Nickelodeon All-Star Brawl 2/Patch Notes: Difference between revisions

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== April 24th, 2024 | 1.8 | Zuko Now Available ==
== 1.13 | April 24th, 2024 | Patch 1.13 ==
https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/
https://nickelodeonallstarbrawl.com/patch-1-13/


<big>'''BALANCE CHANGES'''</big>


<big>'''REN & STIMPY'''</big>
----


<big>'''KORRA'''</big>


<big>'''NIGEL'''</big>
<big>'''Undocumented Changes'''</big>
 
* Placeholder
<big>'''MR. KRABS'''</big>




----
----


== March 1st, 2024 | 1.7 | Rotation Mode, New Stage Layouts, Items and More ==
https://nickelodeonallstarbrawl.com/update-1-7-rotation-mode-new-stage-layouts-items-and-more/


<big>'''NEW CONTENT'''</big>
== 1.12 | November 1st, 2024 | Iroh Release ==
https://nickelodeonallstarbrawl.com/patch-1-12-iroh-release/


<big>'''BUG FIXES'''</big>


<big>'''GENERAL'''</big>
----


<big>'''BALANCE CHANGES'''</big>


<big>'''PATRICK'''</big>
<big>'''Undocumented Changes'''</big>
* Placeholder


<big>'''SQUIDWARD'''</big>


<big>'''MECHA PLANKTON'''</big>
----


<big>'''EL TIGRE'''</big>
== 1.11 | July 3rd, 2024 | Rocksteady Release ==
https://nickelodeonallstarbrawl.com/patch-1-11-rocksteady-release/


<big>'''ROCKO'''</big>


<big>'''LUCY'''</big>
----


<big>'''DAGGET'''</big>


<big>'''AANG'''</big>
<big>'''Undocumented Changes'''</big>
* Placeholder


<big>'''KORRA'''</big>


<big>'''AZULA'''</big>
----


<big>'''RAPHAEL'''</big>
== 1.09/1.10 | June 26th, 2024 | Post-Zuko / Pre-Rocksteady Patch ==
https://nickelodeonallstarbrawl.com/patch-1-10-pre-rocksteady-patch/


<big>'''DONATELLO'''</big>
NEW CONTENT:
* New Squads Mode: Form a Squad by choosing your 3 favorite Brawlers and engage in a dynamic fight against your opponent’s Squad! Once a character is KOd, the next will take their place in battle!
* New Game+: Repeat the story with all unlocked perks and cosmetics. Added an increased difficulty, stage, rule variants and new cosmetic rewards.


<big>'''APRIL'''</big>
*Weight reduced on the following characters (Gertie, Korra, Krabs, Patrick, Reptar, MechaPlankton)
*Improved height at which Gun items projectiles are shot for Azula, Donatello, Ember, Gerald, Grandma Gertie, Korra, Raphael, Reptar, Squidward and Zuko.
*Companion Bug: Fixed an issue where players were not able to control their companion while another companion was spawning for the first time. (This used to affect Jimmy+Goddard, Zim+GIR and Rocko+Spunky).


<big>'''DANNY'''</big>
<big>'''BALANCE CHANGES'''</big>


<big>'''EMBER'''</big>
<big>'''Patrick'''</big>


<big>'''GRANDMA GERTIE'''</big>
* Weight reduced from 1.17 to 1.08.


<big>'''GERALD'''</big>
Special Up:
* Removed Hand Hitboxes
* Adjusted how fast Patrick lunged to match the aerial version of the move.


<big>'''NIGEL'''</big>
Special Neutral:
* Fixed the air stalling being consumed when performed on the ground.


<big>'''JENNY'''</big>
Special Down:
* There was an issue where if Patrick successfully landed a Slime Special Down, Slime Attack properties would be retained every time Patrick performed a Special Down from there on, even if it was not using slime, this was fixed.


<big>'''REPTAR'''</big>
<big>'''Squidward'''</big>


<big>'''REN & STIMPY'''</big>
Special Up:
* Adjusted hitboxes priority and reduced multihit rate.


<big>'''MR. KRABS'''</big>
Charge Air Down Land:
* Fixed an issue where the collision did not reset properly.


<big>'''Mecha Plankton'''</big>


----
* Weight reduced from 1.18 to 1.1.


== February 15th, 2024 | 1.6 | Mr. Krabs Now Available ==
Light Air Back Early:
https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/
* BaseKnockback decreased on sweet spot: (16.7 → 15.5)
* KnockbackGain increased on sweet spot: (13.8 → 16)
* Damage increased on sweet spot: (13 → 14)
* KnockbackGain increased on sour spot hit: (9.8 → 16)
* Damage increased on sour spot hit: (9 → 10)


<big>'''GRANDMA GERTIE'''</big>
Light Air Neutral MultiHit:
* Start Up Reduced
* Improved multihit consistency


<big>'''SQUIDWARD'''</big>
Light Finisher:
* BaseKnockback increased: (9.5 → 11)
* HitStunMinimum increased: (10 → 18)


<big>'''REN & STIMPY'''</big>
Light Neutral 1 (Anti Air):
* HitStunMinimum increased: (7 → 9)
* Damage increased: (5 → 7)


<big>'''DONATELLO'''</big>
Special Neutral:
* Increased Air Speed and Acceleration while shooting sauce


<big>'''NORBERT'''</big>
<big>'''Aang'''</big>


Light Air Up:
* BlockStun decreased: (8 → 6)


----
Light Air Back:
* Slightly reduced hitboxes size


== February 9th, 2024 | 1.5 | Controller Updates, General Fixes and Recoveries ==
Light Air Neutral:
https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/
* Improved multihit consistency size


<big>'''GENERAL'''</big>
Light Air Up:
* BlockStun decreased: (8 → 6)
* Now Reversible


<big>'''STAGES'''</big>
Charge Air Up Finisher:
* BlockPush decreased: (1.2 → 0.6)


<big>'''JIMMY'''</big>
Charge Air Up:
* Decreased hitboxes and VFX
* BaseKnockback increased: (5 → 10)
* Improved multihit consistency
* Increased landing lag from 15 to 17


<big>'''GERALD'''</big>
Special Neutral Air:
* Added landing lag frames from 0 to 12


<big>'''GARFIELD'''</big>
Special Down Air:
* Fixed an issue where Aang Special Down End state would cancel on land making it really safe on block.


<big>'''APRIL'''</big>
Special Up:
* Reduced momentum kept after slime canceling
* Increased hit lag while rising both on hit and on block
* Slightly increased startup on Dive
* Decreased BlockPush on Dive (1 → 0.7)


<big>'''SQUIDWARD'''</big>
<big>'''Korra'''</big>
* Weight Reduced from 1.05 to 0.97


<big>'''DANNY'''</big>
Special Forward:
* Can no longer be held to travel further, it has been reworked to a short burst forwards
* First actionable frame is now frame 17


<big>'''AANG'''</big>
Light Air Down:
* Greatly increased the floor detection distance to spawn the Earth Bending hazard
* Korra now has a slight impulse upwards when spawning rocks below, this is bypassed if down is still being held


<big>'''KORRA'''</big>
Charge Air Down:
* Fixed an issue where the airstall limit was not refreshing on land
* Hitlag increased on hit: (6 → 16)


<big>'''RAPHAEL'''</big>
Charge Air Up 2:
* Now Reversible


<big>'''DONATELLO'''</big>
Light Air Forward – Fire:
* BaseKnockback increased: (11.5 → 12.5)
* KnockbackGain decreased: (18 → 16)


<big>'''REPTAR'''</big>
Light Air Forward:
* BaseKnockback increased: (9 → 10)
* KnockbackGain decreased: (17.5 → 16)
* Angle changed: (35° → 40°)


<big>'''MECHA PLANKTON'''</big>
Light Dash:
* Improved consistency between hits


<big>'''EMBER'''</big>
Light Dash – Projectile Finisher:
* KnockbackGain increased: (2 → 12)
* BlockPush decreased: (1.5 → 0.3)
* Hitlag increased on hit: (0 → 4)
* Hitlag increased on block: (0 → 1)


<big>'''JENNY'''</big>
Light Down:
* KnockbackGain decreased: (16.2 → 13.5)
* Hitlag increased on hit: (5 → 11)
* Hitlag increased on block: (5 → 11)
* Hitlag increased on hit on Hazard: (3 → 16)
* Damage decreased on Hazard: (10 → 7)
* BlockDamage decreased on Hazard: (10 → 7)


<big>'''REN & STIMPY'''</big>
Light Forward:
* Hitlag increased on hit: (9 → 10)
* Hitlag increased on block: (9 → 10)


<big>'''INVADER ZIM'''</big>
Grab:
* Increase the size of lower grab box to affect small characters


<big>'''EL TIGRE'''</big>
<big>'''April'''</big>


<big>'''DAGGET'''</big>
Light Air Up:
* Now has reversible hitboxes


<big>'''NORBERT'''</big>
Special Neutral:
* Fixed an issue where players could loop Special Up followed by Special Neutral indefinitely.


<big>'''NIGEL'''</big>
<big>'''Donatello'''</big>


<big>'''SPONGEBOB'''</big>
* Improved Special Down Counter functionality


<big>'''PATRICK'''</big>
<big>'''Danny'''</big>
* Fixed a bug where Danny’s collision detection would offset after performing his Ultimate.
* Slime Meter gain across all his attacks decreased by 20%


<big>'''AZULA'''</big>
Light Neutral:
* Hitboxes adjusted


<big>'''GRANDMA GERTIE'''</big>
Light Air Back:
* Reduced the momentum retained after canceling the start up into other attacks.


<big>'''ROCKO'''</big>
Light Air Neutral:
* Reduced Blockstun on Sweetspot (7 → 5) and sourspot (5 → 3).


Light Air Forward 1:
* HitStunMinimum increased: (10 → 11)


----
Light Air Forward 2:
* HitStunMinimum increased: (10 → 13)


== December 22nd, 2023 | 1.4 | Team Attack, Share Stocks and Fixes ==
Light Air Down – Initial Spike:
https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/
* Hitbox radius reduced.


<big>'''NEW'''</big>
Light Air Down – Ice Projectile:
* BaseKnockback increased: (7.5 → 11.5)
* HitStunMinimum increased: (1 → 8)
* Angle changed: (-60° → 65°)


<big>'''GENERAL'''</big>
Special Neutral:
* Punch hitbox reduced blockstun (12 → 7).


<big>'''CAMPAIGN'''</big>
Charge Air Forward:
* Reduced the recovery cancel window on hit.


<big>'''PATRICK'''</big>
<big>'''Jimmy Neutron'''</big>
* Fixed an issue on Charge Air Down where the bubble would disappear ahead of time
* Changed glow on Special Forward from purple to blue, fixed an issue where the glow would not appear if the charge was full upon landing
* Fixed visual issues while grabbing the edge
* Jimmy can now act out of Special Up without jumping
* Fixed an issue where the Slime version did not increase damage on Charge Up and Charge Forward


<big>'''SQUIDWARD'''</big>
Light Neutral:
* Adjusted hitboxes to match visuals better on Light Neutral and its variations.


<big>'''REN & STIMPY'''</big>
Charge Down:
* Improved consistency between hits


<big>'''RAPHAEL'''</big>
Ultimate Attack:
* Fixed collision interactions with platforms on exit


<big>'''DONATELLO'''</big>
Special Up:
* Fixed an issue where Jimmy could perform 2 Special Up if the first one was on the ground.


<big>'''APRIL'''</big>
Light Neutral and Light Air Neutral:
* Adjusted hitboxes to better match visuals
* Fixed hitbox blindspots on aerial and walking states.


<big>'''DANNY PHANTOM'''</big>
Light Up:
* Implemented as multihit
* KnockbackGain decreased: (15.5 → 14.5)
* BlockPush decreased: (0.6 → 0.2)
* Hitlag decreased on hit: (9 → 6)
* Hitlag decreased on block: (9 → 6)
* Damage decreased: (8 → 3)
* BlockDamage decreased: (8 → 3)
* Increase the effect of DI on launch


<big>'''AANG'''</big>
Charge Air Up:
* KnockbackGain decreased: (17.5 → 16)


<big>'''KORRA'''</big>
Light Forward Sweetspot:
* BlockPush decreased: (1.5 → 0.7)


<big>'''AZULA'''</big>
Light Forward:
* BlockPush decreased: (1.2 → 0.3)


<big>'''NIGEL'''</big>
Charge Air Down:
* Hitbox size reduced


<big>'''GARFIELD'''</big>
Goddard:
* Fixed an issue where Goddard fell during Jimmy’s Ultimate.
* Fixed an issue that caused a phantom explosion to appear after Jimmy was KOed.
* Fixed an issue where the swirling VFX would stay during his attacks.
* Fixed an issue where Goddard was not exploding on Block during his run state.
* Goddard now resets debuffs if KOed.
* Reworked Goddard’s Explosion when Jimmy Taunts, Goddard now takes 44 frames to explode, hitbox size slightly increased.
* Fixed Right Stick input detection while using Goddard so it properly performs an action depending on the direction the stick was pressed.


<big>'''JIMMY'''</big>
<big>'''Zim'''</big>
* Increased recovery distance for Special Up with and without GIR
* Added ability to hold or tap B to briefly hover during Special Up without GIR
* Fixed an issue where Zim and GIR would grab the opponent at the same time and cause them to lose a stock.
* Made ExpSlowsion Bomb (Special Down Bomb) Physics slightly heavier.


<big>'''GERALD'''</big>
Charge Air Forward:
* Hitboxes slightly decreased.
* Can no longer reverse hit.


<big>'''GRANDMA GERTIE'''</big>
Charge Air Up Charge Air Up Explosion:
* Increased hitbox size when exploding.
* Hitlag decreased on block: (10 → 3).


<big>'''ANGRY BEAVERS'''</big>
Charge Forward – Final:
* Can no longer reverse hit


<big>'''ZIM'''</big>
Charge Down – Gnome:
* Increased range
* Increase distance traveled after charging the attack


<big>'''EL TIGRE'''</big>
Grab Throw Forward – Bomb:
* Can now reverse hit.


<big>'''EMBER'''</big>
Light Air Back:
* Damage decreased on sweet spot: (16 → 13)
* Damage decreased on sour spot: (14 → 11)
* BlockDamage decreased on sour spot: (12 → 11)


<big>'''JENNY'''</big>
Light Air Down:
* Hitlag On Hit and On Block increased: (4 → 8) Late Hit: (4 → 6)


<big>'''MECHA PLANKTON'''</big>
Light Air Up:
* Improved consistency between hits


<big>'''ROCKO'''</big>
Light Up:
* KnockbackGain increased on sour spot: (10.5 → 15.5)
* Damage decreased on sour spot: (8 → 5)
* BlockDamage decreased on sour spot: (8 → 5)
* BaseKnockback increased on sweet spot: (9.5 → 10.5)
* Damage decreased on sweet spot: (10 → 7)
* BlockDamage decreased on sweet spot: (9 → 7)


Gir:
* Increased the Knockback received
* Reduced stamina on Slime version
* GIR now receives knockback when hit
* Knockback received is x1.3 higher than average
* Increased stamina to compensate


----
<big>'''El Tigre'''</big>
* Adjusted grounded physics for Walk and Run
**Walk speed: (1.48 → 1.28)
**Run speed: (1.42 → 1.3)


== December 5, 2023 | 1.3 v1 | Steam Only ==
Light Air Forward:
https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english
* Reworked hitboxes to have a weaker hit on the last active frames.
* KnockbackGain increased: (17 → 19)
* BlockPush decreased: (0.6 → 0.4)
* BlockStun decreased: (7 → 5)


* Small bug fixes
Light Air Back – Sweetspot:
* Steam Deck support completed
* BlockPush decreased: (0.8 → 0.4)
* BlockStun decreased: (7 → 4)
* Can no longer be reversible


Light Air Back – Weak:
* BlockPush decreased on sour spot: (0.5 → 0.2)
* BlockStun decreased on sour spot: (6 → 3)
* Can now be reversible
* Angle changed: (145° → 35°)


----
Light Air Back:
* BlockPush decreased on sweet spot: (0.8 → 0.3)
* Can now be reversible
* Angle changed: (140° → 40°)


== December 1st, 2023 | 1.3 | New Features, Gameplay Feel and Balance Updates ==
Light Air Down – Air:
https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/
* BlockPush decreased: (1.2 → 0.6)
* BlockStun decreased: (13 → 10)
 
Light Air Down:
* BaseKnockback increased: (7 → 12.5)
* BlockPush decreased: (1.2 → 0.6)
* BlockStun decreased: (13 → 10)
* Sound changed: (HitPunchBig → HitStabBig)
 
Light Air Neutral:
* Slightly decreased hitboxes size.
* BlockPush decreased on sweet spot: (0.6 → 0.4)
* BlockPush decreased on sourspot: (0.6 → 0.2)


<big>'''GENERAL GAMEPLAY'''</big>
Light Air Up:
* The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
* Adjusted outer hitboxes to be less disjointed to the sides
* Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
* BlockPush decreased: (0.5 → 0.4)
* Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
* BlockStun decreased: (7 → 6)
* Jump back now overrides horizontal run/dash momentum.
* Damage decreased: (12 → 10)
* The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
* lockDamage decreased: (12 → 10)
* Tech roll intangibility duration reduced from 28 frames to 20.
* Perfect block is no longer bufferable.
* The block VFX now changes color during the perfect block window.
* Turnaround specials buffer increased to 15 frames.
* Ultimate attacks end lag is not intangible anymore.
* Decreased slime block per-frame cost from 0.8 to 0.4.
* Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
* Fixed bug that made it impossible to DI slime charge moves.
* Time out now happens when counter is at 0 instead of 1.
* Slime cancel freeze frames no longer affect characters who are in Land Hard state.
* Fixes to ultimates SFX.
* Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
* Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
* Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
* Reversible toggle added to multiple hitboxes across the cast.
* Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
* Edge Actions can no longer be bufferable while holding the Edge.


Light Air UpSide Hits:
* BlockPush decreased: (0.5 → 0.2)
* BlockStun decreased: (6 → 5)


<big>'''CONTROLS'''</big>
Light Down:
* The D pad can now be set to movement on controllers.
* KnockbackGain increased: (9 → 13)
* C stick implementation for keyboard players.
* Ability to separately modify if C stick does charge or light moves on ground or in air.
* TRAINING MODE
* Training mode DI visualizer and CPU DI Options.
* Training mode Hitstun visualizer.
* Training mode now saves settings when exiting to switch characters.


Light Up – Weak:
* BlockStun decreased: (6 → 4)


<big>'''ONLINE'''</big>
Light Up:
* Ranked mode is now best of three matches.
* BlockStun decreased: (6 → 5)
* Ranked rating can now go above 1000.
 
* Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
Special Neutral:
* Rematch button is now at the top of the menu options in lobby matches.
* Fixed an issue where Special Neutral would retain a lot of upwards momentum.
* Added AFK detection to results screen.
* BlockStun decreased: (6 → 4)
* Added ability to boot people from an online lobby.
* InstigatorAdvantageOnBlock decreased: (0 → -2)
* Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.


Special Down:
* Added a hitbox during startup to redirect projectiles


<big>'''OPTIONS'''</big>
Special Up:
* Crossplay options no longer reset whenever the game is closed.
* Added a small impulse upwards after the recovery is finished.
* Added option to disable Screen Shakes.


<big>'''Garfield'''</big>
* Fixed an issue where Special Neutral would retain a lot of upwards momentum.


<big>'''CAMPAIGN'''</big>
<big>'''Angry Beavers'''</big>
* Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
* Cooldowns have been increased across the board.
* Blimps are now given to the player if they skip the power-up selection in a power-up stage.
* Added campaign save slots.
* Quitting in the middle of a campaign run no longer changes the controls profile.


<big>'''AUDIO'''</big>
<big>'''Dagget'''</big>
* Items SFX volume is now controlled by the SFX slider.
* Adjusted Hurt boxes during Special Up and Charge Down
* Harmonic Convergence stage volume fixes.
* Ultimates Hits and SFX are now working properly.


<big>'''SPONGEBOB'''</big>
Charge Air Forward:
* Following moves can now reverse hit:
* Limited to 1 per air time.
** Light Air Down
** Light Air Forward


* Charge Air Down Late
<big>'''Norbert'''</big>
** KnockbackGain decreased: (22,5 → 17)


* Charge Air Down
Charge Air Down – Tip:
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* HitStunMinimum increased: (5 → 25)
** SmashDirectionalInfluenceMultiplier increased: (1,4 1,5)


* Charge Air Forward
Charge Air Down:
** BaseKnockback decreased: (12 → 11,5)
* HitStunMinimum increased: (5 25)
** KnockbackGain increased: (17 18,8)


* Charge Air Up
Charge Air Forward – Tip:
** BaseKnockback decreased: (13,5 → 11)
* HitStunMinimum increased: (5 → 50)
** KnockbackGain increased: (12 16,5)
* Reversible toggle disabled
** Angle changed: (69° 70°)
 
Charge Air Forward:
* BaseKnockback increased: (8.5 → 10.5)
* KnockbackGain increased: (15 → 17)
* HitStunMinimum increased: (0 50)
* Can no longer be reversible
* Angle changed: (51° 43°)


* Charge Down
Charge Down – Last:
** BaseKnockback increased: (9 → 10)
* Can no longer be reversible
** KnockbackGain increased: (20 → 22,6)
** BlockDamage decreased: (12 → 11)
** Angle changed: (38,5° → 40°)


* Charge Forward
Charge Down:
** BaseKnockback decreased: (12,5 → 11)
* Can no longer be reversible.
** KnockbackGain increased: (23,5 → 23,8)
* Angle changed: (135° 45°)
** CanReflectProjectiles toggle enabled
** BlockDamage decreased: (18 14)


** Charge Up – Clean
Charge Forward – Clean:
** KnockbackGain increased: (20 → 20,5)
* Can no longer be reversible.


* Grab Throw Up
Charge Forward – Late:
** Implementation changes to increase consistency (should not make opponents land on platforms anymore)
* Can no longer be reversible.


* Light Air Down Air
Light Air Forward Center:
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Can no longer be reversible.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


* Light Air Down Lingering Inner
Light Air Forward Tip:
** Damage increased: (4 → 5)
* Can no longer be reversible.
** BlockDamage increased: (4 → 5)


* Light Air Down – Lingering Outer
Light Air Forward:
** Damage increased: (4 → 5)
* Can no longer be reversible.
** BlockDamage increased: (4 → 5)


* Light Air Down
Light Air Up – Center:
** DirectionalInfluenceMultiplier increased: (1 1,5)
* BaseKnockback increased: (8 12)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
* KnockbackGain increased: (13.5 → 15)
** Angle changed: (290° -70°)


* Light Air Forward
Light Air Up – Close:
** Hitboxes tweaked so spike is not present in all of the move’s range.
* BaseKnockback increased: (7 → 10)
* KnockbackGain increased: (12.5 → 15)


'''Attack data changes:'''
Light Up:
* Light Air Forward – Sourspot
* KnockbackGain increased: (15 17)
** HitlagBaseOnHit increased: (6 10)
* Angle changed: (45° 75°)
** HitlagBaseOnBlock increased: (6 10)
 
** Damage increased: (1 → 5)
Grab Throw Down:
** BlockDamage increased: (1 → 5)
* Angle changed from -30° to 115°
 
<big>'''Jenny'''</big>
* Reworked Slime Special Forward: Special Forward
* Fixed Ponytails hurtbox Intangibility during Light Up


* Light Air Forward
Light Forward Front:
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* BaseKnockback increased: (6.55 10)
** SmashDirectionalInfluenceMultiplier increased: (1,4 1,5)
* Angle changed: (47° 80°)
** BlockDamage decreased: (14 13)


* Light Air Neutral
Special Down:
** Startup increased by 1 frame and aerial endlag increased by 2 frames.
* Reworked Slime Attack: now shoots a bigger single projectile diagonally downwards


* Light Dash
Special Forward:
** BaseKnockback decreased: (14,5 → 12)
* Reworked Slime Attack: no longer shoots projectiles, increased startup, greatly increased damage, knockback and block damage
** KnockbackGain increased: (10 → 15)


* Light Finisher
Special Up:
** BaseKnockback decreased: (14 → 10)
* Fixed an issue where Jenny was able to land on the edge while going upwards, this lead to a bug where she was unable to perform Special Up again, this has been fixed as well
** KnockbackGain increased: (8 → 12)


* Light Forward
<big>'''Lucy Loud'''</big>
** BlockPush decreased: (1,25 → 0,8)
* Light Up – Late
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (12 → 13)
** Angle changed: (107° → 95°)


* Light Up
Charge Forward Ghost:
** KnockbackGain increased: (13,5 → 15,5)
* BlockStun decreased: (4 → 2)
* Hitlag decreased on block: (5 → 1)
* Special Down Slime
* Damage decreased: (13 → 9)
** BlockDamage increased: (6 7)
* BlockDamage decreased: (13 9)
* Total Frames increased from 48 to 56
* Can act as soon as frame 14 on hit


* Special Down
<big>'''Ember'''</big>
** BlockDamage increased: (4 → 5)


Charge Air Forward:
* Fixed BlockPush issues.


<big>'''PATRICK'''</big>
<big>'''Gerald'''</big>
Following moves can now reverse hit:
* Fixed an issue where Gerald was not able to perform his Skateboard Forward Special if he started Skateboarding in the air.


Charge Up
Special Forward:
Charge Air Up
* Fixed an issue where Gerald was able to immediately perform grounded moves when landing during skateboard
Charge Air Forward
Light Air Back
Light Forward


Charge Air Down
Charge Air Up Finisher:
* KnockbackGain decreased: (16.8 → 15.8)/span>


Charge Air Down fall speed increased.
Grab Throw Up:
DirectionalInfluenceMultiplier increased: (1 1.5)
* KnockbackGain increased: (14 16)/span>
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
* Total frames increased from 50 frames to 64 frames./span>
Angle changed: (300° → -60°)


Charge Air Down – Landing
Light Air Up:
* Multihit hitstun frames are now set to a maximum of 18./span>


BlockDamage decreased: (12 → 11)
Light Up:
* Added intangibility to Head hurtboxes/span>


Charge Air Forward
<big>'''Grandma Gertie'''</big>
* Weight Reduced from 1.03 to 0.95
* Fixed an issue where Gertie was able to act earlier than intended on the following moves: Charge Air Forward, Charge Air Down, Charge Air Up, Light Air Back, Light Air Down, Light Air Up, Light Air Forward, Light Air Neutral.


BaseKnockback increased: (8.45 → 12.2)
Special Down:
KnockbackGain decreased: (21.5 → 17.6)
* Gertie is now able to have 2 active items out at once.
Angle changed: (30° → 35°)
* Gertie has a 0% chance to pull holdable items if she already has one in her hand.
* Visual on paper when there are 2 items out has been improved.
* Balloon movement has been changed to rise slower


Charge Air Up – Finisher
Special Up:
* Hook snap range has been increased on both normal and Slime versions.


BaseKnockback increased: (11 → 15)
Charge Forward:
KnockbackGain increased: (17 → 17.5)
* Start Up Increased: (17 → 23)
Damage decreased: (12 → 6)
BlockDamage decreased: (9 → 6)


Charge Air Up
Charge Down:
* Damage decreased on sweet spot: (17 → 15)
* Damage decreased on sour spot: (14 → 13)


BlockDamage decreased: (2 1)
Light Air Back:
* Damage decreased on sweet spot: (14 12)


Charge Down – Landing
Light Air Down – Left:
* Damage increased: (4 → 6)
* BlockDamage increased: (4 → 6)


BaseKnockback decreased: (17 → 12.5)
Light Air Down – Right:
KnockbackGain increased: (18 24.6)
* Damage increased: (4 → 6)
BlockDamage decreased: (15 13)
* BlockDamage increased: (4 6)


Charge Forward
Light Air Forward:
* Damage decreased on sweet spot: (18 → 16)
* BlockDamage decreased on sweet spot: (18 → 16)


Charge Forward hitbox increased, mostly vertically.
Light Air Up:
Active frames extended from ending at 18 to 19.
* BaseKnockback increased on sweet spot: (9.7 → 11.7)
* KnockbackGain decreased on sweet spot: (18.2 → 17.2)
* Damage decreased on sweet spot: (11 → 10)
* BlockDamage decreased on sweet spot: (11 → 10)


Initial Hit
Light Forward:
* Damage decreased on sour spot: (10 → 9)
* BlockDamage decreased on our spot: (10 → 9)
* Damage decreased on sweet spot: (13 → 12)
* BlockDamage decreased on sweet spot: (13 → 12)


BaseKnockback decreased: (12 11.5)
Light Up – Base Air:
KnockbackGain increased: (24 24.4)
* BaseKnockback increased: (5 8.6)
Angle changed: (25° 29°)
* KnockbackGain increased: (12 15.5)
* Damage decreased: (11 → 9)
* BlockDamage decreased: (11 → 9)
* Angle changed: (-85° 65.01°)


Late Hit
Light Up – Base Ground:
* Damage decreased: (11 → 9)
* BlockDamage decreased: (11 → 9)


BaseKnockback decreased: (12 → 11.5)
Light Up – Tip Air:
KnockbackGain increased: (24 24.4)
* Damage decreased: (13 → 11)
* BlockDamage decreased: (13 11)


Charge Up
Light Up – Tip Ground:
* Damage decreased: (13 → 11)
* BlockDamage decreased: (13 → 11)


BaseKnockback increased: (13.5 → 15)
<big>'''Mr. Krabs'''</big>
KnockbackGain increased: (20 → 22.3)
* Weight Reduced from 1.13 to 1.04
* Fixed visual issues when affected by Cheese status effect
* General Speed at Level 1 increased
* General Speed at Level 3 decreased


Light Air Back
Grab:
* Start up decreased


Startup reduced from 9 to 8.
Light Air Forward:
Hitboxes are larger on both sides.
* VFX adjusted
BlockPush increased: (0.6 → 1.3)
Angle changed: (110° → 70°)


Light Air Down – Weak
Light Air Back Strong:
* KnockbackGain increased: (14.2 → 17)
* Hitlag increased on hit: (11 → 13)
* Hitlag decreased on block: (9 → 8)


HitlagBaseOnHit increased: (3 6)
Light Air Back Weak:
HitlagBaseOnBlock increased: (3 6)
* BaseKnockback increased: (14.5 15)
Aerial toggle enabled
* KnockbackGain increased: (10.2 15.5)
* Hitlag increased on hit: (7 → 8)


Light Air Down
Light Air Neutral:
* Added Intangibility on the claw hurtbox.


HitlagBaseOnHit increased: (6 → 15)
Light Down:
HitlagBaseOnBlock increased: (6 → 15)
* Added Intangibility on the claw hurtbox.
Aerial toggle enabled
BlockDamage decreased: (12 → 11)


Light Air Forward
Light Up:
* Added Intangibility on the claw hurtbox.


Hitbox range slightly increased.
Charge Down:
* Added Intangibility on the claw hurtbox.


Light Air Neutral
Charge Up:
* KnockbackGain increased on finisher: (15.5 → 17.8).


Lingering hitboxes moved back and upward, overall reducing range.
Special Forward:
* Can no longer perform follow ups on Block.


Light Air Neutral – Sweetspot
<big>'''Zuko'''</big>
* Fixed an issue where Zuko would get stuck in tumble longer than other characters after being block pushed.


HitlagBaseOnHit increased: (7 → 12)
Light Neutral:
HitlagBaseOnBlock increased: (7 → 12)
* Improved consistency between hits.


Light Air Neutral – Weak
Light Forward:
* Improved consistency between hits.


Damage increased: (11 → 12)
Special Air Neutral:
* Fixed a bug where hitboxes would deactivate during the aerial Slime version of the attack.


Light Air Up
Light Air Up:
* Fixed an issue where Light Air Up was reflecting projectiles which was not intended.


Landing recovery reduced from 14 to 13 frames.
Charge Air Up:
* Angle changed: (90° → 78°).
* Improved multihit consistency.


Dash Attack
Light Air Forward:
* BaseKnockback increased: (10 → 11)
* KnockbackGain increased: (13 → 14)
* Angle changed: (70° → 72°)


Initial speed was increased but it also slows down quicker. Slight distance increase.
Light Air Neutral Sour – Fire:
BlockDamage increased on strong hit: (9 10)
* KnockbackGain decreased on sour spot: (10 8)
BlockDamage increased on weak hit: (8 9)
* Angle changed: (45° 38°)


Light Down
Light Air Neutral Sour:
* KnockbackGain decreased on sour spot: (10 → 8)
* Angle changed: (45° → 38°)


HitlagBaseOnHit increased: (3 → 6)
Light Air Up:
HitlagBaseOnBlock increased: (3 6)
* BaseKnockback decreased: (8 7)
BlockDamage increased: (8 11)
* InstigatorAdvantageOnHit increased: (0 2)


Light Forward
Light Finisher:
* BaseKnockback increased: (11 → 13)


Movement very slightly increased.
Light Up:
BaseKnockback decreased: (12 11)
* BaseKnockback increased: (11 13)
KnockbackGain increased: (15 → 17)
* KnockbackGain decreased: (18 → 17)
BlockPush increased: (1.2 → 1.7)
* Angle changed: (80° 90°)
HitlagBaseOnHit increased: (7 → 12)
HitlagBaseOnBlock increased: (7 12)
BlockDamage increased: (12 → 13)


Light Forward – Medium
Special Forward:
* BaseKnockback increased: (8.7 → 13)
* KnockbackGain decreased: (10 → 8)
* Angle changed: (50° → 80°)


BlockPush increased: (1.1 → 1.6)
Special Neutral Slime:
HitlagBaseOnHit increased: (7 10)
* BaseKnockback increased: (22 27)
HitlagBaseOnBlock increased: (7 10)
* KnockbackGain increased: (17.5 22.5)
BlockDamage increased: (10 → 12)


Light Forward – Weak
Special Neutral:
* KnockbackGain increased: (19.5 → 22.5)
* StatusEffect added: Burn


BlockPush increased: (1 → 1.5)
Sword Launched:
BlockDamage increased: (9 → 11)
* Can now be reversible


Light Up
Throw Up:
* BaseKnockback decreased: (15.5 → 13.5)


KnockbackGain increased: (16 → 17)
----
HitlagBaseOnHit increased: (6 → 12)
HitlagBaseOnBlock increased: (6 → 12)


Special Down


Start up reduced from 5 to 4.
<big>'''Undocumented Changes'''</big>
Counter duration reduced from ending on frame 36 to 31.
* Placeholder
Total duration reduced from 64 to 54.
The lunge physics were changed on the grab, reaching a bit further on the ground.


Special Down Launch Slime


BlockDamage increased: (1 → 17)
----


Special Forward
== 1.8 | April 24th, 2024 | Zuko Now Available ==
https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/


HitlagBaseOnHit increased: (8 → 15)
HitlagBaseOnBlock increased: (8 → 15)
Damage increased: (15 → 24)
BlockDamage increased: (15 → 17)
Angle changed: (52° → 35°)


Special Forward Slime
* NEW CHARACTER ADDED: ZUKO!
* Fixed Get Up In Place state for Gertie, Angry Beavers and April to match the length of the other characters.
* Fixed a slowdown animation problem for Rebound state after Grab Hold.
* Fixed Visualization options in Training.


Hitbox is now slightly larger.
Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
Now spins upon grabbing
BaseKnockback increased: (12 → 15)
Damage increased: (20 → 36)
BlockDamage increased: (20 → 23)


Special Neutral
<big>'''BALANCE CHANGES'''</big>


Land cancel now works even if you don’t hit an enemy
<big>'''REN & STIMPY'''</big>
First Actionable Frame On Hit decreased from frame 35 to frame 32.
Now reflects projectiles.
BaseKnockback decreased: (10 → 9)
KnockbackGain increased: (15.75 → 18)
HitlagBaseOnHit decreased: (17 → 14)
HitlagBaseOnBlock decreased: (17 → 14)
BlockDamage increased: (9 → 11)


Special Neutral Slime
* Fixed hitbox priority on Charge Air Up so Sweetspot does come out first instead of last.


BlockDamage decreased: (15 → 13)


Special Up
<big>'''KORRA'''</big>


Startup reduced from frame 15 to 14.
* Fixed a visual issue on the Grab Hold VFX.
Hitboxes slightly reduced
Hitbox is bigger for the first frames but smaller for the rest of the move.
Minimum time before landing without moving down increased from 25 to 27 frames.
Landing recovery from hitting the ground was reduced from 40 to 35 frames.
Velocity reduced after edge canceling.
Now maintains a tiny bit of velocity of the grab connects.
Lunges slightly forward when launching an opponent.
Damage increased: (12 → 15)
BlockDamage increased: (11 → 13)


Throw Up


BKB was reduced from 20 to 14.
<big>'''NIGEL'''</big>
KBG increased from 11 to 17.
Total frames reduced from 56 to 52.
Angle increased from 80° to 85°.


<big>'''SQUIDWARD'''</big>
* Fixed an issue where Nigel would clip on the ground during his Charge Air Down animation.
Following moves can now reverse hit:


Charge Air Down
Light Air Back
Light Air Down
Light Air Forward
Light Air Up
Light Forward (Towards aerial opponents)
Light Up


Charge Air Down – Fall Slow
<big>'''MR. KRABS'''</big>


BlockDamage increased: (1 → 12)
* Added Invincibility to all Throw attack states.
* Increased Knockback gain for Charge Down.


Charge Air Forward – Close


BaseKnockback decreased: (12.5 → 10)
----
KnockbackGain increased: (12.5 → 17.6)
BlockDamage increased: (10 → 11)
Angle changed: (38° → 40°)


Charge Air Forward


Damage decreased: (12 → 10)
<big>'''Undocumented Changes'''</big>
* Placeholder


Charge Air Up


Weak hit comes out 4 frames sooner
----
Total active frames: -4
Initial Hit


BaseKnockback decreased: (13.8 → 12)
KnockbackGain increased: (9.6 → 14.4)


Late Hit
== 1.7 | March 1st, 2024 | Rotation Mode, New Stage Layouts, Items and More ==
https://nickelodeonallstarbrawl.com/update-1-7-rotation-mode-new-stage-layouts-items-and-more/


KnockbackGain decreased: (10 → 8)


Charge Air Up
'''NEW CONTENT'''
* New Game Mode – Rotation: 3 to 4 players can play in a King of the Hill 1v1 style of gameplay, where anytime a player is KO’d it goes to the waiting list, and the next player enters the fight. All seamless during the match. It can be played with Stocks or Timed variants.
* New Stage: Added Clean, Double, and Triangle layouts for Food Dreams.


BaseKnockback decreased: (11.4 → 11)


Charge Down – Finisher
New Campaign power-up pack!


BaseKnockback decreased: (12.5 → 10)
* Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
KnockbackGain increased: (16 → 20)
* The Secret Formula and Krabby Patty Ingredients: When both are obtained it enables the chance for The Perfect Krabby Patty to appear.
BlockDamage increased: (1 → 7)
* The Perfect Krabby Patty: Ignores debuffs and a % of damage.
   
   


Charge Forward – Strong
New items!


BaseKnockback decreased: (13 → 10)
* '''Jellyfish Jelly:''' Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
KnockbackGain increased: (18.5 → 22.5)
* '''Fenton Thermos:''' Throw the thermos and watch how ghosts appear to haunt your opponents.
BlockDamage increased: (12 → 13)
* '''Electrified Glove:''' Grab it to stun your opponents on your next hit.
Angle changed: (32° → 35°)
* '''Lawn Gnome:''' Throw the gnome and watch it follow you as it creates an electrical field in between you and him, electrifying opponents.
* '''Ultra Snowzooka:''' Grab and shoot different sized snowballs depending on how long you hold the Light Attack button.


Charge Forward – Weak


KnockbackGain increased: (12 → 16)
'''BUG FIXES'''
Angle changed: (37° → 40°)
* Fixed an issue where Projectiles and Items hitboxes would trade against character hitboxes where they were supposed to be destroyed instead.
* Fixed an issue where Projectiles got stuck on platforms as they traveled through them.
* Fixed an issue where the match would softlock if a player taunted with a certain timing during the “Finish!” screen.
* Fixed an issue where GIR was crashing the game shortly after being deployed.


Charge Up – Strong


BaseKnockback decreased: (14 → 13)
'''GENERAL'''
KnockbackGain decreased: (19.5 → 19.3)
* Reduced attacks clank damage range from 7 to 3.
BlockPush decreased: (1.4 → 1)


Light Air Back


Landing recovery increased from 9 frames to 11.
<big>'''BALANCE CHANGES'''</big>
Block stun increased from 8 frames to 10.


Light Air Back – Feet
'''PATRICK'''


BlockDamage increased: (1 → 8)
Special Up
* Decreased the amount of momentum retained after edge canceling Special Up to half his speed.


Light Air Back Sweet Spot


BlockDamage decreased: (12 → 11)
'''SQUIDWARD'''


Light Air Down
Special Up
* Improved multi-hit consistency into the finisher.


Increased endlag by 5 frames.


Feet Late Hitbox
'''MECHA PLANKTON'''


Angle changed: (165° → 15°)
Light Air Up
* Improved multi-hit consistency.


Feet Hitbox


Angle changed: (165° → 15°)
'''EL TIGRE'''


Hands Late Hitbox
Light Air Forward
* KnockbackGain decreased: (17,45 → 17)


DirectionalInfluenceMultiplier increased: (1 → 1.5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


Hands Hitbox
'''ROCKO'''


DirectionalInfluenceMultiplier increased: (1 → 1.5)
Special Neutral Spunky
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
* Increased cooldown from 2s to 2.9s


Light Air Forward – Finisher
Charge Air Down
* Damage decreased: (10 → 7)


KnockbackGain increased: (11.5 → 14.5)


Light Down – Slap
'''LUCY'''


KnockbackIgnoreDownState toggle enabled
Charge Forward Ghost
* Damage increased: (8 → 13)
* BlockDamage increased: (8 → 13)


Light Forward (Towards aerial opponents)


BaseKnockback increased: (1 → 13)
'''DAGGET'''
KnockbackGain increased: (1 → 12)
Damage increased: (1 → 12)
BlockDamage increased: (1 → 11)
Angle changed: (0° → 80°)


Light Forward 2
Light Air Back – Final
* Angle changed: (45° → 135°)


BlockDamage increased: (10 → 11)
Light Air Neutral – Late
* KnockbackGain decreased: (13 → 11)


Light Forward Early
Light Air Neutral
* KnockbackGain decreased: (16 → 13.5)


BlockDamage increased: (10 → 11)
Light Air Up
* Reworked Light Air Up hitboxes priority and position.


Light Neutral 4
Light Air Up – Falling
* KnockbackGain decreased: (14.5 → 11.5)
* Damage decreased: (6 → 4)
* BlockDamage decreased: (6 → 4)
* Angle changed: (130° → 45°)


BaseKnockback decreased: (11.2 9.2)
Light Air Up – Rising
KnockbackGain increased: (14 16)
* BaseKnockback increased: (6 → 11)
* Damage decreased: (6 5)
* BlockDamage decreased: (6 5)


<big>'''MECHA PLANKTON'''</big>
General


Moved sides environment collision borders from his hands to his elbows.
'''AANG'''
Run Speed increased by 15%


Following moves can now reverse hit:
Light Air Up Late
* KnockbackGain increased: (10 → 12)


Charge Air Down
Light Air Up
Charge Down
* KnockbackGain increased: (10 → 13)
Charge Forward
Light Air Down Chum Stick
Light Air Back
Light Air Forward
Light Air Neutral
Light Finisher
Light Forward
Special Down Chumbucket


Charge Air Down


DirectionalInfluenceMultiplier increased: (1 → 1.5)
'''KORRA'''
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
BlockDamage increased: (12 → 13)
Angle changed: (273° → -87°)


Charge Air Forward Weak Hit
Special Up Ground
* Increased knockback gain on the initial hit box and adjusted the angle


BaseKnockback decreased: (19 → 10)
KnockbackGain increased: (5 → 10)


Charge Air Forward
'''AZULA'''


It now takes longer before he can grab edges.
Special Neutral Fireball
BaseKnockback decreased: (18.5 11)
* Damage increased: (8 9)
KnockbackGain increased: (15.8 → 17.4)
* BlockDamage increased: (8 → 9)


Charge Air Up Finisher


BaseKnockback decreased: (15 → 14)
'''RAPHAEL'''
KnockbackGain increased: (10.5 → 16.3)


Charge Air Up Multi Hit
Light Air Neutral – Autolink
* HitStunMinimum increased: (11 → 13)


BlockDamage decreased: (3 1)
Special Neutral Shuriken Slime
* Damage decreased: (6 → 5)
* BlockDamage decreased: (6 5)


Charge Down


BaseKnockback decreased: (12.4 → 12)
'''DONATELLO'''
KnockbackGain increased: (11 → 23.2)
BlockDamage decreased: (15 → 13)


Charge Forward Strong
Charge Forward 1 and 2
* Reworked hitboxes to match visuals better and for more consistency on the hammer hit


BaseKnockback decreased: (18 → 9.5)
Charge Forward – Reverse
KnockbackGain increased: (13.5 22)
* KnockbackGain decreased: (25.8 23)
BlockDamage increased: (12 14)
* BlockStun decreased: (15 8)


Charge Forward Weak
Charge Forward
* BaseKnockback increased: (10 → 13.5)
* BlockStun increased: (8 → 10)
* HitlagOnHit increased: (7 → 20)
* HitlagBaseOnBlock increased: (14 → 20)


KnockbackGain increased: (12.2 14)
Charge Air Forward
BlockDamage increased: (6 → 10)
* HitlagBaseOnHit increased: (6 16)
Angle changed: (31° → 32°)
* HitlagBaseOnBlock increased: (6 → 16)


Chumbucket


BlockDamage increased: (3 → 6)
'''APRIL'''


Chumstick
Light Air Up
* Reworked hit boxes to improve consistency of the multi hit.


KnockbackGain increased: (12 → 12)
Aerial toggle enabled
BlockDamage increased: (3 → 6)


Light Air Back Early
'''DANNY'''


BlockDamage decreased: (15 → 12)
Light Down
* Decreased range of attack


Light Air Forward
Special Up
* Increased landing lag


Damage increased: (9 → 10)
BlockDamage increased: (9 → 10)


Light Air Neutral Finisher
'''EMBER'''


BlockDamage decreased: (8 → 7)
Charge Air Forward
Angle changed: (38° → 42°)
* Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.


Light Air Up Launch
Charge Air Up
* Decreased hitboxes size


BlockDamage decreased: (5 → 1)
Light Up
* Improved multi-hit consistency.


Light Air Up Upper Left


Angle changed: (225° → -135°)
'''GRANDMA GERTIE'''


Light Air Up Upper Right
Light Air Back – Clean Base
* BlockPush decreased: (1.2 → 0.7)


Angle changed: (315° -45°)
Light Air Back – Clean Tip
* BlockPush decreased: (1.2 0.8)


Light Combo
Light Air Back – Late Base
* BlockPush decreased: (0.95 → 0.5)


KnockbackIgnoreDownState toggle disabled
Light Air Back – Late Tip
* BlockPush decreased: (0.95 → 0.5)


Light Dash
Light Air Neutral – Kick Autolink
* BlockPush decreased: (0.8 → 0.5)


BlockDamage decreased: (9 8)
Light Air Neutral – Kick
* BlockPush decreased: (0.8 0.6)


Light Down
Light Air Neutral – Punch
* BlockPush decreased: (0.8 → 0.6)


Reduced recovery on whiff for both hits
Light Air Up – Clean
Cancel Window into itself reduced
* BlockPush decreased: (0.8 → 0.7)
Can cancel on hit


1st Hit
Light Air Up – Late
* BlockPush decreased: (0.6 → 0.5)


DirectionalInfluenceMultiplier increased: (0.85 → 2)
Light Down – Clean
SmashDirectionalInfluenceMultiplier increased: (0 → 1)
* BlockPush decreased: (0.8 → 0.6)
KnockbackIgnoreDownState toggle disabled
Angle changed: (85° → 83°)
SlimeMultiplier increased: (0.14 → 0.2)


2nd Hit
Light Down – Early
* BlockPush decreased: (0.8 → 0.6)


DirectionalInfluenceMultiplier increased: (2.1 → 3)
Light Down – Late
SmashDirectionalInfluenceMultiplier increased: (0 → 1)
* BlockPush decreased: (0.8 → 0.6)
Angle changed: (80° → 81°)
SlimeMultiplier increased: (0.13 → 0.2)


Light Down Back Hit
Light Forward – Body
* BlockPush decreased: (0.8 → 0.6)


DirectionalInfluenceMultiplier increased: (1 → 2)
Light Forward – Hand
SmashDirectionalInfluenceMultiplier increased: (0 → 1)
* BlockPush decreased: (1.35 1.1)


Light Finisher
Light Neutral – Combo
* BlockStun decreased: (12 → 5)
* Damage decreased: (3 → 2)


BaseKnockback decreased: (10.5 9.5)
Light Neutral – Finisher
KnockbackGain increased: (13.67 14.5)
* BlockPush decreased: (0.8 0.4)
KnockbackIgnoreDownState toggle disabled
* Damage decreased: (7 → 5)


Light Forward
Light Neutral – Late
* BlockPush decreased: (0.4 → 0.1)
* BlockStun decreased: (6 → 4)
* Damage decreased: (3 → 2)


BaseKnockback decreased: (17 10)
Light Neutral
KnockbackGain increased: (9.2 → 19)
* BlockPush decreased: (0.4 0.2)
HitStunMinimum increased: (1 → 22)
Damage increased: (10 → 12)
BlockDamage increased: (10 → 11)


Light Neutral 1 (Anti Air)


HitStunMinimum increased: (5 → 7)
'''GERALD'''
DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
SmashDirectionalInfluenceMultiplier increased: (0 → 1)
KnockbackIgnoreDownState toggle enabled


Light Neutral 2
Light Air Up
* Improved multi-hit consistency.


KnockbackIgnoreDownState toggle enabled
Special Up
* Improved multi-hit consistency.


Light Up
Grab Throw Up
* KnockbackBase increased: (12 → 14)


HitStunMinimum increased: (1 → 12)
BlockDamage increased: (9 → 10)
Angle changed: (85° → 87°)


Special Forward
'''NIGEL'''


Recovery reduced if done in the air
Special Neutral
* Reworked hitboxes to be one single hit instead of two part attack to increase consistency.
* Now goes through Run Brake State to serve as endlag.


Special Neutral Slime
Charge Forward 1
* BlockPush decreased: (1.6 → 0.6)


Startup increased from frame 16 to 17
Special Neutral Release – No Charge
BaseKnockback decreased: (18.5 → 12.5)
* BaseKnockback decreased: (13.2 → 12)
KnockbackGain increased: (9.5 → 15.5)
* KnockbackGain decreased: (13.5 → 10)
Damage decreased: (10 8)
* DirectionalInfluenceMultiplier increased: (1 2)
Angle changed: (38° 42°)
* Angle changed: (112° 95°)


Special Up Start Slime
Special Neutral Release – Low Charge
* Angle changed: (116° → 95°)


KnockbackGain decreased: (1 0.5)
Special Neutral Release – Mid Charge
DirectionalInfluenceMultiplier decreased: (0.5 0)
* KnockbackGain increased: (19 21)
SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)
* Angle changed: (116° 95°)


<big>'''REN & STIMPY'''</big>
Special Neutral Release – Max Charge
* Angle changed: (118° → 95°)


General:


Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.
'''JENNY'''


Charge Air Down Land Slide
Charge Forward 1
* BlockStun decreased: (6 → 5)


Reversible
Special Neutral Rocket
* Angle changed: (58° → 60°)


Charge Air Down Land
Special Down
* Changed the angle at which the lasers are shot to travel a bit more horizontally.


Reversible


Charge Air Down
'''REPTAR'''


DirectionalInfluenceMultiplier increased: (1 → 1,5)
Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
Reversible


Charge Air Forward
Special Down Air
* Can now be canceled with air jump earlier than before, removed super armor.


