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


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


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


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


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


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


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


<big>'''JENNY'''</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)


<big>'''MECHA PLANKTON'''</big>
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>'''ROCKO'''</big>
<big>'''El Tigre'''</big>
* 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


== December 5, 2023 | 1.3 v1 | Steam Only ==
Light Air Back – Weak:
https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english
* BlockPush decreased on sour spot: (0.5 → 0.2)
* BlockStun decreased on sour spot: (6 → 3)
* Can now be reversible
* Angle changed: (145° → 35°)


* Small bug fixes
Light Air Back:
* Steam Deck support completed
* 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)


== December 1st, 2023 | 1.3 | New Features, Gameplay Feel and Balance Updates ==
Light Air Neutral:
https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/
* 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.
Light Up – Weak:
* TRAINING MODE
* BlockStun decreased: (6 → 4)
* Training mode DI visualizer and CPU DI Options.
 
* Training mode Hitstun visualizer.
Light Up:
* Training mode now saves settings when exiting to switch characters.
* 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)


<big>'''ONLINE'''</big>
Special Down:
* Ranked mode is now best of three matches.
* Added a hitbox during startup to redirect projectiles
* 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.


Special Up:
* Added a small impulse upwards after the recovery is finished.


<big>'''OPTIONS'''</big>
<big>'''Garfield'''</big>
* Crossplay options no longer reset whenever the game is closed.
* Fixed an issue where Special Neutral would retain a lot of upwards momentum.
* Added option to disable Screen Shakes.


<big>'''Angry Beavers'''</big>
* Cooldowns have been increased across the board.


<big>'''CAMPAIGN'''</big>
<big>'''Dagget'''</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.
* Adjusted Hurt boxes during Special Up and Charge Down
* 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>
Charge Air Forward:
* Items SFX volume is now controlled by the SFX slider.
* Limited to 1 per air time.
* Harmonic Convergence stage volume fixes.
* Ultimates Hits and SFX are now working properly.


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


Charge Air Down – Tip:
* HitStunMinimum increased: (5 → 25)


* Charge Air Down Late
Charge Air Down:
** KnockbackGain decreased: (22,5 → 17)
* HitStunMinimum increased: (5 → 25)


Charge Air Forward – Tip:
* HitStunMinimum increased: (5 → 50)
* Reversible toggle disabled


* Charge Air Down
Charge Air Forward:
** DirectionalInfluenceMultiplier increased: (1,4 1,5)
* BaseKnockback increased: (8.5 10.5)
** SmashDirectionalInfluenceMultiplier increased: (1,4 1,5)
* 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 Air Forward
Charge Down:
** BaseKnockback decreased: (12 → 11,5)
* Can no longer be reversible.
** KnockbackGain increased: (17 18,8)
* Angle changed: (135° 45°)


Charge Forward – Clean:
* Can no longer be reversible.


* Charge Air Up
Charge Forward – Late:
** BaseKnockback decreased: (13,5 → 11)
* Can no longer be reversible.
** KnockbackGain increased: (12 → 16,5)
 
** Angle changed: (69° → 70°)
Light Air Forward – Center:
* Can no longer be reversible.


Light Air Forward – Tip:
* Can no longer be reversible.


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


Light Air Up – Center:
* BaseKnockback increased: (8 → 12)
* KnockbackGain increased: (13.5 → 15)


* Charge Forward
Light Air Up – Close:
** BaseKnockback decreased: (12,5 11)
* BaseKnockback increased: (7 10)
** KnockbackGain increased: (23,5 → 23,8)
* KnockbackGain increased: (12.5 → 15)
** CanReflectProjectiles toggle enabled
** BlockDamage decreased: (18 → 14)


Light Up:
*  KnockbackGain increased: (15 → 17)
*  Angle changed: (45° → 75°)


** Charge Up – Clean
Grab Throw Down:
** KnockbackGain increased: (20 → 20,5)
* Angle changed from -30° to 115°


<big>'''Jenny'''</big>
* Reworked Slime Special Forward: Special Forward
* Fixed Ponytails hurtbox Intangibility during Light Up


* Grab Throw Up
Light Forward Front:
** Implementation changes to increase consistency (should not make opponents land on platforms anymore)
* BaseKnockback increased: (6.55 → 10)
* Angle changed: (47° → 80°)


Special Down:
* Reworked Slime Attack: now shoots a bigger single projectile diagonally downwards


* Light Air Down – Air
Special Forward:
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Reworked Slime Attack: no longer shoots projectiles, increased startup, greatly increased damage, knockback and block damage
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


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


* Light Air Down – Lingering Inner
<big>'''Lucy Loud'''</big>
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


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


* Light Air Down – Lingering Outer
<big>'''Ember'''</big>
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


Charge Air Forward:
* Fixed BlockPush issues.


* Light Air Down
<big>'''Gerald'''</big>
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Fixed an issue where Gerald was not able to perform his Skateboard Forward Special if he started Skateboarding in the air.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


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


* Light Air Forward
Charge Air Up Finisher:
** Hitboxes tweaked so spike is not present in all of the move’s range.
* 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>


'''Attack data changes:'''
Light Air Up:
* Light Air Forward – Sourspot
* Multihit hitstun frames are now set to a maximum of 18./span>
** HitlagBaseOnHit increased: (6 → 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Damage increased: (1 → 5)
** BlockDamage increased: (1 → 5)


Light Up:
* Added intangibility to Head hurtboxes/span>


* Light Air Forward
<big>'''Grandma Gertie'''</big>
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* Weight Reduced from 1.03 to 0.95
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* 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.
** BlockDamage decreased: (14 → 13)


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


* Light Air Neutral
Special Up:
** Startup increased by 1 frame and aerial endlag increased by 2 frames.
* 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 Dash
Light Air Back:
** BaseKnockback decreased: (14,5 → 12)
* Damage decreased on sweet spot: (14 → 12)
** KnockbackGain increased: (10 → 15)


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


* Light Finisher
Light Air Down – Right:
** BaseKnockback decreased: (14 10)
* Damage increased: (4 6)
** KnockbackGain increased: (8 12)
* BlockDamage increased: (4 6)


