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