BaseKnockback decreased: (15 13)
Charge Air Down
KnockbackGain increased: (16 → 19)
* Damage decreased: (23 20)


Charge Air Up
Charge Down
* Reworked hit boxes and added late weak hit box


KnockbackGain increased: (15 17,4)
Charge Forward
* Damage decreased: (20 18)


Charge Down
Charge Up – Fire
* Damage decreased: (22 → 20)


KnockbackGain increased: (14 → 20,9)
Special Down Ground
Angle changed: (31° → 30°)
* Damage decreased: (25 → 20)
* Removed late cancel window


Charge Forward Ren
Light Air Down
* Damage decreased: (18 → 16)


BaseKnockback decreased: (12 → 11)
KnockbackGain increased: (18 → 23,5)
Reversible
Angle changed: (137° → 40°)


Charge Forward
'''REN & STIMPY'''


BaseKnockback decreased: (13 → 11)
Charge Air Up
KnockbackGain increased: (19,5 → 23,5)
* Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.
Reversible
Angle changed: (43° → 45°)


Charge Up
Light Air Back – Late
* BaseKnockback increased: (6 → 6.5)
* KnockbackGain decreased: (19 → 17)
* BlockStun decreased: (10 → 6)
* HitlagBaseOnHit decreased: (15 → 11)
* HitlagBaseOnBlock decreased: (15 → 11)


BaseKnockback increased: (12 15)
Light Air Back – Mid
KnockbackGain increased: (22 22,7)
* BaseKnockback decreased: (10.5 7.5)
* KnockbackGain increased: (17.5 18)
* BlockStun decreased: (10 → 8)
* HitlagBaseOnHit decreased: (15 → 13)
* HitlagBaseOnBlock decreased: (15 → 13)


Light Air Back


First actionable frame removed
'''MR. KRABS'''


Light Air Back – Early
Money meter gain values increased for coins and bills.


HitStunMinimum decreased: (1 → 0)
Special Forward Air and Charge Air Forward can be done independently of one another.
Reversible
Angle changed: (150° → 30°)


Light Air Back – Late
Special Up Air
* Increased landing lag


HitStunMinimum decreased: (1 → 0)
Charge Air Forward
Reversible
* Reduced velocity when slime canceled
Angle changed: (142° → 38°)


Light Air Back – Mid
Special Forward Follow up
* Longer jump cancel window on Special Forward follow up.


HitStunMinimum decreased: (1 → 0)
Special Neutral
Reversible
* Decreased ending lag
Angle changed: (145° → 35°)


Light Air Down – Multi Hit
Special Forward “Playtime’s over” finisher.
* Improved multi-hit consistency.


BlockDamage decreased: (2 → 1)
Charge Up
* Improved multi-hit consistency.


Light Air Forward – Clean
Charge Forward Near
* KnockbackGain increased: (14.8 → 19)
* Damage increased: (11 → 13)


BaseKnockback decreased: (13 12,3)
Charge Forward
KnockbackGain increased: (14 16)
* KnockbackGain increased: (16.5 19)
* Damage increased: (16 18)


Light Air Forward – Late
Dash Attack
* KnockbackGain decreased: (18 → 16)


BaseKnockback increased: (6,6 → 7,2)
Light Air Forward
* Adjusted hurtboxes


Light Air Up – Ren
Light Air Forward LV1
 
* KnockbackGain decreased: (8.5 6)
Reversible
Angle changed: (-110° 290°)
   
   
 
Light Air Forward LV3
Light Air Up Hit
* KnockbackGain decreased: (9 → 7)
 
Reversible
BlockDamage decreased: (7 → 5)
   
   
 
Light Air Neutral Body
Light Air Up
* HitStunMultiplier decreased: (1.05 1)
 
BlockDamage decreased: (3 2)
   
   
 
Light Air Up (If Grounded)
Light Down Sweet
* KnockbackGain increased: (7.5 → 12.5)
 
* HitStunMinimum decreased: (10 5)
BlockDamage decreased: (11 10)
   
   
 
Light Air Up 2
Light Down
* HitStunMultiplier decreased: (1.2 → 1)
 
* HitStunMinimum decreased: (10 → 8)
Reversible
   
   
 
Light Down Far
Light Finisher
* HitStunMultiplier decreased: (1.2 → 1)
 
* HitStunMinimum increased: (15 → 26)
Reversible
Light Down Near
* HitStunMinimum increased: (17 → 22)
Light Neutral 1
* HitStunMultiplier decreased: (1.8 → 1)
* Angle changed: (25° → 31°)
Light Neutral 2
* KnockbackGain decreased: (1 → 0.1)
* HitStunMultiplier decreased: (1.8 → 1)
* Angle changed: (25° → 41°)
Light Up Body
* KnockbackGain increased: (8.5 → 11.5)
* HitStunMultiplier decreased: (1.1 → 1)
* DirectionalInfluenceMultiplier increased: (1.8 → 2)
Light Up Claws
* HitStunMultiplier decreased: (1.1 → 1)
* HitStunMinimum decreased: (13 → 11)
* DirectionalInfluenceMultiplier increased: (1.8 → 2)
   
   
 
Light Up Lingering
Light Forward – Air Hit
* KnockbackGain increased: (7.5 → 11.5)
 
* HitStunMultiplier decreased: (1.1 → 1)
Angle changed: (130° 120°)
* HitStunMinimum decreased: (13 → 8)
* DirectionalInfluenceMultiplier increased: (1.8 2)
   
   
Special Up Throw LV3
* BaseKnockback decreased: (28 → 24)
* KnockbackGain decreased: (14.5 → 12.5)


Light Forward


Total Duration decreased from 28 Frames to 32 Frames
----
BaseKnockback increased: (2,5 → 3,5)
KnockbackGain increased: (11 → 12)
Angle changed: (155° → 130°)


Light Up Ren


Reversible
<big>'''Undocumented Changes'''</big>
Angle changed: (135° → 45°)
* Placeholder


Light Up


Reversible
----


Special Down Attack


BaseKnockback decreased: (12 → 10)
== 1.6 | February 15th, 2024 | Mr. Krabs Now Available ==
KnockbackGain decreased: (12 → 10)
https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/
HitlagBaseOnHit decreased: (15 → 10)
HitlagBaseOnBlock decreased: (15 → 10)
AttackMultiplierType removed: CharacterMeterMultiplier
AttackMultiplierType added: CharacterMeterLerp
Reversible
Can not Redirect Projectiles
Damage decreased: (16 → 10)
BlockDamage decreased: (16 → 10)
Angle changed: (56° → 45°)


Special Up


Hitbox size reduced
* NEW CHARACTER ADDED: Mr Krabs!
* Fixed an issue where characters would become airborne when standing on the edge of a moving platform when it started to move to the opposite direction. This also fixed an issue where if timed correctly, players could Roll or Tech Roll in order to fly away from the platform.
* Adjusted Collisions on Aquarium Stage
* Fixed an issue where some store pop ups would appear without text in Campaign.


<big>'''AANG'''</big>
Following moves can now reverse hit:


Charge Air Down
<big>'''GRANDMA GERTIE'''</big>
Charge AIr Forward
Charge Forward
Charge Up
Light Air Down
Light Down
Light Forward


Charge Air Down Spike
Fixed an issue where Grandma Gertie would repeatedly get stuck in the edge while going up.


DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
Angle changed: (285° → -75°)


Charge Air Forward SourSpot
<big>'''SQUIDWARD'''</big>


KnockbackGain increased: (14,3 → 15)
Fixed an issue where he could act earlier than intended for his Light Air Down
BlockDamage decreased: (14 → 12)


Charge Air Forward SweetSpot


BaseKnockback decreased: (17,3 → 11,5)
<big>'''REN & STIMPY'''</big>
KnockbackGain increased: (13,5 → 18,8)
BlockDamage decreased: (19 → 14)


Charge Air Up Finisher
Slightly Adjusted Light Air Back Hitboxes


BaseKnockback decreased: (16 → 12)
KnockbackGain increased: (12 → 17,3)
Angle changed: (65° → 68°)


Charge Down Rocks
<big>'''DONATELLO'''</big>


BaseKnockback decreased: (17 → 16)
Fixed an issue where Donatello could act earlier than intended for his Light Up
KnockbackGain increased: (16,5 → 23,5)
BlockDamage decreased: (16 → 13)
Angle changed: (75° → 61°)


Charge Forward SourSpot


BaseKnockback increased: (10 → 10,5)
<big>'''NORBERT'''</big>
KnockbackGain increased: (18,5 23,4)
 
BlockDamage decreased: (14 12)
Charge Air Forward – Tip
* BaseKnockback increased: (10 → 12)
* KnockbackGain increased: (12 17.6)
* Angle changed: (70° 43°)
   
   


Charge Forward SweetSpot
Charge Air Forward
* BaseKnockback increased: (8 → 8.5)
* KnockbackGain increased: (11 → 15)
* Angle changed: (50° → 51°)


BaseKnockback decreased: (17,3 → 11,5)
Grab Throw Up
KnockbackGain increased: (17 → 24,7)
* KnockbackGain increased: (17 → 18.5)
BlockDamage decreased: (19 → 15)
   
   


Charge Up Finisher
Light Air Forward – Tip
* KnockbackGain increased: (12 → 15.5)


BaseKnockback decreased: (18 → 12,3)
KnockbackGain increased: (16 → 19,5)


Light Air Back Wind Gale Weak
----


BaseKnockback decreased: (9 → 7)
KnockbackGain increased: (10 → 12)


Light Air Back Wind Gale
<big>'''Undocumented Changes'''</big>
* Placeholder


BaseKnockback decreased: (13,6 → 10)
KnockbackGain increased: (14 → 19)


Light Air Back
----


KnockbackGain increased: (12,5 → 18)


Light Air Forward
== 1.5 | February 9th, 2024 | Controller Updates, General Fixes and Recoveries ==
https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/


BaseKnockback decreased: (9,6 → 9)
<big>'''GENERAL'''</big>
KnockbackGain increased: (14 → 15,5)
* Fixed projectiles getting destroyed when hitting the vertical sides of thin platforms
BlockDamage decreased: (12 → 11)
* Can no longer Slime Cancel Landing lag from Fall Helpless state
* Fixed dash attack getting buffered out of tech situations instead of Light Attacks
* Fix for grab pummel giving slime points to incorrect character
* Fixes to quick play/ranked matchmaking
* Characters can now wall jump with their backs towards the wall.
* Rebound state no longer makes the character leave edge
* Fixed issue in which a character would enter an aerial state after tech in place causing roll distance issues
* Fixed an issue where movement buffs affected the way characters during ledge getups
* Fixed an issue where Gamecube Controllers started using Xbox Layout, making certain buttons swap between each other.
* Fixed an instability issue with Gamecube Controllers where they would get disconnected and added as extra controllers internally, causing several issues.


Light Air Neutral Land


BaseKnockback decreased: (10 → 9)
<big>'''STAGES'''</big>
* Adjusted height of shark and palm platforms in Aquarium
* Food Dreams alternate layouts added


Light Dash Late


BaseKnockback decreased: (15 → 10)
<big>'''JIMMY'''</big>
KnockbackGain increased: (11 → 16)


Light Dash
Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards


BaseKnockback decreased: (19,5 → 12)
Recovery adjustments:
KnockbackGain increased: (12 → 19,5)
* Special Up edge grab size reduction, can be canceled with air dodge, reduced floatiness on recovery
* Charge Air Down Air can only stall once per airtime (bounce resets stall)


Light Down Near


BlockDamage increased: (1 → 5)
<big>'''GERALD'''</big>


Light Down Tip
Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.


BlockDamage increased: (1 → 5)
Recovery adjustments:
* Charge Air Up can only stall once per airtime
* Special Forward can only be used once per airtime


Light Finisher


BaseKnockback decreased: (14,5 → 9)
<big>'''GARFIELD'''</big>
KnockbackGain increased: (9,5 → 15,5)


Light Forward
Fixed an issue where Sugar Rush mode was never deactivated.


BaseKnockback decreased: (12,3 → 7)
Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.
KnockbackGain increased: (13 → 19)
HitlagBaseOnBlock increased: (6 → 10)


Light Up Wind Gale
Recovery adjustments:
* Up Special reduced height for all versions
* Special Neutral can only stall once per airtime


BaseKnockback decreased: (17 → 15)
KnockbackGain increased: (8,5 → 14)


Light Up
<big>'''APRIL'''</big>


BaseKnockback decreased: (17 → 15)
Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.
KnockbackGain increased: (8,5 → 16)


Special Down
Fixed an issue where Camera flashes were applying a little bit hitstun
 
Recovery adjustments:
* Special Down can not be recovered on hurt while in the air
* Special Up edge grab size reduction


Physics slightly changed to have slower acceleration on start but higher speed.


<big>'''KORRA'''</big>
<big>'''SQUIDWARD'''</big>
General


Weight decreased: (1.09 → 1.05)
Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.


Charge Air Down – Late
Since movement buffs no longer affect the way characters behave during ledge getups, Squidward no longer overshoots the edge when in rage mode


Can now reverse hit.
Recovery adjustments:
Late hits can no longer redirect projectiles.
* Special Up start up increased
* Special Down can only be done once per airtime
* Charge Air Up can only be done once per airtime


Charge Air Forward – Sweetspot


BaseKnockback increased: (12 → 14.5)
<big>'''DANNY'''</big>
KnockbackGain increased: (19.8 → 21.1)


Charge Air Forward
Recovery adjustments:
* Special Up range increased
* Special Forward airtime use refreshes on hurt but without invulnerability frames
* Charge Air Up can only stall once per airtime
* Charge Air Down can only stall once per airtime


BaseKnockback increased: (9.9 → 11.5)
KnockbackGain increased: (18 → 18.8)


Charge Air Up
<big>'''AANG'''</big>


Angle changed: (75° → 61°)
Recovery adjustments:
* Special Up edge grab size reduction, and Dive follow up damage reduced
* Special Neutral Air drift reduced while charging
* Charge Air Down can only stall once per airtime


Charge Down – Hazard Reversed


BaseKnockback increased: (12.96 → 15)
<big>'''KORRA'''</big>
KnockbackGain increased: (21.6 → 22)
Angle changed: (103° → 98°)


Charge Down – Hazard
Recovery adjustments:
* Fixed transition after Special Forward when done in the air
* Special Up edge grab size reduction
* Charge Air Down can only stall once per airtime


BaseKnockback increased: (9.6 → 15)
KnockbackGain decreased: (25.2 → 22)
Angle changed: (77° → 82°)


Charge Down
<big>'''RAPHAEL'''</big>


BaseKnockback increased: (9.6 → 10)
Recovery adjustments:
KnockbackGain increased: (11 → 14)
* Special Down can only be done once per airtime
Angle changed: (-62° → -75°)
* Special Up edge grab size reduction


Charge Forward


Hitbox slightly reduced. The tip now has a weaker hit.
<big>'''DONATELLO'''</big>
BaseKnockback increased: (10.8 → 11.5)
KnockbackGain increased: (23.5 → 24.4)
BlockPush decreased: (2 → 1)
Priority changed: (Low → High)
BlockDamage increased: (11 → 12)


Charge Forward – Late
Recovery adjustments:
* Charge Air Down can only stall once per airtime


BlockPush decreased: (2 → 0.6)
Damage decreased: (14 → 12)


Charge Up – Late
<big>'''REPTAR'''</big>


KnockbackGain increased: (12 → 20)
Get Up In Place recovery frames increased to 30 to match the other characters
CanRedirectProjectiles toggle disabled


Charge Up
Recovery adjustments:
* Special Up increased start up before the start of the fall
* Special Forward can only stall once per airtime
* Charge Air Down reduced stall time
* Charge Air Up reduced stall time


BaseKnockback increased: (13 → 14)
KnockbackGain decreased: (22 → 21.3)


Light Air Down
<big>'''MECHA PLANKTON'''</big>


DirectionalInfluenceMultiplier increased: (1 → 1.5)
Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


Light Air Forward
Plankton can act out of Get Up In Place on frame 30 to match the other characters


Hitbox size slightly reduced in all directions.
Fixed poses of characters hit by ultimate
Forearms are now intangible on the first active frame.


Light Air Forward – Fire
Recovery adjustments:
* All air options that require the rocket boots to hover now share the same fuel supply (reset of land)


KnockbackGain increased: (17.5 → 18)


Special Forward
<big>'''EMBER'''</big>


Window to attack after the ground version increased from 21 to 23.
Recovery adjustments:
Window before being allowed to jump after the jump version increased from 28 to 30.
* Charge Air Down can only stall once per airtime
<big>'''AZULA'''</big>
* Charge Air Up can only stall once per airtime
Following moves can now reverse hit:
* Special Up edge grab size increased


Charge Air Down Land
Charge Air Down
Charge Air Forward
Charge Down
Charge Forward
Charge Up
Light Air Down
Light Air Forward
Light Down
Light Forward


Charge Air Down Spike
<big>'''JENNY'''</big>


DirectionalInfluenceMultiplier increased: (1 → 1,5)
Light Up: Ponytails are now also intangible
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
Angle changed: (270° → -90°)


Charge Air Forward Fireball
Recovery adjustments:
* Special Forward can only stall once per airtime
* Charge Air Down can only stall once per airtime
* Charge Air Up can only stall once per airtime


BlockDamage decreased: (12 → 11)


Charge Air Forward
<big>'''REN & STIMPY'''</big>


BaseKnockback decreased: (16 → 13)
Recovery adjustments:
KnockbackGain increased: (14,5 → 19)
* Charge Air Down can only stall once per airtime
BlockDamage decreased: (16 → 13)


Charge Air Up Sourspot


BlockDamage decreased: (12 → 11)
<big>'''INVADER ZIM'''</big>


Charge Air Up Sweetspot
Fixed a bug that prevented him from landing on some stages after using Edge Attack


BaseKnockback decreased: (19 → 13)
Recovery adjustments:
KnockbackGain increased: (13 → 18,2)
* Charge Air Down reduced air drift on hold
BlockDamage decreased: (16 → 13)
* Special Up increased horizontal drift
Angle changed: (70° → 67°)


Charge Down Back Lock


BaseKnockback decreased: (13 → 4)
<big>'''EL TIGRE'''</big>
HitStunMinimum increased: (1 → 9)
Angle changed: (30° → 100°)


Charge Down Front Launcher
Recovery adjustments
* Adjusted the window he can grab to the edge during special up
* Charge Air Up stall does not come back on hit


BaseKnockback decreased: (14,7 → 11)
KnockbackGain increased: (17 → 24,05)


Charge Down Front Lock
<big>'''DAGGET'''</big>


BaseKnockback decreased: (13 → 8)
Fixed a bug that prevented the assist to be called with the Slime Version
HitStunMinimum increased: (1 → 9)


Charge Forward Sourspot
Recovery adjustments:
* Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted


BaseKnockback decreased: (16 → 10,5)
KnockbackGain increased: (12,6 → 23,2)


Charge Forward Sweetspot
<big>'''NORBERT'''</big>


BaseKnockback decreased: (19,2 → 11,5)
Fixed a bug that prevented the assist to be called with the Slime Version
KnockbackGain increased: (16 → 24,4)
BlockDamage decreased: (18 → 14)


Charge Up Autolink
Recovery adjustments:
* Special Up increased height


BlockPush decreased: (1 → 0,1)


Charge Up Explosion
<big>'''NIGEL'''</big>


BaseKnockback decreased: (18 → 12,3)
Recovery adjustments:
KnockbackGain increased: (16 → 19,5)
* Special Up increased height on the Slime version
BlockDamage decreased: (12 → 11)
* Charge Air Down can only stall once per airtime
* Charge Air Up can only stall once per airtime


Charge Up Pull Back Down


BlockPush decreased: (1 → 0,1)
<big>'''SPONGEBOB'''</big>


Charge Up Pull Back
Recovery adjustments:
* Special Neutral can only stall once per airtime
* Special Up increased recovery and adjusted the window when he can grab to the edge


BlockPush decreased: (1 → 0,1)


Charge Up Pull Down
<big>'''PATRICK'''</big>


BlockPush decreased: (1 → 0,1)
Recovery adjustments:
* Special Up increased start up
* Charge Air Up can only stall once per airtime


Charge Up Pull Forward Down


BlockPush decreased: (1 → 0,1)
<big>'''AZULA'''</big>


Charge Up Pull Forward
Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.


BlockPush decreased: (1 → 0,1)
Recovery adjustments:
* Reduced speed and height of Slime Special Up


Charge Up Scoop Back


BlockPush decreased: (1 → 0,1)
<big>'''GRANDMA GERTIE'''</big>


Charge Up Scoop Front
Adjustments to Special Down items and projectiles sound effects.


BlockPush decreased: (1 → 0,1)
Recovery adjustments:
* Tether behavior improvements


Light Air Back Sourspot


BaseKnockback decreased: (12 → 7)
<big>'''ROCKO'''</big>
KnockbackGain increased: (12,5 → 17,5)


Light Air Back Sweetspot
Recovery adjustments:
* Special Forward can only be done once per airtime


BaseKnockback decreased: (14,5 → 11)
Special Up hitbox rework, increased speed when going up, added a delay with no hitbox before starting to fall downwards, and adjusted the window when he can grab to the edge.
KnockbackGain increased: (16 → 19,45)


Light Air Down Spike


DirectionalInfluenceMultiplier increased: (1 → 1,5)
----
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
BlockDamage decreased: (12 → 11)


Light Air Neutral Early


BaseKnockback decreased: (9 → 7)
<big>'''Undocumented Changes'''</big>
KnockbackGain increased: (13,5 → 15,5)
* Placeholder


Light Air Neutral Late


BaseKnockback decreased: (7 → 6)
----
KnockbackGain increased: (7,5 → 8,5)


Light Dash 2


BaseKnockback decreased: (14 → 7)
== 1.4 | December 22nd, 2023 | Team Attack, Share Stocks and Fixes ==
KnockbackGain increased: (11 → 18)
https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/


Light Dash Early
<big>'''NEW'''</big>
* Added team attack to rulesets.
* Added Steal Stock Mode in team battles
** You can steal your teammates’ stocks when you run out of stocks.
* Added Stock Pool in team battles
** All teammates share a stock pool, if any players die on the last stock, the game ends.


KnockbackGain increased: (10 → 11)


Light Finisher
<big>'''GENERAL'''</big>
* Competitive players can’t kick players on competitive lobbies anymore
* Fixed timed mode ending at 1 instead of 0.
* Fixed an issue where CPUs would get stuck on the edge


BaseKnockback decreased: (14,4 → 11)
KnockbackGain increased: (10,6 → 14)


Light Forward Sourspot
<big>'''CAMPAIGN'''</big>
* Fix the bug that some bosses were dying at half health
* Added offscreen indicator to arena’s mobs.
* Fixed bosses ending at phase change when continuing a run in progress from the main menu.
* Added power up category icon to NPCs in campaign.
* Fixed new interaction indicator not working properly at first.
* Fixed Clockwork and Vlad Plasmius idle animation in hub.
* Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub.


BaseKnockback decreased: (15,3 → 8)
KnockbackGain increased: (11 → 18,3)


Light Forward Sweetspot
<big>'''PATRICK'''</big>
* Fixed the issue where slime canceling after command grab glued the character to patrick
* Fixed Patrick’s rolls and spot dodge being actionable before they should
* Fixed Charge Air Up Hold having super armor if executed with slime.
* Neutral special landing recovery increased from 4 frames to 18.


BaseKnockback decreased: (16,8 → 12)
KnockbackGain increased: (15,5 → 20,3)


Special Down
<big>'''SQUIDWARD'''</big>
* Fixed an issue that made Light Air Back always send in a reversed direction.


BaseKnockback decreased: (21,4 → 14)
KnockbackGain increased: (11,8 → 18)


Special Forward Air Land
<big>'''REN & STIMPY'''</big>
* No longer recovers Special Forward Car when hurt offstage
* Light Air Back landing lag increased from 16 to 17
* Adjusted knockback on Back Throw to prevent chain grabs


BaseKnockback decreased: (15,5 → 10)
KnockbackGain increased: (8 → 13,5)


Special Forward Air Strong
<big>'''RAPHAEL'''</big>
* Can only stall once per airtime with Charge Air Up
* Removed Charge Air Up head intangibility
* Reduced the size of hitboxes on special Up
* Slightly raised the lower hitboxes on Charge Forward Release


BaseKnockback decreased: (18 → 11)
Priority changed: (Low → High)
Damage decreased: (17 → 13)
BlockDamage decreased: (17 → 13)


Special Forward Air Weak
<big>'''DONATELLO'''</big>
* Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.
* First active frame hitbox positions adjusted on Light Finisher.


BaseKnockback decreased: (14 → 7)
KnockbackGain increased: (11 → 15)


Special Forward Strong
<big>'''APRIL'''</big>
* April’s down light movement glitch was fixed.
* Fixed Neutral Special Slime Cancel glitch recovering the charge.
* Light Forward Air
** Auto cancel from frame 7 to frame 4
** Body Hitbox
*** Base Knockback decreased (11->9)
*** Angle changed (45->48)
** Pen Hitbox
*** Base Knockback decreased (12->10)
*** Angle changed (25->35)
* Charge Air Forward SourSpot
** BaseKnockback decreased: (12 → 10.8)
** KnockbackGain increased: (15 → 16)
** Angle changed: (50° → 52°)
* Charge Air Forward
** BaseKnockback decreased: (12.25 → 11.5)
** KnockbackGain increased: (17.75 → 18)
** Angle changed: (36° → 42°)


BaseKnockback decreased: (14 → 11)
KnockbackGain increased: (14 → 17)
Priority changed: (Low → High)
Damage decreased: (17 → 13)
BlockDamage decreased: (17 → 13)


Special Forward Weak
<big>'''DANNY PHANTOM'''</big>
* Fixed an issue with the hurt boxes on the special Up Landing state
* Light down
** Removed First Actionable Frame on Hit
** Added +7 Frames of recovery
* Neutral Special  
** Landing Lag from 12 to 15 Frames
** Punch Hitbox 45 -> 55 angle
* Special Up
** Reduced the special up hitbox in air size by a 50% percent
** Reduced 2 invulnerability frames
** Reduced Ledge Grab Box size (Harder to snap)
** Reduced landing hitbox size by 25 percent.


BaseKnockback decreased: (14 → 7)
KnockbackGain increased: (11 → 15)


<big>'''APRIL'''</big>
<big>'''AANG'''</big>
Following moves can now reverse hit:
* Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
* Can only Air Ball once per airtime, does not recover on hurt
* Air Ball hitbox size reduced.
* Hitstun Gravity increased from 0.76 to 0.98.
* Hitstun Fall Speed increased from 0.95 to 0.98.
* Up Special dive now lasts until landing.


Charge Air Down
Charge Air Up
Charge Up
Special Up


Charge Air Forward
<big>'''KORRA'''</big>
* Light Neutral 3 on hit cancel delayed from frame 30 to 32.
* Charge Forward range was somewhat reduced.
* Slime Side Special changed in a number of ways.
** Time before attack cancel becomes available was reduced from 23 frames to 19.
** Jump cancel is possible from frame 21 forward.
** Time before take of reduced by 2 frames.
* Aerial Up Special horizontal velocity changed in a number of ways. It is more affected by the direction of the control stick but maintains less of the existing momentum.
* Ground collision point during the helpless fall state was lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps to the edge when you try to land close to the edge.


BaseKnockback decreased: (15 → 12,25)
KnockbackGain increased: (17 → 17,75)


Charge Air Up – Weaker
<big>'''AZULA'''</big>
* Reduced base knockback and knockback gain on Slime Special Down projectile


BaseKnockback increased: (9,5 → 12)
KnockbackGain decreased: (16 → 15)
Angle changed: (65° → 75°)


Charge Air Up
<big>'''NIGEL'''</big>
* Added a hitbox in up special while falling down.


BaseKnockback decreased: (14 → 13)
KnockbackGain decreased: (16 → 15,8)


Charge Down 3
<big>'''GARFIELD'''</big>
* Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.


BaseKnockback decreased: (16,5 → 10)
KnockbackGain increased: (10 → 21)


Charge Forward – Weak
<big>'''JIMMY'''</big>
* Special Down Slime
** Fixed an Issue where you could not move Jimmy nor Goddard when performing a Slime Down Special until Goddard was destroyed.
* Charge Air Forward
** BaseKnockback increased: (8.5 → 10)
** KnockbackGain increased: (10 → 24)
** HitlagBaseOnHit decreased: (18 → 15)
** HitlagBaseOnBlock decreased: (18 → 15)
* Special Neutral Rocket
** Now reverse hits
* Toast Projectile
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (12 → 19)
** Angle changed: (65° → 60°)


BaseKnockback decreased: (12,5 → 10,5)
KnockbackGain increased: (18 → 22,5)


Charge Forward Sweet Spot
<big>'''GERALD'''</big>
* Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
* Charge Air Forward – Sweetspot
** BaseKnockback decreased: (14.75 → 13.5)
** KnockbackGain decreased: (22.2 → 20)
* Charge Air Forward
** BaseKnockback decreased: (11.5 → 10.5)
** KnockbackGain decreased: (18.8 → 17.8)
* Grab Throw Down
** BaseKnockback decreased: (16.5 → 16)
** KnockbackGain increased: (4 → 9.5)
* Light Finisher
** BlockDamage decreased: (4 → 1)
* Light Neutral
** HitStunMinimum decreased: (10 → 0.01)
** BlockStun decreased: (10 → 9)


BaseKnockback decreased: (15,5 → 10,5)
KnockbackGain increased: (23 → 24)
Angle changed: (36° → 35°)


Charge Forward
<big>'''GRANDMA GERTIE'''</big>
* Fixed Neutral Special Slime Cancel glitch recovering the charge.
* Reduced distance traveled on aerial special forward
* New attack data created for aerial special forward sweetspot with less knockback and damage compared to ground version and launches at an angle of 40°
* Light Air Forward – Clean
** BaseKnockback decreased: (13 → 12)
** KnockbackGain decreased: (18 → 17)
* Special Forward – Base
** BaseKnockback decreased: (15 → 8)
** KnockbackGain decreased: (13 → 10)
** BlockPush decreased: (1,2 → 0,8)
** HitlagBaseOnHit decreased: (16 → 10)
** HitlagBaseOnBlock decreased: (16 → 10)
** Damage decreased: (14 → 8)
** BlockDamage decreased: (12 → 6)
** Angle changed: (38° → 40°)


BaseKnockback decreased: (12,5 → 11)
KnockbackGain increased: (20 → 24)


Charge Up – Setup
<big>'''ANGRY BEAVERS'''</big>


BaseKnockback decreased: (21 → 19)
'''DAGGET'''
* Light Air Back is no longer reversible


Charge Up
'''NORBERT'''
* Light Air Back is no longer reversible
* Fixed Special Up Slime Cancel Fly
* Charge Up
** Now it has a total of 26 Recovery Frames
* Charge Air Up
** DI multiplier from 1 to 1.5
* Light Air Up
** Recovery frames reduced from 33 to 26


BaseKnockback decreased: (14 → 13)
KnockbackGain increased: (17 → 20,5)
BlockDamage increased: (1 → 13)


Light Air Back 2 – Body
<big>'''ZIM'''</big>
* Special Forward
** Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.


BaseKnockback decreased: (11,5 → 10,5)
KnockbackGain increased: (13 → 14)


Light Air Back 2 – Foot
<big>'''EL TIGRE'''</big>
* El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
* Tweaked his Diamond Collision in order to prevent him from clipping under some stages.
* Removed all FAF (First actionable Frames) from his attacks
** Fair +4 Endlag frames
** Dair +3 Endlag frames
** Dash Attack + 4 Endlag frames
** Light Up +3 Endlag Frames
** Light Down +4 Endlag Frames


BaseKnockback decreased: (12,5 → 12)
KnockbackGain increased: (13 → 16)


Light Air Down Final – Body
<big>'''EMBER'''</big>
* Fixed projectile decay on Special Neutral


DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


Light Air Down Final – Foot
<big>'''JENNY'''</big>
* Light Air Back Sourspot is now reversible
* Fixed an issue where Forward Special Projectile would stay in place after it was reflected
* Fixed an issue where Special Up Slime would not reset her fuel properly
* Fixed an issue where if you landed during Light Air Up Loop, the next Light Air Up you did would immediately trigger the loop, skipping any startup.
* Fixed an issue where Light Air Down Land did not have any hurtboxes
* Fixed an issue where Light Air Down Land could not edge cancel
* Increased Block Damage Values to match Damage Values on the following moves:
** Charge Down
** Charge Up
** Dash Attack
** Light Air Back
** Light Air Forward
** Light Air Neutral
** Light Air Up
** Light Down
** Light Neutral/Finisher
** Light Up
** Special Forward (Hammer and Projectile)


BaseKnockback decreased: (10 → 9)
KnockbackGain increased: (7 → 9)
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


Light Air Down Final – Grounded
<big>'''MECHA PLANKTON'''</big>
* Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton


BaseKnockback decreased: (15,1 → 13)
KnockbackGain increased: (16 → 18)
Damage decreased: (15 → 12)


Light Air Forward – Body
<big>'''ROCKO'''</big>
* Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
* Spunky now has an additional 120 frames cooldown after he despawns.
* After Spawning a JackHammer, Rocko now needs to wait at least 400 frames to spawn the next one, independently of if it was destroyed or not during its lifetime.
* Charge Up Land total frames increased from 19 to 26


BaseKnockback decreased: (14 → 11)
KnockbackGain increased: (12 → 15,5)


Light Air Forward – Pen
----


BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (12 → 16,5)


Light Air Neutral – Initial
<big>'''Undocumented Changes'''</big>
* Placeholder


BlockStun increased: (8 → 9)


Light Air Neutral – Late
----


BlockStun increased: (7 → 8)


Light Air Neutral – Lingering
== 1.3 v1 | December 5, 2023 | Steam Only ==
https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english


BlockStun increased: (7 → 8)
* Small bug fixes
* Steam Deck support completed


Light Air Up – Finisher


BaseKnockback decreased: (12,5 → 10,5)
----
KnockbackGain increased: (11 → 14,2)


Light Finisher


BaseKnockback decreased: (12,5 → 10,5)
== 1.3 | December 1st, 2023 | New Features, Gameplay Feel and Balance Updates ==
KnockbackGain increased: (15 → 17,4)
https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/


Light Forward – Foot
<big>'''GENERAL GAMEPLAY'''</big>
 
* The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
KnockbackGain increased: (14,5 → 15,2)
* Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
* Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
 
* Jump back now overrides horizontal run/dash momentum.
Light Up – Foot
* The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
 
* Tech roll intangibility duration reduced from 28 frames to 20.
KnockbackGain increased: (14 → 15,5)
* Perfect block is no longer bufferable.
* The block VFX now changes color during the perfect block window.
* Turnaround specials buffer increased to 15 frames.
* Ultimate attacks end lag is not intangible anymore.
* Decreased slime block per-frame cost from 0.8 to 0.4.
* Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
* Fixed bug that made it impossible to DI slime charge moves.
* Time out now happens when counter is at 0 instead of 1.
* Slime cancel freeze frames no longer affect characters who are in Land Hard state.
* Fixes to ultimates SFX.
* Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
* Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
* Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
* Reversible toggle added to multiple hitboxes across the cast.
* Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
* Edge Actions can no longer be bufferable while holding the Edge.


Light Down


Can be cancelled into the second hit between 12 and 25 frames
<big>'''CONTROLS'''</big>
+5 recovery frames on light down
* The D pad can now be set to movement on controllers.
* C stick implementation for keyboard players.
* Ability to separately modify if C stick does charge or light moves on ground or in air.
* TRAINING MODE
* Training mode DI visualizer and CPU DI Options.
* Training mode Hitstun visualizer.
* Training mode now saves settings when exiting to switch characters.


Special Up Slime


BaseKnockback increased: (3,5 → 5)
<big>'''ONLINE'''</big>
Damage increased: (2 → 5)
* Ranked mode is now best of three matches.
BlockDamage increased: (1 → 3)
* Ranked rating can now go above 1000.
Angle changed: (110° → 65°)
* Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
* Rematch button is now at the top of the menu options in lobby matches.
The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.
* Added AFK detection to results screen.
* Added ability to boot people from an online lobby.
 
* Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.
Special Neutral


On Hit Cancel added on frame 30.
Now longer prevents April from air drifting.
Hitting an opponent with less than one bar of ratings now generates a bar of ratings.


Special Down
<big>'''OPTIONS'''</big>
* Crossplay options no longer reset whenever the game is closed.
* Added option to disable Screen Shakes.


Special Down Bhop tech removed
<big>'''DONATELLO'''</big>
General


Weight Increased: (0.9 → 0.95)
<big>'''CAMPAIGN'''</big>
Fixed Special Up not having hit SFX.
* Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
* Blimps are now given to the player if they skip the power-up selection in a power-up stage.
* Added campaign save slots.
* Quitting in the middle of a campaign run no longer changes the controls profile.
   
   


Following moves can now reverse hit:
<big>'''AUDIO'''</big>
 
* Items SFX volume is now controlled by the SFX slider.
Charge Air Down
* Harmonic Convergence stage volume fixes.
Charge Air Forward
* Ultimates Hits and SFX are now working properly.
Charge Down
Light Air Forward
Light Down
   
   


Charge Air Forward
<big>'''SPONGEBOB'''</big>
* Following moves can now reverse hit:
** Light Air Down
** Light Air Forward


BaseKnockback increased: (11 → 13)
KnockbackGain increased: (17 → 18)


Charge Air Up
* Charge Air Down Late
** KnockbackGain decreased: (22,5 → 17)


BaseKnockback decreased: (13.5 → 13)
KnockbackGain increased: (14.75 → 16.5)
BlockDamage increased: (5 → 12)


Charge Down – Reverse
* Charge Air Down
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


BaseKnockback decreased: (12 → 10)
Damage decreased: (17 → 13)
BlockDamage decreased: (15 → 12)
Angle changed: (110° → 70°)


Charge Down
* Charge Air Forward
** BaseKnockback decreased: (12 → 11,5)
** KnockbackGain increased: (17 → 18,8)


BaseKnockback decreased: (12 → 10)
KnockbackGain increased: (16.2 → 22)
BlockDamage decreased: (15 → 12)


Charge Forward – Reverse
* Charge Air Up
** BaseKnockback decreased: (13,5 → 11)
** KnockbackGain increased: (12 → 16,5)
** Angle changed: (69° → 70°)


BaseKnockback decreased: (13.75 → 11.5)
KnockbackGain increased: (24 → 25.8)


Charge Forward 2
* Charge Down
** BaseKnockback increased: (9 → 10)
** KnockbackGain increased: (20 → 22,6)
** BlockDamage decreased: (12 → 11)
** Angle changed: (38,5° → 40°)


BaseKnockback decreased: (13.75 → 11)
KnockbackGain increased: (22 → 23.8)


Charge Up – Clean Hit
* Charge Forward
** BaseKnockback decreased: (12,5 → 11)
** KnockbackGain increased: (23,5 → 23,8)
** CanReflectProjectiles toggle enabled
** BlockDamage decreased: (18 → 14)


BaseKnockback increased: (13 → 14)
KnockbackGain increased: (19.5 → 21.3)


Charge Up – Late
** Charge Up – Clean
** KnockbackGain increased: (20 → 20,5)


BlockDamage increased: (9 → 10)


Charge Up
* Grab Throw Up  
** Implementation changes to increase consistency (should not make opponents land on platforms anymore)


BlockDamage increased: (8 → 12)


Light Air Back Tip
* Light Air Down Air
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


BaseKnockback decreased: (13.75 → 10.7)
KnockbackGain increased: (16.5 → 20.3)
BlockPush decreased: (1.6 → 0.7)
BlockStun increased: (7 → 10)


Light Air Back Weak
* Light Air Down Lingering Inner
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


BaseKnockback decreased: (8.75 → 7.75)
KnockbackGain increased: (12 → 13.3)
BlockPush decreased: (0.6 → 0.5)
BlockStun increased: (7 → 9)


Light Air Back
* Light Air Down – Lingering Outer
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


BaseKnockback decreased: (10 → 8.7)
KnockbackGain increased: (13.5 → 15.7)
BlockPush decreased: (0.8 → 0.6)
BlockStun increased: (7 → 9)


Light Air Down – Tip
* Light Air Down  
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


BaseKnockback decreased: (9 → 7.5)
KnockbackGain increased: (10 → 11.5)


Light Air Down
* Light Air Forward
** Hitboxes tweaked so spike is not present in all of the move’s range.


BaseKnockback decreased: (9 → 8.2)
KnockbackGain increased: (13 → 14)


Light Air Forward
'''Attack data changes:'''
* Light Air Forward – Sourspot
** HitlagBaseOnHit increased: (6 → 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Damage increased: (1 → 5)
** BlockDamage increased: (1 → 5)


BaseKnockback decreased: (11 → 8.7)
KnockbackGain increased: (17 → 19.5)
BlockPush decreased: (0.8 → 0.6)
BlockStun increased: (10 → 11)
Damage increased: (11 → 12)


Light Air Up – Weak
* Light Air Forward
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** BlockDamage decreased: (14 → 13)


BaseKnockback decreased: (9.6 → 8.6)
KnockbackGain increased: (9.6 → 11)


Light Air Up
* Light Air Neutral
** Startup increased by 1 frame and aerial endlag increased by 2 frames.
 


BaseKnockback decreased: (14 → 9.7)
* Light Dash
KnockbackGain increased: (13 17.5)
** BaseKnockback decreased: (14,5 12)
** KnockbackGain increased: (10 15)


Light Down


Light down can only be canceled into Land down 2 from frame 12 to frame 25
* Light Finisher
** BaseKnockback decreased: (14 → 10)
** KnockbackGain increased: (8 → 12)


Light Down – Slide


BaseKnockback decreased: (14.38 → 7.9)
* Light Forward
KnockbackGain increased: (6.25 → 12.87)
** BlockPush decreased: (1,25 → 0,8)


Light Down 2


BaseKnockback decreased: (12.5 7.8)
* Light Up – Late
KnockbackGain increased: (6.25 11)
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (12 13)
** Angle changed: (107° → 95°)


Light Forward – Back Hit (Ground)


BaseKnockback decreased: (11.25 → 9.3)
* Light Up
KnockbackGain increased: (15 → 17)
** KnockbackGain increased: (13,5 → 15,5)
   
   


Light Forward – Back Hit
* Special Down Slime
** BlockDamage increased: (6 → 7)
 


BaseKnockback decreased: (10.5 → 7.8)
* Special Down
KnockbackGain increased: (11 13.7)
** BlockDamage increased: (4 5)


Light Forward – Forward Hit


BaseKnockback decreased: (11 → 8.7)
<big>'''PATRICK'''</big>
KnockbackGain increased: (18.75 → 21)
* Following moves can now reverse hit:
** Charge Up
** Charge Air Up
** Charge Air Forward
** Light Air Back
** Light Forward
   
   


Light Forward – Upper Hit
* Charge Air Down
** Charge Air Down fall speed increased.
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (300° → -60°)


BaseKnockback decreased: (11 → 8.4)
* Charge Air Down – Landing
KnockbackGain increased: (17 → 19.7)
** BlockDamage decreased: (12 → 11)
   
   


Light Neutral – Finisher
* Charge Air Forward
** BaseKnockback increased: (8.45 → 12.2)
** KnockbackGain decreased: (21.5 → 17.6)
** Angle changed: (30° → 35°)


BaseKnockback decreased: (11.5 8.98)
* Charge Air Up – Finisher
KnockbackGain increased: (15.7 18.2)
** BaseKnockback increased: (11 → 15)
** KnockbackGain increased: (17 → 17.5)
** Damage decreased: (12 6)
** BlockDamage decreased: (9 → 6)
   
   


Light Up
* Charge Air Up
** BlockDamage decreased: (2 → 1)


Added hitbox that allows the attack to hit shorter characters.
* Charge Down – Landing
BaseKnockback decreased: (17 → 10.4)
** BaseKnockback decreased: (17 → 12.5)
KnockbackGain increased: (15.4 22)
** KnockbackGain increased: (18 → 24.6)
** BlockDamage decreased: (15 → 13)
   
   


Special Neutral Staff
* Charge Forward
** Charge Forward hitbox increased, mostly vertically.
** Active frames extended from ending at 18 to 19.


Now reflects instead of redirecting projectiles
* Initial Hit
** BaseKnockback decreased: (12 → 11.5)
** KnockbackGain increased: (24 → 24.4)
** Angle changed: (25° → 29°)
   
   


Special Forward Slime
* Late Hit
** BaseKnockback decreased: (12 → 11.5)
** KnockbackGain increased: (24 → 24.4)


The smoke bomb throw has faster startup and recovery.
* Charge Up
** BaseKnockback increased: (13.5 → 15)
** KnockbackGain increased: (20 → 22.3)
   
   


Grab
* Light Air Back
** Startup reduced from 9 to 8.
** Hitboxes are larger on both sides.
** BlockPush increased: (0.6 → 1.3)
** Angle changed: (110° → 70°)


Range increased from 1.2 to 1.25.
* Light Air Down – Weak
** HitlagBaseOnHit increased: (3 → 6)
** HitlagBaseOnBlock increased: (3 → 6)
** Aerial toggle enabled
   
   


Grab Run
* Light Air Down
** HitlagBaseOnHit increased: (6 → 15)
** HitlagBaseOnBlock increased: (6 → 15)
** Aerial toggle enabled
** BlockDamage decreased: (12 → 11)


Total duration reduced from 42 to 39. Lunge speed slightly increased.
* Light Air Forward
** Hitbox range slightly increased.
   
   


<big>'''RAPHAEL'''</big>
* Light Air Neutral
General
** Lingering hitboxes moved back and upward, overall reducing range.


Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
* Light Air Neutral – Sweetspot
Weight decreased: (1.05 0.95)
** HitlagBaseOnHit increased: (7 12)
** HitlagBaseOnBlock increased: (7 → 12)
   
   


Following moves can now reverse hit:
* Light Air Neutral – Weak
** Damage increased: (11 → 12)


Light Down
* Light Air Up
Charge Air Forward
** Landing recovery reduced from 14 to 13 frames.
Charge Up
Light Air Forward
Charge Forward
Charge Air Down
   
   


Light Neutral 1 and 2
* Dash Attack
** Initial speed was increased but it also slows down quicker. Slight distance increase.
** BlockDamage increased on strong hit: (9 → 10)
** BlockDamage increased on weak hit: (8 → 9)


Removed jump cancel window on first frames.
* Light Down
** HitlagBaseOnHit increased: (3 → 6)
** HitlagBaseOnBlock increased: (3 → 6)
** BlockDamage increased: (8 → 11)
   
   


Special Neutral
* Light Forward
** Movement very slightly increased.
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (15 → 17)
** BlockPush increased: (1.2 → 1.7)
** HitlagBaseOnHit increased: (7 → 12)
** HitlagBaseOnBlock increased: (7 → 12)
** BlockDamage increased: (12 → 13)


Landing Lag increased from 5 to 10 frames.
* Light Forward – Medium
Can’t be canceled with air dodge during the first frames anymore.
** BlockPush increased: (1.1 → 1.6)
** HitlagBaseOnHit increased: (7 → 10)
** HitlagBaseOnBlock increased: (7 → 10)
** BlockDamage increased: (10 → 12)
   
   


Charge Air Down Spike
* Light Forward – Weak
** BlockPush increased: (1 → 1.5)
** BlockDamage increased: (9 → 11)


DirectionalInfluenceMultiplier increased: (1 1,5)
* Light Up
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (16 17)
BlockDamage decreased: (18 → 14)
** HitlagBaseOnHit increased: (6 12)
Angle changed: (270° -90°)
** HitlagBaseOnBlock increased: (6 12)
   
   


Charge Air Down
* Special Down
** Start up reduced from 5 to 4.
** Counter duration reduced from ending on frame 36 to 31.
** Total duration reduced from 64 to 54.
** The lunge physics were changed on the grab, reaching a bit further on the ground.


BlockDamage decreased: (12 11)
* Special Down Launch Slime
** BlockDamage increased: (1 17)
   
   


Charge Air Forward – Sourspot
* Special Forward
** HitlagBaseOnHit increased: (8 → 15)
** HitlagBaseOnBlock increased: (8 → 15)
** Damage increased: (15 → 24)
** BlockDamage increased: (15 → 17)
** Angle changed: (52° → 35°)


BaseKnockback increased: (7,5 → 10)
* Special Forward Slime
KnockbackGain increased: (18 18,5)
** Hitbox is now slightly larger.
Damage increased: (10 12)
** Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
BlockDamage increased: (10 11)
** Now spins upon grabbing
** BaseKnockback increased: (12 15)
** Damage increased: (20 36)
** BlockDamage increased: (20 23)
   
   


Charge Air Forward
* Special Neutral
** Land cancel now works even if you don’t hit an enemy
** First Actionable Frame On Hit decreased from frame 35 to frame 32.
** Now reflects projectiles.
** BaseKnockback decreased: (10 → 9)
** KnockbackGain increased: (15.75 → 18)
** HitlagBaseOnHit decreased: (17 → 14)
** HitlagBaseOnBlock decreased: (17 → 14)
** BlockDamage increased: (9 → 11)


BaseKnockback decreased: (13,5 → 13)
* Special Neutral Slime
KnockbackGain increased: (18 → 19)
** BlockDamage decreased: (15 → 13)
BlockDamage decreased: (17 → 13)
   
   


Charge Air Up
* Special Up
 
** Startup reduced from frame 15 to 14.
BlockDamage decreased: (17 → 13)
** Hitboxes slightly reduced
** Hitbox is bigger for the first frames but smaller for the rest of the move.
** Minimum time before landing without moving down increased from 25 to 27 frames.
** Landing recovery from hitting the ground was reduced from 40 to 35 frames.
** Velocity reduced after edge canceling.
** Now maintains a tiny bit of velocity of the grab connects.
** Lunges slightly forward when launching an opponent.
** Damage increased: (12 → 15)
** BlockDamage increased: (11 → 13)
   
   


Charge Down Back
* Throw Up
 
** BKB was reduced from 20 to 14.
BaseKnockback decreased: (13 → 11)
** KBG increased from 11 to 17.
KnockbackGain increased: (14 → 22,6)
** Total frames reduced from 56 to 52.
BlockDamage decreased: (13 → 11)
** Angle increased from 80° to 85°.
   
   


Charge Down
<big>'''SQUIDWARD'''</big>
* Following moves can now reverse hit:
** Charge Air Down
** Light Air Back
** Light Air Down
** Light Air Forward
** Light Air Up
** Light Forward (Towards aerial opponents)
** Light Up


BaseKnockback decreased: (14,8 → 11,5)
* Charge Air Down – Fall Slow
KnockbackGain increased: (15,4 → 23,3)
** BlockDamage increased: (1 → 12)
BlockDamage decreased: (15 → 12)
   
   


Charge Forward Release
* Charge Air Forward – Close
** BaseKnockback decreased: (12.5 → 10)
** KnockbackGain increased: (12.5 → 17.6)
** BlockDamage increased: (10 → 11)
** Angle changed: (38° → 40°)


BaseKnockback decreased: (17,5 → 11,5)
* Charge Air Forward
KnockbackGain increased: (18,3 24,7)
** Damage decreased: (12 10)
   
   


Charge Up
* Charge Air Up
** Weak hit comes out 4 frames sooner
** Total active frames: -4
* Initial Hit
** BaseKnockback decreased: (13.8 → 12)
** KnockbackGain increased: (9.6 → 14.4)


BaseKnockback decreased: (14 → 12)
* Late Hit
KnockbackGain increased: (14 19,1)
** KnockbackGain decreased: (10 8)
   
   


Light Air Back – Sweetspot
* Charge Air Up
** BaseKnockback decreased: (11.4 → 11)


BaseKnockback decreased: (12 → 11,2)
* Charge Down – Finisher
KnockbackGain increased: (19,5 → 20,7)
** BaseKnockback decreased: (12.5 10)
** KnockbackGain increased: (16 → 20)
** BlockDamage increased: (1 → 7)
   
   


Light Air Down Finisher
* Charge Forward Strong
** BaseKnockback decreased: (13 → 10)
** KnockbackGain increased: (18.5 → 22.5)
** BlockDamage increased: (12 → 13)
** Angle changed: (32° → 35°)


BaseKnockback decreased: (9,7 8,7)
* Charge Forward – Weak
KnockbackGain increased: (15 16)
** KnockbackGain increased: (12 16)
** Angle changed: (37° 40°)
   
   


Light Air Forward
* Charge Up – Strong
** BaseKnockback decreased: (14 → 13)
** KnockbackGain decreased: (19.5 → 19.3)
** BlockPush decreased: (1.4 → 1)


BaseKnockback decreased: (13,5 → 7,9)
* Light Air Back
KnockbackGain increased: (10,6 → 16,2)
** Landing recovery increased from 9 frames to 11.
** Block stun increased from 8 frames to 10.
   