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


* Light Forward
Light Air Up:
** BlockPush decreased: (1,25 0,8)
* 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 – Late
Light Up – Base Air:
** BaseKnockback decreased: (12 11)
* BaseKnockback increased: (5 8.6)
** KnockbackGain increased: (12 → 13)
* KnockbackGain increased: (12 → 15.5)
** Angle changed: (107° 95°)
* 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  
Light Up – Tip Air:
** KnockbackGain increased: (13,5 15,5)
* Damage decreased: (13 → 11)
* BlockDamage decreased: (13 → 11)


* Special Down Slime
Light Up – Tip Ground:
** BlockDamage increased: (6 7)
* Damage decreased: (13 → 11)
* BlockDamage decreased: (13 11)


<big>'''Mr. Krabs'''</big>
* 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


* Special Down
Grab:
** BlockDamage increased: (4 → 5)
* Start up decreased


Light Air Forward:
* VFX adjusted


<big>'''PATRICK'''</big>
Light Air Back Strong:
* Following moves can now reverse hit:
* KnockbackGain increased: (14.2 → 17)
** Charge Up
* Hitlag increased on hit: (11 → 13)
** Charge Air Up
* Hitlag decreased on block: (9 → 8)
** Charge Air Forward
** Light Air Back
** Light Forward


* Charge Air Down
Light Air Back Weak:
** Charge Air Down fall speed increased.
* BaseKnockback increased: (14.5 → 15)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* KnockbackGain increased: (10.2 15.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
* Hitlag increased on hit: (7 8)
** Angle changed: (300° -60°)


* Charge Air Down – Landing
Light Air Neutral:
** BlockDamage decreased: (12 → 11)
* Added Intangibility on the claw hurtbox.


* Charge Air Forward
Light Down:
** BaseKnockback increased: (8.45 → 12.2)
* Added Intangibility on the claw hurtbox.
** KnockbackGain decreased: (21.5 → 17.6)
** Angle changed: (30° → 35°)


* Charge Air Up – Finisher
Light Up:
** BaseKnockback increased: (11 → 15)
* Added Intangibility on the claw hurtbox.
** KnockbackGain increased: (17 → 17.5)
 
** Damage decreased: (12 → 6)
Charge Down:
** BlockDamage decreased: (9 → 6)
* Added Intangibility on the claw hurtbox.


* Charge Air Up
Charge Up:
** BlockDamage decreased: (2 1)
* KnockbackGain increased on finisher: (15.5 17.8).


* Charge Down – Landing
Special Forward:
** BaseKnockback decreased: (17 → 12.5)
* Can no longer perform follow ups on Block.
** KnockbackGain increased: (18 → 24.6)
** BlockDamage decreased: (15 → 13)


* Charge Forward
<big>'''Zuko'''</big>
** Charge Forward hitbox increased, mostly vertically.
* Fixed an issue where Zuko would get stuck in tumble longer than other characters after being block pushed.
** Active frames extended from ending at 18 to 19.


* Initial Hit
Light Neutral:
** BaseKnockback decreased: (12 → 11.5)
* Improved consistency between hits.
** KnockbackGain increased: (24 → 24.4)
** Angle changed: (25° → 29°)


* Late Hit
Light Forward:
** BaseKnockback decreased: (12 → 11.5)
* Improved consistency between hits.
** KnockbackGain increased: (24 → 24.4)


* Charge Up
Special Air Neutral:
** BaseKnockback increased: (13.5 → 15)
* Fixed a bug where hitboxes would deactivate during the aerial Slime version of the attack.
** KnockbackGain increased: (20 → 22.3)


* Light Air Back
Light Air Up:
** Startup reduced from 9 to 8.
* Fixed an issue where Light Air Up was reflecting projectiles which was not intended.
** Hitboxes are larger on both sides.
** BlockPush increased: (0.6 → 1.3)
** Angle changed: (110° → 70°)


* Light Air Down – Weak
Charge Air Up:
** HitlagBaseOnHit increased: (3 → 6)
* Angle changed: (90° 78°).
** HitlagBaseOnBlock increased: (3 6)
* Improved multihit consistency.
** Aerial toggle enabled


* Light Air Down
Light Air Forward:
** HitlagBaseOnHit increased: (6 15)
* BaseKnockback increased: (10 11)
** HitlagBaseOnBlock increased: (6 15)
* KnockbackGain increased: (13 14)
** Aerial toggle enabled
* Angle changed: (70° → 72°)
** BlockDamage decreased: (12 11)
 
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 Forward
Light Air Up:
** Hitbox range slightly increased.
* BaseKnockback decreased: (8 → 7)
* InstigatorAdvantageOnHit increased: (0 → 2)


* Light Air Neutral
Light Finisher:
** Lingering hitboxes moved back and upward, overall reducing range.
* BaseKnockback increased: (11 → 13)


* Light Air Neutral – Sweetspot
Light Up:
** HitlagBaseOnHit increased: (7 12)
* BaseKnockback increased: (11 13)
** HitlagBaseOnBlock increased: (7 12)
* KnockbackGain decreased: (18 → 17)
* Angle changed: (80° 90°)


* Light Air Neutral – Weak
Special Forward:
** Damage increased: (11 12)
* BaseKnockback increased: (8.7 → 13)
* KnockbackGain decreased: (10 → 8)
* Angle changed: (50° 80°)


* Light Air Up
Special Neutral Slime:
** Landing recovery reduced from 14 to 13 frames.
* BaseKnockback increased: (22 → 27)
* KnockbackGain increased: (17.5 → 22.5)


* Dash Attack
Special Neutral:
** Initial speed was increased but it also slows down quicker. Slight distance increase.
* KnockbackGain increased: (19.5 22.5)
** BlockDamage increased on strong hit: (9 10)
* StatusEffect added: Burn
** BlockDamage increased on weak hit: (8 → 9)


