 51f

  • Aerial Down LightLength 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 SpecialBlock direction set to “Down”

  • Length increased: 22f → 30f

  • 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”

  • Block direction set to “Down”

  • Aerial Down LightLength increased: 29f → 39f

  • Aerial Down StrongLength increased: 40f → 55f

  • Length increased: 29f → 39f

  • Length increased: 40f → 55f

  • Aerial Down Light

  • Length increased: 24f → 35f

  • Fixed issue where ratings would only build on hitbox’s last active frame

  • Aerial Down StrongLength increased: 42f → 52f

  • Length increased: 24f → 35f

  • Fixed issue where ratings would only build on hitbox’s last active frame

  • Length increased: 42f → 52f

  • Aerial Up StrongGrabbed 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

  • Grabbed can no longer escape

  • 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 Down LightLength increased: 24f → 36f

  • Length increased: 24f → 36f

  • Up StrongBase knockback decreased: 170 → 100

  • Aerial Down LightLength increased: 20f → 31f

  • Aerial Up StrongBase knockback decreased: 270 → 115

  • Aerial Down StrongLength increased: 45f → 51f

  • Base knockback decreased: 170 → 100

  • Base knockback decreased: 270 → 115

  • Length increased: 45f → 51f

  • Aerial Down LightLength increased: 22f → 30f

  • Aerial Down StrongLength increased: 40f → 48f

  • GirCan no longer be grabbed during very beginning of explosion animation

  • Length increased: 40f → 48f

  • Can no longer be grabbed during very beginning of explosion animation

  • Aerial Down LightLength increased: 30f → 34f

  • Length increased: 30f → 34f

  • Aerial Down LightLength increased: 24f → 33f

  • Down Special (air)Launch angle changed: 300° → 322°

  • Length increased: 24f → 33f

  • Launch angle changed: 300° → 322°

  • Aerial Down Light

  • Length increased: 22f → 28f

  • Launch angle changed: 290° → 318°

  • Length increased: 22f → 28f

  • Launch angle changed: 290° → 318°

  • Aerial Down LightLength increased: 22f → 31f

  • Aerial Down StrongLength increased: 45f → 49f

  • Length increased: 22f → 31f

  • Length increased: 45f → 49f

  • Aerial Down LightLength increased: 18f → 30f

  • Length increased: 18f → 30f

  • Aerial Down LightLength increased: 22f → 32f

  • Aerial Down StrongLength increased: 45f → 51f

  • Length increased: 22f → 32f

  • Light DownHits aerial opponents now… Again

  • Aerial Down StrongLength decreased: 55f → 50f

  • Hits aerial opponents now… Again

  • Length decreased: 55f → 50f