   


Light Air Neutral
* Light Air Back – Feet
** BlockDamage increased: (1 → 8)


BaseKnockback decreased: (12 → 8,2)
* Light Air Back Sweet Spot
KnockbackGain increased: (12,6 → 16,3)
** BlockDamage decreased: (12 → 11)
   
   


Light Air Up – Strong
* Light Air Down
** Increased endlag by 5 frames.


BaseKnockback decreased: (12,6 → 8,3)
* Feet Late Hitbox
KnockbackGain increased: (10 14,2)
** Angle changed: (165° 15°)
   
   


Light Air Up – Weak
* Feet Hitbox
** Angle changed: (165° → 15°)


BaseKnockback decreased: (10,6 6,4)
* Hands Late Hitbox
KnockbackGain increased: (10 13,6)
** DirectionalInfluenceMultiplier increased: (1 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
   
   


Light Dash – Strong
* Hands Hitbox
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


BaseKnockback decreased: (18,5 → 10,8)
* Light Air Forward – Finisher
KnockbackGain increased: (9 16,8)
** KnockbackGain increased: (11.5 14.5)
   
   


Light Dash Weak
* Light Down Slap
** KnockbackIgnoreDownState toggle enabled


BaseKnockback decreased: (12,5 8,2)
* Light Forward (Towards aerial opponents)
KnockbackGain increased: (9 13,2)
** BaseKnockback increased: (1 → 13)
** KnockbackGain increased: (1 → 12)
** Damage increased: (1 12)
** BlockDamage increased: (1 11)
** Angle changed: (0° → 80°)
   
   


Light Down – Spin
* Light Forward 2
** BlockDamage increased: (10 → 11)


BaseKnockback decreased: (15,1 → 8,6)
* Light Forward Early
KnockbackGain increased: (7,2 13,93)
** BlockDamage increased: (10 11)
   
   


Light Down – Stab
* Light Neutral 4
** BaseKnockback decreased: (11.2 → 9.2)
** KnockbackGain increased: (14 → 16)


BaseKnockback decreased: (12 → 7,8)
<big>'''MECHA PLANKTON'''</big>
KnockbackGain increased: (7,8 → 12,2)
* General
** Moved sides environment collision borders from his hands to his elbows.
** Run Speed increased by 15%
   
   


Light Finisher
* Following moves can now reverse hit:
** Charge Air Down
** Charge Down
** Charge Forward
** Light Air Down Chum Stick
** Light Air Back
** Light Air Forward
** Light Air Neutral
** Light Finisher
** Light Forward
** Special Down Chumbucket


BaseKnockback decreased: (10,5 → 9,3)
* Charge Air Down
KnockbackGain increased: (14,6 15,83)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BlockDamage increased: (12 → 13)
** Angle changed: (273° -87°)
   
   


Light Forward 3
* Charge Air Forward Weak Hit
** BaseKnockback decreased: (19 → 10)
** KnockbackGain increased: (5 → 10)


BaseKnockback decreased: (13,3 8,3)
* Charge Air Forward
KnockbackGain increased: (15,6 19,5)
** It now takes longer before he can grab edges.
** BaseKnockback decreased: (18.5 11)
** KnockbackGain increased: (15.8 17.4)
   
   


Light Up
* Charge Air Up Finisher
** BaseKnockback decreased: (15 → 14)
** KnockbackGain increased: (10.5 → 16.3)


BaseKnockback decreased: (14,6 → 9,4)
* Charge Air Up Multi Hit
KnockbackGain increased: (13 18,45)
** BlockDamage decreased: (3 1)
   
   


Special Neutral Shuriken Slime
* Charge Down
** BaseKnockback decreased: (12.4 → 12)
** KnockbackGain increased: (11 → 23.2)
** BlockDamage decreased: (15 → 13)


KnockbackGain decreased: (11,5 → 9)
* Charge Forward Strong
** BaseKnockback decreased: (18 → 9.5)
** KnockbackGain increased: (13.5 → 22)
** BlockDamage increased: (12 → 14)
   
   


<big>'''JIMMY NEUTRON'''</big>
* Charge Forward Weak
General
** KnockbackGain increased: (12.2 → 14)
** BlockDamage increased: (6 → 10)
** Angle changed: (31° → 32°)


Weight increased: (0.92 1)
* Chumbucket
** BlockDamage increased: (3 6)
   
   


Following moves can now reverse hit:
Chumstick


Light Down
** KnockbackGain increased: (12 → 12)
Light Air Forward
** Aerial toggle enabled
Light Air Down
** BlockDamage increased: (3 → 6)
Charge Up
Charge Forward
Charge Air Up
   
   


Charge Air Down
* Light Air Back Early
** BlockDamage decreased: (15 → 12)


BlockDamage increased: (1 8)
* Light Air Forward
** Damage increased: (9 → 10)
** BlockDamage increased: (9 10)
   
   


Charge Air Forward
* Light Air Neutral Finisher
** BlockDamage decreased: (8 → 7)
** Angle changed: (38° → 42°)


BaseKnockback decreased: (16 → 8,5)
* Light Air Up Launch
KnockbackGain decreased: (18 → 10)
** BlockDamage decreased: (5 → 1)
Damage increased: (4 8)
BlockDamage increased: (1 → 8)
   
   


Charge Air Up – Late
* Light Air Up Upper Left
** Angle changed: (225° → -135°)


BaseKnockback increased: (12 → 13)
* Light Air Up Upper Right
KnockbackGain increased: (15 → 16,5)
** Angle changed: (315° -45°)
BlockDamage increased: (1 → 10)
Angle changed: (70° 75°)
   
   


Charge Air Up – Sourspot
* Light Combo
** KnockbackIgnoreDownState toggle disabled


BaseKnockback increased: (12 → 14)
* Light Dash
KnockbackGain increased: (12 → 17)
** BlockDamage decreased: (9 8)
BlockDamage increased: (1 → 11)
Angle changed: (70° 75°)
   
   


Charge Air Up
* Light Down
** Reduced recovery on whiff for both hits
** Cancel Window into itself reduced
** Can cancel on hit


BaseKnockback increased: (13 16)
* 1st Hit
KnockbackGain decreased: (18 17,5)
** DirectionalInfluenceMultiplier increased: (0.85 2)
BlockDamage increased: (1 12)
** SmashDirectionalInfluenceMultiplier increased: (0 1)
Angle changed: (70° 80°)
** KnockbackIgnoreDownState toggle disabled
** Angle changed: (85° 83°)
** SlimeMultiplier increased: (0.14 0.2)
   
   


Charge Down 3
* 2nd Hit
** DirectionalInfluenceMultiplier increased: (2.1 → 3)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** Angle changed: (80° → 81°)
** SlimeMultiplier increased: (0.13 → 0.2)


BaseKnockback decreased: (16 11)
* Light Down Back Hit
KnockbackGain increased: (18 25,5)
** DirectionalInfluenceMultiplier increased: (1 2)
** SmashDirectionalInfluenceMultiplier increased: (0 1)
   
   


Charge Forward
* Light Finisher
** BaseKnockback decreased: (10.5 → 9.5)
** KnockbackGain increased: (13.67 → 14.5)
** KnockbackIgnoreDownState toggle disabled


BaseKnockback decreased: (14 11)
* Light Forward
KnockbackGain increased: (18 23,4)
** BaseKnockback decreased: (17 10)
** KnockbackGain increased: (9.2 19)
** HitStunMinimum increased: (1 → 22)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)
   
   


Charge Up
* Light Neutral 1 (Anti Air)
** HitStunMinimum increased: (5 → 7)
** DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** KnockbackIgnoreDownState toggle enabled


BaseKnockback increased: (14,5 → 15)
* Light Neutral 2
KnockbackGain increased: (19 → 21,2)
** KnockbackIgnoreDownState toggle enabled
   
   


Light Air Down
* Light Up
** HitStunMinimum increased: (1 → 12)
** BlockDamage increased: (9 → 10)
** Angle changed: (85° → 87°)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Special Forward
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Recovery reduced if done in the air
BlockDamage increased: (1 → 8)
Angle changed: (277° → -83°)
   
   


Light Air Forward
* Special Neutral Slime
** Startup increased from frame 16 to 17
** BaseKnockback decreased: (18.5 → 12.5)
** KnockbackGain increased: (9.5 → 15.5)
** Damage decreased: (10 → 8)
** Angle changed: (38° → 42°)


HitStunMinimum increased: (1 → 13)
* Special Up Start Slime
BlockDamage increased: (1 9)
** KnockbackGain decreased: (1 → 0.5)
** DirectionalInfluenceMultiplier decreased: (0.5 → 0)
** SmashDirectionalInfluenceMultiplier decreased: (0.5 0)
   
   


Light Air Up
<big>'''REN & STIMPY'''</big>
 
* General:
BaseKnockback decreased: (13,5 → 12,5)
** Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.
KnockbackGain increased: (15 → 16,75)
   
   


Light Down
* Charge Air Down Land Slide
 
** Reversible
BaseKnockback decreased: (14 → 9)
KnockbackGain increased: (4,6 → 16)
HitStunMinimum increased: (1 → 13)
BlockDamage increased: (1 → 6)
   
   


Light Forward Sweetspot
* Charge Air Down Land
 
** Reversible
HitStunMinimum increased: (1 → 15)
BlockPush increased: (1 → 1,5)
   
   


Light Forward
* Charge Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Reversible


BaseKnockback increased: (5,5 6,5)
* Charge Air Forward
KnockbackGain increased: (8 → 16)
** BaseKnockback decreased: (15 13)
HitStunMinimum increased: (1 → 15)
** KnockbackGain increased: (16 → 19)
BlockPush increased: (1 → 1,2)
BlockStun increased: (4 5)
   
   


Light Neutral
* Charge Air Up
** KnockbackGain increased: (15 → 17,4)


KnockbackGain increased: (12 13)
* Charge Down
** KnockbackGain increased: (14 20,9)
** Angle changed: (31° → 30°)
   
   


Light Up Final
* Charge Forward Ren
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (18 → 23,5)
** Reversible
** Angle changed: (137° → 40°)


BaseKnockback increased: (8,2 → 11)
* Charge Forward
KnockbackGain increased: (12,3 15,5)
** BaseKnockback decreased: (13 → 11)
BlockPush increased: (0,2 → 0,6)
** KnockbackGain increased: (19,5 23,5)
HitlagBaseOnHit increased: (0 → 9)
** Reversible
HitlagBaseOnBlock increased: (0 → 9)
** Angle changed: (43° 45°)
BlockDamage increased: (1 8)
   
   


Light Up Weak
* Charge Up
** BaseKnockback increased: (12 → 15)
** KnockbackGain increased: (22 → 22,7)


HitlagBaseOnHit increased: (0 → 2)
* Light Air Back
HitlagBaseOnBlock increased: (0 → 2)
** First actionable frame removed
   
   


Special Forward 2
* Light Air Back – Early
** HitStunMinimum decreased: (1 → 0)
** Reversible
** Angle changed: (150° → 30°)


BlockPush decreased: (1 → 0)
* Light Air Back – Late
BlockStun decreased: (6 0)
** HitStunMinimum decreased: (1 → 0)
** Reversible
** Angle changed: (142° 38°)
   
   


Special Forward 3
* Light Air Back – Mid
** HitStunMinimum decreased: (1 → 0)
** Reversible
** Angle changed: (145° → 35°)


BlockPush decreased: (1 → 0)
* Light Air Down – Multi Hit
BlockStun decreased: (6 0)
** BlockDamage decreased: (2 1)
   
   


Special Forward 4
* Light Air Forward – Clean
** BaseKnockback decreased: (13 → 12,3)
** KnockbackGain increased: (14 → 16)


BlockPush decreased: (1 → 0)
* Light Air Forward – Late
BlockStun decreased: (6 → 0)
** BaseKnockback increased: (6,6 → 7,2)
   
   


Special Forward 5
* Light Air Up – Ren
** Reversible
** Angle changed: (-110° → 290°)


BlockPush decreased: (1 → 0)
* Light Air Up Hit
BlockStun decreased: (6 0)
** Reversible
** BlockDamage decreased: (7 5)
   
   


Special Forward 6
* Light Air Up
** BlockDamage decreased: (3 → 2)


BaseKnockback decreased: (18 → 17)
* Light Down Sweet
BlockPush decreased: (1 → 0)
** BlockDamage decreased: (11 10)
BlockStun decreased: (6 0)
   
   


Special Forward
* Light Down
** Reversible


BlockPush decreased: (1 → 0)
* Light Finisher
BlockStun decreased: (6 → 0)
** Reversible
   
   


Special Neutral Rocket
* Light Forward Air Hit
** Angle changed: (130° → 120°)


CannotRebound toggle enabled
* Light Forward
** Total Duration decreased from 28 Frames to 32 Frames
** BaseKnockback increased: (2,5 → 3,5)
** KnockbackGain increased: (11 → 12)
** Angle changed: (155° → 130°)
   
   


Dash Grab
* Light Up Ren
** Reversible
** Angle changed: (135° → 45°)


Dash grab total duration from 60 → 50
* Light Up
+2 Active frames
** Reversible
   
   


<big>'''DANNY PHANTOM'''</big>
* Special Down Attack
General
** BaseKnockback decreased: (12 → 10)
** KnockbackGain decreased: (12 → 10)
** HitlagBaseOnHit decreased: (15 → 10)
** HitlagBaseOnBlock decreased: (15 → 10)
** AttackMultiplierType removed: CharacterMeterMultiplier
** AttackMultiplierType added: CharacterMeterLerp
** Reversible
** Can not Redirect Projectiles
** Damage decreased: (16 → 10)
** BlockDamage decreased: (16 → 10)
** Angle changed: (56° → 45°)


Fix to Danny losing respawn invincibility after wavedashing
* Special Up  
Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
** Hitbox size reduced
Fixed Danny going through landing lag frames of his Special Up land while in hitlag
Fixed physics when exiting Special Up and going into Helpless Fall
   
   


Following moves can now reverse hit:
<big>'''AANG'''</big>
* Following moves can now reverse hit:
** Charge Air Down
** Charge AIr Forward
** Charge Forward
** Charge Up
** Light Air Down
** Light Down
** Light Forward


Charge Air Down
* Charge Air Down Spike
Charge Air Forward
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
Light Air Down
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
Light Air Forward
** Angle changed: (285° → -75°)
Light Down
Special Up Land
   
   


Charge Air Down Turn
* Charge Air Forward SourSpot
** KnockbackGain increased: (14,3 → 15)
** BlockDamage decreased: (14 → 12)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Charge Air Forward SweetSpot
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (17,3 11,5)
** KnockbackGain increased: (13,5 18,8)
** BlockDamage decreased: (19 → 14)
   
   


Charge Air Forward
* Charge Air Up Finisher
** BaseKnockback decreased: (16 → 12)
** KnockbackGain increased: (12 → 17,3)
** Angle changed: (65° → 68°)


Fixed an issue that made the attack hit 3 times instead of 2.
* Charge Down Rocks
** BaseKnockback decreased: (17 → 16)
** KnockbackGain increased: (16,5 → 23,5)
** BlockDamage decreased: (16 → 13)
** Angle changed: (75° → 61°)
   
   


Initial Hit
* Charge Forward SourSpot
** BaseKnockback increased: (10 → 10,5)
** KnockbackGain increased: (18,5 → 23,4)
** BlockDamage decreased: (14 → 12)


SmashDirectionalInfluenceMultiplier decreased: (1 0.3)
* Charge Forward SweetSpot
** BaseKnockback decreased: (17,3 11,5)
** KnockbackGain increased: (17 → 24,7)
** BlockDamage decreased: (19 → 15)
   
   


Second Hit
* Charge Up Finisher
** BaseKnockback decreased: (18 → 12,3)
** KnockbackGain increased: (16 → 19,5)


BaseKnockback decreased: (14 8.75)
* Light Air Back Wind Gale Weak
KnockbackGain increased: (13 → 17)
** BaseKnockback decreased: (9 7)
HitlagBaseOnHit increased: (6 → 10)
** KnockbackGain increased: (10 → 12)
HitlagBaseOnBlock increased: (6 → 10)
Angle changed: (31° 50°)
   
   


Charge Air Up
* Light Air Back Wind Gale
** BaseKnockback decreased: (13,6 → 10)
** KnockbackGain increased: (14 → 19)


BaseKnockback decreased: (14 → 13)
* Light Air Back
KnockbackGain increased: (13.5 → 17)
** KnockbackGain increased: (12,5 → 18)
Angle changed: (45° → 60°)
   
   


Charge Down Release
* Light Air Forward
** BaseKnockback decreased: (9,6 → 9)
** KnockbackGain increased: (14 → 15,5)
** BlockDamage decreased: (12 → 11)


BaseKnockback decreased: (14.4 → 11.5)
* Light Air Neutral Land
KnockbackGain increased: (16.3 22.8)
** BaseKnockback decreased: (10 9)
   
   


Charge Forward Sweet Spot
* Light Dash Late
** BaseKnockback decreased: (15 → 10)
** KnockbackGain increased: (11 → 16)


BaseKnockback increased: (9 → 10)
* Light Dash
KnockbackGain increased: (19.5 → 21.7)
** BaseKnockback decreased: (19,5 → 12)
HitlagBaseOnHit increased: (6 → 12)
** KnockbackGain increased: (12 → 19,5)
HitlagBaseOnBlock increased: (6 12)
   
   


Charge Forward
* Light Down Near
** BlockDamage increased: (1 → 5)


BaseKnockback increased: (8.25 → 10)
* Light Down Tip
KnockbackGain increased: (17.5 → 20)
** BlockDamage increased: (1 5)
HitlagBaseOnHit decreased: (20 → 12)
HitlagBaseOnBlock decreased: (20 → 12)
BlockDamage increased: (10 11)
Angle changed: (40° → 35°)
   
   


Charge Up Sour
* Light Finisher
** BaseKnockback decreased: (14,5 → 9)
** KnockbackGain increased: (9,5 → 15,5)


KnockbackGain decreased: (20.5 20)
* Light Forward
BlockDamage increased: (8 → 10)
** BaseKnockback decreased: (12,3 → 7)
** KnockbackGain increased: (13 19)
** HitlagBaseOnBlock increased: (6 → 10)
   
   


Charge Up Sweet
* Light Up Wind Gale
** BaseKnockback decreased: (17 → 15)
** KnockbackGain increased: (8,5 → 14)


BaseKnockback increased: (11.88 14.2)
* Light Up
KnockbackGain increased: (20 22)
** BaseKnockback decreased: (17 15)
** KnockbackGain increased: (8,5 16)
   
   


Light Air Back Sweet
* Special Down
** Physics slightly changed to have slower acceleration on start but higher speed.


KnockbackGain increased: (16 17.5)
<big>'''KORRA'''</big>
* General
** Weight decreased: (1.09 1.05)
   
   


Light Air Back
* Charge Air Down – Late
** Can now reverse hit.
** Late hits can no longer redirect projectiles.


BaseKnockback decreased: (13 12)
* Charge Air Forward – Sweetspot
KnockbackGain increased: (14 15.5)
** BaseKnockback increased: (12 14.5)
** KnockbackGain increased: (19.8 21.1)
   
   


Light Air Down – Ice Projectile
* Charge Air Forward
** BaseKnockback increased: (9.9 → 11.5)
** KnockbackGain increased: (18 → 18.8)


DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Charge Air Up
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (75° 61°)
BlockDamage increased: (8 10)
   
   


Light Air Down
* Charge Down – Hazard Reversed
** BaseKnockback increased: (12.96 → 15)
** KnockbackGain increased: (21.6 → 22)
** Angle changed: (103° → 98°)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Charge Down – Hazard
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback increased: (9.6 15)
BlockDamage increased: (8 10)
** KnockbackGain decreased: (25.2 22)
** Angle changed: (77° 82°)
   
   


Light Air Forward 1
* Charge Down
** BaseKnockback increased: (9.6 → 10)
** KnockbackGain increased: (11 → 14)
** Angle changed: (-62° → -75°)


Hitbox size slightly reduced
* Charge Forward
Damage increased: (3 → 5)
** Hitbox slightly reduced. The tip now has a weaker hit.
BlockDamage increased: (3 5)
** BaseKnockback increased: (10.8 11.5)
** KnockbackGain increased: (23.5 → 24.4)
** BlockPush decreased: (2 → 1)
** Priority changed: (Low → High)
** BlockDamage increased: (11 12)
   
   


Light Air Neutral
* Charge Forward – Late
** BlockPush decreased: (2 → 0.6)
** Damage decreased: (14 → 12)


BaseKnockback decreased: (6.25 → 5.5)
* Charge Up – Late
KnockbackGain increased: (9 12.5)
** KnockbackGain increased: (12 20)
** CanRedirectProjectiles toggle disabled
   
   


Light Air Up
* Charge Up
 
** BaseKnockback increased: (13 → 14)
BaseKnockback decreased: (13 → 11)
** KnockbackGain decreased: (22 → 21.3)
KnockbackGain increased: (13.3 → 16)
   
   


Light Down
* Light Air Down
 
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
BaseKnockback decreased: (12.5 → 10)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
KnockbackGain increased: (11.25 13)
HitStunMinimum increased: (1 → 10)
   
   


Light Finisher
* Light Air Forward
** Hitbox size slightly reduced in all directions.
** Forearms are now intangible on the first active frame.


BaseKnockback decreased: (10.63 → 8.5)
* Light Air Forward – Fire
KnockbackGain increased: (15.5 → 17)
** KnockbackGain increased: (17.5 → 18)
   
   


Light Forward 2
* Special Forward
** Window to attack after the ground version increased from 21 to 23.
** Window before being allowed to jump after the jump version increased from 28 to 30.


BlockDamage increased: (6 → 8)
 
<big>'''AZULA'''</big>
* Following moves can now reverse hit:
** Charge Air Down Land
** Charge Air Down
** Charge Air Forward
** Charge Down
** Charge Forward
** Charge Up
** Light Air Down
** Light Air Forward
** Light Down
** Light Forward
   
   


Light Forward
* Charge Air Down Spike
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (270° → -90°)


BaseKnockback decreased: (10 → 6.55)
* Charge Air Forward Fireball
KnockbackGain increased: (16 → 16.75)
** BlockDamage decreased: (12 11)
HitStunMinimum increased: (1 → 6)
BlockDamage increased: (8 10)
   
   


Light Up – Late
* Charge Air Forward
** BaseKnockback decreased: (16 → 13)
** KnockbackGain increased: (14,5 → 19)
** BlockDamage decreased: (16 → 13)


KnockbackGain increased: (12 → 13.5)
* Charge Air Up Sourspot
** BlockDamage decreased: (12 → 11)
   
   


Light Up – Weak
* Charge Air Up Sweetspot
** BaseKnockback decreased: (19 → 13)
** KnockbackGain increased: (13 → 18,2)
** BlockDamage decreased: (16 → 13)
** Angle changed: (70° → 67°)


KnockbackGain increased: (10 12.5)
* Charge Down Back Lock
** BaseKnockback decreased: (13 → 4)
** HitStunMinimum increased: (1 → 9)
** Angle changed: (30° 100°)
   
   


Light Up
* Charge Down Front Launcher
** BaseKnockback decreased: (14,7 → 11)
** KnockbackGain increased: (17 → 24,05)


BaseKnockback decreased: (14 11)
* Charge Down Front Lock
KnockbackGain increased: (13 16)
** BaseKnockback decreased: (13 8)
** HitStunMinimum increased: (1 9)
   
   


Special Down
* Charge Forward Sourspot
** BaseKnockback decreased: (16 → 10,5)
** KnockbackGain increased: (12,6 → 23,2)


Is now unblockable on both Normal and Slime versions.
* Charge Forward Sweetspot
** BaseKnockback decreased: (19,2 → 11,5)
** KnockbackGain increased: (16 → 24,4)
** BlockDamage decreased: (18 → 14)
   
   


Special_Up
* Charge Up Autolink
** BlockPush decreased: (1 → 0,1)


BaseKnockback decreased: (15 9)
* Charge Up Explosion
KnockbackGain decreased: (11.5 → 9)
** BaseKnockback decreased: (18 12,3)
BlockPush decreased: (2 → 0.6)
** KnockbackGain increased: (16 → 19,5)
DirectionalInfluenceMultiplier decreased: (1.05 → 1)
** BlockDamage decreased: (12 11)
Damage decreased: (15 → 7)
BlockDamage decreased: (13 7)
   
   


Special Up Land
* Charge Up Pull Back Down
** BlockPush decreased: (1 → 0,1)


BaseKnockback decreased: (12 → 9)
* Charge Up Pull Back
KnockbackGain decreased: (10 → 5)
** BlockPush decreased: (1 → 0,1)
HitStunMultiplier decreased: (1.5 → 1)
HitStunMinimum decreased: (2.5 → 1)
BlockPush decreased: (2 → 0.3)
BlockStun decreased: (9 → 7)
HitlagBaseOnHit decreased: (11 → 7)
HitlagBaseOnBlock decreased: (11 → 7)
DirectionalInfluenceMultiplier decreased: (1.3 → 1)
CannotRebound toggle disabled
Damage decreased: (13 → 6)
BlockDamage decreased: (13 → 6)
Angle changed: (50° → 70°)
   
   


Special Down
* Charge Up Pull Down
** BlockPush decreased: (1 → 0,1)


Can no longer be blocked
* Charge Up Pull Forward Down
** BlockPush decreased: (1 → 0,1)
   
   


<big>'''EMBER'''</big>
* Charge Up Pull Forward
General:
** BlockPush decreased: (1 → 0,1)


Weight increased: (0.95 → 1)
* Charge Up Scoop Back
Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
** BlockPush decreased: (1 → 0,1)
Fixes:
Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.


Fixed Light Combo putting opponents in double the amount of intended hitstun frames.
* Charge Up Scoop Front
** BlockPush decreased: (1 → 0,1)


blocking opponents (less gain than connecting hits).
* Light Air Back Sourspot
 
** BaseKnockback decreased: (12 → 7)
Fixed Slime Special Up not having the multihit hitboxes
** KnockbackGain increased: (12,5 → 17,5)
 
Improved consistency on Light Neutral String
 
Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards


* Light Air Back Sweetspot
** BaseKnockback decreased: (14,5 → 11)
** KnockbackGain increased: (16 → 19,45)
   
   


Following moves can now reverse hit:
* Light Air Down Spike
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage decreased: (12 → 11)


Charge Air Up
* Light Air Neutral Early
Charge Air Down
** BaseKnockback decreased: (9 → 7)
Charge Forward
** KnockbackGain increased: (13,5 → 15,5)
Light Air Down
Light Air Forward
Light Down
   
   


Charge Air Down
* Light Air Neutral Late
** BaseKnockback decreased: (7 → 6)
** KnockbackGain increased: (7,5 → 8,5)


BlockDamage decreased: (15 13)
* Light Dash 2
** BaseKnockback decreased: (14 7)
** KnockbackGain increased: (11 → 18)
   
   


Charge Air Forward
* Light Dash Early
** KnockbackGain increased: (10 → 11)


BaseKnockback decreased: (16 14)
* Light Finisher
KnockbackGain increased: (4 → 17)
** BaseKnockback decreased: (14,4 11)
BlockPush decreased: (1,6 → -0,8)
** KnockbackGain increased: (10,6 → 14)
BlockStun increased: (12 → 14)
Damage increased: (9 → 15)
BlockDamage increased: (9 → 13)
Angle changed: (135° → 130°)
   
   


Charge Air Up – Second Strum
* Light Forward Sourspot
** BaseKnockback decreased: (15,3 → 8)
** KnockbackGain increased: (11 → 18,3)


BaseKnockback increased: (12 → 13)
* Light Forward Sweetspot
KnockbackGain decreased: (18 16,5)
** BaseKnockback decreased: (16,8 → 12)
** KnockbackGain increased: (15,5 20,3)
   
   


Charge Down – Sound Waves
* Special Down
** BaseKnockback decreased: (21,4 → 14)
** KnockbackGain increased: (11,8 → 18)


BaseKnockback increased: (7 → 11,5)
* Special Forward Air Land
KnockbackGain increased: (20 25)
** BaseKnockback decreased: (15,5 → 10)
BlockDamage decreased: (12 → 11)
** KnockbackGain increased: (8 13,5)
   
   


Charge Down – Stomp
* Special Forward Air Strong
** BaseKnockback decreased: (18 → 11)
** Priority changed: (Low → High)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (17 → 13)


BaseKnockback increased: (10 12)
* Special Forward Air Weak
KnockbackGain increased: (20 27)
** BaseKnockback decreased: (14 7)
BlockDamage decreased: (12 → 11)
** KnockbackGain increased: (11 15)
   
   


Charge Forward
* Special Forward Strong
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (14 → 17)
** Priority changed: (Low → High)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (17 → 13)


BaseKnockback decreased: (18 12,5)
* Special Forward Weak
KnockbackGain increased: (19 26)
** BaseKnockback decreased: (14 7)
AnimatorBooleanCondition removed: CheerHitbox
** KnockbackGain increased: (11 15)
   
   


Charge Up – Finisher
<big>'''APRIL'''</big>
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Up
** Charge Up
** Special Up


BaseKnockback decreased: (15 → 13)
* Charge Air Forward
KnockbackGain increased: (20 20,5)
** BaseKnockback decreased: (15 → 12,25)
BlockDamage decreased: (13 → 12)
** KnockbackGain increased: (17 17,75)
   
   


Light Air Down Spike
* Charge Air Up Weaker
** BaseKnockback increased: (9,5 → 12)
** KnockbackGain decreased: (16 → 15)
** Angle changed: (65° → 75°)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Charge Air Up
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BaseKnockback decreased: (14 → 13)
BlockDamage decreased: (14 → 12)
** KnockbackGain decreased: (16 15,8)
Angle changed: (290° -70°)
   
   


Light Air Forward – Spike
* Charge Down 3
** BaseKnockback decreased: (16,5 → 10)
** KnockbackGain increased: (10 → 21)


BlockDamage decreased: (16 13)
* Charge Forward – Weak
** BaseKnockback decreased: (12,5 10,5)
** KnockbackGain increased: (18 → 22,5)
   
   


Light Air Forward
* Charge Forward Sweet Spot
 
** BaseKnockback decreased: (15,5 → 10,5)
KnockbackGain increased: (20 21)
** KnockbackGain increased: (23 → 24)
** Angle changed: (36° 35°)
   
   


Light Air Up
* Charge Forward
 
** BaseKnockback decreased: (12,5 → 11)
KnockbackGain increased: (10 12)
** KnockbackGain increased: (20 24)
On hit SFX change
   
   


Light Combo
* Charge Up – Setup
 
** BaseKnockback decreased: (21 19)
BaseKnockback decreased: (3 → 2,5)
HitStunMultiplier decreased: (2 → 1)
HitStunMinimum increased: (15 → 16)
BlockStun decreased: (15 → 10)
HitlagBaseOnBlock decreased: (7 → 6)
InstigatorAdvantageOnHit decreased: (0 → -2)
DirectionalInfluenceMultiplier decreased: (1 → 0,01)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
FixedKnockback increased: (0 → 5)
Damage decreased: (4 → 3)
BlockDamage decreased: (3 → 1)
Angle changed: (170° 145°)
   
   


Light Dash
* Charge Up
 
** BaseKnockback decreased: (14 → 13)
BaseKnockback decreased: (18,5 → 12)
** KnockbackGain increased: (17 → 20,5)
KnockbackGain increased: (10 17)
** BlockDamage increased: (1 13)
   
   


Light Finisher
* Light Air Back 2 – Body
 
** BaseKnockback decreased: (11,5 10,5)
BaseKnockback decreased: (17 9)
** KnockbackGain increased: (13 14)
KnockbackGain increased: (4 15)
   
   


Light Forward
* Light Air Back 2 – Foot
 
** BaseKnockback decreased: (12,5 12)
BaseKnockback increased: (9 11)
** KnockbackGain increased: (13 → 16)
KnockbackGain increased: (18 → 19)
BlockDamage decreased: (13 → 12)
   
   


Light Neutral
* Light Air Down Final – Body
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


KnockbackGain decreased: (4 0,01)
* Light Air Down Final – Foot
DirectionalInfluenceMultiplier decreased: (1 0,01)
** BaseKnockback decreased: (10 9)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
** KnockbackGain increased: (7 9)
Angle changed: (85° 145°)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
On Hit SFX changed
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
   
   


Light Up
* Light Air Down Final – Grounded
** BaseKnockback decreased: (15,1 → 13)
** KnockbackGain increased: (16 → 18)
** Damage decreased: (15 → 12)


Now cancelable on frame 46
* Light Air Forward – Body
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (12 → 15,5)
   
   


Light Up Finisher
* Light Air Forward Pen
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (12 → 16,5)


BaseKnockback decreased: (20 → 13)
* Light Air Neutral – Initial
KnockbackGain increased: (11 18)
** BlockStun increased: (8 9)
   
   


Special Down
* Light Air Neutral – Late
** BlockStun increased: (7 → 8)


SpecialAngle changed: (Sakurai_361 → None)
* Light Air Neutral – Lingering
Angle changed: (45° 90°)
** BlockStun increased: (7 8)
   
   


Special Neutral Cheer Boosted
* Light Air Up Finisher
** BaseKnockback decreased: (12,5 → 10,5)
** KnockbackGain increased: (11 → 14,2)


BaseKnockback increased: (14 15)
* Light Finisher
KnockbackGain increased: (15 → 17)
** BaseKnockback decreased: (12,5 10,5)
HitlagBaseOnHit increased: (9 → 14)
** KnockbackGain increased: (15 → 17,4)
SpecialAngle changed: (Sakurai_361 → None)
Projectile size increased
   
   


Special Up Cheer Booster
* Light Forward – Foot
** KnockbackGain increased: (14,5 → 15,2)


Increased vertical height and starts grabbing edge at frame 18.
* Light Up – Foot
** KnockbackGain increased: (14 → 15,5)
   
   


<big>'''LUCY LOUD'''</big>
* Light Down
General:
** Can be cancelled into the second hit between 12 and 25 frames
** +5 recovery frames on light down


Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
* Special Up Slime
Crowd push radius reduced from 1 to 0.7.
** BaseKnockback increased: (3,5 → 5)
Made follow ups more difficult during normal mode.
** Damage increased: (2 → 5)
Added different landing lag values for light aerials depending on stance.
** BlockDamage increased: (1 → 3)
** Angle changed: (110° → 65°)
** SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
** The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.
   
   


Light Air Back
* Special Neutral
** On Hit Cancel added on frame 30.
** Now longer prevents April from air drifting.
** Hitting an opponent with less than one bar of ratings now generates a bar of ratings.


Ghost (4 → 7)
* Special Down
Normal (4 → 8)
** Special Down Bhop tech removed
Vampire (4 → 9)


Light Air Down


Ghost (10)
<big>'''DONATELLO'''</big>
Normal (10 12)
* General
Vampire (10 → 13)
** Weight Increased: (0.9 0.95)
** Fixed Special Up not having hit SFX.
   
   


Light Air Forward
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Forward
** Charge Down
** Light Air Forward
** Light Down


Ghost (9)
* Charge Air Forward
Normal (9 11)
** BaseKnockback increased: (11 13)
Vampire (9 12)
** KnockbackGain increased: (17 18)
   
   


Light Air Neutral
* Charge Air Up
** BaseKnockback decreased: (13.5 → 13)
** KnockbackGain increased: (14.75 → 16.5)
** BlockDamage increased: (5 → 12)


Ghost (7)
* Charge Down – Reverse
Normal (7 8)
** BaseKnockback decreased: (12 → 10)
Vampire (7 9)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (15 12)
** Angle changed: (110° 70°)
   
   


Light Air Up
* Charge Down
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (16.2 → 22)
** BlockDamage decreased: (15 → 12)


Ghost (6)
* Charge Forward – Reverse
Normal (6 8)
** BaseKnockback decreased: (13.75 11.5)
Vampire (6 10)
** KnockbackGain increased: (24 25.8)
   
   


Following moves can now reverse hit:
* Charge Forward 2
** BaseKnockback decreased: (13.75 → 11)
** KnockbackGain increased: (22 → 23.8)


Charge Air Down (Normal, Ghost, Vampire)
* Charge Up – Clean Hit
Charge Air Forward (Normal, Ghost, Vampire)
** BaseKnockback increased: (13 → 14)
Charge Air Up (Normal, Ghost, Vampire)
** KnockbackGain increased: (19.5 → 21.3)
Charge Down (Normal, Ghost, Vampire)
Charge Up (Normal, Ghost, Vampire)
Light Air Down – Spike (Vampire)
Light Forward (Normal, Ghost, Vampire)
   
   


Charge Air Down Tipper Normal
* Charge Up Late
** BlockDamage increased: (9 → 10)


DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Charge Up
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (8 12)
Angle changed: (285° -75°)
   
   


Charge Air Down Tipper Vampire
* Light Air Back Tip
** BaseKnockback decreased: (13.75 → 10.7)
** KnockbackGain increased: (16.5 → 20.3)
** BlockPush decreased: (1.6 → 0.7)
** BlockStun increased: (7 → 10)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Light Air Back – Weak
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (8.75 → 7.75)
Angle changed: (285° -75°)
** KnockbackGain increased: (12 13.3)
** BlockPush decreased: (0.6 0.5)
** BlockStun increased: (7 9)
   
   


Charge Air Forward
* Light Air Back
** BaseKnockback decreased: (10 → 8.7)
** KnockbackGain increased: (13.5 → 15.7)
** BlockPush decreased: (0.8 → 0.6)
** BlockStun increased: (7 → 9)


Now has less range in vampire mode.
* Light Air Down – Tip
** BaseKnockback decreased: (9 → 7.5)
** KnockbackGain increased: (10 → 11.5)
   
   


Charge Air Forward Strong – Ghost
* Light Air Down
** BaseKnockback decreased: (9 → 8.2)
** KnockbackGain increased: (13 → 14)


BlockDamage decreased: (12 → 11)
* Light Air Forward
** BaseKnockback decreased: (11 → 8.7)
** KnockbackGain increased: (17 → 19.5)
** BlockPush decreased: (0.8 → 0.6)
** BlockStun increased: (10 → 11)
** Damage increased: (11 → 12)
   
   


Charge Air Forward Strong Normal
* Light Air Up Weak
** BaseKnockback decreased: (9.6 → 8.6)
** KnockbackGain increased: (9.6 → 11)


BaseKnockback decreased: (14 → 10)
* Light Air Up
KnockbackGain decreased: (20 18.5)
** BaseKnockback decreased: (14 → 9.7)
BlockDamage decreased: (15 → 12)
** KnockbackGain increased: (13 17.5)
   
   


Charge Air Forward Vampire
* Light Down
** Light down can only be canceled into Land down 2 from frame 12 to frame 25


Hitboxes reduced and new smaller VFX
* Light Down – Slide
** BaseKnockback decreased: (14.38 → 7.9)
** KnockbackGain increased: (6.25 → 12.87)
   
   


Strong Hit
* Light Down 2
** BaseKnockback decreased: (12.5 → 7.8)
** KnockbackGain increased: (6.25 → 11)


BaseKnockback decreased: (18.2 14.5)
* Light Forward – Back Hit (Ground)
KnockbackGain increased: (20 → 21.1)
** BaseKnockback decreased: (11.25 9.3)
BlockDamage decreased: (15 → 12)
** KnockbackGain increased: (15 → 17)
   
   


Charge Air Up
* Light Forward – Back Hit
** BaseKnockback decreased: (10.5 → 7.8)
** KnockbackGain increased: (11 → 13.7)


Can stall only once per airtime.
* Light Forward – Forward Hit
Air Speed is now multiplied by x0.5
** BaseKnockback decreased: (11 → 8.7)
Total duration increased from 35 to 49
** KnockbackGain increased: (18.75 → 21)
Landing lag increased from 15 to 17
   
   


Charge Air Up Finisher – Ghost
* Light Forward Upper Hit
** BaseKnockback decreased: (11 → 8.4)
** KnockbackGain increased: (17 → 19.7)


BaseKnockback decreased: (18 12)
* Light Neutral – Finisher
KnockbackGain increased: (8 14)
** BaseKnockback decreased: (11.5 8.98)
Angle changed: (55° → 60°)
** KnockbackGain increased: (15.7 18.2)
   
   


Charge Air Up – Finisher – Normal
* Light Up
** Added hitbox that allows the attack to hit shorter characters.
** BaseKnockback decreased: (17 → 10.4)
** KnockbackGain increased: (15.4 → 22)


BaseKnockback increased: (10 → 17)
* Special Neutral Staff
KnockbackGain decreased: (16.8 → 12)
** Now reflects instead of redirecting projectiles
Angle changed: (65° → 55°)
   
   


Charge Air Up – Finisher – Vampire
* Special Forward Slime
** The smoke bomb throw has faster startup and recovery.


BaseKnockback increased: (12 → 14)
* Grab
KnockbackGain decreased: (16.8 → 16)
** Range increased from 1.2 to 1.25.
DirectionalInfluenceMultiplier increased: (1 2)
Angle changed: (65° → 88°)
   
   


Charge Down – Ghost
* Grab Run
** Total duration reduced from 42 to 39. Lunge speed slightly increased.


BaseKnockback increased: (9.6 → 10.5)
<big>'''RAPHAEL'''</big>
KnockbackGain increased: (14 → 23)
* General
BlockDamage decreased: (15 12)
** Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
** Weight decreased: (1.05 0.95)
   
   


Charge Down – Normal
* Following moves can now reverse hit:
** Light Down
** Charge Air Forward
** Charge Up
** Light Air Forward
** Charge Forward
** Charge Air Down


BaseKnockback decreased: (12 → 11)
* Light Neutral 1 and 2
KnockbackGain increased: (17.4 → 23.4)
** Removed jump cancel window on first frames.
BlockDamage decreased: (17 → 13)
   
   


Charge Down – Vampire
* Special Neutral
** Landing Lag increased from 5 to 10 frames.
** Can’t be canceled with air dodge during the first frames anymore.


BaseKnockback decreased: (14.4 11.5)
* Charge Air Down Spike
KnockbackGain increased: (18.4 24.1)
** DirectionalInfluenceMultiplier increased: (1 1,5)
BlockDamage decreased: (18 → 14)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage decreased: (18 → 14)
** Angle changed: (270° → -90°)
   
   


Charge Forward Vampire
* Charge Air Down
** BlockDamage decreased: (12 → 11)


BaseKnockback decreased: (14.4 11)
* Charge Air Forward – Sourspot
KnockbackGain increased: (18.8 25.6)
** BaseKnockback increased: (7,5 10)
Damage increased: (10 → 16)
** KnockbackGain increased: (18 → 18,5)
BlockDamage increased: (10 → 13)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)
   
   


Charge Up – Normal
* Charge Air Forward
** BaseKnockback decreased: (13,5 → 13)
** KnockbackGain increased: (18 → 19)
** BlockDamage decreased: (17 → 13)


BaseKnockback increased: (10.8 → 13)
* Charge Air Up
KnockbackGain decreased: (21.4 → 20.4)
** BlockDamage decreased: (17 → 13)
BlockDamage decreased: (17 → 13)
Angle changed: (80.2° → 80°)
   
   


Charge Up – Vampire
* Charge Down Back
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (14 → 22,6)
** BlockDamage decreased: (13 → 11)


BaseKnockback increased: (13.5 → 15)
* Charge Down
KnockbackGain increased: (21.4 → 22.3)
** BaseKnockback decreased: (14,8 → 11,5)
Angle changed: (80.2° 80°)
** KnockbackGain increased: (15,4 → 23,3)
** BlockDamage decreased: (15 12)
   
   


Grab Throw Down – Normal
* Charge Forward Release
** BaseKnockback decreased: (17,5 → 11,5)
** KnockbackGain increased: (18,3 → 24,7)


BaseKnockback increased: (12.6 → 21)
* Charge Up
KnockbackGain decreased: (15 9)
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (14 19,1)
   
   


Grab Throw Up Normal
* Light Air Back Sweetspot
** BaseKnockback decreased: (12 → 11,2)
** KnockbackGain increased: (19,5 → 20,7)


BaseKnockback increased: (21 23.5)
* Light Air Down – Finisher
Angle changed: (105° 90°)
** BaseKnockback decreased: (9,7 8,7)
** KnockbackGain increased: (15 16)
   
   


Light Air Down
* Light Air Forward
** BaseKnockback decreased: (13,5 → 7,9)
** KnockbackGain increased: (10,6 → 16,2)


Removed Spike Hitbox on Normal version
* Light Air Neutral
Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.
** BaseKnockback decreased: (12 → 8,2)
** KnockbackGain increased: (12,6 → 16,3)
   
   


Light Air Down Normal
* Light Air Up Strong
** BaseKnockback decreased: (12,6 → 8,3)
** KnockbackGain increased: (10 → 14,2)


BaseKnockback increased: (12.5 18.7)
* Light Air Up – Weak
KnockbackGain decreased: (13 → 9)
** BaseKnockback decreased: (10,6 6,4)
DirectionalInfluenceMultiplier increased: (1 1.5)
** KnockbackGain increased: (10 13,6)
Angle changed: (68° → 55°)
   
   


Light Air Down Spike Tip – Vampire
* Light Dash Strong
** BaseKnockback decreased: (18,5 → 10,8)
** KnockbackGain increased: (9 → 16,8)


BaseKnockback increased: (6 10)
* Light Dash – Weak
KnockbackGain increased: (5 → 9.5)
** BaseKnockback decreased: (12,5 8,2)
DirectionalInfluenceMultiplier increased: (1 → 1.5)
** KnockbackGain increased: (9 → 13,2)
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
BlockDamage decreased: (8 → 3)
Angle changed: (300° -60°)
   
   


Light Forward Air
* Light Down – Spin
** BaseKnockback decreased: (15,1 → 8,6)
** KnockbackGain increased: (7,2 → 13,93)


Increased Startup: (7 8)
* Light Down – Stab
Increased total duration from: (31 37)
** BaseKnockback decreased: (12 → 7,8)
** KnockbackGain increased: (7,8 12,2)
   
   


Light Air Forward – Ghost
* Light Finisher
** BaseKnockback decreased: (10,5 → 9,3)
** KnockbackGain increased: (14,6 → 15,83)


KnockbackGain decreased: (14 13)
* Light Forward 3
Damage decreased: (8 → 6)
** BaseKnockback decreased: (13,3 8,3)
BlockDamage decreased: (8 6)
** KnockbackGain increased: (15,6 → 19,5)
   
   


Light Air Forward – Normal
* Light Up
** BaseKnockback decreased: (14,6 → 9,4)
** KnockbackGain increased: (13 → 18,45)


BaseKnockback increased: (13 → 16.5)
* Special Neutral Shuriken Slime
KnockbackGain decreased: (15 → 11)
** KnockbackGain decreased: (11,5 9)
Damage decreased: (8 → 7)
BlockDamage decreased: (8 → 7)
Angle changed: (40° 58.61°)
   
   


Light Air Up – Normal
<big>'''JIMMY NEUTRON'''</big>
* General
** Weight increased: (0.92 → 1)


BaseKnockback increased: (10 → 14.4)
* Following moves can now reverse hit:
KnockbackGain decreased: (15 → 13)
** Light Down
DirectionalInfluenceMultiplier increased: (1 → 2)
** Light Air Forward
Angle changed: (70° → 75°)
** Light Air Down
** Charge Up
** Charge Forward
** Charge Air Up
   
   


Light Air Up – Vampire
* Charge Air Down
** BlockDamage increased: (1 → 8)


DirectionalInfluenceMultiplier increased: (1 2)
* Charge Air Forward
Angle changed: (70° 75°)
** BaseKnockback decreased: (16 → 8,5)
** KnockbackGain decreased: (18 → 10)
** Damage increased: (4 8)
** BlockDamage increased: (1 8)
   
   


Light Neutral
* Charge Air Up – Late
** BaseKnockback increased: (12 → 13)
** KnockbackGain increased: (15 → 16,5)
** BlockDamage increased: (1 → 10)
** Angle changed: (70° → 75°)


Can no longer jump cancel during this state
* Charge Air Up – Sourspot
** BaseKnockback increased: (12 → 14)
** KnockbackGain increased: (12 → 17)
** BlockDamage increased: (1 → 11)
** Angle changed: (70° → 75°)
   
   


Light Forward – Ghost
* Charge Air Up
** BaseKnockback increased: (13 → 16)
** KnockbackGain decreased: (18 → 17,5)
** BlockDamage increased: (1 → 12)
** Angle changed: (70° → 80°)


KnockbackGain decreased: (16 → 14.1)
* Charge Down 3
** BaseKnockback decreased: (16 → 11)
** KnockbackGain increased: (18 → 25,5)
   
   


Light Forward – Normal
* Charge Forward
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (18 → 23,4)


BaseKnockback decreased: (12 11)
* Charge Up
KnockbackGain decreased: (16 13.6)
** BaseKnockback increased: (14,5 15)
** KnockbackGain increased: (19 21,2)
   
   


Light Forward – Vampire
* Light Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage increased: (1 → 8)
** Angle changed: (277° → -83°)


BaseKnockback decreased: (14.4 → 13.4)
* Light Air Forward
KnockbackGain decreased: (16 13.2)
** HitStunMinimum increased: (1 → 13)
** BlockDamage increased: (1 9)
   
   


Special Neutral
* Light Air Up
** BaseKnockback decreased: (13,5 → 12,5)
** KnockbackGain increased: (15 → 16,75)


Physics changed to match Ghost and Vampire versions.
* Light Down
** BaseKnockback decreased: (14 → 9)
** KnockbackGain increased: (4,6 → 16)
** HitStunMinimum increased: (1 → 13)
** BlockDamage increased: (1 → 6)
   
   


Special Forward Normal – Finisher
* Light Forward Sweetspot
** HitStunMinimum increased: (1 → 15)
** BlockPush increased: (1 → 1,5)


Damage increased: (9 13)
* Light Forward
BlockDamage increased: (9 13)
** BaseKnockback increased: (5,5 → 6,5)
** KnockbackGain increased: (8 → 16)
** HitStunMinimum increased: (1 → 15)
** BlockPush increased: (1 1,2)
** BlockStun increased: (4 5)
   
   


Special Forward Normal – Startup
* Light Neutral
** KnockbackGain increased: (12 → 13)


Damage increased: (4 → 6)
* Light Up Final
BlockDamage increased: (1 → 6)
** BaseKnockback increased: (8,2 → 11)
** KnockbackGain increased: (12,3 → 15,5)
** BlockPush increased: (0,2 0,6)
** HitlagBaseOnHit increased: (0 → 9)
** HitlagBaseOnBlock increased: (0 → 9)
** BlockDamage increased: (1 → 8)
   
   


Special Up Vampire – Startup Slime
* Light Up Weak
** HitlagBaseOnHit increased: (0 → 2)
** HitlagBaseOnBlock increased: (0 → 2)


Angle changed: (290° -70°)
* Special Forward 2
** BlockPush decreased: (1 0)
** BlockStun decreased: (6 → 0)
   
   


<big>'''GARFIELD'''</big>
* Special Forward 3
General
** BlockPush decreased: (1 → 0)
** BlockStun decreased: (6 → 0)


Initial impulse force was decreased from 10 to 6.5 when starting a Dash
* Special Forward 4
Initial dash speed reduced from 10 to 6.5.
** BlockPush decreased: (1 → 0)
Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
** BlockStun decreased: (6 → 0)
Max Acceleration reduced from 32 to 28.
Ground Friction increased (1.2 → 1.5)
Run Speed Decreased from (1.1 → 0.9)
Air Acceleration from (1.55 → 1.3)
Air Friction (0.6 → 0.7)
Air Speed (1.2 → 1.17)
Weight increased: (0.9 → 0.95)
   
   


Sugar Rush
* Special Forward 5
** BlockPush decreased: (1 → 0)
** BlockStun decreased: (6 → 0)


Initial dash during the sugar rush is now 1.1
* Special Forward 6
Bonus speed increased from 20% to 35%
** BaseKnockback decreased: (18 → 17)
** BlockPush decreased: (1 → 0)
** BlockStun decreased: (6 → 0)
   
   


Grab Pummel
* Special Forward
** BlockPush decreased: (1 → 0)
** BlockStun decreased: (6 → 0)


Food meter gain increased from 3% to 4%.
* Special Neutral – Rocket
** CannotRebound toggle enabled
   
   


Following moves can now reverse hit:
* Dash Grab
 
** Dash grab total duration from 60 → 50
Charge Air Forward
** +2 Active frames
Charge Down
   
   


Charge Air Down
<big>'''DANNY PHANTOM'''</big>
* General
** Fix to Danny losing respawn invincibility after wavedashing
** Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
** Fixed Danny going through landing lag frames of his Special Up land while in hitlag
** Fixed physics when exiting Special Up and going into Helpless Fall


KnockbackGain decreased: (12 → 11)
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Forward
** Light Air Down
** Light Air Forward
** Light Down
** Special Up Land
   
   


Charge Air Forward
* Charge Air Down Turn
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


BaseKnockback decreased: (16.5 → 11.5)
* Charge Air Forward
KnockbackGain increased: (16 → 18.8)
** Fixed an issue that made the attack hit 3 times instead of 2.
Now fills up the food meter by 16% on hit.
   