* Light Down
Sword Launched:
** HitlagBaseOnHit increased: (3 → 6)
* Can now be reversible
** HitlagBaseOnBlock increased: (3 → 6)
** BlockDamage increased: (8 → 11)


* Light Forward
Throw Up:
** Movement very slightly increased.
* BaseKnockback decreased: (15.5 13.5)
** 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)
<big>'''Undocumented Changes'''</big>
** BlockDamage increased: (10 → 12)
* Placeholder


* 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
== 1.8 | April 24th, 2024 | Zuko Now Available ==
** Start up reduced from 5 to 4.
https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/
** 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
* NEW CHARACTER ADDED: ZUKO!
** HitlagBaseOnHit increased: (8 → 15)
* Fixed Get Up In Place state for Gertie, Angry Beavers and April to match the length of the other characters.
** HitlagBaseOnBlock increased: (8 → 15)
* Fixed a slowdown animation problem for Rebound state after Grab Hold.
** Damage increased: (15 → 24)
* Fixed Visualization options in Training.
** 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
<big>'''BALANCE CHANGES'''</big>
** Land cancel now works even if you don’t hit an enemy
 
** First Actionable Frame On Hit decreased from frame 35 to frame 32.
<big>'''REN & STIMPY'''</big>
** 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
** 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
<big>'''KORRA'''</big>
** 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°.


<big>'''SQUIDWARD'''</big>
* Fixed a visual issue on the Grab Hold VFX.
* 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
<big>'''NIGEL'''</big>
** BaseKnockback decreased: (12.5 → 10)
 
** KnockbackGain increased: (12.5 → 17.6)
* Fixed an issue where Nigel would clip on the ground during his Charge Air Down animation.
** BlockDamage increased: (10 → 11)
** Angle changed: (38° → 40°)


* Charge Air Forward
** Damage decreased: (12 → 10)


* Charge Air Up
<big>'''MR. KRABS'''</big>
** 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
* Added Invincibility to all Throw attack states.
** KnockbackGain decreased: (10 → 8)
* Increased Knockback gain for Charge Down.


* 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
<big>'''Undocumented Changes'''</big>
** KnockbackGain increased: (12 → 16)
* Placeholder
** 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.
 
== 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/
 


* Light Air Back Feet
'''NEW CONTENT'''
** BlockDamage increased: (1 → 8)
* 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.


* Light Air Back Sweet Spot
** BlockDamage decreased: (12 → 11)


* Light Air Down
New Campaign power-up pack!
** Increased endlag by 5 frames.


* Feet Late Hitbox
* Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
** Angle changed: (165° → 15°)
* 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.
   
   


* Feet Hitbox
New items!
** Angle changed: (165° → 15°)


* Hands Late Hitbox
* '''Jellyfish Jelly:''' Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* '''Fenton Thermos:''' Throw the thermos and watch how ghosts appear to haunt your opponents.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
* '''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.


* Hands Hitbox
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


* Light Air Forward – Finisher
'''BUG FIXES'''
** KnockbackGain increased: (11.5 → 14.5)
* 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.


* Light Down – Slap
** KnockbackIgnoreDownState toggle enabled


* Light Forward (Towards aerial opponents)
'''GENERAL'''
** BaseKnockback increased: (1 → 13)
* Reduced attacks clank damage range from 7 to 3.
** KnockbackGain increased: (1 → 12)
 
** Damage increased: (1 → 12)
** BlockDamage increased: (1 → 11)
** Angle changed: (0° → 80°)


* Light Forward 2
<big>'''BALANCE CHANGES'''</big>
** BlockDamage increased: (10 → 11)


* Light Forward Early
'''PATRICK'''
** BlockDamage increased: (10 → 11)


* Light Neutral 4
Special Up
** BaseKnockback decreased: (11.2 → 9.2)
* Decreased the amount of momentum retained after edge canceling Special Up to half his speed.
** KnockbackGain increased: (14 → 16)


<big>'''MECHA PLANKTON'''</big>
* General
** Moved sides environment collision borders from his hands to his elbows.
** Run Speed increased by 15%


* Following moves can now reverse hit:
'''SQUIDWARD'''
** 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
Special Up
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Improved multi-hit consistency into the finisher.
** 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
'''MECHA PLANKTON'''
** It now takes longer before he can grab edges.
 
** BaseKnockback decreased: (18.5 → 11)
Light Air Up
** KnockbackGain increased: (15.8 → 17.4)
* Improved multi-hit consistency.


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


* Charge Air Up Multi Hit
'''EL TIGRE'''
** BlockDamage decreased: (3 → 1)


* Charge Down
Light Air Forward
** BaseKnockback decreased: (12.4 → 12)
* KnockbackGain decreased: (17,45 17)
** 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
'''ROCKO'''
** KnockbackGain increased: (12.2 → 14)
** BlockDamage increased: (6 → 10)
** Angle changed: (31° → 32°)


* Chumbucket
Special Neutral Spunky
** BlockDamage increased: (3 → 6)
* Increased cooldown from 2s to 2.9s


Chumstick
Charge Air Down
* Damage decreased: (10 → 7)


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


* Light Air Back Early
'''LUCY'''
** BlockDamage decreased: (15 → 12)


* Light Air Forward
Charge Forward Ghost
** Damage increased: (9 10)
* Damage increased: (8 13)
** BlockDamage increased: (9 10)
* BlockDamage increased: (8 13)


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


* Light Air Up Launch
'''DAGGET'''
** BlockDamage decreased: (5 1)
 
Light Air Back – Final
* Angle changed: (45° 135°)


* Light Air Up Upper Left
Light Air Neutral – Late
** Angle changed: (225° -135°)
* KnockbackGain decreased: (13 11)


* Light Air Up Upper Right
Light Air Neutral
** Angle changed: (315° -45°)
* KnockbackGain decreased: (16 13.5)


* Light Combo
Light Air Up
** KnockbackIgnoreDownState toggle disabled
* Reworked Light Air Up hitboxes priority and position.


* Light Dash
Light Air Up – Falling
** BlockDamage decreased: (9 8)
* KnockbackGain decreased: (14.5 → 11.5)
* Damage decreased: (6 → 4)
* BlockDamage decreased: (6 4)
* Angle changed: (130° → 45°)


* Light Down
Light Air Up – Rising
** Reduced recovery on whiff for both hits
* BaseKnockback increased: (6 → 11)
** Cancel Window into itself reduced
* Damage decreased: (6 → 5)
** Can cancel on hit
* BlockDamage decreased: (6 → 5)


* 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
'''AANG'''
** DirectionalInfluenceMultiplier increased: (2.1 3)
 
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
Light Air Up Late
** Angle changed: (80° → 81°)
* KnockbackGain increased: (10 12)
** SlimeMultiplier increased: (0.13 → 0.2)
 
Light Air Up
* KnockbackGain increased: (10 → 13)


* Light Down Back Hit
** DirectionalInfluenceMultiplier increased: (1 → 2)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)


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


* Light Forward
Special Up Ground
** BaseKnockback decreased: (17 → 10)
* Increased knockback gain on the initial hit box and adjusted the angle
** 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
'''AZULA'''
** KnockbackIgnoreDownState toggle enabled


* Light Up
Special Neutral Fireball
** HitStunMinimum increased: (1 12)
* Damage increased: (8 9)
** BlockDamage increased: (9 → 10)
* BlockDamage increased: (8 → 9)
** Angle changed: (85° → 87°)


* Special Forward
** Recovery reduced if done in the air


* Special Neutral Slime
'''RAPHAEL'''
** 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
Light Air Neutral – Autolink
** KnockbackGain decreased: (1 0.5)
* HitStunMinimum increased: (11 13)
** DirectionalInfluenceMultiplier decreased: (0.5 → 0)
** SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)


<big>'''REN & STIMPY'''</big>
Special Neutral Shuriken Slime
* General:
* Damage decreased: (6 → 5)
** Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.
* BlockDamage decreased: (6 → 5)


* Charge Air Down Land Slide
** Reversible


* Charge Air Down Land
'''DONATELLO'''
** Reversible


* Charge Air Down
Charge Forward 1 and 2
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Reworked hitboxes to match visuals better and for more consistency on the hammer hit
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Reversible


* Charge Air Forward
Charge Forward – Reverse
** BaseKnockback decreased: (15 13)
* KnockbackGain decreased: (25.8 23)
** KnockbackGain increased: (16 19)
* BlockStun decreased: (15 8)


* Charge Air Up
Charge Forward
** KnockbackGain increased: (15 17,4)
* BaseKnockback increased: (10 → 13.5)
* BlockStun increased: (8 → 10)
* HitlagOnHit increased: (7 20)
* HitlagBaseOnBlock increased: (14 → 20)


* Charge Down
Charge Air Forward
** KnockbackGain increased: (14 20,9)
* HitlagBaseOnHit increased: (6 16)
** Angle changed: (31° 30°)
* HitlagBaseOnBlock increased: (6 16)


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


* Charge Forward
'''APRIL'''
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (19,5 → 23,5)
** Reversible
** Angle changed: (43° → 45°)


* Charge Up
Light Air Up
** BaseKnockback increased: (12 → 15)
* Reworked hit boxes to improve consistency of the multi hit.
** KnockbackGain increased: (22 → 22,7)


* Light Air Back
** First actionable frame removed


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


* Light Air Back – Late
Light Down
** HitStunMinimum decreased: (1 → 0)
* Decreased range of attack
** Reversible
** Angle changed: (142° → 38°)


* Light Air Back – Mid
Special Up
** HitStunMinimum decreased: (1 → 0)
* Increased landing lag
** Reversible
** Angle changed: (145° → 35°)


* Light Air Down – Multi Hit
** BlockDamage decreased: (2 → 1)


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


* Light Air Forward – Late
Charge Air Forward
** BaseKnockback increased: (6,6 → 7,2)
* Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.


* Light Air Up – Ren
Charge Air Up
** Reversible
* Decreased hitboxes size
** Angle changed: (-110° → 290°)


* Light Air Up Hit
Light Up
** Reversible
* Improved multi-hit consistency.
** BlockDamage decreased: (7 → 5)


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


* Light Down Sweet
'''GRANDMA GERTIE'''
** BlockDamage decreased: (11 → 10)


* Light Down
Light Air Back – Clean Base
** Reversible
* BlockPush decreased: (1.2 → 0.7)


* Light Finisher
Light Air Back – Clean Tip
** Reversible
* BlockPush decreased: (1.2 → 0.8)


* Light Forward Air Hit
Light Air Back Late Base
** Angle changed: (130° 120°)
* BlockPush decreased: (0.95 0.5)


* Light Forward
Light Air Back – Late Tip
** Total Duration decreased from 28 Frames to 32 Frames
* BlockPush decreased: (0.95 0.5)
** BaseKnockback increased: (2,5 3,5)
** KnockbackGain increased: (11 → 12)
** Angle changed: (155° → 130°)


* Light Up Ren
Light Air Neutral – Kick Autolink
** Reversible
* BlockPush decreased: (0.8 0.5)
** Angle changed: (135° 45°)


* Light Up
Light Air Neutral – Kick
** Reversible
* BlockPush decreased: (0.8 → 0.6)


* Special Down Attack
Light Air Neutral – Punch
** BaseKnockback decreased: (12 → 10)
* BlockPush decreased: (0.8 0.6)
** 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  
Light Air Up – Clean
** Hitbox size reduced
* BlockPush decreased: (0.8 → 0.7)


<big>'''AANG'''</big>
Light Air Up – Late
* Following moves can now reverse hit:
* BlockPush decreased: (0.6 → 0.5)
** Charge Air Down
 
** Charge AIr Forward
Light Down – Clean
** Charge Forward
* BlockPush decreased: (0.8 → 0.6)
** Charge Up
 
** Light Air Down
Light Down – Early
** Light Down
* BlockPush decreased: (0.8 → 0.6)
** Light Forward


* Charge Air Down Spike
Light Down – Late
** DirectionalInfluenceMultiplier increased: (1 1,5)
* BlockPush decreased: (0.8 0.6)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (285° → -75°)