   


Charge Air Up – Finisher
* Initial Hit
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)


BaseKnockback increased: (13 → 14)
* Second Hit
KnockbackGain increased: (15 15.6)
** BaseKnockback decreased: (14 → 8.75)
** KnockbackGain increased: (13 → 17)
** HitlagBaseOnHit increased: (6 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Angle changed: (31° → 50°)
   
   


Charge Down – Tipper
* Charge Air Up
** BaseKnockback decreased: (14 → 13)
** KnockbackGain increased: (13.5 → 17)
** Angle changed: (45° → 60°)


BaseKnockback decreased: (16 10)
* Charge Down Release
KnockbackGain increased: (18.7 23)
** BaseKnockback decreased: (14.4 11.5)
BlockDamage decreased: (13 → 11)
** KnockbackGain increased: (16.3 22.8)
Angle changed: (46° → 45°)
   
   


Charge Down – Weak
* Charge Forward Sweet Spot
** BaseKnockback increased: (9 → 10)
** KnockbackGain increased: (19.5 → 21.7)
** HitlagBaseOnHit increased: (6 → 12)
** HitlagBaseOnBlock increased: (6 → 12)


Angle changed: (56° 55°)
* Charge Forward
** BaseKnockback increased: (8.25 → 10)
** KnockbackGain increased: (17.5 → 20)
** HitlagBaseOnHit decreased: (20 → 12)
** HitlagBaseOnBlock decreased: (20 → 12)
** BlockDamage increased: (10 → 11)
** Angle changed: (40° 35°)
   
   


Charge Forward – Sweetspot
* Charge Up Sour
** KnockbackGain decreased: (20.5 → 20)
** BlockDamage increased: (8 → 10)


BaseKnockback decreased: (15.6 10)
* Charge Up Sweet
KnockbackGain increased: (14.5 → 22.6)
** BaseKnockback increased: (11.88 14.2)
** KnockbackGain increased: (20 → 22)
   
   


Charge Up – Sweetspot
* Light Air Back Sweet
** KnockbackGain increased: (16 → 17.5)


BaseKnockback decreased: (14.2 13)
Light Air Back
KnockbackGain decreased: (22 20.5)
** BaseKnockback decreased: (13 12)
Angle changed: (110° → 100°)
** KnockbackGain increased: (14 15.5)
   
   


Charge Up Weak
* Light Air Down Ice Projectile
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (8 → 10)


Angle changed: (100° 95°)
* Light Air Down
** DirectionalInfluenceMultiplier increased: (1 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (8 → 10)
   
   


Light Air Back – Initial
* Light Air Forward 1
** Hitbox size slightly reduced
** Damage increased: (3 → 5)
** BlockDamage increased: (3 → 5)


BaseKnockback decreased: (11 9)
* Light Air Neutral
KnockbackGain increased: (15 → 17)
** BaseKnockback decreased: (6.25 5.5)
Landing Lag increased: (10 → 12)
** KnockbackGain increased: (9 → 12.5)
Auto-cancel window before landing increased: (Frame 30 → Frame 32)
   
   


Light Air Back – Lingering
* Light Air Up
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (13.3 → 16)


BaseKnockback decreased: (9 8)
* Light Down
KnockbackGain increased: (9 → 10)
** BaseKnockback decreased: (12.5 10)
** KnockbackGain increased: (11.25 → 13)
** HitStunMinimum increased: (1 → 10)
   
   


Light Air Down
* Light Finisher
** BaseKnockback decreased: (10.63 → 8.5)
** KnockbackGain increased: (15.5 → 17)


Landing Lag increased: (10 11)
* Light Forward 2
** BlockDamage increased: (6 8)
   
   


Light Air Forward
* Light Forward
** BaseKnockback decreased: (10 → 6.55)
** KnockbackGain increased: (16 → 16.75)
** HitStunMinimum increased: (1 → 6)
** BlockDamage increased: (8 → 10)


BaseKnockback increased: (11 → 12)
* Light Up – Late
KnockbackGain increased: (9 → 13)
** KnockbackGain increased: (12 → 13.5)
Damage decreased: (11 → 7)
BlockDamage decreased: (10 → 7)
Angle changed: (55° → 50°)
   
   


Light Air Neutral Initial
* Light Up Weak
** KnockbackGain increased: (10 → 12.5)


BaseKnockback decreased: (11 → 8)
* Light Up
KnockbackGain increased: (8 → 11)
** BaseKnockback decreased: (14 → 11)
Damage increased: (6 → 7)
** KnockbackGain increased: (13 16)
BlockDamage increased: (6 7)
   
   


Light Neutral – Finisher
* Special Down
 
** Is now unblockable on both Normal and Slime versions.
KnockbackGain decreased: (11 → 9.5)
   
   


Light Forward
* Special_Up
 
** BaseKnockback decreased: (15 → 9)
Now has an additional hitbox allowing it to hit lower on the first active frame
** KnockbackGain decreased: (11.5 → 9)
The outermost hitbox was slightly expanded, giving the move a bit more range and height
** BlockPush decreased: (2 → 0.6)
Added very slight forward movement
** DirectionalInfluenceMultiplier decreased: (1.05 → 1)
** Damage decreased: (15 → 7)
** BlockDamage decreased: (13 → 7)
   
   


Light Dash
* Special Up Land
 
** BaseKnockback decreased: (12 → 9)
Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents
** KnockbackGain decreased: (10 → 5)
** HitStunMultiplier decreased: (1.5 → 1)
** HitStunMinimum decreased: (2.5 → 1)
** BlockPush decreased: (2 → 0.3)
** BlockStun decreased: (9 → 7)
** HitlagBaseOnHit decreased: (11 → 7)
** HitlagBaseOnBlock decreased: (11 → 7)
** DirectionalInfluenceMultiplier decreased: (1.3 → 1)
** CannotRebound toggle disabled
** Damage decreased: (13 → 6)
** BlockDamage decreased: (13 → 6)
** Angle changed: (50° → 70°)
   
   


Light Up – Late
* Special Down
 
** Can no longer be blocked
BaseKnockback increased: (1 → 8)
KnockbackGain increased: (1 → 14)
BlockPush decreased: (1 → 0.6)
BlockStun increased: (1 → 8)
Hitlag Base Hit increased: (1 → 6)
HitlagBaseOnBlock increased: (1 → 6)
InstigatorAdvantageOnHit decreased: (1 → 0)
InstigatorAdvantageOnBlock decreased: (1 → 0)
DirectionalInfluenceMultiplier increased: (1 → 2)
Angle changed: (0° → 85°)
   
   


Special Neutral  
<big>'''EMBER'''</big>
* General:
** Weight increased: (0.95 → 1)
** Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
** Fixes:
*** Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.
*** Fixed Light Combo putting opponents in double the amount of intended hitstun frames.
*** blocking opponents (less gain than connecting hits).
*** Fixed Slime Special Up not having the multihit hitboxes
*** Improved consistency on Light Neutral String
*** Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards


HitStunMinimum decreased: (24 → 22)
Hitlag Base Hit decreased: (4 → 3)
HitlagBaseOnBlock decreased: (4 → 3)
Hitstop reduced from 4 to 3.
Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
Food meter gained on hit increased from 5% to 8%.


Special Down
* Following moves can now reverse hit:
** Charge Air Up
** Charge Air Down
** Charge Forward
** Light Air Down
** Light Air Forward
** Light Down


Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.
* Charge Air Down
** BlockDamage decreased: (15 → 13)
   
   


<big>'''GERALD'''</big>
* Charge Air Forward
Crowd push radius reduced from 1 to 0.65.
** BaseKnockback decreased: (16 → 14)
** KnockbackGain increased: (4 → 17)
** BlockPush decreased: (1,6 → -0,8)
** BlockStun increased: (12 → 14)
** Damage increased: (9 → 15)
** BlockDamage increased: (9 → 13)
** Angle changed: (135° → 130°)


Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State
* Charge Air Up – Second Strum
** BaseKnockback increased: (12 → 13)
** KnockbackGain decreased: (18 → 16,5)


* Charge Down – Sound Waves
** BaseKnockback increased: (7 → 11,5)
** KnockbackGain increased: (20 → 25)
** BlockDamage decreased: (12 → 11)
   
   


Following moves can now reverse hit:
* Charge Down – Stomp
** BaseKnockback increased: (10 → 12)
** KnockbackGain increased: (20 → 27)
** BlockDamage decreased: (12 → 11)


Charge Air Down
* Charge Forward
Charge Air Forward
** BaseKnockback decreased: (18 → 12,5)
Charge Air Up
** KnockbackGain increased: (19 → 26)
Charge Down
** AnimatorBooleanCondition removed: CheerHitbox
Charge Forward
Charge Up
Light Air Forward
Light Down
   
   


Charge Air Down Finisher
* Charge Up – Finisher
** BaseKnockback decreased: (15 → 13)
** KnockbackGain increased: (20 → 20,5)
** BlockDamage decreased: (13 → 12)


DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Light Air Down – Spike
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
Angle changed: (300° → -60°)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage decreased: (14 → 12)
** Angle changed: (290° → -70°)
   
   


Charge Air Forward – Sweetspot
* Light Air Forward – Spike
** BlockDamage decreased: (16 → 13)


BaseKnockback decreased: (15 → 14.75)
* Light Air Forward
KnockbackGain increased: (18 → 22.2)
** KnockbackGain increased: (20 21)
BlockDamage decreased: (14 12)
   
   


Charge Air Forward
* Light Air Up
** KnockbackGain increased: (10 → 12)
** On hit SFX change


BaseKnockback decreased: (14.5 → 11.5)
* Light Combo
KnockbackGain increased: (6.7 18.8)
** BaseKnockback decreased: (3 → 2,5)
Damage increased: (10 → 12)
** HitStunMultiplier decreased: (2 1)
BlockDamage increased: (10 11)
** HitStunMinimum increased: (15 16)
Angle changed: (75° 55°)
** BlockStun decreased: (15 → 10)
Start up reduced by 1 frame.
** HitlagBaseOnBlock decreased: (7 6)
Active frames increased by 1 frame.
** InstigatorAdvantageOnHit decreased: (0 -2)
Hitboxes adjusted, slightly extending the range.
** DirectionalInfluenceMultiplier decreased: (1 0,01)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
** FixedKnockback increased: (0 → 5)
** Damage decreased: (4 → 3)
** BlockDamage decreased: (3 → 1)
** Angle changed: (170° → 145°)
   
   


Charge Air Up – Setup Left
* Light Dash
** BaseKnockback decreased: (18,5 → 12)
** KnockbackGain increased: (10 → 17)


BaseKnockback increased: (7 13)
* Light Finisher
Angle changed: (40° 30°)
** BaseKnockback decreased: (17 9)
** KnockbackGain increased: (4 15)
   
   


Charge Air Up – Setup Right
* Light Forward
** BaseKnockback increased: (9 → 11)
** KnockbackGain increased: (18 → 19)
** BlockDamage decreased: (13 → 12)


BaseKnockback increased: (7 13)
* Light Neutral
Angle changed: (140° 120°)
** KnockbackGain decreased: (4 0,01)
** DirectionalInfluenceMultiplier decreased: (1 → 0,01)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
** Angle changed: (85° 145°)
** On Hit SFX changed
   
   


Charge Air Up – Setup Up
* Light Up
** Now cancelable on frame 46


BaseKnockback increased: (7 13)
* Light Up – Finisher
** BaseKnockback decreased: (20 → 13)
** KnockbackGain increased: (11 18)
   
   


Charge Air Up Finisher
* Special Down
** SpecialAngle changed: (Sakurai_361 → None)
** Angle changed: (45° → 90°)


Final hit now has a larger hitbox to make it connect more consistently.
* Special Neutral – Cheer Boosted
BaseKnockback decreased: (17.5 → 15)
** BaseKnockback increased: (14 → 15)
KnockbackGain increased: (9 → 16.8)
** KnockbackGain increased: (15 → 17)
Angle changed: (67° 80°)
** HitlagBaseOnHit increased: (9 → 14)
** SpecialAngle changed: (Sakurai_361 None)
** Projectile size increased
   
   


Charge Down Finisher
* Special Up Cheer Booster
** Increased vertical height and starts grabbing edge at frame 18.


BaseKnockback decreased: (18 → 11.5)
<big>'''LUCY LOUD'''</big>
KnockbackGain increased: (15 → 24.7)
* General:
BlockStun increased: (6 → 10)
** Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
** Crowd push radius reduced from 1 to 0.7.
** Made follow ups more difficult during normal mode.
** Added different landing lag values for light aerials depending on stance.
   
   


Charge Down MultiHit
* Light Air Back
** Ghost (4 → 7)
** Normal (4 → 8)
** Vampire (4 → 9)


BlockStun increased: (6 → 10)
* Light Air Down
HitBoxSpecialBehaviour changed: (Attract None)
** Ghost (10)
Angle changed: (60° 120°)
** Normal (10 12)
** Vampire (10 13)
   
   


Charge Forward – Strong
* Light Air Forward
** Ghost (9)
** Normal (9 → 11)
** Vampire (9 → 12)


BaseKnockback decreased: (16 → 11)
* Light Air Neutral
KnockbackGain increased: (18 23)
** Ghost (7)
BlockDamage decreased: (23 17)
** Normal (7 8)
** Vampire (7 9)
   
   


Charge Forward
* Light Air Up
** Ghost (6)
** Normal (6 → 8)
** Vampire (6 → 10)


BaseKnockback decreased: (14.9 → 10.5)
* Following moves can now reverse hit:
KnockbackGain increased: (18 → 22)
** Charge Air Down (Normal, Ghost, Vampire)
KnockbackIgnoreDownState toggle disabled
** Charge Air Forward (Normal, Ghost, Vampire)
Angle changed: (38° → 35°)
** Charge Air Up (Normal, Ghost, Vampire)
** Charge Down (Normal, Ghost, Vampire)
** Charge Up (Normal, Ghost, Vampire)
** Light Air Down – Spike (Vampire)
** Light Forward (Normal, Ghost, Vampire)
   
   


Charge Up Soundwaves
* Charge Air Down Tipper Normal
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (285° → -75°)


Angle changed: (79° 80°)
* Charge Air Down Tipper – Vampire
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (285° -75°)
   
   


Charge Up Start
* Charge Air Forward
** Now has less range in vampire mode.


BaseKnockback decreased: (17 → 12.3)
* Charge Air Forward Strong – Ghost
KnockbackGain increased: (15 → 20.5)
** BlockDamage decreased: (12 → 11)
BlockDamage decreased: (12 → 11)
   
   


Grab Throw Up
* Charge Air Forward Strong – Normal
** BaseKnockback decreased: (14 → 10)
** KnockbackGain decreased: (20 → 18.5)
** BlockDamage decreased: (15 → 12)


KnockbackGain increased: (6 → 12)
* Charge Air Forward Vampire
** Hitboxes reduced and new smaller VFX
   
   


Light Air Down
* Strong Hit
** BaseKnockback decreased: (18.2 → 14.5)
** KnockbackGain increased: (20 → 21.1)
** BlockDamage decreased: (15 → 12)


KnockbackGain increased: (7.7 → 16)
* Charge Air Up
Damage increased: (7 → 8)
** Can stall only once per airtime.
BlockDamage increased: (7 → 8)
** Air Speed is now multiplied by x0.5
Angle changed: (50° → 51°)
** Total duration increased from 35 to 49
** Landing lag increased from 15 to 17
   
   


Light Air Forward 1
* Charge Air Up – Finisher – Ghost
** BaseKnockback decreased: (18 → 12)
** KnockbackGain increased: (8 → 14)
** Angle changed: (55° → 60°)


1st hit now pops people up instead of using auto-link angle.
* Charge Air Up – Finisher – Normal
BKB decreased from 14.4 to 12.5.
** BaseKnockback increased: (10 17)
HitStunMultiplier decreased: (0.27 0.01)
** KnockbackGain decreased: (16.8 12)
FixedKnockback decreased: (12.9 0)
** Angle changed: (65° 55°)
Damage increased: (4 → 5)
BlockDamage increased: (4 → 5)
SpecialAngle changed: (Autolink_367 → Autolink_366)
Angle changed: (45° 50°)
   
   


Light Air Forward 2
* Charge Air Up – Finisher – Vampire
** BaseKnockback increased: (12 → 14)
** KnockbackGain decreased: (16.8 → 16)
** DirectionalInfluenceMultiplier increased: (1 → 2)
** Angle changed: (65° → 88°)


BlockStun decreased: (9 → 8)
* Charge Down – Ghost
Damage increased: (6 → 7)
** BaseKnockback increased: (9.6 → 10.5)
BlockDamage increased: (6 7)
** KnockbackGain increased: (14 23)
Angle changed: (55° 48°)
** BlockDamage decreased: (15 12)
   
   


Light Air Neutral Lingering
* Charge Down – Normal
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (17.4 → 23.4)
** BlockDamage decreased: (17 → 13)


Damage increased: (7 8)
* Charge Down – Vampire
BlockDamage increased: (7 8)
** BaseKnockback decreased: (14.4 → 11.5)
** KnockbackGain increased: (18.4 24.1)
** BlockDamage decreased: (18 14)
   
   


Light Air Neutral Strong
* Charge Forward Vampire
** BaseKnockback decreased: (14.4 → 11)
** KnockbackGain increased: (18.8 → 25.6)
** Damage increased: (10 → 16)
** BlockDamage increased: (10 → 13)


KnockbackGain increased: (16.5 18)
* Charge Up – Normal
Damage increased: (10 12)
** BaseKnockback increased: (10.8 13)
BlockDamage increased: (10 12)
** KnockbackGain decreased: (21.4 20.4)
** BlockDamage decreased: (17 → 13)
** Angle changed: (80.2° 80°)
   
   


Light Air Up Finisher
* Charge Up – Vampire
** BaseKnockback increased: (13.5 → 15)
** KnockbackGain increased: (21.4 → 22.3)
** Angle changed: (80.2° → 80°)


BaseKnockback decreased: (15.5 11.5)
* Grab Throw Down – Normal
KnockbackGain increased: (9.8 → 15.8)
** BaseKnockback increased: (12.6 21)
** KnockbackGain decreased: (15 → 9)
   
   


Light Dash Normal
* Grab Throw Up – Normal
** BaseKnockback increased: (21 → 23.5)
** Angle changed: (105° → 90°)


KnockbackGain decreased: (1 → 0)
* Light Air Down
HitStunMinimum increased: (15 → 16)
** Removed Spike Hitbox on Normal version
FixedKnockback decreased: (12.5 → 7.5)
** Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.
Damage decreased: (7 → 5)
BlockDamage decreased: (7 → 5)
   
   


Light Dash Touch Down
* Light Air Down – Normal
** BaseKnockback increased: (12.5 → 18.7)
** KnockbackGain decreased: (13 → 9)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (68° → 55°)


BaseKnockback decreased: (15 9)
* Light Air Down – Spike Tip – Vampire
KnockbackGain increased: (9 → 15)
** BaseKnockback increased: (6 10)
KnockbackIgnoreDownState toggle disabled
** KnockbackGain increased: (5 → 9.5)
Damage increased: (10 11)
** DirectionalInfluenceMultiplier increased: (1 1.5)
BlockDamage increased: (10 11)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BlockDamage decreased: (8 → 3)
** Angle changed: (300° -60°)
   
   


.Light Down
* Light Forward Air
** Increased Startup: (7 → 8)
** Increased total duration from: (31 → 37)


First Actionable Frame increased: (25 30).
* Light Air Forward – Ghost
Frame 25 is still actionable On Hit.
** KnockbackGain decreased: (14 → 13)
** Damage decreased: (8 6)
** BlockDamage decreased: (8 → 6)
   
   


Light Forward
* Light Air Forward – Normal
** BaseKnockback increased: (13 → 16.5)
** KnockbackGain decreased: (15 → 11)
** Damage decreased: (8 → 7)
** BlockDamage decreased: (8 → 7)
** Angle changed: (40° → 58.61°)


Total duration increased from 24 frames to 26.
* Light Air Up – Normal
BaseKnockback decreased: (16 10)
** BaseKnockback increased: (10 14.4)
KnockbackGain increased: (5.4 → 18)
** KnockbackGain decreased: (15 13)
Damage increased: (7 9)
** DirectionalInfluenceMultiplier increased: (1 2)
BlockDamage increased: (7 9)
** Angle changed: (70° 75°)
Angle changed: (35° 40°)
   
   


Light Up
* Light Air Up – Vampire
** DirectionalInfluenceMultiplier increased: (1 → 2)
** Angle changed: (70° → 75°)


Hitbox and hurtbox adjusted to anti-air more consistently
* Light Neutral
KnockbackGain increased: (8.9 → 12)
** Can no longer jump cancel during this state
   
   


Special Forward Slime
* Light Forward – Ghost
** KnockbackGain decreased: (16 → 14.1)


Reduced velocity while airborne to match that of the grounded version
* Light Forward – Normal
Lowered Gravity while airborne
** BaseKnockback decreased: (12 → 11)
** KnockbackGain decreased: (16 → 13.6)
   
   


Special Forward Down MultiHit
* Light Forward – Vampire
** BaseKnockback decreased: (14.4 → 13.4)
** KnockbackGain decreased: (16 → 13.2)


HitStunMinimum increased: (1 → 6)
* Special Neutral
SpecialAngle changed: (Autolink_366 → Autolink_367)
** Physics changed to match Ghost and Vampire versions.
   
   


Special Forward Up
* Special Forward Normal – Finisher
** Damage increased: (9 → 13)
** BlockDamage increased: (9 → 13)


Decreased First Actionable Frame: (50 40)
* Special Forward Normal – Startup
Added Intangibility on left arm, legs and body from frame 6 to frame 27.
** Damage increased: (4 6)
** BlockDamage increased: (1 → 6)
   
   


Special Up Finisher
* Special Up Vampire – Startup Slime
** Angle changed: (290° → -70°)


Angle changed: (325° -35°)
<big>'''GARFIELD'''</big>
* General
** Initial impulse force was decreased from 10 to 6.5 when starting a Dash
** Initial dash speed reduced from 10 to 6.5.
** Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
** Max Acceleration reduced from 32 to 28.
** Ground Friction increased (1.2 → 1.5)
** Run Speed Decreased from (1.1 → 0.9)
** Air Acceleration from (1.55 → 1.3)
** Air Friction (0.6 → 0.7)
** Air Speed (1.2 → 1.17)
** Weight increased: (0.9 0.95)
   
   


<big>'''JENNY'''</big>
* Sugar Rush
** Initial dash during the sugar rush is now 1.1
** Bonus speed increased from 20% to 35%
   
   


General
* Grab Pummel
** Food meter gain increased from 3% to 4%.


Weight decreased: (1.05 → 1)
* Following moves can now reverse hit:
** Charge Air Forward
** Charge Down
   
   


Following moves can now reverse hit:
* Charge Air Down
** KnockbackGain decreased: (12 → 11)


Charge Air Down
* Charge Air Forward
Charge Down
** BaseKnockback decreased: (16.5 → 11.5)
Charge Forward
** KnockbackGain increased: (16 → 18.8)
Charge Up
** Now fills up the food meter by 16% on hit.
Light Down
Special Neutral
   
   


Charge Air Down
* Charge Air Up – Finisher
** BaseKnockback increased: (13 → 14)
** KnockbackGain increased: (15 → 15.6)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Charge Down – Tipper
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (16 → 10)
Angle changed: (285° -75°)
** KnockbackGain increased: (18.7 23)
** BlockDamage decreased: (13 11)
** Angle changed: (46° 45°)
   
   


Charge Air Forward
* Charge Down – Weak
** Angle changed: (56° → 55°)


BlockStun increased: (9 15)
* Charge Forward – Sweetspot
Damage increased: (18 → 20)
** BaseKnockback decreased: (15.6 10)
BlockDamage decreased: (18 15)
** KnockbackGain increased: (14.5 22.6)
   
   


Charge Air Up Finisher
* Charge Up – Sweetspot
** BaseKnockback decreased: (14.2 → 13)
** KnockbackGain decreased: (22 → 20.5)
** Angle changed: (110° → 100°)


BaseKnockback increased: (15.7 → 16)
* Charge Up – Weak
KnockbackGain increased: (16.5 16.8)
** Angle changed: (100° 95°)
   
   


Charge Down 1st
* Light Air Back – Initial
** BaseKnockback decreased: (11 → 9)
** KnockbackGain increased: (15 → 17)
** Landing Lag increased: (10 → 12)
** Auto-cancel window before landing increased: (Frame 30 → Frame 32)


BlockDamage increased: (1 4)
* Light Air Back – Lingering
** BaseKnockback decreased: (9 → 8)
** KnockbackGain increased: (9 10)
   
   


Charge Down
* Light Air Down
** Landing Lag increased: (10 → 11)


BaseKnockback decreased: (14 → 12.5)
* Light Air Forward
KnockbackGain increased: (17 27.9)
** BaseKnockback increased: (11 → 12)
BlockDamage increased: (1 8)
** KnockbackGain increased: (9 → 13)
** Damage decreased: (11 7)
** BlockDamage decreased: (10 → 7)
** Angle changed: (55° 50°)
   
   


Charge Forward 1
* Light Air Neutral – Initial
** BaseKnockback decreased: (11 → 8)
** KnockbackGain increased: (8 → 11)
** Damage increased: (6 → 7)
** BlockDamage increased: (6 → 7)


HitStunMinimum increased: (9 → 10)
* Light Neutral – Finisher
InstigatorAdvantageOnHit decreased: (0 -2)
** KnockbackGain decreased: (11 9.5)
DirectionalInfluenceMultiplier decreased: (1 → 0)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
FixedKnockback increased: (0.5 → 7)
BlockDamage increased: (1 → 4)
Angle changed: (90° → 89°)
VictimDirection changed: (FaceAway → Unchanged)
   
   


Charge Forward 2
* Light Forward
** Now has an additional hitbox allowing it to hit lower on the first active frame
** The outermost hitbox was slightly expanded, giving the move a bit more range and height
** Added very slight forward movement


BaseKnockback decreased: (15 → 10.5)
* Light Dash
KnockbackGain increased: (21 → 23.5)
** Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents
BlockDamage increased: (1 → 7)
   
   


Charge Up Back 2nd Part
* Light Up – Late
 
** BaseKnockback increased: (1 8)
BaseKnockback decreased: (13 12)
** KnockbackGain increased: (1 14)
KnockbackGain increased: (17 20.1)
** BlockPush decreased: (1 → 0.6)
BlockDamage increased: (1 → 11)
** BlockStun increased: (1 → 8)
** Hitlag Base Hit increased: (1 → 6)
** HitlagBaseOnBlock increased: (1 → 6)
** InstigatorAdvantageOnHit decreased: (1 → 0)
** InstigatorAdvantageOnBlock decreased: (1 → 0)
** DirectionalInfluenceMultiplier increased: (1 → 2)
** Angle changed: (0° → 85°)
   
   


Charge Up
* Special Neutral
 
** HitStunMinimum decreased: (24 22)
BaseKnockback decreased: (15 14)
** Hitlag Base Hit decreased: (4 3)
KnockbackGain increased: (19 21.6)
** HitlagBaseOnBlock decreased: (4 3)
BlockDamage decreased: (12 11)
** Hitstop reduced from 4 to 3.
** Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
** Food meter gained on hit increased from 5% to 8%.
   
   


Grab Throw Back
* Special Down
 
** Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.
KnockbackGain decreased: (17.5 → 14.8)
   
   


Light Air Back
<big>'''GERALD'''</big>
* Crowd push radius reduced from 1 to 0.65.
** Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State


Light Back Air Landing Lag increased from 11 to 13


Sweetspot
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Forward
** Charge Air Up
** Charge Down
** Charge Forward
** Charge Up
** Light Air Forward
** Light Down


BlockStun increased: (6 8)
* Charge Air Down Finisher
** DirectionalInfluenceMultiplier increased: (1 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (300° → -60°)
   
   


Sourspot
* Charge Air Forward – Sweetspot
** BaseKnockback decreased: (15 → 14.75)
** KnockbackGain increased: (18 → 22.2)
** BlockDamage decreased: (14 → 12)


BaseKnockback increased: (11 → 12)
* Charge Air Forward
BlockStun decreased: (12 8)
** BaseKnockback decreased: (14.5 → 11.5)
Angle changed: (48.8° 60°)
** KnockbackGain increased: (6.7 → 18.8)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 11)
** Angle changed: (75° 55°)
** Start up reduced by 1 frame.
** Active frames increased by 1 frame.
** Hitboxes adjusted, slightly extending the range.
   
   


Light Air Down Center
* Charge Air Up – Setup Left
** BaseKnockback increased: (7 → 13)
** Angle changed: (40° → 30°)


BlockPush decreased: (0.5 0.35)
* Charge Air Up – Setup Right
** BaseKnockback increased: (7 13)
** Angle changed: (140° → 120°)
   
   


Light Air Down Land
* Charge Air Up – Setup Up
** BaseKnockback increased: (7 → 13)


Fixed an issue where landing lag was consumed during hitlag.
* Charge Air Up Finisher
BlockPush decreased: (1 0.6)
** Final hit now has a larger hitbox to make it connect more consistently.
BlockStun increased: (3 7)
** BaseKnockback decreased: (17.5 15)
** KnockbackGain increased: (9 → 16.8)
** Angle changed: (67° 80°)
   
   


Light Air Down Launcher
* Charge Down Finisher
** BaseKnockback decreased: (18 → 11.5)
** KnockbackGain increased: (15 → 24.7)
** BlockStun increased: (6 → 10)


KnockbackGain increased: (12 14.5)
* Charge Down MultiHit
HitStunMinimum increased: (1 10)
** BlockStun increased: (6 10)
** HitBoxSpecialBehaviour changed: (Attract → None)
** Angle changed: (60° 120°)
   
   


Light Air Down Left
* Charge Forward – Strong
** BaseKnockback decreased: (16 → 11)
** KnockbackGain increased: (18 → 23)
** BlockDamage decreased: (23 → 17)


BlockPush decreased: (0.6 0.35)
* Charge Forward
** BaseKnockback decreased: (14.9 10.5)
** KnockbackGain increased: (18 → 22)
** KnockbackIgnoreDownState toggle disabled
** Angle changed: (38° → 35°)
   
   


Light Air Down Right
* Charge Up – Soundwaves
** Angle changed: (79° → 80°)


BlockPush decreased: (0.6 0.35)
* Charge Up Start
** BaseKnockback decreased: (17 → 12.3)
** KnockbackGain increased: (15 20.5)
** BlockDamage decreased: (12 → 11)
   
   


Light Air Forward Launcher
* Grab Throw Up
** KnockbackGain increased: (6 → 12)


BaseKnockback decreased: (12.6 12)
* Light Air Down
KnockbackGain increased: (12.4 14.2)
** KnockbackGain increased: (7.7 16)
** Damage increased: (7 → 8)
** BlockDamage increased: (7 → 8)
** Angle changed: (50° 51°)
   
   


Light Air Neutral – Late
* Light Air Forward 1
** 1st hit now pops people up instead of using auto-link angle.
** BKB decreased from 14.4 to 12.5.
** HitStunMultiplier decreased: (0.27 → 0.01)
** FixedKnockback decreased: (12.9 → 0)
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)
** changed: (Autolink_367 → Autolink_366)
** Angle changed: (45° → 50°)


BaseKnockback decreased: (7.7 6.8)
* Light Air Forward 2
KnockbackGain increased: (10 13)
** BlockStun decreased: (9 → 8)
HitStunMinimum increased: (1 10)
** Damage increased: (6 7)
** BlockDamage increased: (6 → 7)
** Angle changed: (55° 48°)
   
   


Light Air Neutral
* Light Air Neutral Lingering
** Damage increased: (7 → 8)
** BlockDamage increased: (7 → 8)


BaseKnockback decreased: (10.6 9.6)
* Light Air Neutral Strong
KnockbackGain increased: (15.6 17.6)
** KnockbackGain increased: (16.5 → 18)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 12)
   
   


Light Air Up
* Light Air Up Finisher
** BaseKnockback decreased: (15.5 → 11.5)
** KnockbackGain increased: (9.8 → 15.8)


BaseKnockback decreased: (11.8 11.4)
* Light Dash Normal
KnockbackGain increased: (12.5 → 14)
** KnockbackGain decreased: (1 0)
** HitStunMinimum increased: (15 → 16)
** FixedKnockback decreased: (12.5 → 7.5)
** Damage decreased: (7 → 5)
** BlockDamage decreased: (7 → 5)
   
   


Light Down
* Light Dash Touch Down
** BaseKnockback decreased: (15 → 9)
** KnockbackGain increased: (9 → 15)
** KnockbackIgnoreDownState toggle disabled
** Damage increased: (10 → 11)
** BlockDamage increased: (10 → 11)


BaseKnockback decreased: (10.2 → 9)
* Light Down
KnockbackGain increased: (10.5 16.75)
** First Actionable Frame increased: (25 30).
HitStunMinimum increased: (1 → 18)
** Frame 25 is still actionable On Hit.
BlockDamage increased: (2 → 3)
   
   


Light Finisher High
* Light Forward
** Total duration increased from 24 frames to 26.
** BaseKnockback decreased: (16 → 10)
** KnockbackGain increased: (5.4 → 18)
** Damage increased: (7 → 9)
** BlockDamage increased: (7 → 9)
** Angle changed: (35° → 40°)


BaseKnockback decreased: (12.5 → 10.5)
* Light Up
KnockbackGain increased: (10.8 13.5)
** Hitbox and hurtbox adjusted to anti-air more consistently
** KnockbackGain increased: (8.9 12)
   
   


Light Finisher Low
* Special Forward Slime
** Reduced velocity while airborne to match that of the grounded version
** Lowered Gravity while airborne


BaseKnockback decreased: (12.5 → 9.5)
* Special Forward Down MultiHit
KnockbackGain decreased: (4 → 2)
** HitStunMinimum increased: (1 6)
HitlagBaseOnHit increased: (8 13)
** SpecialAngle changed: (Autolink_366 Autolink_367)
HitlagBaseOnBlock increased: (8 13)
   
   


Light Finisher
* Special Forward Up
** Decreased First Actionable Frame: (50 → 40)
** Added Intangibility on left arm, legs and body from frame 6 to frame 27.


BaseKnockback decreased: (12.5 → 10.2)
* Special Up Finisher
KnockbackGain increased: (10.8 13.5)
** Angle changed: (325° -35°)
   
   


Light Forward Back
<big>'''JENNY'''</big>
* General
** Weight decreased: (1.05 → 1)


BlockDamage increased: (1 → 6)
* Following moves can now reverse hit:
** Charge Air Down
** Charge Down
** Charge Forward
** Charge Up
** Light Down
** Special Neutral
   
   


Light Forward Front
* Charge Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (285° → -75°)


BaseKnockback decreased: (14 → 6.55)
* Charge Air Forward
KnockbackGain increased: (8.2 17.5)
** BlockStun increased: (9 15)
HitStunMinimum increased: (1 → 20)
** Damage increased: (18 → 20)
BlockDamage increased: (1 8)
** BlockDamage decreased: (18 15)
   
   


Light Neutral 2
* Charge Air Up Finisher
** BaseKnockback increased: (15.7 → 16)
** KnockbackGain increased: (16.5 → 16.8)


KnockbackGain decreased: (6.7 → 0)
* Charge Down 1st
SpecialAngle changed: (Autolink_366 → None)
** BlockDamage increased: (1 4)
Angle changed: (89° → 85°)
VictimDirection changed: (FaceAway FaceTowards)
   
   


Light Neutral
* Charge Down
** BaseKnockback decreased: (14 → 12.5)
** KnockbackGain increased: (17 → 27.9)
** BlockDamage increased: (1 → 8)


KnockbackGain decreased: (1 0)
* Charge Forward 1
InstigatorAdvantageOnHit decreased: (0 → -2)
** HitStunMinimum increased: (9 10)
FixedKnockback increased: (0 → 5)
** InstigatorAdvantageOnHit decreased: (0 → -2)
SpecialAngle changed: (Autolink_366 None)
** DirectionalInfluenceMultiplier decreased: (1 → 0)
HitBoxSpecialBehaviour changed: (None Attract)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
Angle changed: (89° 145°)
** FixedKnockback increased: (0.5 7)
** BlockDamage increased: (1 4)
** Angle changed: (90° 89°)
** VictimDirection changed: (FaceAway Unchanged)
   
   


Light Up – Launch
* Charge Forward 2
** BaseKnockback decreased: (15 → 10.5)
** KnockbackGain increased: (21 → 23.5)
** BlockDamage increased: (1 → 7)


BaseKnockback decreased: (13.8 10.5)
* Charge Up  Back 2nd Part
KnockbackGain increased: (8.5 17.5)
** BaseKnockback decreased: (13 → 12)
HitStunMinimum increased: (1 → 10)
** KnockbackGain increased: (17 20.1)
** BlockDamage increased: (1 → 11)
   
   


Special Forward Air
* Charge Up
** BaseKnockback decreased: (15 → 14)
** KnockbackGain increased: (19 → 21.6)
** BlockDamage decreased: (12 → 11)


KnockbackGain increased: (14.8 16.8)
* Grab Throw Back
InstigatorAdvantageOnHit decreased: (0 → -8)
** KnockbackGain decreased: (17.5 14.8)
   
   


Special Forward
* Light Air Back
** Light Back Air Landing Lag increased from 11 to 13


KnockbackGain increased: (15.3 → 17.3)
* Sweetspot
InstigatorAdvantageOnHit decreased: (0 -5)
** BlockStun increased: (6 8)
   
   


<big>'''NIGEL'''</big>
* Sourspot
** BaseKnockback increased: (11 → 12)
** BlockStun decreased: (12 → 8)
** Angle changed: (48.8° → 60°)
   
   


General
* Light Air Down Center
** BlockPush decreased: (0.5 → 0.35)


Weight Increased: (0.7 → 0.75)
* Light Air Down Land
** Fixed an issue where landing lag was consumed during hitlag.
** BlockPush decreased: (1 → 0.6)
** BlockStun increased: (3 → 7)
   
   


Following moves can now reverse hit:
* Light Air Down Launcher
** KnockbackGain increased: (12 → 14.5)
** HitStunMinimum increased: (1 → 10)


Charge Air Forward
* Light Air Down Left
Charge Down
** BlockPush decreased: (0.6 → 0.35)
Charge Forward
Light Air Forward
Charge Air Down
   
   


Charge Air Down -Weak
* Light Air Down Right
** BlockPush decreased: (0.6 → 0.35)


Can no longer redirect projectiles on late hits.
* Light Air Forward Launcher
Hitbox significantly reduced. Especially on the later frames
** BaseKnockback decreased: (12.6 12)
BlockStun decreased: (10 5)
** KnockbackGain increased: (12.4 → 14.2)
Total First Actionable Frame increased from Frame 42 to Frame 47
   
   


Charge Air Forward Tipper
* Light Air Neutral – Late
** BaseKnockback decreased: (7.7 → 6.8)
** KnockbackGain increased: (10 → 13)
** HitStunMinimum increased: (1 → 10)


BaseKnockback decreased: (14 → 9.75)
* Light Air Neutral
KnockbackGain increased: (15 → 18)
** BaseKnockback decreased: (10.6 → 9.6)
** KnockbackGain increased: (15.6 17.6)
   
   


Charge Air Forward
* Light Air Up
** BaseKnockback decreased: (11.8 → 11.4)
** KnockbackGain increased: (12.5 → 14)


BaseKnockback decreased: (13 8.5)
* Light Down
KnockbackGain decreased: (11 10)
** BaseKnockback decreased: (10.2 9)
** KnockbackGain increased: (10.5 → 16.75)
** HitStunMinimum increased: (1 → 18)
** BlockDamage increased: (2 3)
   
   


Charge Down Body
* Light Finisher High
** BaseKnockback decreased: (12.5 → 10.5)
** KnockbackGain increased: (10.8 → 13.5)


BaseKnockback decreased: (10.5 → 10)
* Light Finisher Low
KnockbackGain increased: (12.5 21.8)
** BaseKnockback decreased: (12.5 → 9.5)
** KnockbackGain decreased: (4 → 2)
** HitlagBaseOnHit increased: (8 13)
** HitlagBaseOnBlock increased: (8 → 13)
   
   


Charge Down Gravel Back
* Light Finisher
** BaseKnockback decreased: (12.5 → 10.2)
** KnockbackGain increased: (10.8 → 13.5)


BaseKnockback decreased: (11 → 10)
* Light Forward Back
KnockbackGain increased: (9 → 15)
** BlockDamage increased: (1 6)
Angle changed: (162° 20°)
   
   


Charge Down Gravel Forward
* Light Forward Front
** BaseKnockback decreased: (14 → 6.55)
** KnockbackGain increased: (8.2 → 17.5)
** HitStunMinimum increased: (1 → 20)
** BlockDamage increased: (1 → 8)


BaseKnockback decreased: (11 10)
* Light Neutral 2
KnockbackGain increased: (8.38 15)
** KnockbackGain decreased: (6.7 0)
Angle changed: (19° 20°)
** SpecialAngle changed: (Autolink_366 None)
** Angle changed: (89° → 85°)
** VictimDirection changed: (FaceAway FaceTowards)
   
   


Charge Forward 1
* Light Neutral
** KnockbackGain decreased: (1 → 0)
** InstigatorAdvantageOnHit decreased: (0 → -2)
** FixedKnockback increased: (0 → 5)
** SpecialAngle changed: (Autolink_366 → None)
** HitBoxSpecialBehaviour changed: (None → Attract)
** Angle changed: (89° → 145°)


BaseKnockback increased: (3 → 5)
* Light Up – Launch
KnockbackGain decreased: (1.3 → 0)
** BaseKnockback decreased: (13.8 → 10.5)
HitStunMinimum increased: (1 → 10)
** KnockbackGain increased: (8.5 17.5)
BlockPush increased: (1 → 1.6)
** HitStunMinimum increased: (1 → 10)
BlockStun decreased: (14 → 6)
Hitlag Base Hit decreased: (16 → 15)
HitlagBaseOnBlock decreased: (16 → 15)
InstigatorAdvantageOnHit decreased: (0 → -2)
DirectionalInfluenceMultiplier decreased: (1 → 0)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
FixedKnockback increased: (0 → 7)
ChargeAttack.BaseKnockback increased: (1 1.55)
ChargeAttack.KnockbackGain increased: (1 → 1.2)
Improved consistency to connect into Finisher Hit
Damage decreased: (6 → 4)
BlockDamage decreased: (3 → 1)
Angle changed: (80° → 89°)
   
   


Charge Forward 2
* Special Forward Air
** KnockbackGain increased: (14.8 → 16.8)
** InstigatorAdvantageOnHit decreased: (0 → -8)


BaseKnockback decreased: (13 10.7)
* Special Forward
KnockbackGain increased: (19 22)
** KnockbackGain increased: (15.3 17.3)
** InstigatorAdvantageOnHit decreased: (0 -5)
   
   


Charge Up
<big>'''NIGEL'''</big>
* General
** Weight Increased: (0.7 → 0.75)


Angle changed: (75° → 80°)
* Following moves can now reverse hit:
** Charge Air Forward
** Charge Down
** Charge Forward
** Light Air Forward
** Charge Air Down
   
   


Light Air Back – Weak
* Charge Air Down -Weak
** Can no longer redirect projectiles on late hits.
** Hitbox significantly reduced. Especially on the later frames
** BlockStun decreased: (10 → 5)
** Total First Actionable Frame increased from Frame 42 to Frame 47


BlockPush decreased: (1 0.5)
* Charge Air Forward Tipper
** BaseKnockback decreased: (14 9.75)
** KnockbackGain increased: (15 → 18)
   
   


Light Air Back
* Charge Air Forward
** BaseKnockback decreased: (13 → 8.5)
** KnockbackGain decreased: (11 → 10)


KnockbackGain increased: (16.5 → 18.5)
* Charge Down Body
BlockPush decreased: (1 0.7)
** BaseKnockback decreased: (10.5 → 10)
** KnockbackGain increased: (12.5 21.8)
   
   


Light Air Down 1
* Charge Down Gravel Back
** BaseKnockback decreased: (11 → 10)
** KnockbackGain increased: (9 → 15)
** Angle changed: (162° → 20°)


KnockbackGain increased: (7 13)
* Charge Down Gravel Forward
BlockPush decreased: (1 0.4)
** BaseKnockback decreased: (11 → 10)
** KnockbackGain increased: (8.38 15)
** Angle changed: (19° 20°)
   
   


Light Air Down 2
* Charge Forward 1
** BaseKnockback increased: (3 → 5)
** KnockbackGain decreased: (1.3 → 0)
** HitStunMinimum increased: (1 → 10)
** BlockPush increased: (1 → 1.6)
** BlockStun decreased: (14 → 6)
** Hitlag Base Hit decreased: (16 → 15)
** HitlagBaseOnBlock decreased: (16 → 15)
** InstigatorAdvantageOnHit decreased: (0 → -2)
** DirectionalInfluenceMultiplier decreased: (1 → 0)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
** FixedKnockback increased: (0 → 7)
** ChargeAttack.BaseKnockback increased: (1 → 1.55)
** ChargeAttack.KnockbackGain increased: (1 → 1.2)
** Improved consistency to connect into Finisher Hit
** Damage decreased: (6 → 4)
** BlockDamage decreased: (3 → 1)
** Angle changed: (80° → 89°)


BlockPush decreased: (1 0.3)
* Charge Forward 2
** BaseKnockback decreased: (13 10.7)
** KnockbackGain increased: (19 → 22)
   
   


Light Air Forward Finisher
* Charge Up
** Angle changed: (75° → 80°)


BaseKnockback decreased: (14 → 12)
* Light Air Back – Weak
KnockbackGain increased: (15 → 17)
** BlockPush decreased: (1 → 0.5)
BlockDamage increased: (1 → 2)
   
   


Light Air Forward MultiHit Ground
* Light Air Back
** KnockbackGain increased: (16.5 → 18.5)
** BlockPush decreased: (1 → 0.7)


BlockPush decreased: (0.2 → 0.1)
* Light Air Down 1
** KnockbackGain increased: (7 → 13)
** BlockPush decreased: (1 → 0.4)
   
   


Light Air Forward MultiHit
* Light Air Down 2
** BlockPush decreased: (1 → 0.3)


BlockPush decreased: (0.2 0.1)
* Light Air Forward Finisher
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (15 17)
** BlockDamage increased: (1 → 2)
   
   


Light Air Neutral Strong
* Light Air Forward MultiHit Ground
** BlockPush decreased: (0.2 → 0.1)


BaseKnockback decreased: (10 → 8)
* Light Air Forward MultiHit
KnockbackGain increased: (13.5 → 15.5)
** BlockPush decreased: (0.2 → 0.1)
BlockPush decreased: (1 → 0.6)
Damage decreased: (12 → 11)
Angle changed: (47° → 45°)
   
   


Light Air Neutral Weak
* Light Air Neutral Strong
** BaseKnockback decreased: (10 → 8)
** KnockbackGain increased: (13.5 → 15.5)
** BlockPush decreased: (1 → 0.6)
** Damage decreased: (12 → 11)
** Angle changed: (47° → 45°)


BaseKnockback decreased: (9.7 → 7.7)
* Light Air Neutral Weak
KnockbackGain increased: (8.38 → 12)
** BaseKnockback decreased: (9.7 → 7.7)
BlockPush decreased: (1 → 0.35)
** KnockbackGain increased: (8.38 → 12)
Damage decreased: (9 → 7)
** BlockPush decreased: (1 → 0.35)
BlockDamage decreased: (9 → 7)
** Damage decreased: (9 → 7)
Angle changed: (47° → 45°)
** BlockDamage decreased: (9 → 7)
** Angle changed: (47° → 45°)
   
   


Light Air Up
* Light Air Up
** BlockPush decreased: (1 → 0.5)


BlockPush decreased: (1 0.5)
* Light Dash Strong Hit
** BaseKnockback decreased: (14 10)
** KnockbackGain increased: (13 → 17)
** Angle changed: (28° → 42°)
   
   


Light Dash Strong Hit
* Light Down Tipper
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (5.5 → 14)
** HitlagBaseOnHit increased: (10 → 17)
** HitlagBaseOnBlock increased: (6 → 13)


BaseKnockback decreased: (14 → 10)
* Light Down
KnockbackGain increased: (13 17)
** KnockbackGain increased: (6.75 10.75)
Angle changed: (28° → 42°)
   
   


Light Down Tipper
* Light Forward – Late
** Angle changed: (45° → 55°)


BaseKnockback decreased: (12 → 10)
* Light Forward
KnockbackGain increased: (5.5 → 14)
** BaseKnockback decreased: (12.5 → 10.5)
HitlagBaseOnHit increased: (10 → 17)
** KnockbackGain increased: (8 → 14)
HitlagBaseOnBlock increased: (6 → 13)
   
   


Light Down
* Light Up Start
** BaseKnockback decreased: (12.5 → 10.5)
** KnockbackGain increased: (11.5 → 14.5)


KnockbackGain increased: (6.75 → 10.75)
* Light Dash
** Initial lunge force reduced from 13 to 11. Slower movement and less total distance
   
   


Light Forward – Late
* Special Down
** BaseKnockback decreased: (27 → 26)


Angle changed: (45° 55°)
<big>'''EL TIGRE'''</big>
* General
** Weight decreased: (0.78 0.75)
** Helpless fall adjustments
   
   


Light Forward
* Following moves can now reverse hit:
** Charge Air Forward
** Charge Forward
** Light Air Down
** Light Air Forward
** Light Down


BaseKnockback decreased: (12.5 → 10.5)
* Charge Air Down – Spike
KnockbackGain increased: (8 14)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** Angle changed: (285° -75°)
   
   


Light Up Start
* Charge Air Forward
** BaseKnockback decreased: (13,6 → 10)
** KnockbackGain increased: (17,5 → 18,5)
** BlockPush decreased: (1,6 → 1,2)
** BlockDamage increased: (1 → 8)


BaseKnockback decreased: (12.5 → 10.5)
* Charge Air Up – Head
KnockbackGain increased: (11.5 → 14.5)
** BaseKnockback increased: (8 → 9)
** KnockbackGain decreased: (17,5 → 16,5)
** BlockDamage decreased: (12 → 11)
   
   


Light Dash
* Charge Air Up Strong
** BaseKnockback increased: (10 → 13)
** KnockbackGain decreased: (19 → 16,5)
** BlockDamage decreased: (12 → 11)


Initial lunge force reduced from 13 to 11. Slower movement and less total distance
* Charge Down Back
** BaseKnockback decreased: (13 11)
** KnockbackGain increased: (18 → 20,9)
** BlockDamage decreased: (15 → 12)
   
   


Special Down
* Charge Down Front
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (18 → 20,9)
** BlockDamage decreased: (15 → 12)
 
* Charge Forward
** BaseKnockback decreased: (12,4 → 10,5)
** KnockbackGain increased: (20 → 23,2)
** BlockDamage decreased: (17 → 13)


BaseKnockback decreased: (27 26)
* Charge Up – Late
** BaseKnockback increased: (11,6 12,5)
** KnockbackGain increased: (5 → 19)
   
   


<big>'''EL TIGRE'''</big>
* Charge Up
General
** BaseKnockback increased: (13 → 15)
** KnockbackGain decreased: (21,6 → 21)
** BlockDamage decreased: (17 → 14)


Weight decreased: (0.78 0.75)
* Grab Throw Back
Helpless fall adjustments
** KnockbackGain increased: (9,1 10)
** Increased total frames from 58 to 67
   
   


Following moves can now reverse hit:
* Grab Throw Up – Claws
** KnockbackGain increased: (5,7 → 8)
** Reversible toggle disabled
** Angle changed: (70° → 110°)


Charge Air Forward
* Helpless Fall
Charge Forward
** Adjusted floatiness at the start of the state
Light Air Down
Light Air Forward
Light Down
   
   


Charge Air Down Spike
* Light Air Back Sweetspot
** BaseKnockback increased: (10 → 11)
** KnockbackGain increased: (14 → 17,5)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Light Air Back – Weak
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (6,9 10,9)
Angle changed: (285° → -75°)
   
   


Charge Air Forward
* Light Air Back
** KnockbackGain increased: (15 → 17,5)


BaseKnockback decreased: (13,6 → 10)
* Light Air Down – Air
KnockbackGain increased: (17,5 18,5)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
BlockPush decreased: (1,6 1,2)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
BlockDamage increased: (1 8)
** Damage decreased: (18 14)
** BlockDamage decreased: (18 12)
   
   


Charge Air Up – Head
* Light Air Forward
** BaseKnockback decreased: (13 → 10)
** KnockbackGain increased: (13 → 18)
** Angle changed: (62° → 55°)
** Hitboxes size slightly decreased


BaseKnockback increased: (8 → 9)
* Light Finisher
KnockbackGain decreased: (17,5 16,5)
** KnockbackGain decreased: (10 9)
BlockDamage decreased: (12 → 11)
   
   


Charge Air Up Strong
* Light Forward
** BaseKnockback decreased: (14,5 → 9)
** KnockbackGain increased: (13 → 18)


BaseKnockback increased: (10 13)
* Light Up
KnockbackGain decreased: (19 16,5)
** BaseKnockback decreased: (12 → 10)
BlockDamage decreased: (12 11)
** KnockbackGain increased: (13 15)
** HitlagBaseOnHit increased: (9 10)
** HitlagBaseOnBlock increased: (9 10)
   
   


Charge Down Back
* Special Up
** Now travels less distance and goes into Helpless Fall quicker


BaseKnockback decreased: (13 → 11)
* Slime Special Up
KnockbackGain increased: (18 → 20,9)
** Travels less distance and goes into Helpless Fall quicker
BlockDamage decreased: (15 → 12)


Charge Down Front


BaseKnockback decreased: (13 → 11)
<big>'''GRANDMA GERTIE'''</big>
KnockbackGain increased: (18 → 20,9)
* General
BlockDamage decreased: (15 → 12)
** Fixed low-res sky during ultimate attack.
** Added additional VFX to her items.
   