* Charge Air Forward SourSpot
Light Forward – Body
** KnockbackGain increased: (14,3 → 15)
* BlockPush decreased: (0.8 0.6)
** BlockDamage decreased: (14 12)


* Charge Air Forward SweetSpot
Light Forward – Hand
** BaseKnockback decreased: (17,3 → 11,5)
* BlockPush decreased: (1.35 1.1)
** KnockbackGain increased: (13,5 → 18,8)
** BlockDamage decreased: (19 14)


* Charge Air Up Finisher
Light Neutral – Combo
** BaseKnockback decreased: (16 12)
* BlockStun decreased: (12 5)
** KnockbackGain increased: (12 → 17,3)
* Damage decreased: (3 → 2)
** Angle changed: (65° 68°)


* Charge Down Rocks
Light Neutral – Finisher
** BaseKnockback decreased: (17 16)
* BlockPush decreased: (0.8 0.4)
** KnockbackGain increased: (16,5 23,5)
* Damage decreased: (7 → 5)
** BlockDamage decreased: (16 → 13)
** Angle changed: (75° → 61°)


* Charge Forward SourSpot
Light Neutral – Late
** BaseKnockback increased: (10 10,5)
* BlockPush decreased: (0.4 0.1)
** KnockbackGain increased: (18,5 23,4)
* BlockStun decreased: (6 → 4)
** BlockDamage decreased: (14 12)
* Damage decreased: (3 2)


* Charge Forward SweetSpot
Light Neutral
** BaseKnockback decreased: (17,3 11,5)
* BlockPush decreased: (0.4 0.2)
** KnockbackGain increased: (17 → 24,7)
 
** BlockDamage decreased: (19 → 15)
 
'''GERALD'''


* Charge Up Finisher
Light Air Up
** BaseKnockback decreased: (18 → 12,3)
* Improved multi-hit consistency.
** KnockbackGain increased: (16 → 19,5)


* Light Air Back Wind Gale Weak
Special Up
** BaseKnockback decreased: (9 → 7)
* Improved multi-hit consistency.
** KnockbackGain increased: (10 → 12)


* Light Air Back Wind Gale
Grab Throw Up
** BaseKnockback decreased: (13,6 10)
* KnockbackBase increased: (12 → 14)
** KnockbackGain increased: (14 → 19)


* Light Air Back
** KnockbackGain increased: (12,5 → 18)


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


* Light Air Neutral Land
Special Neutral
** BaseKnockback decreased: (10 → 9)
* 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.


* Light Dash Late
Charge Forward 1
** BaseKnockback decreased: (15 → 10)
* BlockPush decreased: (1.6 0.6)
** KnockbackGain increased: (11 16)


* Light Dash
Special Neutral Release – No Charge
** BaseKnockback decreased: (19,5 → 12)
* BaseKnockback decreased: (13.2 → 12)
** KnockbackGain increased: (12 19,5)
* KnockbackGain decreased: (13.5 → 10)
* DirectionalInfluenceMultiplier increased: (1 2)
* Angle changed: (112° → 95°)


* Light Down Near
Special Neutral Release – Low Charge
** BlockDamage increased: (1 5)
* Angle changed: (116° 95°)


* Light Down Tip
Special Neutral Release – Mid Charge
** BlockDamage increased: (1 5)
* KnockbackGain increased: (19 21)
* Angle changed: (116° → 95°)


* Light Finisher
Special Neutral Release – Max Charge
** BaseKnockback decreased: (14,5 → 9)
* Angle changed: (118° 95°)
** 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
'''JENNY'''
** BaseKnockback decreased: (17 → 15)
** KnockbackGain increased: (8,5 → 14)


* Light Up
Charge Forward 1
** BaseKnockback decreased: (17 15)
* BlockStun decreased: (6 → 5)
** KnockbackGain increased: (8,5 → 16)


* Special Down
Special Neutral Rocket
** Physics slightly changed to have slower acceleration on start but higher speed.
* Angle changed: (58° → 60°)


<big>'''KORRA'''</big>
Special Down
* General
* Changed the angle at which the lasers are shot to travel a bit more horizontally.
** 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
'''REPTAR'''
** BaseKnockback increased: (12 → 14.5)
** KnockbackGain increased: (19.8 → 21.1)


* Charge Air Forward
Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.
** BaseKnockback increased: (9.9 → 11.5)
** KnockbackGain increased: (18 → 18.8)


* Charge Air Up
Special Down Air
** Angle changed: (75° → 61°)
* Can now be canceled with air jump earlier than before, removed super armor.


* Charge Down – Hazard Reversed
Charge Air Down
** BaseKnockback increased: (12.96 15)
* Damage decreased: (23 20)
** KnockbackGain increased: (21.6 → 22)
** Angle changed: (103° → 98°)


* Charge Down – Hazard
Charge Down
** BaseKnockback increased: (9.6 → 15)
* Reworked hit boxes and added late weak hit box
** KnockbackGain decreased: (25.2 22)
 
** Angle changed: (77° → 82°)
Charge Forward
* Damage decreased: (20 18)


* Charge Down
Charge Up – Fire
** BaseKnockback increased: (9.6 10)
* Damage decreased: (22 20)
** KnockbackGain increased: (11 → 14)
** Angle changed: (-62° → -75°)


* Charge Forward
Special Down Ground
** Hitbox slightly reduced. The tip now has a weaker hit.
* Damage decreased: (25 20)
** BaseKnockback increased: (10.8 → 11.5)
* Removed late cancel window
** KnockbackGain increased: (23.5 → 24.4)
** BlockPush decreased: (2 → 1)
** Priority changed: (Low High)
** BlockDamage increased: (11 → 12)


* Charge Forward – Late
Light Air Down
** BlockPush decreased: (2 → 0.6)
* Damage decreased: (18 16)
** Damage decreased: (14 12)


* Charge Up – Late
** KnockbackGain increased: (12 → 20)
** CanRedirectProjectiles toggle disabled