   


Charge Forward
* Charge Air Forward – Clean
** BaseKnockback decreased: (13 → 12)
** BlockDamage decreased: (15 → 12)
** Angle changed: (29° → 32°)


BaseKnockback decreased: (12,4 10,5)
* Charge Air Forward – Early
KnockbackGain increased: (20 23,2)
** BaseKnockback decreased: (12 → 11)
BlockDamage decreased: (17 13)
** BlockDamage decreased: (13 11)
** Angle changed: (35° 38°)
   
   


Charge Up – Late
* Charge Air Forward – Late
** BaseKnockback decreased: (11 → 10)
** Damage decreased: (13 → 11)
** BlockDamage decreased: (13 → 10)
** Angle changed: (43° → 44°)


BaseKnockback increased: (11,6 12,5)
* Charge Air Up – Base
KnockbackGain increased: (5 19)
** BaseKnockback decreased: (18 14)
** Angle changed: (63° 65°)
   
   


Charge Up
* Charge Air Up – Late
** BaseKnockback decreased: (17 → 12)
** KnockbackGain increased: (14 → 17)


BaseKnockback increased: (13 → 15)
* Charge Air Up – Wave
KnockbackGain decreased: (21,6 21)
** BaseKnockback decreased: (16.25 → 13)
BlockDamage decreased: (17 → 14)
** KnockbackGain increased: (14 16)
   
   


Grab Throw Back
* Charge Air Down
** Start Up From 6 to 8 Frames
** Impulse reduced on the last frames on release
** +2 recovery frames


KnockbackGain increased: (9,1 10)
* Charge Down – Clean
Increased total frames from 58 to 67
** BaseKnockback decreased: (15 → 11)
** KnockbackGain increased: (19 24)
** Angle changed: (68° → 65°)
   
   


Grab Throw Up Claws
* Charge Down Late
** BaseKnockback decreased: (13 → 10.5)
** KnockbackGain increased: (18 → 24)
** Angle changed: (52° → 50°)


KnockbackGain increased: (5,7 → 8)
* Charge Forward – Base
Reversible toggle disabled
** BaseKnockback decreased: (12 → 9)
Angle changed: (70° 110°)
** KnockbackGain increased: (18 → 23.2)
** BlockPush decreased: (1 0.8)
** Angle changed: (42° 43°)
   
   


Helpless Fall
* Charge Forward – Middle
** BaseKnockback decreased: (12.6 → 10)
** KnockbackGain increased: (19.8 → 24.4)
** BlockPush decreased: (1.2 → 1)


Adjusted floatiness at the start of the state
* Charge Forward – Tip
** BaseKnockback decreased: (15.6 → 11)
** KnockbackGain increased: (19 → 25.6)
** BlockPush decreased: (1.4 → 1.2)
   
   


Light Air Back Sweetspot
* Charge Up Base
** BaseKnockback increased: (13.2 → 14)
** KnockbackGain increased: (15.6 → 21.3)
** Angle changed: (70° → 80°)


BaseKnockback increased: (10 11)
* Charge Up – Middle
KnockbackGain increased: (14 17,5)
** BaseKnockback increased: (14 15)
** KnockbackGain increased: (18 → 22.3)
** Angle changed: (71° 80°)
   
   


Light Air Back Weak
* Charge Up Tip
** KnockbackGain increased: (18 → 23.5)
** Angle changed: (71° → 80°)


KnockbackGain increased: (6,9 10,9)
* Light Air Back – Clean Base
** BaseKnockback decreased: (14 → 10.3)
** KnockbackGain increased: (19 22.7)
   
   


Light Air Back
* Light Air Back – Clean Tip
** BaseKnockback decreased: (13 → 8.9)
** KnockbackGain increased: (19 → 23.2)


KnockbackGain increased: (15 17,5)
* Light Air Back – Late Base
** BaseKnockback decreased: (9 → 7.9)
** KnockbackGain increased: (10 11.2)
   
   


Light Air Down Air
* Light Air Back Late Tip
** BaseKnockback decreased: (9 → 8.65)
** KnockbackGain increased: (13 → 13.4)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Light Air Down
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Landing lag (10 11)
Damage decreased: (18 → 14)
BlockDamage decreased: (18 12)
   
   


Light Air Forward
* Light Air Down – Left
** BaseKnockback decreased: (12 → 8.4)
** KnockbackGain increased: (8 → 11.8)
** Reversible


BaseKnockback decreased: (13 10)
* Light Air Down – Right
KnockbackGain increased: (13 18)
** BaseKnockback decreased: (12 8.4)
Angle changed: (62° → 55°)
** KnockbackGain increased: (8 11.8)
Hitboxes size slightly decreased
** Reversible
   
   


Light Finisher
* Light Air Forward – Clean
** BaseKnockback decreased: (15 → 13)
** KnockbackGain increased: (19 → 21)
** Hitlag Base Hit decreased: (30 → 25)
** HitlagBaseOnBlock increased: (24 → 25)
** InstigatorAdvantageOnHit increased: (0 → 4)


KnockbackGain decreased: (10 → 9)
* Light Air Forward – Late
** BaseKnockback decreased: (12 → 10.3)
** KnockbackGain increased: (13.2 14.85)
   
   


Light Forward
* Light Air Neutral – Kick
** BaseKnockback decreased: (10 → 6.2)
** KnockbackGain increased: (2 → 5.9)


BaseKnockback decreased: (14,5 9)
* Light Air Neutral – Punch
KnockbackGain increased: (13 18)
** BaseKnockback decreased: (12 8.7)
** KnockbackGain increased: (18 21.5)
   
   


Light Up
* Light Air Up – Clean
** BaseKnockback decreased: (15 → 9.7)
** KnockbackGain increased: (12.6 → 18.2)


BaseKnockback decreased: (12 10)
* Light Air Up – Late
KnockbackGain increased: (13 → 15)
** BaseKnockback decreased: (10 6.2)
HitlagBaseOnHit increased: (9 10)
** KnockbackGain increased: (6 → 9.7)
HitlagBaseOnBlock increased: (9 → 10)
   
   


Special Up
* Light Down – Clean
** BaseKnockback decreased: (10 → 8.1)
** KnockbackGain increased: (16 → 17.2)
** BlockStun decreased: (11 → 8)
** Angle changed: (78.9° → 76.5°)


Now travels less distance and goes into Helpless Fall quicker
* Light Down – Early
** BaseKnockback decreased: (11 → 8.3)
** KnockbackGain increased: (10 → 12.7)
** Angle changed: (69.4° → 58°)
   
   


Slime Special Up
* Light Down – Late
** BaseKnockback decreased: (8 → 6.8)
** KnockbackGain increased: (9 → 10.4)
** Angle changed: (61.7° → 45°)


Travels less distance and goes into Helpless Fall quicker
* Light Forward – Body
<big>'''GRANDMA GERTIE'''</big>
** BaseKnockback decreased: (10 → 7.5)
General
** KnockbackGain increased: (14 → 16)
** Damage decreased: (11 → 10)
** BlockDamage decreased: (11 → 10)


Fixed low-res sky during ultimate attack.
* Light Forward – Hand
Added additional VFX to her items.
** BaseKnockback decreased: (15 → 9)
** KnockbackGain increased: (15 → 19.8)
   
   


Charge Air Forward Clean
* Light Up Base Ground
** BaseKnockback decreased: (10 → 8.6)
** KnockbackGain increased: (14 → 15.5)


BaseKnockback decreased: (13 → 12)
* Light Up – Tip Ground
BlockDamage decreased: (15 12)
** BaseKnockback decreased: (9.5 8.6)
Angle changed: (29° 32°)
** KnockbackGain increased: (16 17)
   
   


Charge Air Forward – Early
* Special Forward
** Land cancel ground friction increased
** Grounded Version from 60 to 40 X velocity
** Air Version X Velocity decreased: (40 → 30)
** No longer cancellable while airborne.


BaseKnockback decreased: (12 → 11)
* Special Forward
BlockDamage decreased: (13 → 11)
** Autocancel landing side special without recovery fixed.
Angle changed: (35° → 38°)
   
   


Charge Air Forward – Late
* Special Up
** Gertie now takes more time to reel in after grabbing the ledge, more punishable
** After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
** You can define the direction, to go after reeling in, out of stage, straight up and into stage


BaseKnockback decreased: (11 → 10)
<big>'''INVADER ZIM'''</big>
Damage decreased: (13 → 11)
* General:
BlockDamage decreased: (13 → 10)
** Zim Taunt is now cancellable on frame 8
Angle changed: (43° → 44°)
   
   


Charge Air Up – Base
* GIR Changes:
** You can now explode GIR with Taunt, a hitbox was added to this explosion.
** GIR respawns faster if it’s exploded by the player.
** GIR regular health increased: (6 → 9), Slime version health increased: (12 → 15)
** While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.


BaseKnockback decreased: (18 14)
* Charge Air Down – Moose
Angle changed: (63° 65°)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BlockDamage increased: (10 11)
   
   


Charge Air Up Late
* Charge Air Forward Sweetspot
** BaseKnockback decreased: (17 → 14.5)
** KnockbackGain increased: (19 → 19.6)
** BlockDamage decreased: (16 → 15)


BaseKnockback decreased: (17 → 12)
* Charge Air Forward – Weak
KnockbackGain increased: (14 17)
** BlockDamage increased: (9 10)
   
   


Charge Air Up – Wave
* Charge Air Forward
** BaseKnockback decreased: (16 → 14.5)
** Damage decreased: (20 → 18)
** BlockDamage decreased: (16 → 14)


BaseKnockback decreased: (16.25 → 13)
* Charge Air Up – Explosion
KnockbackGain increased: (14 16)
** BaseKnockback decreased: (14 → 13)
** KnockbackGain increased: (10 → 17.4)
** Angle changed: (45° 70°)
   
   


Charge Air Down  
* Charge Down – Gnome Slide
** BaseKnockback decreased: (11 → 10.5)
** KnockbackGain increased: (17 → 20)


Start Up From 6 to 8 Frames
* Charge Down – Swing
Impulse reduced on the last frames on release
** BaseKnockback decreased: (11.5 → 11)
+2 recovery frames
** KnockbackGain increased: (18 → 22.3)
   
   


Charge Down Clean
* Charge Forward Final
** BaseKnockback decreased: (15 → 11.3)
** KnockbackGain increased: (19 → 24)


BaseKnockback decreased: (15 → 11)
* Charge Up
KnockbackGain increased: (19 → 24)
** Can now reverse hit.
Angle changed: (68° → 65°)
   
   


Charge Down Late
* Charge Up Point Blank
** BaseKnockback increased: (12 → 16)
** KnockbackGain increased: (20 → 22.2)
** Priority changed: (Medium → High)
** Angle changed: (55° → 60°)


BaseKnockback decreased: (13 10.5)
* Light Air Back – Sweetspot
KnockbackGain increased: (18 24)
** BaseKnockback decreased: (15 11)
Angle changed: (52° → 50°)
** KnockbackGain increased: (17 21.4)
   
   


Charge Forward – Base
* Light Air Back
** BaseKnockback decreased: (12 → 9)
** KnockbackGain increased: (16 → 19)


BaseKnockback decreased: (12 9)
* Light Air Down – Late
KnockbackGain increased: (18 → 23.2)
** BaseKnockback decreased: (11 6.8)
BlockPush decreased: (1 0.8)
** KnockbackGain increased: (7 11.5)
Angle changed: (42° → 43°)
   
   


Charge Forward – Middle
* Light Air Down
** BaseKnockback decreased: (10.5 → 8.2)
** KnockbackGain increased: (9 → 11.6)


BaseKnockback decreased: (12.6 → 10)
* Light Air Forward – Tip
KnockbackGain increased: (19.8 24.4)
** BaseKnockback decreased: (13 → 9.3)
BlockPush decreased: (1.2 → 1)
** KnockbackGain increased: (13.5 17.5)
   
   


Charge Forward – Tip
* Light Air Forward
** BaseKnockback decreased: (11 → 7.8)
** KnockbackGain increased: (14 → 17.5)


BaseKnockback decreased: (15.6 → 11)
* Light Air Neutral – Finisher
KnockbackGain increased: (19 → 25.6)
** KnockbackGain increased: (13 14)
BlockPush decreased: (1.4 1.2)
   
   


Charge Up Base
* Light Air Neutral Penultimate
** BaseKnockback decreased: (11 → 8.3)
** KnockbackGain increased: (10 → 12.85)


BaseKnockback increased: (13.2 14)
* Light Air Up – Launch
KnockbackGain increased: (15.6 21.3)
** BaseKnockback decreased: (12.02 8.4)
Angle changed: (70° → 80°)
** KnockbackGain increased: (10 14.3)
   
   


Charge Up – Middle
* Light Air Up – Pull
** BaseKnockback decreased: (9 → 6)
** KnockbackGain increased: (4 → 7)


BaseKnockback increased: (14 15)
* Light Down – Late
KnockbackGain increased: (18 → 22.3)
** BaseKnockback decreased: (10 6)
Angle changed: (71° 80°)
** KnockbackGain increased: (8 12)
   
   


Charge Up – Tip
* Light Down
** BaseKnockback decreased: (10 → 7.8)
** KnockbackGain increased: (15 → 17.5)


KnockbackGain increased: (18 23.5)
* Light Forward – 2nd Late
Angle changed: (71° 80°)
** BaseKnockback decreased: (10 7.2)
** KnockbackGain increased: (9 11.9)
   
   


Light Air Back Clean Base
* Light Forward 2nd
** BaseKnockback decreased: (12 → 8.3)
** KnockbackGain increased: (13 → 16.8)


BaseKnockback decreased: (14 10.3)
* Light Forward – Late
KnockbackGain increased: (19 22.7)
** BaseKnockback decreased: (7 5.9)
** KnockbackGain increased: (3 5)
   
   


Light Air Back – Clean Tip
* Light Forward
** BaseKnockback decreased: (8 → 6.58)
** KnockbackGain increased: (3 → 16.75)


BaseKnockback decreased: (13 → 8.9)
* Light Neutral – Finisher
KnockbackGain increased: (19 23.2)
** BaseKnockback decreased: (12 → 8.3)
** KnockbackGain increased: (14 18)
   
   


Light Air Back Late Base
* Light Up Weak
** BaseKnockback decreased: (9 → 7.5)
** KnockbackGain increased: (8 → 10.5)


BaseKnockback decreased: (9 → 7.9)
* Light Up
KnockbackGain increased: (10 11.2)
** BaseKnockback decreased: (18 → 9.5)
** KnockbackGain increased: (7.8 17)
   
   


Light Air Back – Late Tip
* Special up Girless
** Now Girless Up B grabs the ledge easier and has more impulse than before


BaseKnockback decreased: (9 → 8.65)
* Special Down Bomb
KnockbackGain increased: (13 → 13.4)
** Bomb Physics where slightly changed
** If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
** Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
** Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special
   
   


Light Air Down
* Gir
 
** You can now explode Gir while using taunt, it has a hitbox and also respawns faster
Landing lag (10 → 11)
** If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.
   
   


Light Air Down – Left
<big>'''REPTAR'''</big>
 
* General
BaseKnockback decreased: (12 8.4)
** Weight decreased: (1.21 1.18)
KnockbackGain increased: (8 → 11.8)
** Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.
Reversible
   
   


Light Air Down – Right
* Charge Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


BaseKnockback decreased: (12 8.4)
* Charge Air Forward – Fire
KnockbackGain increased: (8 11.8)
** BaseKnockback decreased: (15 13)
Reversible
** KnockbackGain increased: (16 18)
   
   


Light Air Forward – Clean
* Charge Air Forward
** BaseKnockback decreased: (14 → 11,5)
** KnockbackGain increased: (14,5 → 17,7)


BaseKnockback decreased: (15 13)
* Charge Air Up – Fire
KnockbackGain increased: (19 21)
** BaseKnockback decreased: (20 16)
Hitlag Base Hit decreased: (30 25)
** KnockbackGain increased: (9 18,5)
HitlagBaseOnBlock increased: (24 25)
** Hitlag Base Hit increased: (0 9)
InstigatorAdvantageOnHit increased: (0 4)
** HitlagBaseOnBlock increased: (0 9)
** BlockDamage decreased: (16 → 15)
** Angle changed: (80° 70°)
   
   


Light Air Forward Late
* Charge Air Up Head
** BaseKnockback increased: (15 → 16)
** KnockbackGain increased: (13 → 18,5)
** BlockDamage decreased: (16 → 14)
** Angle changed: (80° → 70°)


BaseKnockback decreased: (12 → 10.3)
* Charge Down – Shockwave
KnockbackGain increased: (13.2 14.85)
** BaseKnockback decreased: (12 → 11,5)
** KnockbackGain increased: (21 23,3)
   
   


Light Air Neutral Kick
* Charge Down Stomp
** BaseKnockback increased: (11 → 13)
** KnockbackGain increased: (10 → 20)


BaseKnockback decreased: (10 6.2)
* Charge Forward
KnockbackGain increased: (2 5.9)
** BaseKnockback decreased: (18 11,5)
** KnockbackGain increased: (15,5 25)
   
   


Light Air Neutral Punch
* Charge Up Fire
** BaseKnockback decreased: (18 → 14)
** KnockbackGain increased: (12 → 21,3)
** Angle changed: (85° → 80°)


BaseKnockback decreased: (12 8.7)
* Charge Up – Head
KnockbackGain increased: (18 21.5)
** KnockbackGain increased: (18 21,3)
** Angle changed: (75° 80°)
   
   


Light Air Up – Clean
* Light Air Down
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


BaseKnockback decreased: (15 → 9.7)
* Light Air Forward – Tip
KnockbackGain increased: (12.6 → 18.2)
** BlockStun increased: (11 → 12)
   
   


Light Air Up – Late
* Light Air Forward
** BlockStun increased: (10 → 11)
** Landing recovery increased from 12 frames to 13.


BaseKnockback decreased: (10 → 6.2)
* Light Air Neutral – 2nd
KnockbackGain increased: (6 9.7)
** KnockbackGain increased: (10 12)
   
   


Light Down – Clean
* Light Air Neutral
** KnockbackGain increased: (15 → 16)


BaseKnockback decreased: (10 8.1)
* Light Air Up – Top
KnockbackGain increased: (16 → 17.2)
** BlockPush decreased: (1,75 → 1,45)
BlockStun decreased: (11 → 8)
** Angle changed: (85° 82°)
Angle changed: (78.9° 76.5°)
   
   


Light Down – Early
* Light Air Back
** Landing recovery increased from 14 frames to 15


BaseKnockback decreased: (11 8.3)
* Light Air Up
KnockbackGain increased: (10 → 12.7)
** BlockPush decreased: (1,75 1,3)
Angle changed: (69.4° → 58°)
   
   


Light Down – Late
* Light Forward
** BaseKnockback decreased: (13 → 12)
** KnockbackGain increased: (16 → 17)


BaseKnockback decreased: (8 → 6.8)
* Special Forward
KnockbackGain increased: (9 → 10.4)
** No longer costs fire on hit.
Angle changed: (61.7° → 45°)
** Ex version now always applies the burn.
   
   


Light Forward Body
* Special Down No Fire Air
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


BaseKnockback decreased: (10 7.5)
* Special Forward – Down
KnockbackGain increased: (14 16)
** DirectionalInfluenceMultiplier increased: (1 1,5)
Damage decreased: (11 → 10)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
BlockDamage decreased: (11 → 10)
   
   


Light Forward Hand
* Special Up Land
** BlockPush decreased: (2 → 0,1)


BaseKnockback decreased: (15 → 9)
* Special Up
KnockbackGain increased: (15 → 19.8)
** Hitbox is now larger on the first few frames and smaller for most of the duration.
   
   


Light Up – Base Ground
* Special Neutral
 
** Travel speed increased from 8 to 9 from air and 10 to 11 on ground
BaseKnockback decreased: (10 → 8.6)
KnockbackGain increased: (14 → 15.5)
   
   


Light Up – Tip Ground
<big>'''ROCKO'''</big>
* General:
** Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.


BaseKnockback decreased: (9.5 → 8.6)
* Following moves can now reverse hit:
KnockbackGain increased: (16 → 17)
** Charge Down
** Charge Up
** Light Forward
** Light Neutral
   
   


Special Forward
* Charge Air Forward Sweet Spot
** BaseKnockback increased: (11 → 12.5)
** KnockbackGain increased: (14.5 → 16.6)
** BlockDamage decreased: (15 → 13)


Land cancel ground friction increased
* Charge Air Forward
Grounded Version from 60 to 40 X velocity
** BaseKnockback increased: (10 11.5)
Air Version X Velocity decreased: (40 30)
** KnockbackGain increased: (12 → 12.2)
No longer cancellable while airborne.
   
   


Special Forward
* Charge Air Up
** BaseKnockback increased: (13.5 → 14)
** KnockbackGain decreased: (15.5 → 14)


Autocancel landing side special without recovery fixed.
* Charge Down – Air
** BaseKnockback increased: (1 → 10)
** KnockbackGain increased: (1 → 10)
** BlockPush increased: (1 → 1.6)
** BlockStun increased: (1 → 16)
** HitlagBaseOnHit increased: (1 → 24)
** HitlagBaseOnBlock increased: (1 → 24)
** InstigatorAdvantageOnHit decreased: (1 → 0)
** InstigatorAdvantageOnBlock decreased: (1 → 0)
** AttackMultiplierType added: ChargeAttack
** AttackMultiplierType added: SlimeAttack
** AttackType changed: (Light → Charge)
** CanRedirectProjectiles toggle enabled
** Damage increased: (1 → 15)
** BlockDamage increased: (1 → 25)
** Angle changed: (0° → -45°)
** OnlyHitAirboneTarget toggle enabled
   
   


Special Up
* Charge Down
** BaseKnockback decreased: (13.25 → 12)
** KnockbackGain increased: (18 → 25.3)
** Angle changed: (45° → -45°)
** OnlyHitGroundTarget toggle enabled
** Air hit is now weaker


Gertie now takes more time to reel in after grabbing the ledge, more punishable
* Charge Forward Sweet Spot
After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
** BaseKnockback decreased: (15 → 10.5)
You can define the direction, to go after reeling in, out of stage, straight up and into stage
** KnockbackGain increased: (17.5 → 23.5)
   
   


<big>'''INVADER ZIM'''</big>
* Charge Forward
General:
** BaseKnockback decreased: (10 → 9.5)
** KnockbackGain increased: (17.5 → 22.5)


Zim Taunt is now cancellable on frame 8
* Charge Up
** BaseKnockback decreased: (17 → 14)
** KnockbackGain increased: (12 → 21.3)
** Damage increased: (11 → 14)
** BlockDamage increased: (11 → 12)
   
   


GIR Changes:  
* Light Air Back
** BaseKnockback decreased: (14 → 7)
** KnockbackGain increased: (12.5 → 19.5)


You can now explode GIR with Taunt, a hitbox was added to this explosion.
* Light Air Down
GIR respawns faster if it’s exploded by the player.
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
GIR regular health increased: (6 9), Slime version health increased: (12 15)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.
** Angle changed: (300° -60°)
   
   


Charge Air Down – Moose
* Light Air Forward
** KnockbackGain increased: (15 → 16)


DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Light Air Neutral – Back
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** KnockbackGain increased: (13 14)
BlockDamage increased: (10 11)
   
   


Charge Air Forward – Sweetspot
* Light Air Neutral – Sweetspot
** BaseKnockback decreased: (12 → 8)
** KnockbackGain increased: (13.5 → 17.5)


BaseKnockback decreased: (17 → 14.5)
* Light Air Up Finisher
KnockbackGain increased: (19 19.6)
** KnockbackGain increased: (13 16.5)
BlockDamage decreased: (16 → 15)
   
   


Charge Air Forward – Weak
* Light Down
** BaseKnockback decreased: (11 → 8)
** KnockbackGain increased: (10 → 13)


BlockDamage increased: (9 10)
* Light Forward
** BaseKnockback decreased: (10.5 → 7.5)
** KnockbackGain increased: (13 15)
   
   


Charge Air Forward
* Light Up
** BaseKnockback decreased: (12.5 → 10.5)
** KnockbackGain increased: (12 → 14)


BaseKnockback decreased: (16 → 14.5)
* Rocko
Damage decreased: (20 → 18)
** If Spunky is on top of the jackhammer, you can call him in order to change direction.
BlockDamage decreased: (16 → 14)
   
   


Charge Air Up – Explosion
<big>'''ANGRY BEAVERS'''</big>
* Following moves can now reverse hit:
** Light Air Back (Dagget and Norbert)
** Light Finisher (Norbert)


BaseKnockback decreased: (14 → 13)
'''Dagget'''
KnockbackGain increased: (10 → 17.4)
Angle changed: (45° → 70°)
   
   


Charge Down Gnome Slide
* Charge Air Up Back
** KnockbackGain increased: (12 → 14)


BaseKnockback decreased: (11 10.5)
* Charge Air Up – Rising
KnockbackGain increased: (17 20)
** BaseKnockback increased: (12 15)
** KnockbackGain increased: (14 → 16,8)
** Angle changed: (78° 80°)
   
   


Charge Down – Swing
* Charge Air Forward
** On Hit Cancel moved from 33 to 36


BaseKnockback decreased: (11.5 → 11)
* Charge Down – Center
KnockbackGain increased: (18 22.3)
** Angle changed: (90° 89°)
   
   


Charge Forward Final
* Charge Down Last Hit
** BaseKnockback decreased: (11,5 → 10,5)
** KnockbackGain increased: (18 → 23,4)


BaseKnockback decreased: (15 → 11.3)
* Charge Forward – Clean
KnockbackGain increased: (19 → 24)
** BaseKnockback increased: (10 → 11)
** KnockbackGain increased: (19 → 23,8)
** BlockDamage increased: (11 → 12)
   
   


Charge Up
* Charge Forward – Late
** KnockbackGain increased: (8 → 11)


Can now reverse hit.
* Charge Up – Clean
** BaseKnockback decreased: (13 → 12)
** KnockbackGain decreased: (20,5 → 19,1)
** Angle changed: (80° → 85°)
   
   


Charge Up Point Blank
* Light Air Back Final
** BaseKnockback decreased: (8,75 → 6,75)
** KnockbackGain increased: (12 → 15)


BaseKnockback increased: (12 16)
* Light Air Down – End
KnockbackGain increased: (20 22.2)
** BaseKnockback decreased: (7,5 6)
Priority changed: (Medium → High)
** KnockbackGain increased: (10 12,5)
Angle changed: (55° → 60°)
   
   


Light Air Back – Sweetspot
* Light Air Down
** BaseKnockback decreased: (7,5 → 5,8)
** KnockbackGain increased: (10 → 13)


BaseKnockback decreased: (15 11)
* Light Air Forward
KnockbackGain increased: (17 21.4)
** BaseKnockback decreased: (8,56 7,56)
** KnockbackGain increased: (9,85 → 12,95)
** BlockDamage decreased: (11 8)
   
   


Light Air Back
* Light Air Neutral – Late
** BaseKnockback decreased: (7,5 → 5,5)
** KnockbackGain increased: (11 → 13)


BaseKnockback decreased: (12 9)
* Light Air Neutral
KnockbackGain increased: (16 → 19)
** BaseKnockback decreased: (8 6)
** KnockbackGain increased: (14 → 16)
   
   


Light Air Down Late
* Light Air Up Falling
** BaseKnockback decreased: (8 → 5,5)
** KnockbackGain increased: (10 → 14,5)


BaseKnockback decreased: (11 → 6.8)
* Light Air Up – Rising
KnockbackGain increased: (7 11.5)
** BaseKnockback decreased: (10 → 6)
** KnockbackGain increased: (10 15)
   
   


Light Air Down
* Light Air Up
** BaseKnockback decreased: (6 → 5)
** KnockbackGain increased: (10 → 11)


BaseKnockback decreased: (10.5 → 8.2)
* Light Down
KnockbackGain increased: (9 11.6)
** HitStunMinimum increased: (1 15)
   
   


Light Air Forward – Tip
* Light Finisher
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (12 → 16,5)


BaseKnockback decreased: (13 9.3)
* Light Forward – Bite
KnockbackGain increased: (13.5 17.5)
** KnockbackGain increased: (12,5 14,75)
** HitStunMinimum increased: (1 19)
   
   


Light Air Forward
* Light Forward
** BlockDamage increased: (9 → 10)


BaseKnockback decreased: (11 → 7.8)
* Light Up
KnockbackGain increased: (14 → 17.5)
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (14 → 17)
** HitStunMinimum increased: (1 → 11)
   
   


Light Air Neutral – Finisher
* Special Up – Finisher
** BlockPush decreased: (1,2 → 0,8)


KnockbackGain increased: (13 14)
* Special Up – Multi Hit
** BlockPush decreased: (1 0,2)
   
   


Light Air Neutral – Penultimate
'''Norbert'''


BaseKnockback decreased: (11 8.3)
* Charge Air Down – Tip
KnockbackGain increased: (10 12.85)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
   
   


Light Air Up Launch
* Charge Air Forward Tip
** KnockbackGain increased: (12 → 14)


BaseKnockback decreased: (12.02 → 8.4)
* Charge Air Forward
KnockbackGain increased: (10 → 14.3)
** BaseKnockback increased: (8 → 8,5)
   
   


Light Air Up – Pull
* Charge Air Up
** BaseKnockback decreased: (16 → 15)
** KnockbackGain increased: (13 → 16,8)


BaseKnockback decreased: (9 → 6)
* Charge Down
KnockbackGain increased: (4 7)
** KnockbackGain increased: (17 23)
   
   


Light Down Late
* Charge Forward Clean
** KnockbackGain increased: (19 → 24,05)


BaseKnockback decreased: (10 → 6)
* Charge Forward – Late
KnockbackGain increased: (8 12)
** BaseKnockback increased: (10 → 10,5)
** KnockbackGain increased: (17 21)


Light Down


BaseKnockback decreased: (10 → 7.8)
* Charge Up
KnockbackGain increased: (15 → 17.5)
** Total duration increased from 39 frames to 40
   
   


Light Forward 2nd Late
* Charge Up 3rd
** KnockbackGain increased: (18 → 18,1)


BaseKnockback decreased: (10 7.2)
* Light Air Back – Final
KnockbackGain increased: (9 → 11.9)
** BaseKnockback decreased: (8,6 6,6)
** KnockbackGain increased: (6,25 → 9,65)
** Angle changed: (55° 125°)
   
   


Light Forward 2nd
* Light Air Down Inner
** BaseKnockback decreased: (7,5 → 6,5)
** KnockbackGain increased: (10 → 13,5)


BaseKnockback decreased: (12 8.3)
* Light Air Down – Tip
KnockbackGain increased: (13 16.8)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
   
   


Light Forward – Late
* Light Air Down
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (9 → 11)


BaseKnockback decreased: (7 → 5.9)
* Light Air Forward – Center
KnockbackGain increased: (3 → 5)
** BaseKnockback decreased: (7 → 6,5)
** KnockbackGain increased: (9,25 → 14,5)
** HitStunMinimum increased: (1 → 5)
   
   


Light Forward
* Light Air Forward – Tip
** BaseKnockback decreased: (9,4 → 8,4)
** KnockbackGain increased: (12 → 14)
** HitStunMinimum increased: (1 → 5)
** Angle changed: (67° → 65°)


BaseKnockback decreased: (8 6.58)
* Light Air Forward
KnockbackGain increased: (3 16.75)
** BaseKnockback decreased: (5 4,5)
** KnockbackGain increased: (8,8 12)
   
   


Light Neutral – Finisher
* Light Air Neutral – Early
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (14 → 16,5)


BaseKnockback decreased: (12 8.3)
* Light Air Neutral – Late
KnockbackGain increased: (14 18)
** BaseKnockback decreased: (7,5 5,5)
** KnockbackGain increased: (11 15)
   
   


Light Up – Weak
* Light Air Up – Center
** BaseKnockback decreased: (9 → 8)
** KnockbackGain increased: (7,5 → 13,5)


BaseKnockback decreased: (9 → 7.5)
* Light Air Up – Close
KnockbackGain increased: (8 10.5)
** KnockbackGain increased: (7,5 12,5)
   
   


Light Up
* Light Air Up – Tip
** BaseKnockback increased: (12 → 12,5)
** KnockbackGain increased: (9 → 14,75)


BaseKnockback decreased: (18 → 9.5)
* Light Down
KnockbackGain increased: (7.8 17)
** HitStunMinimum increased: (1 15)
   
   


Special up Girless
* Light Finisher
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (12 → 15,5)


Now Girless Up B grabs the ledge easier and has more impulse than before
* Light Forward – Bite
** KnockbackGain increased: (12,5 → 14,75)
** HitStunMinimum increased: (1 → 19)
   
   


Special Down Bomb
* Light Forward
** BlockDamage increased: (9 → 10)


Bomb Physics where slightly changed
* Light Up – Late
If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
** BaseKnockback decreased: (14 → 12)
Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
** KnockbackGain increased: (15 → 17)
Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special
** HitStunMinimum increased: (1 → 18)
   
   


Gir
* Light Up
 
** BaseKnockback decreased: (14 → 12)
You can now explode Gir while using taunt, it has a hitbox and also respawns faster
** KnockbackGain increased: (12 → 15)
If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.
** HitStunMinimum increased: (1 → 18)
   
   


<big>'''REPTAR'''</big>
* Special Up – Clean
General
** KnockbackGain increased: (17,5 → 23)
** BlockDamage decreased: (12 → 11)


Weight decreased: (1.21 → 1.18)
Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.


Charge Air Down
----


DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


Charge Air Forward – Fire
<big>'''Undocumented Changes'''</big>
* Placeholder


BaseKnockback decreased: (15 → 13)
KnockbackGain increased: (16 → 18)


Charge Air Forward
----


BaseKnockback decreased: (14 → 11,5)
KnockbackGain increased: (14,5 → 17,7)


Charge Air Up – Fire
== 1.2 | November 17, 2023 ==
https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/


BaseKnockback decreased: (20 → 16)
<big>'''GENERAL'''</big>
KnockbackGain increased: (9 → 18,5)
* General improvements on loading times for Switch
Hitlag Base Hit increased: (0 → 9)
* Switch – Performance improvements
HitlagBaseOnBlock increased: (0 → 9)
* Tweaks on ultimates against mobs in campaign mode.
BlockDamage decreased: (16 → 15)
* Training Mode Triple Platform collisions tweaks
Angle changed: (80° → 70°)
* Characters can no longer slip off platforms without getting hit.
* SDI value now resets on multihits.
* Edge roll cancel on frame 5 was removed entirely
* Fixes and tweaks to reflective hitboxes.
* Companions no longer count as a death in campaign mode.
* Flying Dutchman no longer clips on the Flying Dutchman stage during cutscenes.
* Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
* You can now pummel characters with the grab button.
* Leaving a rank match while in the loading screen won’t change your current rank points.
* You can now map the movement buttons for keyboard players.
* Ranked loading and matchmaking improvements.
* Zoom in camera speed was incremented


Charge Air Up – Head


BaseKnockback increased: (15 → 16)
<big>'''TRAINING MODE'''</big>
KnockbackGain increased: (13 → 18,5)
* Training mode frame by frame is now the first option in the menu
BlockDamage decreased: (16 → 14)
* Training mode pause delay removed.
Angle changed: (80° → 70°)


Charge Down – Shockwave


BaseKnockback decreased: (12 → 11,5)
<big>'''AUDIO'''</big>
KnockbackGain increased: (21 → 23,3)
* Announcer Fight voice was added to vs matches
* 3, 2, 1 Game voice line volume lowered.
* Gir’s voice pitch tweaks.
* Harmonic’s convergence ambient SFX lowered


Charge Down – Stomp


BaseKnockback increased: (11 → 13)
<big>'''ITEM'''</big>
KnockbackGain increased: (10 → 20)
* Reptar’s Toy Car rotation on dropped tweaked


Charge Forward


BaseKnockback decreased: (18 → 11,5)
<big>'''UI'''</big>
KnockbackGain increased: (15,5 → 25)
* Random competitive stages button now only randomizes competitive stages.
* Azula and Reptar Campaign Power Ups description was fixed.
* Turning hitboxes on and off won’t make the HUD disappear.


Charge Up – Fire


BaseKnockback decreased: (18 → 14)
<big>'''PATRICK'''</big>
KnockbackGain increased: (12 → 21,3)
* Patrick can’t get stuck while holding a player during forward special.
Angle changed: (85° → 80°)


Charge Up – Head


KnockbackGain increased: (18 → 21,3)
<big>'''EMBER'''</big>
Angle changed: (75° → 80°)
* Ember lose VFX was adjusted correctly.
* Ember edge grab animation time standardized.


Light Air Down


DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
<big>'''JENNY'''</big>
SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* Jenny special up slime now gives you a bit of fuel and has faster speed.


Light Air Forward – Tip


BlockStun increased: (11 → 12)
<big>'''GRANDMA GERTIE'''</big>
* Gertie teeter special up is now more consistent.
* Gertie’s Cooking Pot now deals explosive damage.
* Gertie’s special forward now clamps the speed after hitting or slime cancel.
* Gertie’s Special Neutral Tint now disappears after respawning.


Light Air Forward


BlockStun increased: (10 → 11)
<big>'''JIMMY'''</big>
Landing recovery increased from 12 frames to 13.
* Jimmy Special Down VFX tweaked so it follows the character.


Light Air Neutral – 2nd


KnockbackGain increased: (10 → 12)
<big>'''MECHA PLANKTON'''</big>
* Mecha Plankton Charge Forward Air slime cancel now clamps your current velocity.


Light Air Neutral


KnockbackGain increased: (15 → 16)
<big>'''DANNY PHANTOM'''</big>
* Special Up now has a clamp on his velocity after using special up.


Light Air Up – Top


BlockPush decreased: (1,75 → 1,45)
<big>'''EL TIGRE'''</big>
Angle changed: (85° → 82°)
* El Tigre special forward can’t slime cancel during opposing character grabbed state


Light Air Back


Landing recovery increased from 14 frames to 15
<big>'''AZULA'''</big>
* Charge Air Forward Hold landing lag increased from 20 to 25
* Charge Air Forward Release landing lag increased from 23 to 30
* Charge Air Forward Fireball hurtbox and hitbox adjusted to make hitbox smaller and hurtbox bigger
* Charge Air Forward Fireball speed slightly reduced
* Charge Air Forward Fireball distance slightly reduced
* Light Air Up angle changed to 75 for both hitboxes
* Light Air Up hitbox reduced slightly
* Light Air Up not reversible anymore


Light Air Up


BlockPush decreased: (1,75 → 1,3)
<big>'''REPTAR'''</big>
* Tail hurtbox slightly extended.
 
* Jab 1 and 2 active frames reduced from 6>9 to 6>8
Light Forward
* Jab 3 and 4 active frames reduced from 6>9 to 6>7
 
* Ftilt active frames reduced from 10>18 to 10>16. Weak hit starts 1 frame sooner.
BaseKnockback decreased: (13 → 12)
* Ftilt strong hit BKB reduced from 13.5 to 13 & KBG reduced from 16.5 to 16.
KnockbackGain increased: (16 → 17)
 
Special Forward
• No longer costs fire on hit.
 
Ex version now always applies the burn.
 
Special Down – No Fire Air
 
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
 
Special Forward – Down
 
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
 
Special Up – Land
 
BlockPush decreased: (2 → 0,1)
 
Special Up
 
Hitbox is now larger on the first few frames and smaller for most of the duration.
 
Special Neutral
 
Travel speed increased from 8 to 9 from air and 10 to 11 on ground
 
<big>'''ROCKO'''</big>
General:
 
Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.
 
Following moves can now reverse hit:
 
Charge Down
Charge Up
Light Forward
Light Neutral
 
Charge Air Forward Sweet Spot
 
BaseKnockback increased: (11 → 12.5)
KnockbackGain increased: (14.5 → 16.6)
BlockDamage decreased: (15 → 13)
 
Charge Air Forward
 
BaseKnockback increased: (10 → 11.5)
KnockbackGain increased: (12 → 12.2)
 
Charge Air Up
 
BaseKnockback increased: (13.5 → 14)
KnockbackGain decreased: (15.5 → 14)
 
Charge Down – Air
 
BaseKnockback increased: (1 → 10)
KnockbackGain increased: (1 → 10)
BlockPush increased: (1 → 1.6)
BlockStun increased: (1 → 16)
HitlagBaseOnHit increased: (1 → 24)
HitlagBaseOnBlock increased: (1 → 24)
InstigatorAdvantageOnHit decreased: (1 → 0)
InstigatorAdvantageOnBlock decreased: (1 → 0)
AttackMultiplierType added: ChargeAttack
AttackMultiplierType added: SlimeAttack
AttackType changed: (Light → Charge)
CanRedirectProjectiles toggle enabled
Damage increased: (1 → 15)
BlockDamage increased: (1 → 25)
Angle changed: (0° → -45°)
OnlyHitAirboneTarget toggle enabled
 
Charge Down
 
BaseKnockback decreased: (13.25 → 12)
KnockbackGain increased: (18 → 25.3)
Angle changed: (45° → -45°)
OnlyHitGroundTarget toggle enabled
Air hit is now weaker
 
Charge Forward Sweet Spot
 
BaseKnockback decreased: (15 → 10.5)
KnockbackGain increased: (17.5 → 23.5)
 
Charge Forward
 
BaseKnockback decreased: (10 → 9.5)
KnockbackGain increased: (17.5 → 22.5)
 
Charge Up
 
BaseKnockback decreased: (17 → 14)
KnockbackGain increased: (12 → 21.3)
Damage increased: (11 → 14)
BlockDamage increased: (11 → 12)
 
Light Air Back
 
BaseKnockback decreased: (14 → 7)
KnockbackGain increased: (12.5 → 19.5)
 
Light Air Down
 
DirectionalInfluenceMultiplier increased: (1 → 1.5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
Angle changed: (300° → -60°)
 
Light Air Forward
 
KnockbackGain increased: (15 → 16)
 
Light Air Neutral – Back
 
KnockbackGain increased: (13 → 14)
 
Light Air Neutral – Sweetspot
 
BaseKnockback decreased: (12 → 8)
KnockbackGain increased: (13.5 → 17.5)
 
Light Air Up Finisher
 
KnockbackGain increased: (13 → 16.5)
 
Light Down
 
BaseKnockback decreased: (11 → 8)
KnockbackGain increased: (10 → 13)
 
Light Forward
 
BaseKnockback decreased: (10.5 → 7.5)
KnockbackGain increased: (13 → 15)
 
Light Up
 
BaseKnockback decreased: (12.5 → 10.5)
KnockbackGain increased: (12 → 14)
 
Rocko
 
If Spunky is on top of the jackhammer, you can call him in order to change direction.
 
<big>'''ANGRY BEAVERS'''</big>
Following moves can now reverse hit:
 
Light Air Back (Dagget and Norbert)
Light Finisher (Norbert)
 
Dagget
 
 
Charge Air Up – Back
 
KnockbackGain increased: (12 → 14)
 
Charge Air Up – Rising
 
BaseKnockback increased: (12 → 15)
KnockbackGain increased: (14 → 16,8)
Angle changed: (78° → 80°)
 
Charge Air Forward
 
On Hit Cancel moved from 33 to 36
 
Charge Down – Center
 
Angle changed: (90° → 89°)
 
Charge Down – Last Hit
 
BaseKnockback decreased: (11,5 → 10,5)
KnockbackGain increased: (18 → 23,4)
 
Charge Forward – Clean
 
BaseKnockback increased: (10 → 11)
KnockbackGain increased: (19 → 23,8)
BlockDamage increased: (11 → 12)
 
Charge Forward – Late
 
KnockbackGain increased: (8 → 11)
 
Charge Up – Clean
 
BaseKnockback decreased: (13 → 12)
KnockbackGain decreased: (20,5 → 19,1)
Angle changed: (80° → 85°)
 
Light Air Back – Final
 
BaseKnockback decreased: (8,75 → 6,75)
KnockbackGain increased: (12 → 15)
 
Light Air Down – End
 
BaseKnockback decreased: (7,5 → 6)
KnockbackGain increased: (10 → 12,5)
 
Light Air Down
 
BaseKnockback decreased: (7,5 → 5,8)
KnockbackGain increased: (10 → 13)
 
Light Air Forward
 
BaseKnockback decreased: (8,56 → 7,56)
KnockbackGain increased: (9,85 → 12,95)
BlockDamage decreased: (11 → 8)
 
Light Air Neutral – Late
 
BaseKnockback decreased: (7,5 → 5,5)
KnockbackGain increased: (11 → 13)
 
Light Air Neutral
 
BaseKnockback decreased: (8 → 6)
KnockbackGain increased: (14 → 16)
 
Light Air Up – Falling
 
BaseKnockback decreased: (8 → 5,5)
KnockbackGain increased: (10 → 14,5)
 
Light Air Up – Rising
 
BaseKnockback decreased: (10 → 6)
KnockbackGain increased: (10 → 15)
 
Light Air Up
 
BaseKnockback decreased: (6 → 5)
KnockbackGain increased: (10 → 11)
 
Light Down
 
HitStunMinimum increased: (1 → 15)
 
Light Finisher
 
BaseKnockback decreased: (8 → 6)
KnockbackGain increased: (12 → 16,5)
 
Light Forward – Bite
 
KnockbackGain increased: (12,5 → 14,75)
HitStunMinimum increased: (1 → 19)
 
Light Forward
 
BlockDamage increased: (9 → 10)
 
Light Up
 
BaseKnockback decreased: (12 → 11)
KnockbackGain increased: (14 → 17)
HitStunMinimum increased: (1 → 11)
 
Special Up – Finisher
 
BlockPush decreased: (1,2 → 0,8)
 
Special Up – Multi Hit
 
BlockPush decreased: (1 → 0,2)
 
Norbert
 
 
Charge Air Down – Tip
 
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
 
Charge Air Forward – Tip
 
KnockbackGain increased: (12 → 14)
 
Charge Air Forward
 
BaseKnockback increased: (8 → 8,5)
 
Charge Air Up
 
BaseKnockback decreased: (16 → 15)
KnockbackGain increased: (13 → 16,8)
 
Charge Down
 
KnockbackGain increased: (17 → 23)
 
Charge Forward – Clean
 
KnockbackGain increased: (19 → 24,05)
 
Charge Forward – Late
 
BaseKnockback increased: (10 → 10,5)
KnockbackGain increased: (17 → 21)
Charge Up
 
Total duration increased from 39 frames to 40
 
Charge Up – 3rd
 
KnockbackGain increased: (18 → 18,1)
 
Light Air Back – Final
 
BaseKnockback decreased: (8,6 → 6,6)
KnockbackGain increased: (6,25 → 9,65)
Angle changed: (55° → 125°)
 
Light Air Down – Inner
 
BaseKnockback decreased: (7,5 → 6,5)
KnockbackGain increased: (10 → 13,5)
 
Light Air Down – Tip
 
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
 
Light Air Down
 
BaseKnockback decreased: (8 → 6)
KnockbackGain increased: (9 → 11)
 
Light Air Forward – Center
 
BaseKnockback decreased: (7 → 6,5)
KnockbackGain increased: (9,25 → 14,5)
HitStunMinimum increased: (1 → 5)
 
Light Air Forward – Tip
 
BaseKnockback decreased: (9,4 → 8,4)
KnockbackGain increased: (12 → 14)
HitStunMinimum increased: (1 → 5)
Angle changed: (67° → 65°)
 
Light Air Forward
 
BaseKnockback decreased: (5 → 4,5)
KnockbackGain increased: (8,8 → 12)
 
Light Air Neutral – Early
 
BaseKnockback decreased: (8 → 6)
KnockbackGain increased: (14 → 16,5)
 
Light Air Neutral – Late
 
BaseKnockback decreased: (7,5 → 5,5)
KnockbackGain increased: (11 → 15)
 
Light Air Up – Center
 
BaseKnockback decreased: (9 → 8)
KnockbackGain increased: (7,5 → 13,5)
 
Light Air Up – Close
 
KnockbackGain increased: (7,5 → 12,5)
 
Light Air Up – Tip
 
BaseKnockback increased: (12 → 12,5)
KnockbackGain increased: (9 → 14,75)
 
Light Down
 
HitStunMinimum increased: (1 → 15)
 
Light Finisher
 
BaseKnockback decreased: (8 → 6)
KnockbackGain increased: (12 → 15,5)
 
Light Forward – Bite
 
KnockbackGain increased: (12,5 → 14,75)
HitStunMinimum increased: (1 → 19)
 
Light Forward
 
BlockDamage increased: (9 → 10)
 
Light Up – Late
 
BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (15 → 17)
HitStunMinimum increased: (1 → 18)
 
Light Up
 
BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (12 → 15)
HitStunMinimum increased: (1 → 18)
 
Special Up – Clean
 
KnockbackGain increased: (17,5 → 23)
BlockDamage decreased: (12 → 11)
 
 
----
 
== November 17, 2023 | 1.2 ==
https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/
 
<big>'''GENERAL'''</big>
* General improvements on loading times for Switch
* Switch – Performance improvements
* Tweaks on ultimates against mobs in campaign mode.
* Training Mode Triple Platform collisions tweaks
* Characters can no longer slip off platforms without getting hit.
* SDI value now resets on multihits.
* Edge roll cancel on frame 5 was removed entirely
* Fixes and tweaks to reflective hitboxes.
* Companions no longer count as a death in campaign mode.
* Flying Dutchman no longer clips on the Flying Dutchman stage during cutscenes.
* Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
* You can now pummel characters with the grab button.
* Leaving a rank match while in the loading screen won’t change your current rank points.
* You can now map the movement buttons for keyboard players.
* Ranked loading and matchmaking improvements.
* Zoom in camera speed was incremented
 
 
<big>'''TRAINING MODE'''</big>
* Training mode frame by frame is now the first option in the menu
* Training mode pause delay removed.
 
 
<big>'''AUDIO'''</big>
* Announcer Fight voice was added to vs matches
* 3, 2, 1 Game voice line volume lowered.
* Gir’s voice pitch tweaks.
* Harmonic’s convergence ambient SFX lowered
 
 
<big>'''ITEM'''</big>
* Reptar’s Toy Car rotation on dropped tweaked
 
 
<big>'''UI'''</big>
* Random competitive stages button now only randomizes competitive stages.
* Azula and Reptar Campaign Power Ups description was fixed.
* Turning hitboxes on and off won’t make the HUD disappear.
 
 
<big>'''PATRICK'''</big>
* Patrick can’t get stuck while holding a player during forward special.
 
 
<big>'''EMBER'''</big>
* Ember lose VFX was adjusted correctly.
* Ember edge grab animation time standardized.
 
 
<big>'''JENNY'''</big>
* Jenny special up slime now gives you a bit of fuel and has faster speed.
 
 
<big>'''GRANDMA GERTIE'''</big>
* Gertie teeter special up is now more consistent.
* Gertie’s Cooking Pot now deals explosive damage.
* Gertie’s special forward now clamps the speed after hitting or slime cancel.
* Gertie’s Special Neutral Tint now disappears after respawning.
 
 
<big>'''JIMMY'''</big>
* Jimmy Special Down VFX tweaked so it follows the character.
 
 
<big>'''MECHA PLANKTON'''</big>
* Mecha Plankton Charge Forward Air slime cancel now clamps your current velocity.
 
 
<big>'''DANNY PHANTOM'''</big>
* Special Up now has a clamp on his velocity after using special up.
 
 
<big>'''EL TIGRE'''</big>
* El Tigre special forward can’t slime cancel during opposing character grabbed state
 
 
<big>'''AZULA'''</big>
* Charge Air Forward Hold landing lag increased from 20 to 25
* Charge Air Forward Release landing lag increased from 23 to 30
* Charge Air Forward Fireball hurtbox and hitbox adjusted to make hitbox smaller and hurtbox bigger
* Charge Air Forward Fireball speed slightly reduced
* Charge Air Forward Fireball distance slightly reduced
* Light Air Up angle changed to 75 for both hitboxes
* Light Air Up hitbox reduced slightly
* Light Air Up not reversible anymore
 
 
<big>'''REPTAR'''</big>
* Tail hurtbox slightly extended.
* Jab 1 and 2 active frames reduced from 6>9 to 6>8
* Jab 3 and 4 active frames reduced from 6>9 to 6>7
* Ftilt active frames reduced from 10>18 to 10>16. Weak hit starts 1 frame sooner.
* Ftilt strong hit BKB reduced from 13.5 to 13 & KBG reduced from 16.5 to 16.
* Utilt range slightly reduced.
* Utilt range slightly reduced.
* Fair range slightly reduced.
* Fair range slightly reduced.
Line 5,238: Line 6,096:
* Fire Nair Block stun reduced from 6 to 5
* Fire Nair Block stun reduced from 6 to 5
* Fair KBG reduced from 19 to 17.5
* Fair KBG reduced from 19 to 17.5
----
<big>'''Undocumented Changes'''</big>
* Placeholder




{{Navbox-NickBrawl2}}
{{Navbox-NickBrawl2}}
[[Category:Nickelodeon All-Star Brawl 2]]
[[Category:Nickelodeon All-Star Brawl 2]]

Latest revision as of 20:17, 21 February 2025

1.13 | April 24th, 2024 | Patch 1.13

https://nickelodeonallstarbrawl.com/patch-1-13/




Undocumented Changes

  • Placeholder




1.12 | November 1st, 2024 | Iroh Release

https://nickelodeonallstarbrawl.com/patch-1-12-iroh-release/




Undocumented Changes

  • Placeholder



1.11 | July 3rd, 2024 | Rocksteady Release

https://nickelodeonallstarbrawl.com/patch-1-11-rocksteady-release/




Undocumented Changes

  • Placeholder



1.09/1.10 | June 26th, 2024 | Post-Zuko / Pre-Rocksteady Patch

https://nickelodeonallstarbrawl.com/patch-1-10-pre-rocksteady-patch/

NEW CONTENT:

  • New Squads Mode: Form a Squad by choosing your 3 favorite Brawlers and engage in a dynamic fight against your opponent’s Squad! Once a character is KOd, the next will take their place in battle!
  • New Game+: Repeat the story with all unlocked perks and cosmetics. Added an increased difficulty, stage, rule variants and new cosmetic rewards.
  • Weight reduced on the following characters (Gertie, Korra, Krabs, Patrick, Reptar, MechaPlankton)
  • Improved height at which Gun items projectiles are shot for Azula, Donatello, Ember, Gerald, Grandma Gertie, Korra, Raphael, Reptar, Squidward and Zuko.
  • Companion Bug: Fixed an issue where players were not able to control their companion while another companion was spawning for the first time. (This used to affect Jimmy+Goddard, Zim+GIR and Rocko+Spunky).

BALANCE CHANGES

Patrick

  • Weight reduced from 1.17 to 1.08.

Special Up:

  • Removed Hand Hitboxes
  • Adjusted how fast Patrick lunged to match the aerial version of the move.

Special Neutral:

  • Fixed the air stalling being consumed when performed on the ground.

Special Down:

  • There was an issue where if Patrick successfully landed a Slime Special Down, Slime Attack properties would be retained every time Patrick performed a Special Down from there on, even if it was not using slime, this was fixed.

Squidward

Special Up:

  • Adjusted hitboxes priority and reduced multihit rate.

Charge Air Down Land:

  • Fixed an issue where the collision did not reset properly.

Mecha Plankton

  • Weight reduced from 1.18 to 1.1.

Light Air Back Early:

  • BaseKnockback decreased on sweet spot: (16.7 → 15.5)
  • KnockbackGain increased on sweet spot: (13.8 → 16)
  • Damage increased on sweet spot: (13 → 14)
  • KnockbackGain increased on sour spot hit: (9.8 → 16)
  • Damage increased on sour spot hit: (9 → 10)

Light Air Neutral MultiHit:

  • Start Up Reduced
  • Improved multihit consistency

Light Finisher:

  • BaseKnockback increased: (9.5 → 11)
  • HitStunMinimum increased: (10 → 18)

Light Neutral 1 (Anti Air):

  • HitStunMinimum increased: (7 → 9)
  • Damage increased: (5 → 7)

Special Neutral:

  • Increased Air Speed and Acceleration while shooting sauce

Aang

Light Air Up:

  • BlockStun decreased: (8 → 6)

Light Air Back:

  • Slightly reduced hitboxes size

Light Air Neutral:

  • Improved multihit consistency size

Light Air Up:

  • BlockStun decreased: (8 → 6)
  • Now Reversible

Charge Air Up Finisher:

  • BlockPush decreased: (1.2 → 0.6)

Charge Air Up:

  • Decreased hitboxes and VFX
  • BaseKnockback increased: (5 → 10)
  • Improved multihit consistency
  • Increased landing lag from 15 to 17

Special Neutral Air:

  • Added landing lag frames from 0 to 12

Special Down Air:

  • Fixed an issue where Aang Special Down End state would cancel on land making it really safe on block.

Special Up:

  • Reduced momentum kept after slime canceling
  • Increased hit lag while rising both on hit and on block
  • Slightly increased startup on Dive
  • Decreased BlockPush on Dive (1 → 0.7)

Korra

  • Weight Reduced from 1.05 to 0.97

Special Forward:

  • Can no longer be held to travel further, it has been reworked to a short burst forwards
  • First actionable frame is now frame 17

Light Air Down:

  • Greatly increased the floor detection distance to spawn the Earth Bending hazard
  • Korra now has a slight impulse upwards when spawning rocks below, this is bypassed if down is still being held

Charge Air Down:

  • Fixed an issue where the airstall limit was not refreshing on land
  • Hitlag increased on hit: (6 → 16)

Charge Air Up 2:

  • Now Reversible

Light Air Forward – Fire:

  • BaseKnockback increased: (11.5 → 12.5)
  • KnockbackGain decreased: (18 → 16)

Light Air Forward:

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain decreased: (17.5 → 16)
  • Angle changed: (35° → 40°)

Light Dash:

  • Improved consistency between hits

Light Dash – Projectile Finisher:

  • KnockbackGain increased: (2 → 12)
  • BlockPush decreased: (1.5 → 0.3)
  • Hitlag increased on hit: (0 → 4)
  • Hitlag increased on block: (0 → 1)

Light Down:

  • KnockbackGain decreased: (16.2 → 13.5)
  • Hitlag increased on hit: (5 → 11)
  • Hitlag increased on block: (5 → 11)
  • Hitlag increased on hit on Hazard: (3 → 16)
  • Damage decreased on Hazard: (10 → 7)
  • BlockDamage decreased on Hazard: (10 → 7)

Light Forward:

  • Hitlag increased on hit: (9 → 10)
  • Hitlag increased on block: (9 → 10)

Grab:

  • Increase the size of lower grab box to affect small characters

April

Light Air Up:

  • Now has reversible hitboxes

Special Neutral:

  • Fixed an issue where players could loop Special Up followed by Special Neutral indefinitely.

Donatello

  • Improved Special Down Counter functionality

Danny

  • Fixed a bug where Danny’s collision detection would offset after performing his Ultimate.
  • Slime Meter gain across all his attacks decreased by 20%

Light Neutral:

  • Hitboxes adjusted

Light Air Back:

  • Reduced the momentum retained after canceling the start up into other attacks.

Light Air Neutral:

  • Reduced Blockstun on Sweetspot (7 → 5) and sourspot (5 → 3).

Light Air Forward 1:

  • HitStunMinimum increased: (10 → 11)

Light Air Forward 2:

  • HitStunMinimum increased: (10 → 13)

Light Air Down – Initial Spike:

  • Hitbox radius reduced.

Light Air Down – Ice Projectile:

  • BaseKnockback increased: (7.5 → 11.5)
  • HitStunMinimum increased: (1 → 8)
  • Angle changed: (-60° → 65°)

Special Neutral:

  • Punch hitbox reduced blockstun (12 → 7).

Charge Air Forward:

  • Reduced the recovery cancel window on hit.

Jimmy Neutron

  • Fixed an issue on Charge Air Down where the bubble would disappear ahead of time
  • Changed glow on Special Forward from purple to blue, fixed an issue where the glow would not appear if the charge was full upon landing
  • Fixed visual issues while grabbing the edge
  • Jimmy can now act out of Special Up without jumping
  • Fixed an issue where the Slime version did not increase damage on Charge Up and Charge Forward

Light Neutral:

  • Adjusted hitboxes to match visuals better on Light Neutral and its variations.

Charge Down:

  • Improved consistency between hits

Ultimate Attack:

  • Fixed collision interactions with platforms on exit

Special Up:

  • Fixed an issue where Jimmy could perform 2 Special Up if the first one was on the ground.

Light Neutral and Light Air Neutral:

  • Adjusted hitboxes to better match visuals
  • Fixed hitbox blindspots on aerial and walking states.

Light Up:

  • Implemented as multihit
  • KnockbackGain decreased: (15.5 → 14.5)
  • BlockPush decreased: (0.6 → 0.2)
  • Hitlag decreased on hit: (9 → 6)
  • Hitlag decreased on block: (9 → 6)
  • Damage decreased: (8 → 3)
  • BlockDamage decreased: (8 → 3)
  • Increase the effect of DI on launch

Charge Air Up:

  • KnockbackGain decreased: (17.5 → 16)

Light Forward Sweetspot:

  • BlockPush decreased: (1.5 → 0.7)

Light Forward:

  • BlockPush decreased: (1.2 → 0.3)

Charge Air Down:

  • Hitbox size reduced

Goddard:

  • Fixed an issue where Goddard fell during Jimmy’s Ultimate.
  • Fixed an issue that caused a phantom explosion to appear after Jimmy was KOed.
  • Fixed an issue where the swirling VFX would stay during his attacks.
  • Fixed an issue where Goddard was not exploding on Block during his run state.
  • Goddard now resets debuffs if KOed.
  • Reworked Goddard’s Explosion when Jimmy Taunts, Goddard now takes 44 frames to explode, hitbox size slightly increased.
  • Fixed Right Stick input detection while using Goddard so it properly performs an action depending on the direction the stick was pressed.

Zim

  • Increased recovery distance for Special Up with and without GIR
  • Added ability to hold or tap B to briefly hover during Special Up without GIR
  • Fixed an issue where Zim and GIR would grab the opponent at the same time and cause them to lose a stock.
  • Made ExpSlowsion Bomb (Special Down Bomb) Physics slightly heavier.

Charge Air Forward:

  • Hitboxes slightly decreased.
  • Can no longer reverse hit.

Charge Air Up Charge Air Up Explosion:

  • Increased hitbox size when exploding.
  • Hitlag decreased on block: (10 → 3).

Charge Forward – Final:

  • Can no longer reverse hit

Charge Down – Gnome:

  • Increased range
  • Increase distance traveled after charging the attack

Grab Throw Forward – Bomb:

  • Can now reverse hit.

Light Air Back:

  • Damage decreased on sweet spot: (16 → 13)
  • Damage decreased on sour spot: (14 → 11)
  • BlockDamage decreased on sour spot: (12 → 11)

Light Air Down:

  • Hitlag On Hit and On Block increased: (4 → 8) Late Hit: (4 → 6)

Light Air Up:

  • Improved consistency between hits

Light Up:

  • KnockbackGain increased on sour spot: (10.5 → 15.5)
  • Damage decreased on sour spot: (8 → 5)
  • BlockDamage decreased on sour spot: (8 → 5)
  • BaseKnockback increased on sweet spot: (9.5 → 10.5)
  • Damage decreased on sweet spot: (10 → 7)
  • BlockDamage decreased on sweet spot: (9 → 7)

Gir:

  • Increased the Knockback received
  • Reduced stamina on Slime version
  • GIR now receives knockback when hit
  • Knockback received is x1.3 higher than average
  • Increased stamina to compensate

El Tigre

  • Adjusted grounded physics for Walk and Run
    • Walk speed: (1.48 → 1.28)
    • Run speed: (1.42 → 1.3)

Light Air Forward:

  • Reworked hitboxes to have a weaker hit on the last active frames.
  • KnockbackGain increased: (17 → 19)
  • BlockPush decreased: (0.6 → 0.4)
  • BlockStun decreased: (7 → 5)

Light Air Back – Sweetspot:

  • BlockPush decreased: (0.8 → 0.4)
  • BlockStun decreased: (7 → 4)
  • Can no longer be reversible

Light Air Back – Weak:

  • BlockPush decreased on sour spot: (0.5 → 0.2)
  • BlockStun decreased on sour spot: (6 → 3)
  • Can now be reversible
  • Angle changed: (145° → 35°)

Light Air Back:

  • BlockPush decreased on sweet spot: (0.8 → 0.3)
  • Can now be reversible
  • Angle changed: (140° → 40°)

Light Air Down – Air:

  • BlockPush decreased: (1.2 → 0.6)
  • BlockStun decreased: (13 → 10)

Light Air Down:

  • BaseKnockback increased: (7 → 12.5)
  • BlockPush decreased: (1.2 → 0.6)
  • BlockStun decreased: (13 → 10)
  • Sound changed: (HitPunchBig → HitStabBig)

Light Air Neutral:

  • Slightly decreased hitboxes size.
  • BlockPush decreased on sweet spot: (0.6 → 0.4)
  • BlockPush decreased on sourspot: (0.6 → 0.2)

Light Air Up:

  • Adjusted outer hitboxes to be less disjointed to the sides
  • BlockPush decreased: (0.5 → 0.4)
  • BlockStun decreased: (7 → 6)
  • Damage decreased: (12 → 10)
  • lockDamage decreased: (12 → 10)

Light Air UpSide Hits:

  • BlockPush decreased: (0.5 → 0.2)
  • BlockStun decreased: (6 → 5)

Light Down:

  • KnockbackGain increased: (9 → 13)

Light Up – Weak:

  • BlockStun decreased: (6 → 4)

Light Up:

  • BlockStun decreased: (6 → 5)

Special Neutral:

  • Fixed an issue where Special Neutral would retain a lot of upwards momentum.
  • BlockStun decreased: (6 → 4)
  • InstigatorAdvantageOnBlock decreased: (0 → -2)

Special Down:

  • Added a hitbox during startup to redirect projectiles

Special Up:

  • Added a small impulse upwards after the recovery is finished.

Garfield

  • Fixed an issue where Special Neutral would retain a lot of upwards momentum.

Angry Beavers

  • Cooldowns have been increased across the board.

Dagget

  • Adjusted Hurt boxes during Special Up and Charge Down

Charge Air Forward:

  • Limited to 1 per air time.

Norbert

Charge Air Down – Tip:

  • HitStunMinimum increased: (5 → 25)

Charge Air Down:

  • HitStunMinimum increased: (5 → 25)

Charge Air Forward – Tip:

  • HitStunMinimum increased: (5 → 50)
  • Reversible toggle disabled

Charge Air Forward:

  • BaseKnockback increased: (8.5 → 10.5)
  • KnockbackGain increased: (15 → 17)
  • HitStunMinimum increased: (0 → 50)
  • Can no longer be reversible
  • Angle changed: (51° → 43°)

Charge Down – Last:

  • Can no longer be reversible

Charge Down:

  • Can no longer be reversible.
  • Angle changed: (135° → 45°)

Charge Forward – Clean:

  • Can no longer be reversible.

Charge Forward – Late:

  • Can no longer be reversible.

Light Air Forward – Center:

  • Can no longer be reversible.

Light Air Forward – Tip:

  • Can no longer be reversible.

Light Air Forward:

  • Can no longer be reversible.

Light Air Up – Center:

  • BaseKnockback increased: (8 → 12)
  • KnockbackGain increased: (13.5 → 15)

Light Air Up – Close:

  • BaseKnockback increased: (7 → 10)
  • KnockbackGain increased: (12.5 → 15)

Light Up:

  • KnockbackGain increased: (15 → 17)
  • Angle changed: (45° → 75°)

Grab Throw Down:

  • Angle changed from -30° to 115°

Jenny

  • Reworked Slime Special Forward: Special Forward
  • Fixed Ponytails hurtbox Intangibility during Light Up

Light Forward Front:

  • BaseKnockback increased: (6.55 → 10)
  • Angle changed: (47° → 80°)

Special Down:

  • Reworked Slime Attack: now shoots a bigger single projectile diagonally downwards

Special Forward:

  • Reworked Slime Attack: no longer shoots projectiles, increased startup, greatly increased damage, knockback and block damage

Special Up:

  • Fixed an issue where Jenny was able to land on the edge while going upwards, this lead to a bug where she was unable to perform Special Up again, this has been fixed as well

Lucy Loud

Charge Forward Ghost:

  • BlockStun decreased: (4 → 2)
  • Hitlag decreased on block: (5 → 1)
  • Damage decreased: (13 → 9)
  • BlockDamage decreased: (13 → 9)
  • Total Frames increased from 48 to 56
  • Can act as soon as frame 14 on hit

Ember

Charge Air Forward:

  • Fixed BlockPush issues.

Gerald

  • Fixed an issue where Gerald was not able to perform his Skateboard Forward Special if he started Skateboarding in the air.

Special Forward:

  • Fixed an issue where Gerald was able to immediately perform grounded moves when landing during skateboard

Charge Air Up Finisher:

  • KnockbackGain decreased: (16.8 → 15.8)/span>

Grab Throw Up:

  • KnockbackGain increased: (14 → 16)/span>
  • Total frames increased from 50 frames to 64 frames./span>

Light Air Up:

  • Multihit hitstun frames are now set to a maximum of 18./span>

Light Up:

  • Added intangibility to Head hurtboxes/span>

Grandma Gertie

  • Weight Reduced from 1.03 to 0.95
  • Fixed an issue where Gertie was able to act earlier than intended on the following moves: Charge Air Forward, Charge Air Down, Charge Air Up, Light Air Back, Light Air Down, Light Air Up, Light Air Forward, Light Air Neutral.

Special Down:

  • Gertie is now able to have 2 active items out at once.
  • Gertie has a 0% chance to pull holdable items if she already has one in her hand.
  • Visual on paper when there are 2 items out has been improved.
  • Balloon movement has been changed to rise slower

Special Up:

  • Hook snap range has been increased on both normal and Slime versions.

Charge Forward:

  • Start Up Increased: (17 → 23)

Charge Down:

  • Damage decreased on sweet spot: (17 → 15)
  • Damage decreased on sour spot: (14 → 13)

Light Air Back:

  • Damage decreased on sweet spot: (14 → 12)

Light Air Down – Left:

  • Damage increased: (4 → 6)
  • BlockDamage increased: (4 → 6)

Light Air Down – Right:

  • Damage increased: (4 → 6)
  • BlockDamage increased: (4 → 6)

Light Air Forward:

  • Damage decreased on sweet spot: (18 → 16)
  • BlockDamage decreased on sweet spot: (18 → 16)

Light Air Up:

  • BaseKnockback increased on sweet spot: (9.7 → 11.7)
  • KnockbackGain decreased on sweet spot: (18.2 → 17.2)
  • Damage decreased on sweet spot: (11 → 10)
  • BlockDamage decreased on sweet spot: (11 → 10)

Light Forward:

  • Damage decreased on sour spot: (10 → 9)
  • BlockDamage decreased on our spot: (10 → 9)
  • Damage decreased on sweet spot: (13 → 12)
  • BlockDamage decreased on sweet spot: (13 → 12)

Light Up – Base Air:

  • BaseKnockback increased: (5 → 8.6)
  • KnockbackGain increased: (12 → 15.5)
  • Damage decreased: (11 → 9)
  • BlockDamage decreased: (11 → 9)
  • Angle changed: (-85° → 65.01°)

Light Up – Base Ground:

  • Damage decreased: (11 → 9)
  • BlockDamage decreased: (11 → 9)

Light Up – Tip Air:

  • Damage decreased: (13 → 11)
  • BlockDamage decreased: (13 → 11)

Light Up – Tip Ground:

  • Damage decreased: (13 → 11)
  • BlockDamage decreased: (13 → 11)

Mr. Krabs

  • Weight Reduced from 1.13 to 1.04
  • Fixed visual issues when affected by Cheese status effect
  • General Speed at Level 1 increased
  • General Speed at Level 3 decreased

Grab:

  • Start up decreased

Light Air Forward:

  • VFX adjusted

Light Air Back Strong:

  • KnockbackGain increased: (14.2 → 17)
  • Hitlag increased on hit: (11 → 13)
  • Hitlag decreased on block: (9 → 8)

Light Air Back Weak:

  • BaseKnockback increased: (14.5 → 15)
  • KnockbackGain increased: (10.2 → 15.5)
  • Hitlag increased on hit: (7 → 8)

Light Air Neutral:

  • Added Intangibility on the claw hurtbox.

Light Down:

  • Added Intangibility on the claw hurtbox.

Light Up:

  • Added Intangibility on the claw hurtbox.

Charge Down:

  • Added Intangibility on the claw hurtbox.

Charge Up:

  • KnockbackGain increased on finisher: (15.5 → 17.8).

Special Forward:

  • Can no longer perform follow ups on Block.

Zuko

  • Fixed an issue where Zuko would get stuck in tumble longer than other characters after being block pushed.

Light Neutral:

  • Improved consistency between hits.

Light Forward:

  • Improved consistency between hits.

Special Air Neutral:

  • Fixed a bug where hitboxes would deactivate during the aerial Slime version of the attack.

Light Air Up:

  • Fixed an issue where Light Air Up was reflecting projectiles which was not intended.

Charge Air Up:

  • Angle changed: (90° → 78°).
  • Improved multihit consistency.

Light Air Forward:

  • BaseKnockback increased: (10 → 11)
  • KnockbackGain increased: (13 → 14)
  • Angle changed: (70° → 72°)

Light Air Neutral Sour – Fire:

  • KnockbackGain decreased on sour spot: (10 → 8)
  • Angle changed: (45° → 38°)

Light Air Neutral Sour:

  • KnockbackGain decreased on sour spot: (10 → 8)
  • Angle changed: (45° → 38°)

Light Air Up:

  • BaseKnockback decreased: (8 → 7)
  • InstigatorAdvantageOnHit increased: (0 → 2)

Light Finisher:

  • BaseKnockback increased: (11 → 13)

Light Up:

  • BaseKnockback increased: (11 → 13)
  • KnockbackGain decreased: (18 → 17)
  • Angle changed: (80° → 90°)

Special Forward:

  • BaseKnockback increased: (8.7 → 13)
  • KnockbackGain decreased: (10 → 8)
  • Angle changed: (50° → 80°)

Special Neutral Slime:

  • BaseKnockback increased: (22 → 27)
  • KnockbackGain increased: (17.5 → 22.5)

Special Neutral:

  • KnockbackGain increased: (19.5 → 22.5)
  • StatusEffect added: Burn

Sword Launched:

  • Can now be reversible

Throw Up:

  • BaseKnockback decreased: (15.5 → 13.5)


Undocumented Changes

  • Placeholder



1.8 | April 24th, 2024 | Zuko Now Available

https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/


  • NEW CHARACTER ADDED: ZUKO!
  • Fixed Get Up In Place state for Gertie, Angry Beavers and April to match the length of the other characters.
  • Fixed a slowdown animation problem for Rebound state after Grab Hold.
  • Fixed Visualization options in Training.


BALANCE CHANGES

REN & STIMPY

  • Fixed hitbox priority on Charge Air Up so Sweetspot does come out first instead of last.


KORRA

  • Fixed a visual issue on the Grab Hold VFX.


NIGEL

  • Fixed an issue where Nigel would clip on the ground during his Charge Air Down animation.


MR. KRABS

  • Added Invincibility to all Throw attack states.
  • Increased Knockback gain for Charge Down.




Undocumented Changes

  • Placeholder




1.7 | March 1st, 2024 | Rotation Mode, New Stage Layouts, Items and More

https://nickelodeonallstarbrawl.com/update-1-7-rotation-mode-new-stage-layouts-items-and-more/


NEW CONTENT

  • New Game Mode – Rotation: 3 to 4 players can play in a King of the Hill 1v1 style of gameplay, where anytime a player is KO’d it goes to the waiting list, and the next player enters the fight. All seamless during the match. It can be played with Stocks or Timed variants.
  • New Stage: Added Clean, Double, and Triangle layouts for Food Dreams.


New Campaign power-up pack!

  • Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
  • The Secret Formula and Krabby Patty Ingredients: When both are obtained it enables the chance for The Perfect Krabby Patty to appear.
  • The Perfect Krabby Patty: Ignores debuffs and a % of damage.


New items!

  • Jellyfish Jelly: Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
  • Fenton Thermos: Throw the thermos and watch how ghosts appear to haunt your opponents.
  • Electrified Glove: Grab it to stun your opponents on your next hit.
  • Lawn Gnome: Throw the gnome and watch it follow you as it creates an electrical field in between you and him, electrifying opponents.
  • Ultra Snowzooka: Grab and shoot different sized snowballs depending on how long you hold the Light Attack button.


BUG FIXES

  • Fixed an issue where Projectiles and Items hitboxes would trade against character hitboxes where they were supposed to be destroyed instead.
  • Fixed an issue where Projectiles got stuck on platforms as they traveled through them.
  • Fixed an issue where the match would softlock if a player taunted with a certain timing during the “Finish!” screen.
  • Fixed an issue where GIR was crashing the game shortly after being deployed.


GENERAL

  • Reduced attacks clank damage range from 7 to 3.


BALANCE CHANGES

PATRICK

Special Up

  • Decreased the amount of momentum retained after edge canceling Special Up to half his speed.


SQUIDWARD

Special Up

  • Improved multi-hit consistency into the finisher.


MECHA PLANKTON

Light Air Up

  • Improved multi-hit consistency.


EL TIGRE

Light Air Forward

  • KnockbackGain decreased: (17,45 → 17)


ROCKO

Special Neutral Spunky

  • Increased cooldown from 2s to 2.9s

Charge Air Down

  • Damage decreased: (10 → 7)


LUCY

Charge Forward Ghost

  • Damage increased: (8 → 13)
  • BlockDamage increased: (8 → 13)


DAGGET

Light Air Back – Final

  • Angle changed: (45° → 135°)

Light Air Neutral – Late

  • KnockbackGain decreased: (13 → 11)

Light Air Neutral

  • KnockbackGain decreased: (16 → 13.5)

Light Air Up

  • Reworked Light Air Up hitboxes priority and position.

Light Air Up – Falling

  • KnockbackGain decreased: (14.5 → 11.5)
  • Damage decreased: (6 → 4)
  • BlockDamage decreased: (6 → 4)
  • Angle changed: (130° → 45°)

Light Air Up – Rising

  • BaseKnockback increased: (6 → 11)
  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)


AANG

Light Air Up Late

  • KnockbackGain increased: (10 → 12)

Light Air Up

  • KnockbackGain increased: (10 → 13)


KORRA

Special Up Ground

  • Increased knockback gain on the initial hit box and adjusted the angle


AZULA

Special Neutral Fireball

  • Damage increased: (8 → 9)
  • BlockDamage increased: (8 → 9)


RAPHAEL

Light Air Neutral – Autolink

  • HitStunMinimum increased: (11 → 13)

Special Neutral Shuriken Slime

  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)


DONATELLO

Charge Forward 1 and 2

  • Reworked hitboxes to match visuals better and for more consistency on the hammer hit

Charge Forward – Reverse

  • KnockbackGain decreased: (25.8 → 23)
  • BlockStun decreased: (15 → 8)

Charge Forward

  • BaseKnockback increased: (10 → 13.5)
  • BlockStun increased: (8 → 10)
  • HitlagOnHit increased: (7 → 20)
  • HitlagBaseOnBlock increased: (14 → 20)

Charge Air Forward

  • HitlagBaseOnHit increased: (6 → 16)
  • HitlagBaseOnBlock increased: (6 → 16)


APRIL

Light Air Up

  • Reworked hit boxes to improve consistency of the multi hit.


DANNY

Light Down

  • Decreased range of attack

Special Up

  • Increased landing lag


EMBER

Charge Air Forward

  • Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.

Charge Air Up

  • Decreased hitboxes size

Light Up

  • Improved multi-hit consistency.


GRANDMA GERTIE

Light Air Back – Clean Base

  • BlockPush decreased: (1.2 → 0.7)

Light Air Back – Clean Tip

  • BlockPush decreased: (1.2 → 0.8)

Light Air Back – Late Base

  • BlockPush decreased: (0.95 → 0.5)

Light Air Back – Late Tip

  • BlockPush decreased: (0.95 → 0.5)

Light Air Neutral – Kick Autolink

  • BlockPush decreased: (0.8 → 0.5)

Light Air Neutral – Kick

  • BlockPush decreased: (0.8 → 0.6)

Light Air Neutral – Punch

  • BlockPush decreased: (0.8 → 0.6)

Light Air Up – Clean

  • BlockPush decreased: (0.8 → 0.7)

Light Air Up – Late

  • BlockPush decreased: (0.6 → 0.5)

Light Down – Clean

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Early

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Late

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Body

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Hand

  • BlockPush decreased: (1.35 → 1.1)

Light Neutral – Combo

  • BlockStun decreased: (12 → 5)
  • Damage decreased: (3 → 2)

Light Neutral – Finisher

  • BlockPush decreased: (0.8 → 0.4)
  • Damage decreased: (7 → 5)

Light Neutral – Late

  • BlockPush decreased: (0.4 → 0.1)
  • BlockStun decreased: (6 → 4)
  • Damage decreased: (3 → 2)

Light Neutral

  • BlockPush decreased: (0.4 → 0.2)


GERALD

Light Air Up

  • Improved multi-hit consistency.

Special Up

  • Improved multi-hit consistency.

Grab Throw Up

  • KnockbackBase increased: (12 → 14)


NIGEL

Special Neutral

  • Reworked hitboxes to be one single hit instead of two part attack to increase consistency.
  • Now goes through Run Brake State to serve as endlag.

Charge Forward 1

  • BlockPush decreased: (1.6 → 0.6)

Special Neutral Release – No Charge

  • BaseKnockback decreased: (13.2 → 12)
  • KnockbackGain decreased: (13.5 → 10)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (112° → 95°)

Special Neutral Release – Low Charge

  • Angle changed: (116° → 95°)

Special Neutral Release – Mid Charge

  • KnockbackGain increased: (19 → 21)
  • Angle changed: (116° → 95°)

Special Neutral Release – Max Charge

  • Angle changed: (118° → 95°)


JENNY

Charge Forward 1

  • BlockStun decreased: (6 → 5)

Special Neutral Rocket

  • Angle changed: (58° → 60°)

Special Down

  • Changed the angle at which the lasers are shot to travel a bit more horizontally.


REPTAR

Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.

Special Down Air

  • Can now be canceled with air jump earlier than before, removed super armor.

Charge Air Down

  • Damage decreased: (23 → 20)

Charge Down

  • Reworked hit boxes and added late weak hit box

Charge Forward

  • Damage decreased: (20 → 18)

Charge Up – Fire

  • Damage decreased: (22 → 20)

Special Down Ground

  • Damage decreased: (25 → 20)
  • Removed late cancel window

Light Air Down

  • Damage decreased: (18 → 16)


REN & STIMPY

Charge Air Up

  • Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.

Light Air Back – Late

  • BaseKnockback increased: (6 → 6.5)
  • KnockbackGain decreased: (19 → 17)
  • BlockStun decreased: (10 → 6)
  • HitlagBaseOnHit decreased: (15 → 11)
  • HitlagBaseOnBlock decreased: (15 → 11)

Light Air Back – Mid

  • BaseKnockback decreased: (10.5 → 7.5)
  • KnockbackGain increased: (17.5 → 18)
  • BlockStun decreased: (10 → 8)
  • HitlagBaseOnHit decreased: (15 → 13)
  • HitlagBaseOnBlock decreased: (15 → 13)


MR. KRABS

Money meter gain values increased for coins and bills.

Special Forward Air and Charge Air Forward can be done independently of one another.

Special Up Air

  • Increased landing lag

Charge Air Forward

  • Reduced velocity when slime canceled

Special Forward Follow up

  • Longer jump cancel window on Special Forward follow up.

Special Neutral

  • Decreased ending lag

Special Forward “Playtime’s over” finisher.

  • Improved multi-hit consistency.

Charge Up

  • Improved multi-hit consistency.

Charge Forward Near

  • KnockbackGain increased: (14.8 → 19)
  • Damage increased: (11 → 13)

Charge Forward

  • KnockbackGain increased: (16.5 → 19)
  • Damage increased: (16 → 18)

Dash Attack

  • KnockbackGain decreased: (18 → 16)

Light Air Forward

  • Adjusted hurtboxes

Light Air Forward LV1

  • KnockbackGain decreased: (8.5 → 6)

Light Air Forward LV3

  • KnockbackGain decreased: (9 → 7)

Light Air Neutral Body

  • HitStunMultiplier decreased: (1.05 → 1)

Light Air Up (If Grounded)

  • KnockbackGain increased: (7.5 → 12.5)
  • HitStunMinimum decreased: (10 → 5)

Light Air Up 2

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum decreased: (10 → 8)

Light Down Far

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum increased: (15 → 26)

Light Down Near

  • HitStunMinimum increased: (17 → 22)

Light Neutral 1

  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 31°)

Light Neutral 2

  • KnockbackGain decreased: (1 → 0.1)
  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 41°)

Light Up Body

  • KnockbackGain increased: (8.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Claws

  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 11)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Lingering

  • KnockbackGain increased: (7.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 8)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Special Up Throw LV3

  • BaseKnockback decreased: (28 → 24)
  • KnockbackGain decreased: (14.5 → 12.5)




Undocumented Changes

  • Placeholder




1.6 | February 15th, 2024 | Mr. Krabs Now Available

https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/


  • NEW CHARACTER ADDED: Mr Krabs!
  • Fixed an issue where characters would become airborne when standing on the edge of a moving platform when it started to move to the opposite direction. This also fixed an issue where if timed correctly, players could Roll or Tech Roll in order to fly away from the platform.
  • Adjusted Collisions on Aquarium Stage
  • Fixed an issue where some store pop ups would appear without text in Campaign.


GRANDMA GERTIE

Fixed an issue where Grandma Gertie would repeatedly get stuck in the edge while going up.


SQUIDWARD

Fixed an issue where he could act earlier than intended for his Light Air Down


REN & STIMPY

Slightly Adjusted Light Air Back Hitboxes


DONATELLO

Fixed an issue where Donatello could act earlier than intended for his Light Up


NORBERT

Charge Air Forward – Tip

  • BaseKnockback increased: (10 → 12)
  • KnockbackGain increased: (12 → 17.6)
  • Angle changed: (70° → 43°)


Charge Air Forward

  • BaseKnockback increased: (8 → 8.5)
  • KnockbackGain increased: (11 → 15)
  • Angle changed: (50° → 51°)


Grab Throw Up

  • KnockbackGain increased: (17 → 18.5)


Light Air Forward – Tip

  • KnockbackGain increased: (12 → 15.5)




Undocumented Changes

  • Placeholder




1.5 | February 9th, 2024 | Controller Updates, General Fixes and Recoveries

https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/

GENERAL

  • Fixed projectiles getting destroyed when hitting the vertical sides of thin platforms
  • Can no longer Slime Cancel Landing lag from Fall Helpless state
  • Fixed dash attack getting buffered out of tech situations instead of Light Attacks
  • Fix for grab pummel giving slime points to incorrect character
  • Fixes to quick play/ranked matchmaking
  • Characters can now wall jump with their backs towards the wall.
  • Rebound state no longer makes the character leave edge
  • Fixed issue in which a character would enter an aerial state after tech in place causing roll distance issues
  • Fixed an issue where movement buffs affected the way characters during ledge getups
  • Fixed an issue where Gamecube Controllers started using Xbox Layout, making certain buttons swap between each other.
  • Fixed an instability issue with Gamecube Controllers where they would get disconnected and added as extra controllers internally, causing several issues.


STAGES

  • Adjusted height of shark and palm platforms in Aquarium
  • Food Dreams alternate layouts added


JIMMY

Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards

Recovery adjustments:

  • Special Up edge grab size reduction, can be canceled with air dodge, reduced floatiness on recovery
  • Charge Air Down Air can only stall once per airtime (bounce resets stall)


GERALD

Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.

Recovery adjustments:

  • Charge Air Up can only stall once per airtime
  • Special Forward can only be used once per airtime


GARFIELD

Fixed an issue where Sugar Rush mode was never deactivated.

Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.

Recovery adjustments:

  • Up Special reduced height for all versions
  • Special Neutral can only stall once per airtime


APRIL

Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.

Fixed an issue where Camera flashes were applying a little bit hitstun

Recovery adjustments:

  • Special Down can not be recovered on hurt while in the air
  • Special Up edge grab size reduction


SQUIDWARD

Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.

Since movement buffs no longer affect the way characters behave during ledge getups, Squidward no longer overshoots the edge when in rage mode

Recovery adjustments:

  • Special Up start up increased
  • Special Down can only be done once per airtime
  • Charge Air Up can only be done once per airtime


DANNY

Recovery adjustments:

  • Special Up range increased
  • Special Forward airtime use refreshes on hurt but without invulnerability frames
  • Charge Air Up can only stall once per airtime
  • Charge Air Down can only stall once per airtime


AANG

Recovery adjustments:

  • Special Up edge grab size reduction, and Dive follow up damage reduced
  • Special Neutral Air drift reduced while charging
  • Charge Air Down can only stall once per airtime


KORRA

Recovery adjustments:

  • Fixed transition after Special Forward when done in the air
  • Special Up edge grab size reduction
  • Charge Air Down can only stall once per airtime


RAPHAEL

Recovery adjustments:

  • Special Down can only be done once per airtime
  • Special Up edge grab size reduction


DONATELLO

Recovery adjustments:

  • Charge Air Down can only stall once per airtime


REPTAR

Get Up In Place recovery frames increased to 30 to match the other characters

Recovery adjustments:

  • Special Up increased start up before the start of the fall
  • Special Forward can only stall once per airtime
  • Charge Air Down reduced stall time
  • Charge Air Up reduced stall time


MECHA PLANKTON

Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups

Plankton can act out of Get Up In Place on frame 30 to match the other characters

Fixed poses of characters hit by ultimate

Recovery adjustments:

  • All air options that require the rocket boots to hover now share the same fuel supply (reset of land)


EMBER

Recovery adjustments:

  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime
  • Special Up edge grab size increased


JENNY

Light Up: Ponytails are now also intangible

Recovery adjustments:

  • Special Forward can only stall once per airtime
  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime


REN & STIMPY

Recovery adjustments:

  • Charge Air Down can only stall once per airtime


INVADER ZIM

Fixed a bug that prevented him from landing on some stages after using Edge Attack

Recovery adjustments:

  • Charge Air Down reduced air drift on hold
  • Special Up increased horizontal drift


EL TIGRE

Recovery adjustments

  • Adjusted the window he can grab to the edge during special up
  • Charge Air Up stall does not come back on hit


DAGGET

Fixed a bug that prevented the assist to be called with the Slime Version

Recovery adjustments:

  • Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted


NORBERT

Fixed a bug that prevented the assist to be called with the Slime Version

Recovery adjustments:

  • Special Up increased height


NIGEL

Recovery adjustments:

  • Special Up increased height on the Slime version
  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime


SPONGEBOB

Recovery adjustments:

  • Special Neutral can only stall once per airtime
  • Special Up increased recovery and adjusted the window when he can grab to the edge


PATRICK

Recovery adjustments:

  • Special Up increased start up
  • Charge Air Up can only stall once per airtime


AZULA

Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.

Recovery adjustments:

  • Reduced speed and height of Slime Special Up


GRANDMA GERTIE

Adjustments to Special Down items and projectiles sound effects.

Recovery adjustments:

  • Tether behavior improvements


ROCKO

Recovery adjustments:

  • Special Forward can only be done once per airtime

Special Up hitbox rework, increased speed when going up, added a delay with no hitbox before starting to fall downwards, and adjusted the window when he can grab to the edge.




Undocumented Changes

  • Placeholder




1.4 | December 22nd, 2023 | Team Attack, Share Stocks and Fixes

https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/

NEW

  • Added team attack to rulesets.
  • Added Steal Stock Mode in team battles
    • You can steal your teammates’ stocks when you run out of stocks.
  • Added Stock Pool in team battles
    • All teammates share a stock pool, if any players die on the last stock, the game ends.


GENERAL

  • Competitive players can’t kick players on competitive lobbies anymore
  • Fixed timed mode ending at 1 instead of 0.
  • Fixed an issue where CPUs would get stuck on the edge


CAMPAIGN

  • Fix the bug that some bosses were dying at half health
  • Added offscreen indicator to arena’s mobs.
  • Fixed bosses ending at phase change when continuing a run in progress from the main menu.
  • Added power up category icon to NPCs in campaign.
  • Fixed new interaction indicator not working properly at first.
  • Fixed Clockwork and Vlad Plasmius idle animation in hub.
  • Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub.


PATRICK

  • Fixed the issue where slime canceling after command grab glued the character to patrick
  • Fixed Patrick’s rolls and spot dodge being actionable before they should
  • Fixed Charge Air Up Hold having super armor if executed with slime.
  • Neutral special landing recovery increased from 4 frames to 18.


SQUIDWARD

  • Fixed an issue that made Light Air Back always send in a reversed direction.


REN & STIMPY

  • No longer recovers Special Forward Car when hurt offstage
  • Light Air Back landing lag increased from 16 to 17
  • Adjusted knockback on Back Throw to prevent chain grabs


RAPHAEL

  • Can only stall once per airtime with Charge Air Up
  • Removed Charge Air Up head intangibility
  • Reduced the size of hitboxes on special Up
  • Slightly raised the lower hitboxes on Charge Forward Release


DONATELLO

  • Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.
  • First active frame hitbox positions adjusted on Light Finisher.


APRIL

  • April’s down light movement glitch was fixed.
  • Fixed Neutral Special Slime Cancel glitch recovering the charge.
  • Light Forward Air
    • Auto cancel from frame 7 to frame 4
    • Body Hitbox
      • Base Knockback decreased (11->9)
      • Angle changed (45->48)
    • Pen Hitbox
      • Base Knockback decreased (12->10)
      • Angle changed (25->35)
  • Charge Air Forward SourSpot
    • BaseKnockback decreased: (12 → 10.8)
    • KnockbackGain increased: (15 → 16)
    • Angle changed: (50° → 52°)
  • Charge Air Forward
    • BaseKnockback decreased: (12.25 → 11.5)
    • KnockbackGain increased: (17.75 → 18)
    • Angle changed: (36° → 42°)


DANNY PHANTOM

  • Fixed an issue with the hurt boxes on the special Up Landing state
  • Light down
    • Removed First Actionable Frame on Hit
    • Added +7 Frames of recovery
  • Neutral Special
    • Landing Lag from 12 to 15 Frames
    • Punch Hitbox 45 -> 55 angle
  • Special Up
    • Reduced the special up hitbox in air size by a 50% percent
    • Reduced 2 invulnerability frames
    • Reduced Ledge Grab Box size (Harder to snap)
    • Reduced landing hitbox size by 25 percent.


AANG

  • Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
  • Can only Air Ball once per airtime, does not recover on hurt
  • Air Ball hitbox size reduced.
  • Hitstun Gravity increased from 0.76 to 0.98.
  • Hitstun Fall Speed increased from 0.95 to 0.98.
  • Up Special dive now lasts until landing.


KORRA

  • Light Neutral 3 on hit cancel delayed from frame 30 to 32.
  • Charge Forward range was somewhat reduced.
  • Slime Side Special changed in a number of ways.
    • Time before attack cancel becomes available was reduced from 23 frames to 19.
    • Jump cancel is possible from frame 21 forward.
    • Time before take of reduced by 2 frames.
  • Aerial Up Special horizontal velocity changed in a number of ways. It is more affected by the direction of the control stick but maintains less of the existing momentum.
  • Ground collision point during the helpless fall state was lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps to the edge when you try to land close to the edge.


AZULA

  • Reduced base knockback and knockback gain on Slime Special Down projectile


NIGEL

  • Added a hitbox in up special while falling down.


GARFIELD

  • Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.


JIMMY

  • Special Down Slime
    • Fixed an Issue where you could not move Jimmy nor Goddard when performing a Slime Down Special until Goddard was destroyed.
  • Charge Air Forward
    • BaseKnockback increased: (8.5 → 10)
    • KnockbackGain increased: (10 → 24)
    • HitlagBaseOnHit decreased: (18 → 15)
    • HitlagBaseOnBlock decreased: (18 → 15)
  • Special Neutral – Rocket
    • Now reverse hits
  • Toast Projectile
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (12 → 19)
    • Angle changed: (65° → 60°)


GERALD

  • Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (14.75 → 13.5)
    • KnockbackGain decreased: (22.2 → 20)
  • Charge Air Forward
    • BaseKnockback decreased: (11.5 → 10.5)
    • KnockbackGain decreased: (18.8 → 17.8)
  • Grab Throw Down
    • BaseKnockback decreased: (16.5 → 16)
    • KnockbackGain increased: (4 → 9.5)
  • Light Finisher
    • BlockDamage decreased: (4 → 1)
  • Light Neutral
    • HitStunMinimum decreased: (10 → 0.01)
    • BlockStun decreased: (10 → 9)


GRANDMA GERTIE

  • Fixed Neutral Special Slime Cancel glitch recovering the charge.
  • Reduced distance traveled on aerial special forward
  • New attack data created for aerial special forward sweetspot with less knockback and damage compared to ground version and launches at an angle of 40°
  • Light Air Forward – Clean
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain decreased: (18 → 17)
  • Special Forward – Base
    • BaseKnockback decreased: (15 → 8)
    • KnockbackGain decreased: (13 → 10)
    • BlockPush decreased: (1,2 → 0,8)
    • HitlagBaseOnHit decreased: (16 → 10)
    • HitlagBaseOnBlock decreased: (16 → 10)
    • Damage decreased: (14 → 8)
    • BlockDamage decreased: (12 → 6)
    • Angle changed: (38° → 40°)


ANGRY BEAVERS

DAGGET

  • Light Air Back is no longer reversible

NORBERT

  • Light Air Back is no longer reversible
  • Fixed Special Up Slime Cancel Fly
  • Charge Up
    • Now it has a total of 26 Recovery Frames
  • Charge Air Up
    • DI multiplier from 1 to 1.5
  • Light Air Up
    • Recovery frames reduced from 33 to 26


ZIM

  • Special Forward
    • Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.


EL TIGRE

  • El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
  • Tweaked his Diamond Collision in order to prevent him from clipping under some stages.
  • Removed all FAF (First actionable Frames) from his attacks
    • Fair +4 Endlag frames
    • Dair +3 Endlag frames
    • Dash Attack + 4 Endlag frames
    • Light Up +3 Endlag Frames
    • Light Down +4 Endlag Frames


EMBER

  • Fixed projectile decay on Special Neutral


JENNY

  • Light Air Back Sourspot is now reversible
  • Fixed an issue where Forward Special Projectile would stay in place after it was reflected
  • Fixed an issue where Special Up Slime would not reset her fuel properly
  • Fixed an issue where if you landed during Light Air Up Loop, the next Light Air Up you did would immediately trigger the loop, skipping any startup.
  • Fixed an issue where Light Air Down Land did not have any hurtboxes
  • Fixed an issue where Light Air Down Land could not edge cancel
  • Increased Block Damage Values to match Damage Values on the following moves:
    • Charge Down
    • Charge Up
    • Dash Attack
    • Light Air Back
    • Light Air Forward
    • Light Air Neutral
    • Light Air Up
    • Light Down
    • Light Neutral/Finisher
    • Light Up
    • Special Forward (Hammer and Projectile)


MECHA PLANKTON

  • Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton


ROCKO

  • Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
  • Spunky now has an additional 120 frames cooldown after he despawns.
  • After Spawning a JackHammer, Rocko now needs to wait at least 400 frames to spawn the next one, independently of if it was destroyed or not during its lifetime.
  • Charge Up Land total frames increased from 19 to 26




Undocumented Changes

  • Placeholder




1.3 v1 | December 5, 2023 | Steam Only

https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english

  • Small bug fixes
  • Steam Deck support completed




1.3 | December 1st, 2023 | New Features, Gameplay Feel and Balance Updates

https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/

GENERAL GAMEPLAY

  • The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
  • Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
  • Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
  • Jump back now overrides horizontal run/dash momentum.
  • The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
  • Tech roll intangibility duration reduced from 28 frames to 20.
  • Perfect block is no longer bufferable.
  • The block VFX now changes color during the perfect block window.
  • Turnaround specials buffer increased to 15 frames.
  • Ultimate attacks end lag is not intangible anymore.
  • Decreased slime block per-frame cost from 0.8 to 0.4.
  • Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
  • Fixed bug that made it impossible to DI slime charge moves.
  • Time out now happens when counter is at 0 instead of 1.
  • Slime cancel freeze frames no longer affect characters who are in Land Hard state.
  • Fixes to ultimates SFX.
  • Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
  • Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
  • Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
  • Reversible toggle added to multiple hitboxes across the cast.
  • Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
  • Edge Actions can no longer be bufferable while holding the Edge.


CONTROLS

  • The D pad can now be set to movement on controllers.
  • C stick implementation for keyboard players.
  • Ability to separately modify if C stick does charge or light moves on ground or in air.
  • TRAINING MODE
  • Training mode DI visualizer and CPU DI Options.
  • Training mode Hitstun visualizer.
  • Training mode now saves settings when exiting to switch characters.


ONLINE

  • Ranked mode is now best of three matches.
  • Ranked rating can now go above 1000.
  • Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
  • Rematch button is now at the top of the menu options in lobby matches.
  • Added AFK detection to results screen.
  • Added ability to boot people from an online lobby.
  • Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.


OPTIONS

  • Crossplay options no longer reset whenever the game is closed.
  • Added option to disable Screen Shakes.


CAMPAIGN

  • Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
  • Blimps are now given to the player if they skip the power-up selection in a power-up stage.
  • Added campaign save slots.
  • Quitting in the middle of a campaign run no longer changes the controls profile.


AUDIO

  • Items SFX volume is now controlled by the SFX slider.
  • Harmonic Convergence stage volume fixes.
  • Ultimates Hits and SFX are now working properly.