* Charge Up
'''REN & STIMPY'''
** BaseKnockback increased: (13 → 14)
** KnockbackGain decreased: (22 → 21.3)


* Light Air Down
Charge Air Up
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


* Light Air Forward
Light Air Back – Late
** Hitbox size slightly reduced in all directions.
* BaseKnockback increased: (6 → 6.5)
** Forearms are now intangible on the first active frame.
* KnockbackGain decreased: (19 → 17)
* BlockStun decreased: (10 → 6)
* HitlagBaseOnHit decreased: (15 → 11)
* HitlagBaseOnBlock decreased: (15 → 11)


* Light Air Forward Fire
Light Air Back Mid
** KnockbackGain increased: (17.5 → 18)
* BaseKnockback decreased: (10.5 → 7.5)
* KnockbackGain increased: (17.5 → 18)
* BlockStun decreased: (10 → 8)
* HitlagBaseOnHit decreased: (15 → 13)
* HitlagBaseOnBlock decreased: (15 → 13)


* 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.


'''MR. KRABS'''


<big>'''AZULA'''</big>
Money meter gain values increased for coins and bills.
* 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
Special Forward Air and Charge Air Forward can be done independently of one another.
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (270° → -90°)


* Charge Air Forward Fireball
Special Up Air
** BlockDamage decreased: (12 → 11)
* Increased landing lag


* Charge Air Forward
Charge Air Forward
** BaseKnockback decreased: (16 → 13)
* Reduced velocity when slime canceled
** KnockbackGain increased: (14,5 → 19)
** BlockDamage decreased: (16 → 13)


* Charge Air Up Sourspot
Special Forward Follow up
** BlockDamage decreased: (12 → 11)
* Longer jump cancel window on Special Forward follow up.


* Charge Air Up Sweetspot
Special Neutral
** BaseKnockback decreased: (19 → 13)
* Decreased ending lag
** KnockbackGain increased: (13 → 18,2)
** BlockDamage decreased: (16 → 13)
** Angle changed: (70° → 67°)


* Charge Down Back Lock
Special Forward “Playtime’s over” finisher.
** BaseKnockback decreased: (13 → 4)
* Improved multi-hit consistency.
** HitStunMinimum increased: (1 → 9)
** Angle changed: (30° → 100°)


* Charge Down Front Launcher
Charge Up
** BaseKnockback decreased: (14,7 → 11)
* Improved multi-hit consistency.
** KnockbackGain increased: (17 → 24,05)


* Charge Down Front Lock
Charge Forward Near
** BaseKnockback decreased: (13 8)
* KnockbackGain increased: (14.8 19)
** HitStunMinimum increased: (1 9)
* Damage increased: (11 13)


* Charge Forward Sourspot
Charge Forward
** BaseKnockback decreased: (16 → 10,5)
* KnockbackGain increased: (16.5 19)
** KnockbackGain increased: (12,6 23,2)
* Damage increased: (16 18)


* Charge Forward Sweetspot
Dash Attack
** BaseKnockback decreased: (19,2 → 11,5)
* KnockbackGain decreased: (18 → 16)
** KnockbackGain increased: (16 → 24,4)
** BlockDamage decreased: (18 → 14)


* Charge Up Autolink
Light Air Forward
** BlockPush decreased: (1 → 0,1)
* Adjusted hurtboxes


* Charge Up Explosion
Light Air Forward LV1
** BaseKnockback decreased: (18 → 12,3)
* KnockbackGain decreased: (8.5 → 6)
** KnockbackGain increased: (16 → 19,5)
** BlockDamage decreased: (12 11)
   
   
 
Light Air Forward LV3
* Charge Up Pull Back Down
* KnockbackGain decreased: (9 7)
** BlockPush decreased: (1 0,1)
   
   
 
Light Air Neutral Body
* Charge Up Pull Back
* HitStunMultiplier decreased: (1.05 → 1)
** BlockPush decreased: (1 → 0,1)
   
   
 
Light Air Up (If Grounded)
* Charge Up Pull Down
* KnockbackGain increased: (7.5 → 12.5)
** BlockPush decreased: (1 0,1)
* HitStunMinimum decreased: (10 5)
   
   
 
Light Air Up 2
* Charge Up Pull Forward Down
* HitStunMultiplier decreased: (1.2 → 1)
** BlockPush decreased: (1 → 0,1)
* HitStunMinimum decreased: (10 → 8)
   
   
 
Light Down Far
* Charge Up Pull Forward
* HitStunMultiplier decreased: (1.2 → 1)
** BlockPush decreased: (1 → 0,1)
* HitStunMinimum increased: (15 → 26)
   
   
 
Light Down Near
* Charge Up Scoop Back
* HitStunMinimum increased: (17 22)
** BlockPush decreased: (1 0,1)
   
   
 
Light Neutral 1
* Charge Up Scoop Front
* HitStunMultiplier decreased: (1.8 → 1)
** BlockPush decreased: (1 → 0,1)
* Angle changed: (25° → 31°)
Light Neutral 2
* KnockbackGain decreased: (1 → 0.1)
* HitStunMultiplier decreased: (1.8 → 1)
* Angle changed: (25° → 41°)
   
   
 
Light Up Body
* Light Air Back Sourspot
* KnockbackGain increased: (8.5 → 11.5)
** BaseKnockback decreased: (12 7)
* HitStunMultiplier decreased: (1.1 1)
** KnockbackGain increased: (12,5 17,5)
* DirectionalInfluenceMultiplier increased: (1.8 2)
   
   
 
Light Up Claws
* Light Air Back Sweetspot
* HitStunMultiplier decreased: (1.1 → 1)
** BaseKnockback decreased: (14,5 → 11)
* HitStunMinimum decreased: (13 → 11)
** KnockbackGain increased: (16 19,45)
* DirectionalInfluenceMultiplier increased: (1.8 2)
   
   
 
Light Up Lingering
* Light Air Down Spike
* KnockbackGain increased: (7.5 11.5)
** DirectionalInfluenceMultiplier increased: (1 1,5)
* HitStunMultiplier decreased: (1.1 → 1)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
* HitStunMinimum decreased: (13 → 8)
** BlockDamage decreased: (12 11)
* DirectionalInfluenceMultiplier increased: (1.8 2)
   
   
Special Up Throw LV3
* BaseKnockback decreased: (28 → 24)
* KnockbackGain decreased: (14.5 → 12.5)


* 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
<big>'''Undocumented Changes'''</big>
** KnockbackGain increased: (10 → 11)
* Placeholder


* 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
== 1.6 | February 15th, 2024 | Mr. Krabs Now Available ==
** BaseKnockback decreased: (21,4 → 14)
https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/
** KnockbackGain increased: (11,8 → 18)
 
 
* 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.
 


* Special Forward Air Land
<big>'''GRANDMA GERTIE'''</big>
** BaseKnockback decreased: (15,5 → 10)
** KnockbackGain increased: (8 → 13,5)


* Special Forward Air Strong
Fixed an issue where Grandma Gertie would repeatedly get stuck in the edge while going up.
** 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
<big>'''SQUIDWARD'''</big>
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (14 → 17)
** Priority changed: (Low → High)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (17 → 13)


* Special Forward Weak
Fixed an issue where he could act earlier than intended for his Light Air Down
** BaseKnockback decreased: (14 → 7)
** KnockbackGain increased: (11 → 15)


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


* Charge Air Forward
<big>'''REN & STIMPY'''</big>
** BaseKnockback decreased: (15 → 12,25)
** KnockbackGain increased: (17 → 17,75)


* Charge Air Up – Weaker
Slightly Adjusted Light Air Back Hitboxes
** 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
<big>'''DONATELLO'''</big>
** BaseKnockback decreased: (16,5 → 10)
** KnockbackGain increased: (10 → 21)


* Charge Forward – Weak
Fixed an issue where Donatello could act earlier than intended for his Light Up
** 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
<big>'''NORBERT'''</big>
** BaseKnockback decreased: (12,5 → 11)
** KnockbackGain increased: (20 → 24)


* Charge Up Setup
Charge Air Forward Tip
** BaseKnockback decreased: (21 19)
* BaseKnockback increased: (10 → 12)
* KnockbackGain increased: (12 → 17.6)
* Angle changed: (70° 43°)
   
   


* Charge Up
Charge Air Forward
** BaseKnockback decreased: (14 13)
* BaseKnockback increased: (8 8.5)
** KnockbackGain increased: (17 20,5)
* KnockbackGain increased: (11 15)
** BlockDamage increased: (1 13)
* Angle changed: (50° 51°)
   
   


* Light Air Back 2 – Body
Grab Throw Up
** BaseKnockback decreased: (11,5 → 10,5)
* KnockbackGain increased: (17 18.5)
** KnockbackGain increased: (13 14)
   
   


* Light Air Back 2 Foot
Light Air Forward Tip
** BaseKnockback decreased: (12,5 → 12)
* KnockbackGain increased: (12 15.5)
** 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
<big>'''Undocumented Changes'''</big>
** BaseKnockback decreased: (15,1 → 13)
* Placeholder
** 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
== 1.5 | February 9th, 2024 | Controller Updates, General Fixes and Recoveries ==
** BlockStun increased: (7 → 8)
https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/


* Light Air Neutral – Lingering
<big>'''GENERAL'''</big>
** BlockStun increased: (7 → 8)
* 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.
 
 
<big>'''STAGES'''</big>
* Adjusted height of shark and palm platforms in Aquarium
* Food Dreams alternate layouts added


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


* Light Finisher
<big>'''JIMMY'''</big>
** BaseKnockback decreased: (12,5 → 10,5)
** KnockbackGain increased: (15 → 17,4)


* Light Forward – Foot
Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards
** KnockbackGain increased: (14,5 → 15,2)


* Light Up – Foot
Recovery adjustments:
** KnockbackGain increased: (14 → 15,5)
* 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
** Can be cancelled into the second hit between 12 and 25 frames
** +5 recovery frames on light down


* Special Up Slime
<big>'''GERALD'''</big>
** 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
Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.
** 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
Recovery adjustments:
** Special Down Bhop tech removed
* Charge Air Up can only stall once per airtime
* Special Forward can only be used once per airtime




<big>'''DONATELLO'''</big>
<big>'''GARFIELD'''</big>
* General
** Weight Increased: (0.9 → 0.95)
** Fixed Special Up not having hit SFX.


* Following moves can now reverse hit:
Fixed an issue where Sugar Rush mode was never deactivated.
** Charge Air Down
 
** Charge Air Forward
Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.
** Charge Down
** Light Air Forward
** Light Down


* Charge Air Forward
Recovery adjustments:
** BaseKnockback increased: (11 → 13)
* Up Special reduced height for all versions
** KnockbackGain increased: (17 → 18)
* Special Neutral can only stall once per airtime


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


* Charge Down – Reverse
<big>'''APRIL'''</big>
** BaseKnockback decreased: (12 → 10)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (15 → 12)
** Angle changed: (110° → 70°)


* Charge Down
Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (16.2 → 22)
** BlockDamage decreased: (15 → 12)


* Charge Forward – Reverse
Fixed an issue where Camera flashes were applying a little bit hitstun
** BaseKnockback decreased: (13.75 → 11.5)
** KnockbackGain increased: (24 → 25.8)


* Charge Forward 2
Recovery adjustments:
** BaseKnockback decreased: (13.75 → 11)
* Special Down can not be recovered on hurt while in the air
** KnockbackGain increased: (22 → 23.8)
* Special Up edge grab size reduction


* Charge Up – Clean Hit
** BaseKnockback increased: (13 → 14)
** KnockbackGain increased: (19.5 → 21.3)


* Charge Up – Late
<big>'''SQUIDWARD'''</big>
** BlockDamage increased: (9 → 10)


* Charge Up
Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.
** BlockDamage increased: (8 → 12)
 
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


* 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
<big>'''DANNY'''</big>
** BaseKnockback decreased: (8.75 → 7.75)
** KnockbackGain increased: (12 → 13.3)
** BlockPush decreased: (0.6 → 0.5)
** BlockStun increased: (7 → 9)