SPONGEBOB

  • Following moves can now reverse hit:
    • Light Air Down
    • Light Air Forward


  • Charge Air Down Late
    • KnockbackGain decreased: (22,5 → 17)


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


  • Charge Air Forward
    • BaseKnockback decreased: (12 → 11,5)
    • KnockbackGain increased: (17 → 18,8)


  • Charge Air Up
    • BaseKnockback decreased: (13,5 → 11)
    • KnockbackGain increased: (12 → 16,5)
    • Angle changed: (69° → 70°)


  • Charge Down
    • BaseKnockback increased: (9 → 10)
    • KnockbackGain increased: (20 → 22,6)
    • BlockDamage decreased: (12 → 11)
    • Angle changed: (38,5° → 40°)


  • Charge Forward
    • BaseKnockback decreased: (12,5 → 11)
    • KnockbackGain increased: (23,5 → 23,8)
    • CanReflectProjectiles toggle enabled
    • BlockDamage decreased: (18 → 14)


    • Charge Up – Clean
    • KnockbackGain increased: (20 → 20,5)


  • Grab Throw Up
    • Implementation changes to increase consistency (should not make opponents land on platforms anymore)


  • Light Air Down – Air
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (290° → -70°)


  • Light Air Down – Lingering Inner
    • Damage increased: (4 → 5)
    • BlockDamage increased: (4 → 5)


  • Light Air Down – Lingering Outer
    • Damage increased: (4 → 5)
    • BlockDamage increased: (4 → 5)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (290° → -70°)


  • Light Air Forward
    • Hitboxes tweaked so spike is not present in all of the move’s range.


Attack data changes:

  • Light Air Forward – Sourspot
    • HitlagBaseOnHit increased: (6 → 10)
    • HitlagBaseOnBlock increased: (6 → 10)
    • Damage increased: (1 → 5)
    • BlockDamage increased: (1 → 5)


  • Light Air Forward
    • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • BlockDamage decreased: (14 → 13)


  • Light Air Neutral
    • Startup increased by 1 frame and aerial endlag increased by 2 frames.


  • Light Dash
    • BaseKnockback decreased: (14,5 → 12)
    • KnockbackGain increased: (10 → 15)


  • Light Finisher
    • BaseKnockback decreased: (14 → 10)
    • KnockbackGain increased: (8 → 12)


  • Light Forward
    • BlockPush decreased: (1,25 → 0,8)


  • Light Up – Late
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (12 → 13)
    • Angle changed: (107° → 95°)


  • Light Up
    • KnockbackGain increased: (13,5 → 15,5)


  • Special Down Slime
    • BlockDamage increased: (6 → 7)


  • Special Down
    • BlockDamage increased: (4 → 5)


PATRICK

  • Following moves can now reverse hit:
    • Charge Up
    • Charge Air Up
    • Charge Air Forward
    • Light Air Back
    • Light Forward


  • Charge Air Down
    • Charge Air Down fall speed increased.
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (300° → -60°)


  • Charge Air Down – Landing
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward
    • BaseKnockback increased: (8.45 → 12.2)
    • KnockbackGain decreased: (21.5 → 17.6)
    • Angle changed: (30° → 35°)


  • Charge Air Up – Finisher
    • BaseKnockback increased: (11 → 15)
    • KnockbackGain increased: (17 → 17.5)
    • Damage decreased: (12 → 6)
    • BlockDamage decreased: (9 → 6)


  • Charge Air Up
    • BlockDamage decreased: (2 → 1)


  • Charge Down – Landing
    • BaseKnockback decreased: (17 → 12.5)
    • KnockbackGain increased: (18 → 24.6)
    • BlockDamage decreased: (15 → 13)


  • Charge Forward
    • Charge Forward hitbox increased, mostly vertically.
    • Active frames extended from ending at 18 to 19.


  • Initial Hit
    • BaseKnockback decreased: (12 → 11.5)
    • KnockbackGain increased: (24 → 24.4)
    • Angle changed: (25° → 29°)


  • Late Hit
    • BaseKnockback decreased: (12 → 11.5)
    • KnockbackGain increased: (24 → 24.4)


  • Charge Up
    • BaseKnockback increased: (13.5 → 15)
    • KnockbackGain increased: (20 → 22.3)


  • Light Air Back
    • Startup reduced from 9 to 8.
    • Hitboxes are larger on both sides.
    • BlockPush increased: (0.6 → 1.3)
    • Angle changed: (110° → 70°)


  • Light Air Down – Weak
    • HitlagBaseOnHit increased: (3 → 6)
    • HitlagBaseOnBlock increased: (3 → 6)
    • Aerial toggle enabled


  • Light Air Down
    • HitlagBaseOnHit increased: (6 → 15)
    • HitlagBaseOnBlock increased: (6 → 15)
    • Aerial toggle enabled
    • BlockDamage decreased: (12 → 11)


  • Light Air Forward
    • Hitbox range slightly increased.


  • Light Air Neutral
    • Lingering hitboxes moved back and upward, overall reducing range.


  • Light Air Neutral – Sweetspot
    • HitlagBaseOnHit increased: (7 → 12)
    • HitlagBaseOnBlock increased: (7 → 12)


  • Light Air Neutral – Weak
    • Damage increased: (11 → 12)


  • Light Air Up
    • Landing recovery reduced from 14 to 13 frames.


  • Dash Attack
    • Initial speed was increased but it also slows down quicker. Slight distance increase.
    • BlockDamage increased on strong hit: (9 → 10)
    • BlockDamage increased on weak hit: (8 → 9)


  • Light Down
    • HitlagBaseOnHit increased: (3 → 6)
    • HitlagBaseOnBlock increased: (3 → 6)
    • BlockDamage increased: (8 → 11)


  • Light Forward
    • Movement very slightly increased.
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (15 → 17)
    • BlockPush increased: (1.2 → 1.7)
    • HitlagBaseOnHit increased: (7 → 12)
    • HitlagBaseOnBlock increased: (7 → 12)
    • BlockDamage increased: (12 → 13)


  • Light Forward – Medium
    • BlockPush increased: (1.1 → 1.6)
    • HitlagBaseOnHit increased: (7 → 10)
    • HitlagBaseOnBlock increased: (7 → 10)
    • BlockDamage increased: (10 → 12)


  • Light Forward – Weak
    • BlockPush increased: (1 → 1.5)
    • BlockDamage increased: (9 → 11)


  • Light Up
    • KnockbackGain increased: (16 → 17)
    • HitlagBaseOnHit increased: (6 → 12)
    • HitlagBaseOnBlock increased: (6 → 12)


  • Special Down
    • Start up reduced from 5 to 4.
    • Counter duration reduced from ending on frame 36 to 31.
    • Total duration reduced from 64 to 54.
    • The lunge physics were changed on the grab, reaching a bit further on the ground.


  • Special Down Launch Slime
    • BlockDamage increased: (1 → 17)


  • Special Forward
    • HitlagBaseOnHit increased: (8 → 15)
    • HitlagBaseOnBlock increased: (8 → 15)
    • Damage increased: (15 → 24)
    • BlockDamage increased: (15 → 17)
    • Angle changed: (52° → 35°)


  • Special Forward Slime
    • Hitbox is now slightly larger.
    • Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
    • Now spins upon grabbing
    • BaseKnockback increased: (12 → 15)
    • Damage increased: (20 → 36)
    • BlockDamage increased: (20 → 23)


  • Special Neutral
    • Land cancel now works even if you don’t hit an enemy
    • First Actionable Frame On Hit decreased from frame 35 to frame 32.
    • Now reflects projectiles.
    • BaseKnockback decreased: (10 → 9)
    • KnockbackGain increased: (15.75 → 18)
    • HitlagBaseOnHit decreased: (17 → 14)
    • HitlagBaseOnBlock decreased: (17 → 14)
    • BlockDamage increased: (9 → 11)


  • Special Neutral Slime
    • BlockDamage decreased: (15 → 13)


  • Special Up
    • Startup reduced from frame 15 to 14.
    • Hitboxes slightly reduced
    • Hitbox is bigger for the first frames but smaller for the rest of the move.
    • Minimum time before landing without moving down increased from 25 to 27 frames.
    • Landing recovery from hitting the ground was reduced from 40 to 35 frames.
    • Velocity reduced after edge canceling.
    • Now maintains a tiny bit of velocity of the grab connects.
    • Lunges slightly forward when launching an opponent.
    • Damage increased: (12 → 15)
    • BlockDamage increased: (11 → 13)


  • Throw Up
    • BKB was reduced from 20 to 14.
    • KBG increased from 11 to 17.
    • Total frames reduced from 56 to 52.
    • Angle increased from 80° to 85°.


SQUIDWARD

  • Following moves can now reverse hit:
    • Charge Air Down
    • Light Air Back
    • Light Air Down
    • Light Air Forward
    • Light Air Up
    • Light Forward (Towards aerial opponents)
    • Light Up


  • Charge Air Down – Fall Slow
    • BlockDamage increased: (1 → 12)


  • Charge Air Forward – Close
    • BaseKnockback decreased: (12.5 → 10)
    • KnockbackGain increased: (12.5 → 17.6)
    • BlockDamage increased: (10 → 11)
    • Angle changed: (38° → 40°)


  • Charge Air Forward
    • Damage decreased: (12 → 10)


  • Charge Air Up
    • Weak hit comes out 4 frames sooner
    • Total active frames: -4
  • Initial Hit
    • BaseKnockback decreased: (13.8 → 12)
    • KnockbackGain increased: (9.6 → 14.4)


  • Late Hit
    • KnockbackGain decreased: (10 → 8)


  • Charge Air Up
    • BaseKnockback decreased: (11.4 → 11)


  • Charge Down – Finisher
    • BaseKnockback decreased: (12.5 → 10)
    • KnockbackGain increased: (16 → 20)
    • BlockDamage increased: (1 → 7)


  • Charge Forward – Strong
    • BaseKnockback decreased: (13 → 10)
    • KnockbackGain increased: (18.5 → 22.5)
    • BlockDamage increased: (12 → 13)
    • Angle changed: (32° → 35°)


  • Charge Forward – Weak
    • KnockbackGain increased: (12 → 16)
    • Angle changed: (37° → 40°)


  • Charge Up – Strong
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain decreased: (19.5 → 19.3)
    • BlockPush decreased: (1.4 → 1)


  • Light Air Back
    • Landing recovery increased from 9 frames to 11.
    • Block stun increased from 8 frames to 10.


  • Light Air Back – Feet
    • BlockDamage increased: (1 → 8)


  • Light Air Back Sweet Spot
    • BlockDamage decreased: (12 → 11)


  • Light Air Down
    • Increased endlag by 5 frames.


  • Feet Late Hitbox
    • Angle changed: (165° → 15°)


  • Feet Hitbox
    • Angle changed: (165° → 15°)


  • Hands Late Hitbox
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Hands Hitbox
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Light Air Forward – Finisher
    • KnockbackGain increased: (11.5 → 14.5)


  • Light Down – Slap
    • KnockbackIgnoreDownState toggle enabled


  • Light Forward (Towards aerial opponents)
    • BaseKnockback increased: (1 → 13)
    • KnockbackGain increased: (1 → 12)
    • Damage increased: (1 → 12)
    • BlockDamage increased: (1 → 11)
    • Angle changed: (0° → 80°)


  • Light Forward 2
    • BlockDamage increased: (10 → 11)


  • Light Forward Early
    • BlockDamage increased: (10 → 11)


  • Light Neutral 4
    • BaseKnockback decreased: (11.2 → 9.2)
    • KnockbackGain increased: (14 → 16)


MECHA PLANKTON

  • General
    • Moved sides environment collision borders from his hands to his elbows.
    • Run Speed increased by 15%


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Down
    • Charge Forward
    • Light Air Down Chum Stick
    • Light Air Back
    • Light Air Forward
    • Light Air Neutral
    • Light Finisher
    • Light Forward
    • Special Down Chumbucket


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (12 → 13)
    • Angle changed: (273° → -87°)


  • Charge Air Forward Weak Hit
    • BaseKnockback decreased: (19 → 10)
    • KnockbackGain increased: (5 → 10)


  • Charge Air Forward
    • It now takes longer before he can grab edges.
    • BaseKnockback decreased: (18.5 → 11)
    • KnockbackGain increased: (15.8 → 17.4)


  • Charge Air Up Finisher
    • BaseKnockback decreased: (15 → 14)
    • KnockbackGain increased: (10.5 → 16.3)


  • Charge Air Up Multi Hit
    • BlockDamage decreased: (3 → 1)


  • Charge Down
    • BaseKnockback decreased: (12.4 → 12)
    • KnockbackGain increased: (11 → 23.2)
    • BlockDamage decreased: (15 → 13)


  • Charge Forward Strong
    • BaseKnockback decreased: (18 → 9.5)
    • KnockbackGain increased: (13.5 → 22)
    • BlockDamage increased: (12 → 14)


  • Charge Forward Weak
    • KnockbackGain increased: (12.2 → 14)
    • BlockDamage increased: (6 → 10)
    • Angle changed: (31° → 32°)


  • Chumbucket
    • BlockDamage increased: (3 → 6)


Chumstick

    • KnockbackGain increased: (12 → 12)
    • Aerial toggle enabled
    • BlockDamage increased: (3 → 6)


  • Light Air Back Early
    • BlockDamage decreased: (15 → 12)


  • Light Air Forward
    • Damage increased: (9 → 10)
    • BlockDamage increased: (9 → 10)


  • Light Air Neutral Finisher
    • BlockDamage decreased: (8 → 7)
    • Angle changed: (38° → 42°)


  • Light Air Up Launch
    • BlockDamage decreased: (5 → 1)


  • Light Air Up Upper Left
    • Angle changed: (225° → -135°)


  • Light Air Up Upper Right
    • Angle changed: (315° → -45°)


  • Light Combo
    • KnockbackIgnoreDownState toggle disabled


  • Light Dash
    • BlockDamage decreased: (9 → 8)


  • Light Down
    • Reduced recovery on whiff for both hits
    • Cancel Window into itself reduced
    • Can cancel on hit


  • 1st Hit
    • DirectionalInfluenceMultiplier increased: (0.85 → 2)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
    • KnockbackIgnoreDownState toggle disabled
    • Angle changed: (85° → 83°)
    • SlimeMultiplier increased: (0.14 → 0.2)


  • 2nd Hit
    • DirectionalInfluenceMultiplier increased: (2.1 → 3)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
    • Angle changed: (80° → 81°)
    • SlimeMultiplier increased: (0.13 → 0.2)


  • Light Down Back Hit
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)


  • Light Finisher
    • BaseKnockback decreased: (10.5 → 9.5)
    • KnockbackGain increased: (13.67 → 14.5)
    • KnockbackIgnoreDownState toggle disabled


  • Light Forward
    • BaseKnockback decreased: (17 → 10)
    • KnockbackGain increased: (9.2 → 19)
    • HitStunMinimum increased: (1 → 22)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 11)


  • Light Neutral 1 (Anti Air)
    • HitStunMinimum increased: (5 → 7)
    • DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
    • KnockbackIgnoreDownState toggle enabled


  • Light Neutral 2
    • KnockbackIgnoreDownState toggle enabled


  • Light Up
    • HitStunMinimum increased: (1 → 12)
    • BlockDamage increased: (9 → 10)
    • Angle changed: (85° → 87°)


  • Special Forward
    • Recovery reduced if done in the air


  • Special Neutral Slime
    • Startup increased from frame 16 to 17
    • BaseKnockback decreased: (18.5 → 12.5)
    • KnockbackGain increased: (9.5 → 15.5)
    • Damage decreased: (10 → 8)
    • Angle changed: (38° → 42°)


  • Special Up Start Slime
    • KnockbackGain decreased: (1 → 0.5)
    • DirectionalInfluenceMultiplier decreased: (0.5 → 0)
    • SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)


REN & STIMPY

  • General:
    • Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.


  • Charge Air Down Land Slide
    • Reversible


  • Charge Air Down Land
    • Reversible


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Reversible


  • Charge Air Forward
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (16 → 19)


  • Charge Air Up
    • KnockbackGain increased: (15 → 17,4)


  • Charge Down
    • KnockbackGain increased: (14 → 20,9)
    • Angle changed: (31° → 30°)


  • Charge Forward Ren
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (18 → 23,5)
    • Reversible
    • Angle changed: (137° → 40°)


  • Charge Forward
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (19,5 → 23,5)
    • Reversible
    • Angle changed: (43° → 45°)


  • Charge Up
    • BaseKnockback increased: (12 → 15)
    • KnockbackGain increased: (22 → 22,7)


  • Light Air Back
    • First actionable frame removed


  • Light Air Back – Early
    • HitStunMinimum decreased: (1 → 0)
    • Reversible
    • Angle changed: (150° → 30°)


  • Light Air Back – Late
    • HitStunMinimum decreased: (1 → 0)
    • Reversible
    • Angle changed: (142° → 38°)


  • Light Air Back – Mid
    • HitStunMinimum decreased: (1 → 0)
    • Reversible
    • Angle changed: (145° → 35°)


  • Light Air Down – Multi Hit
    • BlockDamage decreased: (2 → 1)


  • Light Air Forward – Clean
    • BaseKnockback decreased: (13 → 12,3)
    • KnockbackGain increased: (14 → 16)


  • Light Air Forward – Late
    • BaseKnockback increased: (6,6 → 7,2)


  • Light Air Up – Ren
    • Reversible
    • Angle changed: (-110° → 290°)


  • Light Air Up Hit
    • Reversible
    • BlockDamage decreased: (7 → 5)


  • Light Air Up
    • BlockDamage decreased: (3 → 2)


  • Light Down Sweet
    • BlockDamage decreased: (11 → 10)


  • Light Down
    • Reversible


  • Light Finisher
    • Reversible


  • Light Forward – Air Hit
    • Angle changed: (130° → 120°)


  • Light Forward
    • Total Duration decreased from 28 Frames to 32 Frames
    • BaseKnockback increased: (2,5 → 3,5)
    • KnockbackGain increased: (11 → 12)
    • Angle changed: (155° → 130°)


  • Light Up Ren
    • Reversible
    • Angle changed: (135° → 45°)


  • Light Up
    • Reversible


  • Special Down Attack
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain decreased: (12 → 10)
    • HitlagBaseOnHit decreased: (15 → 10)
    • HitlagBaseOnBlock decreased: (15 → 10)
    • AttackMultiplierType removed: CharacterMeterMultiplier
    • AttackMultiplierType added: CharacterMeterLerp
    • Reversible
    • Can not Redirect Projectiles
    • Damage decreased: (16 → 10)
    • BlockDamage decreased: (16 → 10)
    • Angle changed: (56° → 45°)


  • Special Up
    • Hitbox size reduced


AANG

  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge AIr Forward
    • Charge Forward
    • Charge Up
    • Light Air Down
    • Light Down
    • Light Forward


  • Charge Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward SourSpot
    • KnockbackGain increased: (14,3 → 15)
    • BlockDamage decreased: (14 → 12)


  • Charge Air Forward SweetSpot
    • BaseKnockback decreased: (17,3 → 11,5)
    • KnockbackGain increased: (13,5 → 18,8)
    • BlockDamage decreased: (19 → 14)


  • Charge Air Up Finisher
    • BaseKnockback decreased: (16 → 12)
    • KnockbackGain increased: (12 → 17,3)
    • Angle changed: (65° → 68°)


  • Charge Down Rocks
    • BaseKnockback decreased: (17 → 16)
    • KnockbackGain increased: (16,5 → 23,5)
    • BlockDamage decreased: (16 → 13)
    • Angle changed: (75° → 61°)


  • Charge Forward SourSpot
    • BaseKnockback increased: (10 → 10,5)
    • KnockbackGain increased: (18,5 → 23,4)
    • BlockDamage decreased: (14 → 12)


  • Charge Forward SweetSpot
    • BaseKnockback decreased: (17,3 → 11,5)
    • KnockbackGain increased: (17 → 24,7)
    • BlockDamage decreased: (19 → 15)


  • Charge Up Finisher
    • BaseKnockback decreased: (18 → 12,3)
    • KnockbackGain increased: (16 → 19,5)


  • Light Air Back Wind Gale Weak
    • BaseKnockback decreased: (9 → 7)
    • KnockbackGain increased: (10 → 12)


  • Light Air Back Wind Gale
    • BaseKnockback decreased: (13,6 → 10)
    • KnockbackGain increased: (14 → 19)


  • Light Air Back
    • KnockbackGain increased: (12,5 → 18)


  • Light Air Forward
    • BaseKnockback decreased: (9,6 → 9)
    • KnockbackGain increased: (14 → 15,5)
    • BlockDamage decreased: (12 → 11)


  • Light Air Neutral Land
    • BaseKnockback decreased: (10 → 9)


  • Light Dash Late
    • BaseKnockback decreased: (15 → 10)
    • KnockbackGain increased: (11 → 16)


  • Light Dash
    • BaseKnockback decreased: (19,5 → 12)
    • KnockbackGain increased: (12 → 19,5)


  • Light Down Near
    • BlockDamage increased: (1 → 5)


  • Light Down Tip
    • BlockDamage increased: (1 → 5)


  • Light Finisher
    • BaseKnockback decreased: (14,5 → 9)
    • KnockbackGain increased: (9,5 → 15,5)


  • Light Forward
    • BaseKnockback decreased: (12,3 → 7)
    • KnockbackGain increased: (13 → 19)
    • HitlagBaseOnBlock increased: (6 → 10)


  • Light Up Wind Gale
    • BaseKnockback decreased: (17 → 15)
    • KnockbackGain increased: (8,5 → 14)


  • Light Up
    • BaseKnockback decreased: (17 → 15)
    • KnockbackGain increased: (8,5 → 16)


  • Special Down
    • Physics slightly changed to have slower acceleration on start but higher speed.


KORRA

  • General
    • Weight decreased: (1.09 → 1.05)


  • Charge Air Down – Late
    • Can now reverse hit.
    • Late hits can no longer redirect projectiles.


  • Charge Air Forward – Sweetspot
    • BaseKnockback increased: (12 → 14.5)
    • KnockbackGain increased: (19.8 → 21.1)


  • Charge Air Forward
    • BaseKnockback increased: (9.9 → 11.5)
    • KnockbackGain increased: (18 → 18.8)


  • Charge Air Up
    • Angle changed: (75° → 61°)


  • Charge Down – Hazard Reversed
    • BaseKnockback increased: (12.96 → 15)
    • KnockbackGain increased: (21.6 → 22)
    • Angle changed: (103° → 98°)


  • Charge Down – Hazard
    • BaseKnockback increased: (9.6 → 15)
    • KnockbackGain decreased: (25.2 → 22)
    • Angle changed: (77° → 82°)


  • Charge Down
    • BaseKnockback increased: (9.6 → 10)
    • KnockbackGain increased: (11 → 14)
    • Angle changed: (-62° → -75°)


  • Charge Forward
    • Hitbox slightly reduced. The tip now has a weaker hit.
    • BaseKnockback increased: (10.8 → 11.5)
    • KnockbackGain increased: (23.5 → 24.4)
    • BlockPush decreased: (2 → 1)
    • Priority changed: (Low → High)
    • BlockDamage increased: (11 → 12)


  • Charge Forward – Late
    • BlockPush decreased: (2 → 0.6)
    • Damage decreased: (14 → 12)


  • Charge Up – Late
    • KnockbackGain increased: (12 → 20)
    • CanRedirectProjectiles toggle disabled


  • Charge Up
    • BaseKnockback increased: (13 → 14)
    • KnockbackGain decreased: (22 → 21.3)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Light Air Forward
    • Hitbox size slightly reduced in all directions.
    • Forearms are now intangible on the first active frame.


  • Light Air Forward – Fire
    • KnockbackGain increased: (17.5 → 18)


  • Special Forward
    • Window to attack after the ground version increased from 21 to 23.
    • Window before being allowed to jump after the jump version increased from 28 to 30.


AZULA

  • Following moves can now reverse hit:
    • Charge Air Down Land
    • Charge Air Down
    • Charge Air Forward
    • Charge Down
    • Charge Forward
    • Charge Up
    • Light Air Down
    • Light Air Forward
    • Light Down
    • Light Forward


  • Charge Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (270° → -90°)


  • Charge Air Forward Fireball
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 13)
    • KnockbackGain increased: (14,5 → 19)
    • BlockDamage decreased: (16 → 13)


  • Charge Air Up Sourspot
    • BlockDamage decreased: (12 → 11)


  • Charge Air Up Sweetspot
    • BaseKnockback decreased: (19 → 13)
    • KnockbackGain increased: (13 → 18,2)
    • BlockDamage decreased: (16 → 13)
    • Angle changed: (70° → 67°)


  • Charge Down Back Lock
    • BaseKnockback decreased: (13 → 4)
    • HitStunMinimum increased: (1 → 9)
    • Angle changed: (30° → 100°)


  • Charge Down Front Launcher
    • BaseKnockback decreased: (14,7 → 11)
    • KnockbackGain increased: (17 → 24,05)


  • Charge Down Front Lock
    • BaseKnockback decreased: (13 → 8)
    • HitStunMinimum increased: (1 → 9)


  • Charge Forward Sourspot
    • BaseKnockback decreased: (16 → 10,5)
    • KnockbackGain increased: (12,6 → 23,2)


  • Charge Forward Sweetspot
    • BaseKnockback decreased: (19,2 → 11,5)
    • KnockbackGain increased: (16 → 24,4)
    • BlockDamage decreased: (18 → 14)


  • Charge Up Autolink
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Explosion
    • BaseKnockback decreased: (18 → 12,3)
    • KnockbackGain increased: (16 → 19,5)
    • BlockDamage decreased: (12 → 11)


  • Charge Up Pull Back Down
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Back
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Down
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Forward Down
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Forward
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Scoop Back
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Scoop Front
    • BlockPush decreased: (1 → 0,1)


  • Light Air Back Sourspot
    • BaseKnockback decreased: (12 → 7)
    • KnockbackGain increased: (12,5 → 17,5)


  • Light Air Back Sweetspot
    • BaseKnockback decreased: (14,5 → 11)
    • KnockbackGain increased: (16 → 19,45)


  • Light Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage decreased: (12 → 11)


  • Light Air Neutral Early
    • BaseKnockback decreased: (9 → 7)
    • KnockbackGain increased: (13,5 → 15,5)


  • Light Air Neutral Late
    • BaseKnockback decreased: (7 → 6)
    • KnockbackGain increased: (7,5 → 8,5)


  • Light Dash 2
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (11 → 18)


  • Light Dash Early
    • KnockbackGain increased: (10 → 11)


  • Light Finisher
    • BaseKnockback decreased: (14,4 → 11)
    • KnockbackGain increased: (10,6 → 14)


  • Light Forward Sourspot
    • BaseKnockback decreased: (15,3 → 8)
    • KnockbackGain increased: (11 → 18,3)


  • Light Forward Sweetspot
    • BaseKnockback decreased: (16,8 → 12)
    • KnockbackGain increased: (15,5 → 20,3)


  • Special Down
    • BaseKnockback decreased: (21,4 → 14)
    • KnockbackGain increased: (11,8 → 18)


  • Special Forward Air Land
    • BaseKnockback decreased: (15,5 → 10)
    • KnockbackGain increased: (8 → 13,5)


  • Special Forward Air Strong
    • BaseKnockback decreased: (18 → 11)
    • Priority changed: (Low → High)
    • Damage decreased: (17 → 13)
    • BlockDamage decreased: (17 → 13)


  • Special Forward Air Weak
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (11 → 15)


  • Special Forward Strong
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (14 → 17)
    • Priority changed: (Low → High)
    • Damage decreased: (17 → 13)
    • BlockDamage decreased: (17 → 13)


  • Special Forward Weak
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (11 → 15)


APRIL

  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Up
    • Charge Up
    • Special Up


  • Charge Air Forward
    • BaseKnockback decreased: (15 → 12,25)
    • KnockbackGain increased: (17 → 17,75)


  • Charge Air Up – Weaker
    • BaseKnockback increased: (9,5 → 12)
    • KnockbackGain decreased: (16 → 15)
    • Angle changed: (65° → 75°)


  • Charge Air Up
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain decreased: (16 → 15,8)


  • Charge Down 3
    • BaseKnockback decreased: (16,5 → 10)
    • KnockbackGain increased: (10 → 21)


  • Charge Forward – Weak
    • BaseKnockback decreased: (12,5 → 10,5)
    • KnockbackGain increased: (18 → 22,5)


  • Charge Forward Sweet Spot
    • BaseKnockback decreased: (15,5 → 10,5)
    • KnockbackGain increased: (23 → 24)
    • Angle changed: (36° → 35°)


  • Charge Forward
    • BaseKnockback decreased: (12,5 → 11)
    • KnockbackGain increased: (20 → 24)


  • Charge Up – Setup
    • BaseKnockback decreased: (21 → 19)


  • Charge Up
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain increased: (17 → 20,5)
    • BlockDamage increased: (1 → 13)


  • Light Air Back 2 – Body
    • BaseKnockback decreased: (11,5 → 10,5)
    • KnockbackGain increased: (13 → 14)


  • Light Air Back 2 – Foot
    • BaseKnockback decreased: (12,5 → 12)
    • KnockbackGain increased: (13 → 16)


  • Light Air Down Final – Body
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Light Air Down Final – Foot
    • BaseKnockback decreased: (10 → 9)
    • KnockbackGain increased: (7 → 9)
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Light Air Down Final – Grounded
    • BaseKnockback decreased: (15,1 → 13)
    • KnockbackGain increased: (16 → 18)
    • Damage decreased: (15 → 12)


  • Light Air Forward – Body
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (12 → 15,5)


  • Light Air Forward – Pen
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (12 → 16,5)


  • Light Air Neutral – Initial
    • BlockStun increased: (8 → 9)


  • Light Air Neutral – Late
    • BlockStun increased: (7 → 8)


  • Light Air Neutral – Lingering
    • BlockStun increased: (7 → 8)


  • Light Air Up – Finisher
    • BaseKnockback decreased: (12,5 → 10,5)
    • KnockbackGain increased: (11 → 14,2)


  • Light Finisher
    • BaseKnockback decreased: (12,5 → 10,5)
    • KnockbackGain increased: (15 → 17,4)


  • Light Forward – Foot
    • KnockbackGain increased: (14,5 → 15,2)


  • Light Up – Foot
    • KnockbackGain increased: (14 → 15,5)


  • Light Down
    • Can be cancelled into the second hit between 12 and 25 frames
    • +5 recovery frames on light down


  • Special Up Slime
    • BaseKnockback increased: (3,5 → 5)
    • Damage increased: (2 → 5)
    • BlockDamage increased: (1 → 3)
    • Angle changed: (110° → 65°)
    • SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
    • The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.


  • Special Neutral
    • On Hit Cancel added on frame 30.
    • Now longer prevents April from air drifting.
    • Hitting an opponent with less than one bar of ratings now generates a bar of ratings.


  • Special Down
    • Special Down Bhop tech removed


DONATELLO

  • General
    • Weight Increased: (0.9 → 0.95)
    • Fixed Special Up not having hit SFX.


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Forward
    • Charge Down
    • Light Air Forward
    • Light Down


  • Charge Air Forward
    • BaseKnockback increased: (11 → 13)
    • KnockbackGain increased: (17 → 18)


  • Charge Air Up
    • BaseKnockback decreased: (13.5 → 13)
    • KnockbackGain increased: (14.75 → 16.5)
    • BlockDamage increased: (5 → 12)


  • Charge Down – Reverse
    • BaseKnockback decreased: (12 → 10)
    • Damage decreased: (17 → 13)
    • BlockDamage decreased: (15 → 12)
    • Angle changed: (110° → 70°)


  • Charge Down
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (16.2 → 22)
    • BlockDamage decreased: (15 → 12)


  • Charge Forward – Reverse
    • BaseKnockback decreased: (13.75 → 11.5)
    • KnockbackGain increased: (24 → 25.8)


  • Charge Forward 2
    • BaseKnockback decreased: (13.75 → 11)
    • KnockbackGain increased: (22 → 23.8)


  • Charge Up – Clean Hit
    • BaseKnockback increased: (13 → 14)
    • KnockbackGain increased: (19.5 → 21.3)


  • Charge Up – Late
    • BlockDamage increased: (9 → 10)


  • Charge Up
    • BlockDamage increased: (8 → 12)


  • Light Air Back – Tip
    • BaseKnockback decreased: (13.75 → 10.7)
    • KnockbackGain increased: (16.5 → 20.3)
    • BlockPush decreased: (1.6 → 0.7)
    • BlockStun increased: (7 → 10)


  • Light Air Back – Weak
    • BaseKnockback decreased: (8.75 → 7.75)
    • KnockbackGain increased: (12 → 13.3)
    • BlockPush decreased: (0.6 → 0.5)
    • BlockStun increased: (7 → 9)


  • Light Air Back
    • BaseKnockback decreased: (10 → 8.7)
    • KnockbackGain increased: (13.5 → 15.7)
    • BlockPush decreased: (0.8 → 0.6)
    • BlockStun increased: (7 → 9)


  • Light Air Down – Tip
    • BaseKnockback decreased: (9 → 7.5)
    • KnockbackGain increased: (10 → 11.5)


  • Light Air Down
    • BaseKnockback decreased: (9 → 8.2)
    • KnockbackGain increased: (13 → 14)


  • Light Air Forward
    • BaseKnockback decreased: (11 → 8.7)
    • KnockbackGain increased: (17 → 19.5)
    • BlockPush decreased: (0.8 → 0.6)
    • BlockStun increased: (10 → 11)
    • Damage increased: (11 → 12)


  • Light Air Up – Weak
    • BaseKnockback decreased: (9.6 → 8.6)
    • KnockbackGain increased: (9.6 → 11)


  • Light Air Up
    • BaseKnockback decreased: (14 → 9.7)
    • KnockbackGain increased: (13 → 17.5)


  • Light Down
    • Light down can only be canceled into Land down 2 from frame 12 to frame 25


  • Light Down – Slide
    • BaseKnockback decreased: (14.38 → 7.9)
    • KnockbackGain increased: (6.25 → 12.87)


  • Light Down 2
    • BaseKnockback decreased: (12.5 → 7.8)
    • KnockbackGain increased: (6.25 → 11)


  • Light Forward – Back Hit (Ground)
    • BaseKnockback decreased: (11.25 → 9.3)
    • KnockbackGain increased: (15 → 17)


  • Light Forward – Back Hit
    • BaseKnockback decreased: (10.5 → 7.8)
    • KnockbackGain increased: (11 → 13.7)


  • Light Forward – Forward Hit
    • BaseKnockback decreased: (11 → 8.7)
    • KnockbackGain increased: (18.75 → 21)


  • Light Forward – Upper Hit
    • BaseKnockback decreased: (11 → 8.4)
    • KnockbackGain increased: (17 → 19.7)


  • Light Neutral – Finisher
    • BaseKnockback decreased: (11.5 → 8.98)
    • KnockbackGain increased: (15.7 → 18.2)


  • Light Up
    • Added hitbox that allows the attack to hit shorter characters.
    • BaseKnockback decreased: (17 → 10.4)
    • KnockbackGain increased: (15.4 → 22)


  • Special Neutral Staff
    • Now reflects instead of redirecting projectiles


  • Special Forward Slime
    • The smoke bomb throw has faster startup and recovery.


  • Grab
    • Range increased from 1.2 to 1.25.


  • Grab Run
    • Total duration reduced from 42 to 39. Lunge speed slightly increased.


RAPHAEL

  • General
    • Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
    • Weight decreased: (1.05 → 0.95)


  • Following moves can now reverse hit:
    • Light Down
    • Charge Air Forward
    • Charge Up
    • Light Air Forward
    • Charge Forward
    • Charge Air Down


  • Light Neutral 1 and 2
    • Removed jump cancel window on first frames.


  • Special Neutral
    • Landing Lag increased from 5 to 10 frames.
    • Can’t be canceled with air dodge during the first frames anymore.


  • Charge Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage decreased: (18 → 14)
    • Angle changed: (270° → -90°)


  • Charge Air Down
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward – Sourspot
    • BaseKnockback increased: (7,5 → 10)
    • KnockbackGain increased: (18 → 18,5)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 11)


  • Charge Air Forward
    • BaseKnockback decreased: (13,5 → 13)
    • KnockbackGain increased: (18 → 19)
    • BlockDamage decreased: (17 → 13)


  • Charge Air Up
    • BlockDamage decreased: (17 → 13)


  • Charge Down Back
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (14 → 22,6)
    • BlockDamage decreased: (13 → 11)


  • Charge Down
    • BaseKnockback decreased: (14,8 → 11,5)
    • KnockbackGain increased: (15,4 → 23,3)
    • BlockDamage decreased: (15 → 12)


  • Charge Forward Release
    • BaseKnockback decreased: (17,5 → 11,5)
    • KnockbackGain increased: (18,3 → 24,7)


  • Charge Up
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (14 → 19,1)


  • Light Air Back – Sweetspot
    • BaseKnockback decreased: (12 → 11,2)
    • KnockbackGain increased: (19,5 → 20,7)


  • Light Air Down – Finisher
    • BaseKnockback decreased: (9,7 → 8,7)
    • KnockbackGain increased: (15 → 16)


  • Light Air Forward
    • BaseKnockback decreased: (13,5 → 7,9)
    • KnockbackGain increased: (10,6 → 16,2)


  • Light Air Neutral
    • BaseKnockback decreased: (12 → 8,2)
    • KnockbackGain increased: (12,6 → 16,3)


  • Light Air Up – Strong
    • BaseKnockback decreased: (12,6 → 8,3)
    • KnockbackGain increased: (10 → 14,2)


  • Light Air Up – Weak
    • BaseKnockback decreased: (10,6 → 6,4)
    • KnockbackGain increased: (10 → 13,6)


  • Light Dash – Strong
    • BaseKnockback decreased: (18,5 → 10,8)
    • KnockbackGain increased: (9 → 16,8)


  • Light Dash – Weak
    • BaseKnockback decreased: (12,5 → 8,2)
    • KnockbackGain increased: (9 → 13,2)


  • Light Down – Spin
    • BaseKnockback decreased: (15,1 → 8,6)
    • KnockbackGain increased: (7,2 → 13,93)


  • Light Down – Stab
    • BaseKnockback decreased: (12 → 7,8)
    • KnockbackGain increased: (7,8 → 12,2)


  • Light Finisher
    • BaseKnockback decreased: (10,5 → 9,3)
    • KnockbackGain increased: (14,6 → 15,83)


  • Light Forward 3
    • BaseKnockback decreased: (13,3 → 8,3)
    • KnockbackGain increased: (15,6 → 19,5)


  • Light Up
    • BaseKnockback decreased: (14,6 → 9,4)
    • KnockbackGain increased: (13 → 18,45)


  • Special Neutral Shuriken Slime
    • KnockbackGain decreased: (11,5 → 9)


JIMMY NEUTRON

  • General
    • Weight increased: (0.92 → 1)


  • Following moves can now reverse hit:
    • Light Down
    • Light Air Forward
    • Light Air Down
    • Charge Up
    • Charge Forward
    • Charge Air Up


  • Charge Air Down
    • BlockDamage increased: (1 → 8)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 8,5)
    • KnockbackGain decreased: (18 → 10)
    • Damage increased: (4 → 8)
    • BlockDamage increased: (1 → 8)


  • Charge Air Up – Late
    • BaseKnockback increased: (12 → 13)
    • KnockbackGain increased: (15 → 16,5)
    • BlockDamage increased: (1 → 10)
    • Angle changed: (70° → 75°)


  • Charge Air Up – Sourspot
    • BaseKnockback increased: (12 → 14)
    • KnockbackGain increased: (12 → 17)
    • BlockDamage increased: (1 → 11)
    • Angle changed: (70° → 75°)


  • Charge Air Up
    • BaseKnockback increased: (13 → 16)
    • KnockbackGain decreased: (18 → 17,5)
    • BlockDamage increased: (1 → 12)
    • Angle changed: (70° → 80°)


  • Charge Down 3
    • BaseKnockback decreased: (16 → 11)
    • KnockbackGain increased: (18 → 25,5)


  • Charge Forward
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (18 → 23,4)


  • Charge Up
    • BaseKnockback increased: (14,5 → 15)
    • KnockbackGain increased: (19 → 21,2)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage increased: (1 → 8)
    • Angle changed: (277° → -83°)


  • Light Air Forward
    • HitStunMinimum increased: (1 → 13)
    • BlockDamage increased: (1 → 9)


  • Light Air Up
    • BaseKnockback decreased: (13,5 → 12,5)
    • KnockbackGain increased: (15 → 16,75)


  • Light Down
    • BaseKnockback decreased: (14 → 9)
    • KnockbackGain increased: (4,6 → 16)
    • HitStunMinimum increased: (1 → 13)
    • BlockDamage increased: (1 → 6)


  • Light Forward Sweetspot
    • HitStunMinimum increased: (1 → 15)
    • BlockPush increased: (1 → 1,5)


  • Light Forward
    • BaseKnockback increased: (5,5 → 6,5)
    • KnockbackGain increased: (8 → 16)
    • HitStunMinimum increased: (1 → 15)
    • BlockPush increased: (1 → 1,2)
    • BlockStun increased: (4 → 5)


  • Light Neutral
    • KnockbackGain increased: (12 → 13)


  • Light Up Final
    • BaseKnockback increased: (8,2 → 11)
    • KnockbackGain increased: (12,3 → 15,5)
    • BlockPush increased: (0,2 → 0,6)
    • HitlagBaseOnHit increased: (0 → 9)
    • HitlagBaseOnBlock increased: (0 → 9)
    • BlockDamage increased: (1 → 8)


  • Light Up Weak
    • HitlagBaseOnHit increased: (0 → 2)
    • HitlagBaseOnBlock increased: (0 → 2)


  • Special Forward 2
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 3
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 4
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 5
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 6
    • BaseKnockback decreased: (18 → 17)
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Neutral – Rocket
    • CannotRebound toggle enabled


  • Dash Grab
    • Dash grab total duration from 60 → 50
    • +2 Active frames


DANNY PHANTOM

  • General
    • Fix to Danny losing respawn invincibility after wavedashing
    • Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
    • Fixed Danny going through landing lag frames of his Special Up land while in hitlag
    • Fixed physics when exiting Special Up and going into Helpless Fall


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Forward
    • Light Air Down
    • Light Air Forward
    • Light Down
    • Special Up Land


  • Charge Air Down Turn
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Charge Air Forward
    • Fixed an issue that made the attack hit 3 times instead of 2.


  • Initial Hit
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)


  • Second Hit
    • BaseKnockback decreased: (14 → 8.75)
    • KnockbackGain increased: (13 → 17)
    • HitlagBaseOnHit increased: (6 → 10)
    • HitlagBaseOnBlock increased: (6 → 10)
    • Angle changed: (31° → 50°)


  • Charge Air Up
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain increased: (13.5 → 17)
    • Angle changed: (45° → 60°)


  • Charge Down Release
    • BaseKnockback decreased: (14.4 → 11.5)
    • KnockbackGain increased: (16.3 → 22.8)


  • Charge Forward Sweet Spot
    • BaseKnockback increased: (9 → 10)
    • KnockbackGain increased: (19.5 → 21.7)
    • HitlagBaseOnHit increased: (6 → 12)
    • HitlagBaseOnBlock increased: (6 → 12)


  • Charge Forward
    • BaseKnockback increased: (8.25 → 10)
    • KnockbackGain increased: (17.5 → 20)
    • HitlagBaseOnHit decreased: (20 → 12)
    • HitlagBaseOnBlock decreased: (20 → 12)
    • BlockDamage increased: (10 → 11)
    • Angle changed: (40° → 35°)


  • Charge Up Sour
    • KnockbackGain decreased: (20.5 → 20)
    • BlockDamage increased: (8 → 10)


  • Charge Up Sweet
    • BaseKnockback increased: (11.88 → 14.2)
    • KnockbackGain increased: (20 → 22)


  • Light Air Back Sweet
    • KnockbackGain increased: (16 → 17.5)


Light Air Back

    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain increased: (14 → 15.5)


  • Light Air Down – Ice Projectile
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (8 → 10)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (8 → 10)


  • Light Air Forward 1
    • Hitbox size slightly reduced
    • Damage increased: (3 → 5)
    • BlockDamage increased: (3 → 5)


  • Light Air Neutral
    • BaseKnockback decreased: (6.25 → 5.5)
    • KnockbackGain increased: (9 → 12.5)


  • Light Air Up
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (13.3 → 16)


  • Light Down
    • BaseKnockback decreased: (12.5 → 10)
    • KnockbackGain increased: (11.25 → 13)
    • HitStunMinimum increased: (1 → 10)


  • Light Finisher
    • BaseKnockback decreased: (10.63 → 8.5)
    • KnockbackGain increased: (15.5 → 17)


  • Light Forward 2
    • BlockDamage increased: (6 → 8)


  • Light Forward
    • BaseKnockback decreased: (10 → 6.55)
    • KnockbackGain increased: (16 → 16.75)
    • HitStunMinimum increased: (1 → 6)
    • BlockDamage increased: (8 → 10)


  • Light Up – Late
    • KnockbackGain increased: (12 → 13.5)


  • Light Up – Weak
    • KnockbackGain increased: (10 → 12.5)


  • Light Up
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (13 → 16)


  • Special Down
    • Is now unblockable on both Normal and Slime versions.


  • Special_Up
    • BaseKnockback decreased: (15 → 9)
    • KnockbackGain decreased: (11.5 → 9)
    • BlockPush decreased: (2 → 0.6)
    • DirectionalInfluenceMultiplier decreased: (1.05 → 1)
    • Damage decreased: (15 → 7)
    • BlockDamage decreased: (13 → 7)


  • Special Up Land
    • BaseKnockback decreased: (12 → 9)
    • KnockbackGain decreased: (10 → 5)
    • HitStunMultiplier decreased: (1.5 → 1)
    • HitStunMinimum decreased: (2.5 → 1)
    • BlockPush decreased: (2 → 0.3)
    • BlockStun decreased: (9 → 7)
    • HitlagBaseOnHit decreased: (11 → 7)
    • HitlagBaseOnBlock decreased: (11 → 7)
    • DirectionalInfluenceMultiplier decreased: (1.3 → 1)
    • CannotRebound toggle disabled
    • Damage decreased: (13 → 6)
    • BlockDamage decreased: (13 → 6)
    • Angle changed: (50° → 70°)


  • Special Down
    • Can no longer be blocked


EMBER

  • General:
    • Weight increased: (0.95 → 1)
    • Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
    • Fixes:
      • Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.
      • Fixed Light Combo putting opponents in double the amount of intended hitstun frames.
      • blocking opponents (less gain than connecting hits).
      • Fixed Slime Special Up not having the multihit hitboxes
      • Improved consistency on Light Neutral String
      • Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards


  • Following moves can now reverse hit:
    • Charge Air Up
    • Charge Air Down
    • Charge Forward
    • Light Air Down
    • Light Air Forward
    • Light Down


  • Charge Air Down
    • BlockDamage decreased: (15 → 13)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 14)
    • KnockbackGain increased: (4 → 17)
    • BlockPush decreased: (1,6 → -0,8)
    • BlockStun increased: (12 → 14)
    • Damage increased: (9 → 15)
    • BlockDamage increased: (9 → 13)
    • Angle changed: (135° → 130°)


  • Charge Air Up – Second Strum
    • BaseKnockback increased: (12 → 13)
    • KnockbackGain decreased: (18 → 16,5)


  • Charge Down – Sound Waves
    • BaseKnockback increased: (7 → 11,5)
    • KnockbackGain increased: (20 → 25)
    • BlockDamage decreased: (12 → 11)


  • Charge Down – Stomp
    • BaseKnockback increased: (10 → 12)
    • KnockbackGain increased: (20 → 27)
    • BlockDamage decreased: (12 → 11)


  • Charge Forward
    • BaseKnockback decreased: (18 → 12,5)
    • KnockbackGain increased: (19 → 26)
    • AnimatorBooleanCondition removed: CheerHitbox


  • Charge Up – Finisher
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (20 → 20,5)
    • BlockDamage decreased: (13 → 12)


  • Light Air Down – Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage decreased: (14 → 12)
    • Angle changed: (290° → -70°)


  • Light Air Forward – Spike
    • BlockDamage decreased: (16 → 13)


  • Light Air Forward
    • KnockbackGain increased: (20 → 21)


  • Light Air Up
    • KnockbackGain increased: (10 → 12)
    • On hit SFX change


  • Light Combo
    • BaseKnockback decreased: (3 → 2,5)
    • HitStunMultiplier decreased: (2 → 1)
    • HitStunMinimum increased: (15 → 16)
    • BlockStun decreased: (15 → 10)
    • HitlagBaseOnBlock decreased: (7 → 6)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • FixedKnockback increased: (0 → 5)
    • Damage decreased: (4 → 3)
    • BlockDamage decreased: (3 → 1)
    • Angle changed: (170° → 145°)


  • Light Dash
    • BaseKnockback decreased: (18,5 → 12)
    • KnockbackGain increased: (10 → 17)


  • Light Finisher
    • BaseKnockback decreased: (17 → 9)
    • KnockbackGain increased: (4 → 15)


  • Light Forward
    • BaseKnockback increased: (9 → 11)
    • KnockbackGain increased: (18 → 19)
    • BlockDamage decreased: (13 → 12)


  • Light Neutral
    • KnockbackGain decreased: (4 → 0,01)
    • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • Angle changed: (85° → 145°)
    • On Hit SFX changed


  • Light Up
    • Now cancelable on frame 46


  • Light Up – Finisher
    • BaseKnockback decreased: (20 → 13)
    • KnockbackGain increased: (11 → 18)


  • Special Down
    • SpecialAngle changed: (Sakurai_361 → None)
    • Angle changed: (45° → 90°)


  • Special Neutral – Cheer Boosted
    • BaseKnockback increased: (14 → 15)
    • KnockbackGain increased: (15 → 17)
    • HitlagBaseOnHit increased: (9 → 14)
    • SpecialAngle changed: (Sakurai_361 → None)
    • Projectile size increased


  • Special Up Cheer Booster
    • Increased vertical height and starts grabbing edge at frame 18.


LUCY LOUD

  • General:
    • Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
    • Crowd push radius reduced from 1 to 0.7.
    • Made follow ups more difficult during normal mode.
    • Added different landing lag values for light aerials depending on stance.


  • Light Air Back
    • Ghost (4 → 7)
    • Normal (4 → 8)
    • Vampire (4 → 9)


  • Light Air Down
    • Ghost (10)
    • Normal (10 → 12)
    • Vampire (10 → 13)


  • Light Air Forward
    • Ghost (9)
    • Normal (9 → 11)
    • Vampire (9 → 12)


  • Light Air Neutral
    • Ghost (7)
    • Normal (7 → 8)
    • Vampire (7 → 9)


  • Light Air Up
    • Ghost (6)
    • Normal (6 → 8)
    • Vampire (6 → 10)


  • Following moves can now reverse hit:
    • Charge Air Down (Normal, Ghost, Vampire)
    • Charge Air Forward (Normal, Ghost, Vampire)
    • Charge Air Up (Normal, Ghost, Vampire)
    • Charge Down (Normal, Ghost, Vampire)
    • Charge Up (Normal, Ghost, Vampire)
    • Light Air Down – Spike (Vampire)
    • Light Forward (Normal, Ghost, Vampire)


  • Charge Air Down Tipper – Normal
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (285° → -75°)


  • Charge Air Down Tipper – Vampire
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward
    • Now has less range in vampire mode.


  • Charge Air Forward Strong – Ghost
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward Strong – Normal
    • BaseKnockback decreased: (14 → 10)
    • KnockbackGain decreased: (20 → 18.5)
    • BlockDamage decreased: (15 → 12)


  • Charge Air Forward Vampire
    • Hitboxes reduced and new smaller VFX


  • Strong Hit
    • BaseKnockback decreased: (18.2 → 14.5)
    • KnockbackGain increased: (20 → 21.1)
    • BlockDamage decreased: (15 → 12)


  • Charge Air Up
    • Can stall only once per airtime.
    • Air Speed is now multiplied by x0.5
    • Total duration increased from 35 to 49
    • Landing lag increased from 15 to 17


  • Charge Air Up – Finisher – Ghost
    • BaseKnockback decreased: (18 → 12)
    • KnockbackGain increased: (8 → 14)
    • Angle changed: (55° → 60°)


  • Charge Air Up – Finisher – Normal
    • BaseKnockback increased: (10 → 17)
    • KnockbackGain decreased: (16.8 → 12)
    • Angle changed: (65° → 55°)


  • Charge Air Up – Finisher – Vampire
    • BaseKnockback increased: (12 → 14)
    • KnockbackGain decreased: (16.8 → 16)
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (65° → 88°)


  • Charge Down – Ghost
    • BaseKnockback increased: (9.6 → 10.5)
    • KnockbackGain increased: (14 → 23)
    • BlockDamage decreased: (15 → 12)


  • Charge Down – Normal
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (17.4 → 23.4)
    • BlockDamage decreased: (17 → 13)


  • Charge Down – Vampire
    • BaseKnockback decreased: (14.4 → 11.5)
    • KnockbackGain increased: (18.4 → 24.1)
    • BlockDamage decreased: (18 → 14)


  • Charge Forward Vampire
    • BaseKnockback decreased: (14.4 → 11)
    • KnockbackGain increased: (18.8 → 25.6)
    • Damage increased: (10 → 16)
    • BlockDamage increased: (10 → 13)


  • Charge Up – Normal
    • BaseKnockback increased: (10.8 → 13)
    • KnockbackGain decreased: (21.4 → 20.4)
    • BlockDamage decreased: (17 → 13)
    • Angle changed: (80.2° → 80°)


  • Charge Up – Vampire
    • BaseKnockback increased: (13.5 → 15)
    • KnockbackGain increased: (21.4 → 22.3)
    • Angle changed: (80.2° → 80°)


  • Grab Throw Down – Normal
    • BaseKnockback increased: (12.6 → 21)
    • KnockbackGain decreased: (15 → 9)


  • Grab Throw Up – Normal
    • BaseKnockback increased: (21 → 23.5)
    • Angle changed: (105° → 90°)


  • Light Air Down
    • Removed Spike Hitbox on Normal version
    • Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.


  • Light Air Down – Normal
    • BaseKnockback increased: (12.5 → 18.7)
    • KnockbackGain decreased: (13 → 9)
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (68° → 55°)


  • Light Air Down – Spike Tip – Vampire
    • BaseKnockback increased: (6 → 10)
    • KnockbackGain increased: (5 → 9.5)
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage decreased: (8 → 3)
    • Angle changed: (300° → -60°)


  • Light Forward Air
    • Increased Startup: (7 → 8)
    • Increased total duration from: (31 → 37)


  • Light Air Forward – Ghost
    • KnockbackGain decreased: (14 → 13)
    • Damage decreased: (8 → 6)
    • BlockDamage decreased: (8 → 6)


  • Light Air Forward – Normal
    • BaseKnockback increased: (13 → 16.5)
    • KnockbackGain decreased: (15 → 11)
    • Damage decreased: (8 → 7)
    • BlockDamage decreased: (8 → 7)
    • Angle changed: (40° → 58.61°)


  • Light Air Up – Normal
    • BaseKnockback increased: (10 → 14.4)
    • KnockbackGain decreased: (15 → 13)
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (70° → 75°)


  • Light Air Up – Vampire
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (70° → 75°)


  • Light Neutral
    • Can no longer jump cancel during this state


  • Light Forward – Ghost
    • KnockbackGain decreased: (16 → 14.1)


  • Light Forward – Normal
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain decreased: (16 → 13.6)


  • Light Forward – Vampire
    • BaseKnockback decreased: (14.4 → 13.4)
    • KnockbackGain decreased: (16 → 13.2)


  • Special Neutral
    • Physics changed to match Ghost and Vampire versions.


  • Special Forward Normal – Finisher
    • Damage increased: (9 → 13)
    • BlockDamage increased: (9 → 13)


  • Special Forward Normal – Startup
    • Damage increased: (4 → 6)
    • BlockDamage increased: (1 → 6)


  • Special Up Vampire – Startup Slime
    • Angle changed: (290° → -70°)


GARFIELD

  • General
    • Initial impulse force was decreased from 10 to 6.5 when starting a Dash
    • Initial dash speed reduced from 10 to 6.5.
    • Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
    • Max Acceleration reduced from 32 to 28.
    • Ground Friction increased (1.2 → 1.5)
    • Run Speed Decreased from (1.1 → 0.9)
    • Air Acceleration from (1.55 → 1.3)
    • Air Friction (0.6 → 0.7)
    • Air Speed (1.2 → 1.17)
    • Weight increased: (0.9 → 0.95)


  • Sugar Rush
    • Initial dash during the sugar rush is now 1.1
    • Bonus speed increased from 20% to 35%


  • Grab Pummel
    • Food meter gain increased from 3% to 4%.


  • Following moves can now reverse hit:
    • Charge Air Forward
    • Charge Down


  • Charge Air Down
    • KnockbackGain decreased: (12 → 11)


  • Charge Air Forward
    • BaseKnockback decreased: (16.5 → 11.5)
    • KnockbackGain increased: (16 → 18.8)
    • Now fills up the food meter by 16% on hit.


  • Charge Air Up – Finisher
    • BaseKnockback increased: (13 → 14)
    • KnockbackGain increased: (15 → 15.6)


  • Charge Down – Tipper
    • BaseKnockback decreased: (16 → 10)
    • KnockbackGain increased: (18.7 → 23)
    • BlockDamage decreased: (13 → 11)
    • Angle changed: (46° → 45°)


  • Charge Down – Weak
    • Angle changed: (56° → 55°)


  • Charge Forward – Sweetspot
    • BaseKnockback decreased: (15.6 → 10)
    • KnockbackGain increased: (14.5 → 22.6)


  • Charge Up – Sweetspot
    • BaseKnockback decreased: (14.2 → 13)
    • KnockbackGain decreased: (22 → 20.5)
    • Angle changed: (110° → 100°)


  • Charge Up – Weak
    • Angle changed: (100° → 95°)


  • Light Air Back – Initial
    • BaseKnockback decreased: (11 → 9)
    • KnockbackGain increased: (15 → 17)
    • Landing Lag increased: (10 → 12)
    • Auto-cancel window before landing increased: (Frame 30 → Frame 32)


  • Light Air Back – Lingering
    • BaseKnockback decreased: (9 → 8)
    • KnockbackGain increased: (9 → 10)


  • Light Air Down
    • Landing Lag increased: (10 → 11)


  • Light Air Forward
    • BaseKnockback increased: (11 → 12)
    • KnockbackGain increased: (9 → 13)
    • Damage decreased: (11 → 7)
    • BlockDamage decreased: (10 → 7)
    • Angle changed: (55° → 50°)


  • Light Air Neutral – Initial
    • BaseKnockback decreased: (11 → 8)
    • KnockbackGain increased: (8 → 11)
    • Damage increased: (6 → 7)
    • BlockDamage increased: (6 → 7)


  • Light Neutral – Finisher
    • KnockbackGain decreased: (11 → 9.5)


  • Light Forward
    • Now has an additional hitbox allowing it to hit lower on the first active frame
    • The outermost hitbox was slightly expanded, giving the move a bit more range and height
    • Added very slight forward movement


  • Light Dash
    • Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents


  • Light Up – Late
    • BaseKnockback increased: (1 → 8)
    • KnockbackGain increased: (1 → 14)
    • BlockPush decreased: (1 → 0.6)
    • BlockStun increased: (1 → 8)
    • Hitlag Base Hit increased: (1 → 6)
    • HitlagBaseOnBlock increased: (1 → 6)
    • InstigatorAdvantageOnHit decreased: (1 → 0)
    • InstigatorAdvantageOnBlock decreased: (1 → 0)
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (0° → 85°)


  • Special Neutral
    • HitStunMinimum decreased: (24 → 22)
    • Hitlag Base Hit decreased: (4 → 3)
    • HitlagBaseOnBlock decreased: (4 → 3)
    • Hitstop reduced from 4 to 3.
    • Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
    • Food meter gained on hit increased from 5% to 8%.


  • Special Down
    • Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.


GERALD

  • Crowd push radius reduced from 1 to 0.65.
    • Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Forward
    • Charge Air Up
    • Charge Down
    • Charge Forward
    • Charge Up
    • Light Air Forward
    • Light Down


  • Charge Air Down Finisher
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (300° → -60°)


  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (15 → 14.75)
    • KnockbackGain increased: (18 → 22.2)
    • BlockDamage decreased: (14 → 12)


  • Charge Air Forward
    • BaseKnockback decreased: (14.5 → 11.5)
    • KnockbackGain increased: (6.7 → 18.8)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 11)
    • Angle changed: (75° → 55°)
    • Start up reduced by 1 frame.
    • Active frames increased by 1 frame.
    • Hitboxes adjusted, slightly extending the range.


  • Charge Air Up – Setup Left
    • BaseKnockback increased: (7 → 13)
    • Angle changed: (40° → 30°)


  • Charge Air Up – Setup Right
    • BaseKnockback increased: (7 → 13)
    • Angle changed: (140° → 120°)


  • Charge Air Up – Setup Up
    • BaseKnockback increased: (7 → 13)


  • Charge Air Up Finisher
    • Final hit now has a larger hitbox to make it connect more consistently.
    • BaseKnockback decreased: (17.5 → 15)
    • KnockbackGain increased: (9 → 16.8)
    • Angle changed: (67° → 80°)


  • Charge Down Finisher
    • BaseKnockback decreased: (18 → 11.5)
    • KnockbackGain increased: (15 → 24.7)
    • BlockStun increased: (6 → 10)


  • Charge Down MultiHit
    • BlockStun increased: (6 → 10)
    • HitBoxSpecialBehaviour changed: (Attract → None)
    • Angle changed: (60° → 120°)


  • Charge Forward – Strong
    • BaseKnockback decreased: (16 → 11)
    • KnockbackGain increased: (18 → 23)
    • BlockDamage decreased: (23 → 17)


  • Charge Forward
    • BaseKnockback decreased: (14.9 → 10.5)
    • KnockbackGain increased: (18 → 22)
    • KnockbackIgnoreDownState toggle disabled
    • Angle changed: (38° → 35°)


  • Charge Up – Soundwaves
    • Angle changed: (79° → 80°)


  • Charge Up Start
    • BaseKnockback decreased: (17 → 12.3)
    • KnockbackGain increased: (15 → 20.5)
    • BlockDamage decreased: (12 → 11)


  • Grab Throw Up
    • KnockbackGain increased: (6 → 12)


  • Light Air Down
    • KnockbackGain increased: (7.7 → 16)
    • Damage increased: (7 → 8)
    • BlockDamage increased: (7 → 8)
    • Angle changed: (50° → 51°)


  • Light Air Forward 1
    • 1st hit now pops people up instead of using auto-link angle.
    • BKB decreased from 14.4 to 12.5.
    • HitStunMultiplier decreased: (0.27 → 0.01)
    • FixedKnockback decreased: (12.9 → 0)
    • Damage increased: (4 → 5)
    • BlockDamage increased: (4 → 5)
    • changed: (Autolink_367 → Autolink_366)
    • Angle changed: (45° → 50°)


  • Light Air Forward 2
    • BlockStun decreased: (9 → 8)
    • Damage increased: (6 → 7)
    • BlockDamage increased: (6 → 7)
    • Angle changed: (55° → 48°)


  • Light Air Neutral Lingering
    • Damage increased: (7 → 8)
    • BlockDamage increased: (7 → 8)


  • Light Air Neutral Strong
    • KnockbackGain increased: (16.5 → 18)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 12)


  • Light Air Up Finisher
    • BaseKnockback decreased: (15.5 → 11.5)
    • KnockbackGain increased: (9.8 → 15.8)


  • Light Dash Normal
    • KnockbackGain decreased: (1 → 0)
    • HitStunMinimum increased: (15 → 16)
    • FixedKnockback decreased: (12.5 → 7.5)
    • Damage decreased: (7 → 5)
    • BlockDamage decreased: (7 → 5)


  • Light Dash Touch Down
    • BaseKnockback decreased: (15 → 9)
    • KnockbackGain increased: (9 → 15)
    • KnockbackIgnoreDownState toggle disabled
    • Damage increased: (10 → 11)
    • BlockDamage increased: (10 → 11)


  • Light Down
    • First Actionable Frame increased: (25 → 30).
    • Frame 25 is still actionable On Hit.


  • Light Forward
    • Total duration increased from 24 frames to 26.
    • BaseKnockback decreased: (16 → 10)
    • KnockbackGain increased: (5.4 → 18)
    • Damage increased: (7 → 9)
    • BlockDamage increased: (7 → 9)
    • Angle changed: (35° → 40°)


  • Light Up
    • Hitbox and hurtbox adjusted to anti-air more consistently
    • KnockbackGain increased: (8.9 → 12)


  • Special Forward Slime
    • Reduced velocity while airborne to match that of the grounded version
    • Lowered Gravity while airborne


  • Special Forward Down MultiHit
    • HitStunMinimum increased: (1 → 6)
    • SpecialAngle changed: (Autolink_366 → Autolink_367)


  • Special Forward Up
    • Decreased First Actionable Frame: (50 → 40)
    • Added Intangibility on left arm, legs and body from frame 6 to frame 27.


  • Special Up Finisher
    • Angle changed: (325° → -35°)


JENNY

  • General
    • Weight decreased: (1.05 → 1)


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Down
    • Charge Forward
    • Charge Up
    • Light Down
    • Special Neutral


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward
    • BlockStun increased: (9 → 15)
    • Damage increased: (18 → 20)
    • BlockDamage decreased: (18 → 15)


  • Charge Air Up Finisher
    • BaseKnockback increased: (15.7 → 16)
    • KnockbackGain increased: (16.5 → 16.8)


  • Charge Down 1st
    • BlockDamage increased: (1 → 4)


  • Charge Down
    • BaseKnockback decreased: (14 → 12.5)
    • KnockbackGain increased: (17 → 27.9)
    • BlockDamage increased: (1 → 8)


  • Charge Forward 1
    • HitStunMinimum increased: (9 → 10)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • DirectionalInfluenceMultiplier decreased: (1 → 0)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
    • FixedKnockback increased: (0.5 → 7)
    • BlockDamage increased: (1 → 4)
    • Angle changed: (90° → 89°)
    • VictimDirection changed: (FaceAway → Unchanged)


  • Charge Forward 2
    • BaseKnockback decreased: (15 → 10.5)
    • KnockbackGain increased: (21 → 23.5)
    • BlockDamage increased: (1 → 7)


  • Charge Up Back 2nd Part
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain increased: (17 → 20.1)
    • BlockDamage increased: (1 → 11)


  • Charge Up
    • BaseKnockback decreased: (15 → 14)
    • KnockbackGain increased: (19 → 21.6)
    • BlockDamage decreased: (12 → 11)


  • Grab Throw Back
    • KnockbackGain decreased: (17.5 → 14.8)


  • Light Air Back
    • Light Back Air Landing Lag increased from 11 to 13


  • Sweetspot
    • BlockStun increased: (6 → 8)


  • Sourspot
    • BaseKnockback increased: (11 → 12)
    • BlockStun decreased: (12 → 8)
    • Angle changed: (48.8° → 60°)


  • Light Air Down Center
    • BlockPush decreased: (0.5 → 0.35)


  • Light Air Down Land
    • Fixed an issue where landing lag was consumed during hitlag.
    • BlockPush decreased: (1 → 0.6)
    • BlockStun increased: (3 → 7)


  • Light Air Down Launcher
    • KnockbackGain increased: (12 → 14.5)
    • HitStunMinimum increased: (1 → 10)


  • Light Air Down Left
    • BlockPush decreased: (0.6 → 0.35)


  • Light Air Down Right
    • BlockPush decreased: (0.6 → 0.35)


  • Light Air Forward Launcher
    • BaseKnockback decreased: (12.6 → 12)
    • KnockbackGain increased: (12.4 → 14.2)


  • Light Air Neutral – Late
    • BaseKnockback decreased: (7.7 → 6.8)
    • KnockbackGain increased: (10 → 13)
    • HitStunMinimum increased: (1 → 10)


  • Light Air Neutral
    • BaseKnockback decreased: (10.6 → 9.6)
    • KnockbackGain increased: (15.6 → 17.6)


  • Light Air Up
    • BaseKnockback decreased: (11.8 → 11.4)
    • KnockbackGain increased: (12.5 → 14)


  • Light Down
    • BaseKnockback decreased: (10.2 → 9)
    • KnockbackGain increased: (10.5 → 16.75)
    • HitStunMinimum increased: (1 → 18)
    • BlockDamage increased: (2 → 3)


  • Light Finisher High
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (10.8 → 13.5)


  • Light Finisher Low
    • BaseKnockback decreased: (12.5 → 9.5)
    • KnockbackGain decreased: (4 → 2)
    • HitlagBaseOnHit increased: (8 → 13)
    • HitlagBaseOnBlock increased: (8 → 13)


  • Light Finisher
    • BaseKnockback decreased: (12.5 → 10.2)
    • KnockbackGain increased: (10.8 → 13.5)


  • Light Forward Back
    • BlockDamage increased: (1 → 6)


  • Light Forward Front
    • BaseKnockback decreased: (14 → 6.55)
    • KnockbackGain increased: (8.2 → 17.5)
    • HitStunMinimum increased: (1 → 20)
    • BlockDamage increased: (1 → 8)


  • Light Neutral 2
    • KnockbackGain decreased: (6.7 → 0)
    • SpecialAngle changed: (Autolink_366 → None)
    • Angle changed: (89° → 85°)
    • VictimDirection changed: (FaceAway → FaceTowards)


  • Light Neutral
    • KnockbackGain decreased: (1 → 0)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • FixedKnockback increased: (0 → 5)
    • SpecialAngle changed: (Autolink_366 → None)
    • HitBoxSpecialBehaviour changed: (None → Attract)
    • Angle changed: (89° → 145°)


  • Light Up – Launch
    • BaseKnockback decreased: (13.8 → 10.5)
    • KnockbackGain increased: (8.5 → 17.5)
    • HitStunMinimum increased: (1 → 10)


  • Special Forward Air
    • KnockbackGain increased: (14.8 → 16.8)
    • InstigatorAdvantageOnHit decreased: (0 → -8)


  • Special Forward
    • KnockbackGain increased: (15.3 → 17.3)
    • InstigatorAdvantageOnHit decreased: (0 → -5)


NIGEL

  • General
    • Weight Increased: (0.7 → 0.75)


  • Following moves can now reverse hit:
    • Charge Air Forward
    • Charge Down
    • Charge Forward
    • Light Air Forward
    • Charge Air Down


  • Charge Air Down -Weak
    • Can no longer redirect projectiles on late hits.
    • Hitbox significantly reduced. Especially on the later frames
    • BlockStun decreased: (10 → 5)
    • Total First Actionable Frame increased from Frame 42 to Frame 47


  • Charge Air Forward Tipper
    • BaseKnockback decreased: (14 → 9.75)
    • KnockbackGain increased: (15 → 18)


  • Charge Air Forward
    • BaseKnockback decreased: (13 → 8.5)
    • KnockbackGain decreased: (11 → 10)


  • Charge Down Body
    • BaseKnockback decreased: (10.5 → 10)
    • KnockbackGain increased: (12.5 → 21.8)


  • Charge Down Gravel Back
    • BaseKnockback decreased: (11 → 10)
    • KnockbackGain increased: (9 → 15)
    • Angle changed: (162° → 20°)


  • Charge Down Gravel Forward
    • BaseKnockback decreased: (11 → 10)
    • KnockbackGain increased: (8.38 → 15)
    • Angle changed: (19° → 20°)


  • Charge Forward 1
    • BaseKnockback increased: (3 → 5)
    • KnockbackGain decreased: (1.3 → 0)
    • HitStunMinimum increased: (1 → 10)
    • BlockPush increased: (1 → 1.6)
    • BlockStun decreased: (14 → 6)
    • Hitlag Base Hit decreased: (16 → 15)
    • HitlagBaseOnBlock decreased: (16 → 15)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • DirectionalInfluenceMultiplier decreased: (1 → 0)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
    • FixedKnockback increased: (0 → 7)
    • ChargeAttack.BaseKnockback increased: (1 → 1.55)
    • ChargeAttack.KnockbackGain increased: (1 → 1.2)
    • Improved consistency to connect into Finisher Hit
    • Damage decreased: (6 → 4)
    • BlockDamage decreased: (3 → 1)
    • Angle changed: (80° → 89°)


  • Charge Forward 2
    • BaseKnockback decreased: (13 → 10.7)
    • KnockbackGain increased: (19 → 22)


  • Charge Up
    • Angle changed: (75° → 80°)


  • Light Air Back – Weak
    • BlockPush decreased: (1 → 0.5)


  • Light Air Back
    • KnockbackGain increased: (16.5 → 18.5)
    • BlockPush decreased: (1 → 0.7)


  • Light Air Down 1
    • KnockbackGain increased: (7 → 13)
    • BlockPush decreased: (1 → 0.4)


  • Light Air Down 2
    • BlockPush decreased: (1 → 0.3)


  • Light Air Forward Finisher
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (15 → 17)
    • BlockDamage increased: (1 → 2)


  • Light Air Forward MultiHit Ground
    • BlockPush decreased: (0.2 → 0.1)


  • Light Air Forward MultiHit
    • BlockPush decreased: (0.2 → 0.1)


  • Light Air Neutral Strong
    • BaseKnockback decreased: (10 → 8)
    • KnockbackGain increased: (13.5 → 15.5)
    • BlockPush decreased: (1 → 0.6)
    • Damage decreased: (12 → 11)
    • Angle changed: (47° → 45°)


  • Light Air Neutral Weak
    • BaseKnockback decreased: (9.7 → 7.7)
    • KnockbackGain increased: (8.38 → 12)
    • BlockPush decreased: (1 → 0.35)
    • Damage decreased: (9 → 7)
    • BlockDamage decreased: (9 → 7)
    • Angle changed: (47° → 45°)


  • Light Air Up
    • BlockPush decreased: (1 → 0.5)


  • Light Dash Strong Hit
    • BaseKnockback decreased: (14 → 10)
    • KnockbackGain increased: (13 → 17)
    • Angle changed: (28° → 42°)


  • Light Down Tipper
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (5.5 → 14)
    • HitlagBaseOnHit increased: (10 → 17)
    • HitlagBaseOnBlock increased: (6 → 13)


  • Light Down
    • KnockbackGain increased: (6.75 → 10.75)


  • Light Forward – Late
    • Angle changed: (45° → 55°)


  • Light Forward
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (8 → 14)


  • Light Up Start
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (11.5 → 14.5)


  • Light Dash
    • Initial lunge force reduced from 13 to 11. Slower movement and less total distance


  • Special Down
    • BaseKnockback decreased: (27 → 26)


EL TIGRE

  • General
    • Weight decreased: (0.78 → 0.75)
    • Helpless fall adjustments


  • Following moves can now reverse hit:
    • Charge Air Forward
    • Charge Forward
    • Light Air Down
    • Light Air Forward
    • Light Down


  • Charge Air Down – Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward
    • BaseKnockback decreased: (13,6 → 10)
    • KnockbackGain increased: (17,5 → 18,5)
    • BlockPush decreased: (1,6 → 1,2)
    • BlockDamage increased: (1 → 8)


  • Charge Air Up – Head
    • BaseKnockback increased: (8 → 9)
    • KnockbackGain decreased: (17,5 → 16,5)
    • BlockDamage decreased: (12 → 11)


  • Charge Air Up Strong
    • BaseKnockback increased: (10 → 13)
    • KnockbackGain decreased: (19 → 16,5)
    • BlockDamage decreased: (12 → 11)


  • Charge Down Back
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (18 → 20,9)
    • BlockDamage decreased: (15 → 12)


  • Charge Down Front
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (18 → 20,9)
    • BlockDamage decreased: (15 → 12)


  • Charge Forward
    • BaseKnockback decreased: (12,4 → 10,5)
    • KnockbackGain increased: (20 → 23,2)
    • BlockDamage decreased: (17 → 13)


  • Charge Up – Late
    • BaseKnockback increased: (11,6 → 12,5)
    • KnockbackGain increased: (5 → 19)


  • Charge Up
    • BaseKnockback increased: (13 → 15)
    • KnockbackGain decreased: (21,6 → 21)
    • BlockDamage decreased: (17 → 14)


  • Grab Throw Back
    • KnockbackGain increased: (9,1 → 10)
    • Increased total frames from 58 to 67


  • Grab Throw Up – Claws
    • KnockbackGain increased: (5,7 → 8)
    • Reversible toggle disabled
    • Angle changed: (70° → 110°)


  • Helpless Fall
    • Adjusted floatiness at the start of the state


  • Light Air Back – Sweetspot
    • BaseKnockback increased: (10 → 11)
    • KnockbackGain increased: (14 → 17,5)


  • Light Air Back – Weak
    • KnockbackGain increased: (6,9 → 10,9)


  • Light Air Back
    • KnockbackGain increased: (15 → 17,5)


  • Light Air Down – Air
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Damage decreased: (18 → 14)
    • BlockDamage decreased: (18 → 12)


  • Light Air Forward
    • BaseKnockback decreased: (13 → 10)
    • KnockbackGain increased: (13 → 18)
    • Angle changed: (62° → 55°)
    • Hitboxes size slightly decreased


  • Light Finisher
    • KnockbackGain decreased: (10 → 9)


  • Light Forward
    • BaseKnockback decreased: (14,5 → 9)
    • KnockbackGain increased: (13 → 18)


  • Light Up
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (13 → 15)
    • HitlagBaseOnHit increased: (9 → 10)
    • HitlagBaseOnBlock increased: (9 → 10)


  • Special Up
    • Now travels less distance and goes into Helpless Fall quicker


  • Slime Special Up
    • Travels less distance and goes into Helpless Fall quicker


GRANDMA GERTIE

  • General
    • Fixed low-res sky during ultimate attack.
    • Added additional VFX to her items.


  • Charge Air Forward – Clean
    • BaseKnockback decreased: (13 → 12)
    • BlockDamage decreased: (15 → 12)
    • Angle changed: (29° → 32°)


  • Charge Air Forward – Early
    • BaseKnockback decreased: (12 → 11)
    • BlockDamage decreased: (13 → 11)
    • Angle changed: (35° → 38°)


  • Charge Air Forward – Late
    • BaseKnockback decreased: (11 → 10)
    • Damage decreased: (13 → 11)
    • BlockDamage decreased: (13 → 10)
    • Angle changed: (43° → 44°)


  • Charge Air Up – Base
    • BaseKnockback decreased: (18 → 14)
    • Angle changed: (63° → 65°)


  • Charge Air Up – Late
    • BaseKnockback decreased: (17 → 12)
    • KnockbackGain increased: (14 → 17)


  • Charge Air Up – Wave
    • BaseKnockback decreased: (16.25 → 13)
    • KnockbackGain increased: (14 → 16)


  • Charge Air Down
    • Start Up From 6 to 8 Frames
    • Impulse reduced on the last frames on release
    • +2 recovery frames


  • Charge Down – Clean
    • BaseKnockback decreased: (15 → 11)
    • KnockbackGain increased: (19 → 24)
    • Angle changed: (68° → 65°)


  • Charge Down – Late
    • BaseKnockback decreased: (13 → 10.5)
    • KnockbackGain increased: (18 → 24)
    • Angle changed: (52° → 50°)


  • Charge Forward – Base
    • BaseKnockback decreased: (12 → 9)
    • KnockbackGain increased: (18 → 23.2)
    • BlockPush decreased: (1 → 0.8)
    • Angle changed: (42° → 43°)


  • Charge Forward – Middle
    • BaseKnockback decreased: (12.6 → 10)
    • KnockbackGain increased: (19.8 → 24.4)
    • BlockPush decreased: (1.2 → 1)


  • Charge Forward – Tip
    • BaseKnockback decreased: (15.6 → 11)
    • KnockbackGain increased: (19 → 25.6)
    • BlockPush decreased: (1.4 → 1.2)


  • Charge Up – Base
    • BaseKnockback increased: (13.2 → 14)
    • KnockbackGain increased: (15.6 → 21.3)
    • Angle changed: (70° → 80°)


  • Charge Up – Middle
    • BaseKnockback increased: (14 → 15)
    • KnockbackGain increased: (18 → 22.3)
    • Angle changed: (71° → 80°)


  • Charge Up – Tip
    • KnockbackGain increased: (18 → 23.5)
    • Angle changed: (71° → 80°)


  • Light Air Back – Clean Base
    • BaseKnockback decreased: (14 → 10.3)
    • KnockbackGain increased: (19 → 22.7)


  • Light Air Back – Clean Tip
    • BaseKnockback decreased: (13 → 8.9)
    • KnockbackGain increased: (19 → 23.2)


  • Light Air Back – Late Base
    • BaseKnockback decreased: (9 → 7.9)
    • KnockbackGain increased: (10 → 11.2)


  • Light Air Back – Late Tip
    • BaseKnockback decreased: (9 → 8.65)
    • KnockbackGain increased: (13 → 13.4)


  • Light Air Down
    • Landing lag (10 → 11)


  • Light Air Down – Left
    • BaseKnockback decreased: (12 → 8.4)
    • KnockbackGain increased: (8 → 11.8)
    • Reversible


  • Light Air Down – Right
    • BaseKnockback decreased: (12 → 8.4)
    • KnockbackGain increased: (8 → 11.8)
    • Reversible


  • Light Air Forward – Clean
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (19 → 21)
    • Hitlag Base Hit decreased: (30 → 25)
    • HitlagBaseOnBlock increased: (24 → 25)
    • InstigatorAdvantageOnHit increased: (0 → 4)


  • Light Air Forward – Late
    • BaseKnockback decreased: (12 → 10.3)
    • KnockbackGain increased: (13.2 → 14.85)


  • Light Air Neutral – Kick
    • BaseKnockback decreased: (10 → 6.2)
    • KnockbackGain increased: (2 → 5.9)


  • Light Air Neutral – Punch
    • BaseKnockback decreased: (12 → 8.7)
    • KnockbackGain increased: (18 → 21.5)


  • Light Air Up – Clean
    • BaseKnockback decreased: (15 → 9.7)
    • KnockbackGain increased: (12.6 → 18.2)


  • Light Air Up – Late
    • BaseKnockback decreased: (10 → 6.2)
    • KnockbackGain increased: (6 → 9.7)


  • Light Down – Clean
    • BaseKnockback decreased: (10 → 8.1)
    • KnockbackGain increased: (16 → 17.2)
    • BlockStun decreased: (11 → 8)
    • Angle changed: (78.9° → 76.5°)


  • Light Down – Early
    • BaseKnockback decreased: (11 → 8.3)
    • KnockbackGain increased: (10 → 12.7)
    • Angle changed: (69.4° → 58°)


  • Light Down – Late
    • BaseKnockback decreased: (8 → 6.8)
    • KnockbackGain increased: (9 → 10.4)
    • Angle changed: (61.7° → 45°)


  • Light Forward – Body
    • BaseKnockback decreased: (10 → 7.5)
    • KnockbackGain increased: (14 → 16)
    • Damage decreased: (11 → 10)
    • BlockDamage decreased: (11 → 10)


  • Light Forward – Hand
    • BaseKnockback decreased: (15 → 9)
    • KnockbackGain increased: (15 → 19.8)


  • Light Up – Base Ground
    • BaseKnockback decreased: (10 → 8.6)
    • KnockbackGain increased: (14 → 15.5)


  • Light Up – Tip Ground
    • BaseKnockback decreased: (9.5 → 8.6)
    • KnockbackGain increased: (16 → 17)


  • Special Forward
    • Land cancel ground friction increased
    • Grounded Version from 60 to 40 X velocity
    • Air Version X Velocity decreased: (40 → 30)
    • No longer cancellable while airborne.


  • Special Forward
    • Autocancel landing side special without recovery fixed.


  • Special Up
    • Gertie now takes more time to reel in after grabbing the ledge, more punishable
    • After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
    • You can define the direction, to go after reeling in, out of stage, straight up and into stage


INVADER ZIM

  • General:
    • Zim Taunt is now cancellable on frame 8


  • GIR Changes:
    • You can now explode GIR with Taunt, a hitbox was added to this explosion.
    • GIR respawns faster if it’s exploded by the player.
    • GIR regular health increased: (6 → 9), Slime version health increased: (12 → 15)
    • While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.


  • Charge Air Down – Moose
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (10 → 11)


  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (17 → 14.5)
    • KnockbackGain increased: (19 → 19.6)
    • BlockDamage decreased: (16 → 15)


  • Charge Air Forward – Weak
    • BlockDamage increased: (9 → 10)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 14.5)
    • Damage decreased: (20 → 18)
    • BlockDamage decreased: (16 → 14)


  • Charge Air Up – Explosion
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain increased: (10 → 17.4)
    • Angle changed: (45° → 70°)


  • Charge Down – Gnome Slide
    • BaseKnockback decreased: (11 → 10.5)
    • KnockbackGain increased: (17 → 20)


  • Charge Down – Swing
    • BaseKnockback decreased: (11.5 → 11)
    • KnockbackGain increased: (18 → 22.3)


  • Charge Forward – Final
    • BaseKnockback decreased: (15 → 11.3)
    • KnockbackGain increased: (19 → 24)


  • Charge Up
    • Can now reverse hit.


  • Charge Up – Point Blank
    • BaseKnockback increased: (12 → 16)
    • KnockbackGain increased: (20 → 22.2)
    • Priority changed: (Medium → High)
    • Angle changed: (55° → 60°)


  • Light Air Back – Sweetspot
    • BaseKnockback decreased: (15 → 11)
    • KnockbackGain increased: (17 → 21.4)


  • Light Air Back
    • BaseKnockback decreased: (12 → 9)
    • KnockbackGain increased: (16 → 19)


  • Light Air Down – Late
    • BaseKnockback decreased: (11 → 6.8)
    • KnockbackGain increased: (7 → 11.5)


  • Light Air Down
    • BaseKnockback decreased: (10.5 → 8.2)
    • KnockbackGain increased: (9 → 11.6)


  • Light Air Forward – Tip
    • BaseKnockback decreased: (13 → 9.3)
    • KnockbackGain increased: (13.5 → 17.5)


  • Light Air Forward
    • BaseKnockback decreased: (11 → 7.8)
    • KnockbackGain increased: (14 → 17.5)


  • Light Air Neutral – Finisher
    • KnockbackGain increased: (13 → 14)


  • Light Air Neutral – Penultimate
    • BaseKnockback decreased: (11 → 8.3)
    • KnockbackGain increased: (10 → 12.85)


  • Light Air Up – Launch
    • BaseKnockback decreased: (12.02 → 8.4)
    • KnockbackGain increased: (10 → 14.3)


  • Light Air Up – Pull
    • BaseKnockback decreased: (9 → 6)
    • KnockbackGain increased: (4 → 7)


  • Light Down – Late
    • BaseKnockback decreased: (10 → 6)
    • KnockbackGain increased: (8 → 12)


  • Light Down
    • BaseKnockback decreased: (10 → 7.8)
    • KnockbackGain increased: (15 → 17.5)


  • Light Forward – 2nd Late
    • BaseKnockback decreased: (10 → 7.2)
    • KnockbackGain increased: (9 → 11.9)


  • Light Forward – 2nd
    • BaseKnockback decreased: (12 → 8.3)
    • KnockbackGain increased: (13 → 16.8)


  • Light Forward – Late
    • BaseKnockback decreased: (7 → 5.9)
    • KnockbackGain increased: (3 → 5)


  • Light Forward
    • BaseKnockback decreased: (8 → 6.58)
    • KnockbackGain increased: (3 → 16.75)


  • Light Neutral – Finisher
    • BaseKnockback decreased: (12 → 8.3)
    • KnockbackGain increased: (14 → 18)


  • Light Up – Weak
    • BaseKnockback decreased: (9 → 7.5)
    • KnockbackGain increased: (8 → 10.5)


  • Light Up
    • BaseKnockback decreased: (18 → 9.5)
    • KnockbackGain increased: (7.8 → 17)


  • Special up Girless
    • Now Girless Up B grabs the ledge easier and has more impulse than before


  • Special Down Bomb
    • Bomb Physics where slightly changed
    • If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
    • Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
    • Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special


  • Gir
    • You can now explode Gir while using taunt, it has a hitbox and also respawns faster
    • If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.


REPTAR

  • General
    • Weight decreased: (1.21 → 1.18)
    • Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Charge Air Forward – Fire
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (16 → 18)


  • Charge Air Forward
    • BaseKnockback decreased: (14 → 11,5)
    • KnockbackGain increased: (14,5 → 17,7)


  • Charge Air Up – Fire
    • BaseKnockback decreased: (20 → 16)
    • KnockbackGain increased: (9 → 18,5)
    • Hitlag Base Hit increased: (0 → 9)
    • HitlagBaseOnBlock increased: (0 → 9)
    • BlockDamage decreased: (16 → 15)
    • Angle changed: (80° → 70°)


  • Charge Air Up – Head
    • BaseKnockback increased: (15 → 16)
    • KnockbackGain increased: (13 → 18,5)
    • BlockDamage decreased: (16 → 14)
    • Angle changed: (80° → 70°)


  • Charge Down – Shockwave
    • BaseKnockback decreased: (12 → 11,5)
    • KnockbackGain increased: (21 → 23,3)


  • Charge Down – Stomp
    • BaseKnockback increased: (11 → 13)
    • KnockbackGain increased: (10 → 20)


  • Charge Forward
    • BaseKnockback decreased: (18 → 11,5)
    • KnockbackGain increased: (15,5 → 25)


  • Charge Up – Fire
    • BaseKnockback decreased: (18 → 14)
    • KnockbackGain increased: (12 → 21,3)
    • Angle changed: (85° → 80°)


  • Charge Up – Head
    • KnockbackGain increased: (18 → 21,3)
    • Angle changed: (75° → 80°)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


  • Light Air Forward – Tip
    • BlockStun increased: (11 → 12)


  • Light Air Forward
    • BlockStun increased: (10 → 11)
    • Landing recovery increased from 12 frames to 13.


  • Light Air Neutral – 2nd
    • KnockbackGain increased: (10 → 12)


  • Light Air Neutral
    • KnockbackGain increased: (15 → 16)


  • Light Air Up – Top
    • BlockPush decreased: (1,75 → 1,45)
    • Angle changed: (85° → 82°)


  • Light Air Back
    • Landing recovery increased from 14 frames to 15


  • Light Air Up
    • BlockPush decreased: (1,75 → 1,3)


  • Light Forward
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain increased: (16 → 17)


  • Special Forward
    • No longer costs fire on hit.
    • Ex version now always applies the burn.


  • Special Down – No Fire Air
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Special Forward – Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Special Up – Land
    • BlockPush decreased: (2 → 0,1)


  • Special Up
    • Hitbox is now larger on the first few frames and smaller for most of the duration.


  • Special Neutral
    • Travel speed increased from 8 to 9 from air and 10 to 11 on ground


ROCKO

  • General:
    • Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.


  • Following moves can now reverse hit:
    • Charge Down
    • Charge Up
    • Light Forward
    • Light Neutral


  • Charge Air Forward Sweet Spot
    • BaseKnockback increased: (11 → 12.5)
    • KnockbackGain increased: (14.5 → 16.6)
    • BlockDamage decreased: (15 → 13)


  • Charge Air Forward
    • BaseKnockback increased: (10 → 11.5)
    • KnockbackGain increased: (12 → 12.2)


  • Charge Air Up
    • BaseKnockback increased: (13.5 → 14)
    • KnockbackGain decreased: (15.5 → 14)


  • Charge Down – Air
    • BaseKnockback increased: (1 → 10)
    • KnockbackGain increased: (1 → 10)
    • BlockPush increased: (1 → 1.6)
    • BlockStun increased: (1 → 16)
    • HitlagBaseOnHit increased: (1 → 24)
    • HitlagBaseOnBlock increased: (1 → 24)
    • InstigatorAdvantageOnHit decreased: (1 → 0)
    • InstigatorAdvantageOnBlock decreased: (1 → 0)
    • AttackMultiplierType added: ChargeAttack
    • AttackMultiplierType added: SlimeAttack
    • AttackType changed: (Light → Charge)
    • CanRedirectProjectiles toggle enabled
    • Damage increased: (1 → 15)
    • BlockDamage increased: (1 → 25)
    • Angle changed: (0° → -45°)
    • OnlyHitAirboneTarget toggle enabled


  • Charge Down
    • BaseKnockback decreased: (13.25 → 12)
    • KnockbackGain increased: (18 → 25.3)
    • Angle changed: (45° → -45°)
    • OnlyHitGroundTarget toggle enabled
    • Air hit is now weaker


  • Charge Forward Sweet Spot
    • BaseKnockback decreased: (15 → 10.5)
    • KnockbackGain increased: (17.5 → 23.5)


  • Charge Forward
    • BaseKnockback decreased: (10 → 9.5)
    • KnockbackGain increased: (17.5 → 22.5)


  • Charge Up
    • BaseKnockback decreased: (17 → 14)
    • KnockbackGain increased: (12 → 21.3)
    • Damage increased: (11 → 14)
    • BlockDamage increased: (11 → 12)


  • Light Air Back
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (12.5 → 19.5)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (300° → -60°)


  • Light Air Forward
    • KnockbackGain increased: (15 → 16)


  • Light Air Neutral – Back
    • KnockbackGain increased: (13 → 14)


  • Light Air Neutral – Sweetspot
    • BaseKnockback decreased: (12 → 8)
    • KnockbackGain increased: (13.5 → 17.5)


  • Light Air Up Finisher
    • KnockbackGain increased: (13 → 16.5)


  • Light Down
    • BaseKnockback decreased: (11 → 8)
    • KnockbackGain increased: (10 → 13)


  • Light Forward
    • BaseKnockback decreased: (10.5 → 7.5)
    • KnockbackGain increased: (13 → 15)


  • Light Up
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (12 → 14)


  • Rocko
    • If Spunky is on top of the jackhammer, you can call him in order to change direction.


ANGRY BEAVERS

  • Following moves can now reverse hit:
    • Light Air Back (Dagget and Norbert)
    • Light Finisher (Norbert)


Dagget


  • Charge Air Up – Back
    • KnockbackGain increased: (12 → 14)


  • Charge Air Up – Rising
    • BaseKnockback increased: (12 → 15)
    • KnockbackGain increased: (14 → 16,8)
    • Angle changed: (78° → 80°)


  • Charge Air Forward
    • On Hit Cancel moved from 33 to 36


  • Charge Down – Center
    • Angle changed: (90° → 89°)


  • Charge Down – Last Hit
    • BaseKnockback decreased: (11,5 → 10,5)
    • KnockbackGain increased: (18 → 23,4)


  • Charge Forward – Clean
    • BaseKnockback increased: (10 → 11)
    • KnockbackGain increased: (19 → 23,8)
    • BlockDamage increased: (11 → 12)


  • Charge Forward – Late
    • KnockbackGain increased: (8 → 11)


  • Charge Up – Clean
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain decreased: (20,5 → 19,1)
    • Angle changed: (80° → 85°)


  • Light Air Back – Final
    • BaseKnockback decreased: (8,75 → 6,75)
    • KnockbackGain increased: (12 → 15)


  • Light Air Down – End
    • BaseKnockback decreased: (7,5 → 6)
    • KnockbackGain increased: (10 → 12,5)


  • Light Air Down
    • BaseKnockback decreased: (7,5 → 5,8)
    • KnockbackGain increased: (10 → 13)


  • Light Air Forward
    • BaseKnockback decreased: (8,56 → 7,56)
    • KnockbackGain increased: (9,85 → 12,95)
    • BlockDamage decreased: (11 → 8)


  • Light Air Neutral – Late
    • BaseKnockback decreased: (7,5 → 5,5)
    • KnockbackGain increased: (11 → 13)


  • Light Air Neutral
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (14 → 16)


  • Light Air Up – Falling
    • BaseKnockback decreased: (8 → 5,5)
    • KnockbackGain increased: (10 → 14,5)


  • Light Air Up – Rising
    • BaseKnockback decreased: (10 → 6)
    • KnockbackGain increased: (10 → 15)


  • Light Air Up
    • BaseKnockback decreased: (6 → 5)
    • KnockbackGain increased: (10 → 11)


  • Light Down
    • HitStunMinimum increased: (1 → 15)


  • Light Finisher
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (12 → 16,5)


  • Light Forward – Bite
    • KnockbackGain increased: (12,5 → 14,75)
    • HitStunMinimum increased: (1 → 19)


  • Light Forward
    • BlockDamage increased: (9 → 10)


  • Light Up
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (14 → 17)
    • HitStunMinimum increased: (1 → 11)


  • Special Up – Finisher
    • BlockPush decreased: (1,2 → 0,8)


  • Special Up – Multi Hit
    • BlockPush decreased: (1 → 0,2)


Norbert


  • Charge Air Down – Tip
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Charge Air Forward – Tip
    • KnockbackGain increased: (12 → 14)


  • Charge Air Forward
    • BaseKnockback increased: (8 → 8,5)


  • Charge Air Up
    • BaseKnockback decreased: (16 → 15)
    • KnockbackGain increased: (13 → 16,8)


  • Charge Down
    • KnockbackGain increased: (17 → 23)


  • Charge Forward – Clean
    • KnockbackGain increased: (19 → 24,05)


  • Charge Forward – Late
    • BaseKnockback increased: (10 → 10,5)
    • KnockbackGain increased: (17 → 21)


  • Charge Up
    • Total duration increased from 39 frames to 40


  • Charge Up – 3rd
    • KnockbackGain increased: (18 → 18,1)


  • Light Air Back – Final
    • BaseKnockback decreased: (8,6 → 6,6)
    • KnockbackGain increased: (6,25 → 9,65)
    • Angle changed: (55° → 125°)


  • Light Air Down – Inner
    • BaseKnockback decreased: (7,5 → 6,5)
    • KnockbackGain increased: (10 → 13,5)


  • Light Air Down – Tip
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Light Air Down
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (9 → 11)


  • Light Air Forward – Center
    • BaseKnockback decreased: (7 → 6,5)
    • KnockbackGain increased: (9,25 → 14,5)
    • HitStunMinimum increased: (1 → 5)


  • Light Air Forward – Tip
    • BaseKnockback decreased: (9,4 → 8,4)
    • KnockbackGain increased: (12 → 14)
    • HitStunMinimum increased: (1 → 5)
    • Angle changed: (67° → 65°)


  • Light Air Forward
    • BaseKnockback decreased: (5 → 4,5)
    • KnockbackGain increased: (8,8 → 12)


  • Light Air Neutral – Early
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (14 → 16,5)


  • Light Air Neutral – Late
    • BaseKnockback decreased: (7,5 → 5,5)
    • KnockbackGain increased: (11 → 15)


  • Light Air Up – Center
    • BaseKnockback decreased: (9 → 8)
    • KnockbackGain increased: (7,5 → 13,5)


  • Light Air Up – Close
    • KnockbackGain increased: (7,5 → 12,5)


  • Light Air Up – Tip
    • BaseKnockback increased: (12 → 12,5)
    • KnockbackGain increased: (9 → 14,75)


  • Light Down
    • HitStunMinimum increased: (1 → 15)


  • Light Finisher
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (12 → 15,5)


  • Light Forward – Bite
    • KnockbackGain increased: (12,5 → 14,75)
    • HitStunMinimum increased: (1 → 19)


  • Light Forward
    • BlockDamage increased: (9 → 10)


  • Light Up – Late
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (15 → 17)
    • HitStunMinimum increased: (1 → 18)


  • Light Up
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (12 → 15)
    • HitStunMinimum increased: (1 → 18)


  • Special Up – Clean
    • KnockbackGain increased: (17,5 → 23)
    • BlockDamage decreased: (12 → 11)




Undocumented Changes

  • Placeholder




1.2 | November 17, 2023

https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/

GENERAL

  • General improvements on loading times for Switch
  • Switch – Performance improvements
  • Tweaks on ultimates against mobs in campaign mode.
  • Training Mode Triple Platform collisions tweaks
  • Characters can no longer slip off platforms without getting hit.
  • SDI value now resets on multihits.
  • Edge roll cancel on frame 5 was removed entirely
  • Fixes and tweaks to reflective hitboxes.
  • Companions no longer count as a death in campaign mode.
  • Flying Dutchman no longer clips on the Flying Dutchman stage during cutscenes.
  • Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
  • You can now pummel characters with the grab button.
  • Leaving a rank match while in the loading screen won’t change your current rank points.
  • You can now map the movement buttons for keyboard players.
  • Ranked loading and matchmaking improvements.
  • Zoom in camera speed was incremented


TRAINING MODE

  • Training mode frame by frame is now the first option in the menu
  • Training mode pause delay removed.


AUDIO

  • Announcer Fight voice was added to vs matches
  • 3, 2, 1 Game voice line volume lowered.
  • Gir’s voice pitch tweaks.
  • Harmonic’s convergence ambient SFX lowered


ITEM

  • Reptar’s Toy Car rotation on dropped tweaked


UI

  • Random competitive stages button now only randomizes competitive stages.
  • Azula and Reptar Campaign Power Ups description was fixed.
  • Turning hitboxes on and off won’t make the HUD disappear.


PATRICK

  • Patrick can’t get stuck while holding a player during forward special.


EMBER

  • Ember lose VFX was adjusted correctly.
  • Ember edge grab animation time standardized.


JENNY

  • Jenny special up slime now gives you a bit of fuel and has faster speed.


GRANDMA GERTIE

  • Gertie teeter special up is now more consistent.
  • Gertie’s Cooking Pot now deals explosive damage.
  • Gertie’s special forward now clamps the speed after hitting or slime cancel.
  • Gertie’s Special Neutral Tint now disappears after respawning.


JIMMY

  • Jimmy Special Down VFX tweaked so it follows the character.


MECHA PLANKTON

  • Mecha Plankton Charge Forward Air slime cancel now clamps your current velocity.


DANNY PHANTOM

  • Special Up now has a clamp on his velocity after using special up.


EL TIGRE

  • El Tigre special forward can’t slime cancel during opposing character grabbed state


AZULA

  • Charge Air Forward Hold landing lag increased from 20 to 25
  • Charge Air Forward Release landing lag increased from 23 to 30
  • Charge Air Forward Fireball hurtbox and hitbox adjusted to make hitbox smaller and hurtbox bigger
  • Charge Air Forward Fireball speed slightly reduced
  • Charge Air Forward Fireball distance slightly reduced
  • Light Air Up angle changed to 75 for both hitboxes
  • Light Air Up hitbox reduced slightly
  • Light Air Up not reversible anymore


REPTAR

  • Tail hurtbox slightly extended.
  • Jab 1 and 2 active frames reduced from 6>9 to 6>8
  • Jab 3 and 4 active frames reduced from 6>9 to 6>7
  • Ftilt active frames reduced from 10>18 to 10>16. Weak hit starts 1 frame sooner.
  • Ftilt strong hit BKB reduced from 13.5 to 13 & KBG reduced from 16.5 to 16.
  • Utilt range slightly reduced.
  • Fair range slightly reduced.
  • Fair damage reduced from 17/15 to 15/13.
  • Uair adjusted, reaches slightly less forward.
  • Uair early and late hits angle reduced from 60° to 50°.
  • Uair damage reduced from 14 to 12.
  • Bair active frames on 2nd hit reduced from 16>19 to 16>18. Landing recovery increased from 11f to 12f. Auto cancel frame delayed from 31 to 32.
  • Bair damage reduced from 8/8 to 7/7.
  • Nair’s early hit angle was reduced from 45° to 40°, medium from 65° to 55° and late from 85° to 70°. Damage reduced from 16/13/10 to 14/13/10.
  • Special neutral landing recovery increased from 7f to 10f.
  • Special down charge in air now has 10 frames landing recovery.


GARFIELD

  • Neutral Special damage reduced from 5 to 3


KORRA

  • Fire Nair Block stun reduced from 6 to 5
  • Fair KBG reduced from 19 to 17.5




Undocumented Changes

  • Placeholder


NASB2 Navigation

Gameplay
Controls
Universal Mechanics
Character Data
Stages
Modes and Menus
Campaign
Items
Unlockables
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
SpongeBob
Patrick
Squidward
Mecha Plankton
El Tigre
Rocko
Jimmy Neutron
Lucy Loud
Angry Beavers
Garfield
Aang
Korra
Azula
Raphael
Donatello
April
Danny Phantom
Ember
Grandma Gertie
Gerald
Nigel
Zim
Jenny Wakeman
Reptar
Ren & Stimpy
Mr. Krabs
Zuko
Rocksteady
Iroh