* Light Air Back
Recovery adjustments:  
** BaseKnockback decreased: (10 → 8.7)
* Special Up range increased
** KnockbackGain increased: (13.5 → 15.7)
* Special Forward airtime use refreshes on hurt but without invulnerability frames
** BlockPush decreased: (0.8 → 0.6)
* Charge Air Up can only stall once per airtime
** BlockStun increased: (7 → 9)
* Charge Air Down can only stall once per airtime


* Light Air Down – Tip
** BaseKnockback decreased: (9 → 7.5)
** KnockbackGain increased: (10 → 11.5)


* Light Air Down
<big>'''AANG'''</big>
** BaseKnockback decreased: (9 → 8.2)
** KnockbackGain increased: (13 → 14)


* Light Air Forward
Recovery adjustments:
** BaseKnockback decreased: (11 → 8.7)
* Special Up edge grab size reduction, and Dive follow up damage reduced
** KnockbackGain increased: (17 → 19.5)
* Special Neutral Air drift reduced while charging
** BlockPush decreased: (0.8 → 0.6)
* Charge Air Down can only stall once per airtime
** 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
<big>'''KORRA'''</big>
** BaseKnockback decreased: (14 → 9.7)
 
** KnockbackGain increased: (13 → 17.5)
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


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


* Light Down – Slide
<big>'''RAPHAEL'''</big>
** BaseKnockback decreased: (14.38 → 7.9)
** KnockbackGain increased: (6.25 → 12.87)


* Light Down 2
Recovery adjustments:
** BaseKnockback decreased: (12.5 → 7.8)
* Special Down can only be done once per airtime
** KnockbackGain increased: (6.25 → 11)
* Special Up edge grab size reduction


* Light Forward – Back Hit (Ground)
** BaseKnockback decreased: (11.25 → 9.3)
** KnockbackGain increased: (15 → 17)


* Light Forward – Back Hit
<big>'''DONATELLO'''</big>
** BaseKnockback decreased: (10.5 → 7.8)
** KnockbackGain increased: (11 → 13.7)


* Light Forward – Forward Hit
Recovery adjustments:
** BaseKnockback decreased: (11 → 8.7)
* Charge Air Down can only stall once per airtime
** KnockbackGain increased: (18.75 → 21)


* Light Forward – Upper Hit
** BaseKnockback decreased: (11 → 8.4)
** KnockbackGain increased: (17 → 19.7)


* Light Neutral – Finisher
<big>'''REPTAR'''</big>
** BaseKnockback decreased: (11.5 → 8.98)
** KnockbackGain increased: (15.7 → 18.2)


* Light Up
Get Up In Place recovery frames increased to 30 to match the other characters
** Added hitbox that allows the attack to hit shorter characters.
 
** BaseKnockback decreased: (17 → 10.4)
Recovery adjustments:
** KnockbackGain increased: (15.4 → 22)
* 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


* Special Neutral Staff
** Now reflects instead of redirecting projectiles


* Special Forward Slime
<big>'''MECHA PLANKTON'''</big>
** The smoke bomb throw has faster startup and recovery.


* Grab
Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups
** Range increased from 1.2 to 1.25.


* Grab Run
Plankton can act out of Get Up In Place on frame 30 to match the other characters
** Total duration reduced from 42 to 39. Lunge speed slightly increased.


<big>'''RAPHAEL'''</big>
Fixed poses of characters hit by ultimate
* 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:
Recovery adjustments:
** Light Down
* All air options that require the rocket boots to hover now share the same fuel supply (reset of land)
** 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
<big>'''EMBER'''</big>
** Landing Lag increased from 5 to 10 frames.
** Can’t be canceled with air dodge during the first frames anymore.


* Charge Air Down Spike
Recovery adjustments:
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Charge Air Down can only stall once per airtime
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
* Charge Air Up can only stall once per airtime
** BlockDamage decreased: (18 → 14)
* Special Up edge grab size increased
** Angle changed: (270° → -90°)


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


* Charge Air Forward – Sourspot
<big>'''JENNY'''</big>
** BaseKnockback increased: (7,5 → 10)
 
** KnockbackGain increased: (18 → 18,5)
Light Up: Ponytails are now also intangible
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)


* Charge Air Forward
Recovery adjustments:
** BaseKnockback decreased: (13,5 → 13)
* Special Forward can only stall once per airtime
** KnockbackGain increased: (18 → 19)
* Charge Air Down can only stall once per airtime
** BlockDamage decreased: (17 → 13)
* Charge Air Up can only stall once per airtime


* Charge Air Up
** BlockDamage decreased: (17 → 13)


* Charge Down Back
<big>'''REN & STIMPY'''</big>
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (14 → 22,6)
** BlockDamage decreased: (13 → 11)


* Charge Down
Recovery adjustments:
** BaseKnockback decreased: (14,8 → 11,5)
* Charge Air Down can only stall once per airtime
** 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
<big>'''INVADER ZIM'''</big>
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (14 → 19,1)


* Light Air Back – Sweetspot
Fixed a bug that prevented him from landing on some stages after using Edge Attack
** BaseKnockback decreased: (12 → 11,2)
** KnockbackGain increased: (19,5 → 20,7)


* Light Air Down – Finisher
Recovery adjustments:
** BaseKnockback decreased: (9,7 → 8,7)
* Charge Air Down reduced air drift on hold
** KnockbackGain increased: (15 → 16)
* Special Up increased horizontal drift


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


* Light Air Neutral
<big>'''EL TIGRE'''</big>
** BaseKnockback decreased: (12 → 8,2)
 
** KnockbackGain increased: (12,6 → 16,3)
Recovery adjustments
* Adjusted the window he can grab to the edge during special up
* Charge Air Up stall does not come back on hit


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


* Light Air Up – Weak
<big>'''DAGGET'''</big>
** BaseKnockback decreased: (10,6 → 6,4)
** KnockbackGain increased: (10 → 13,6)


* Light Dash – Strong
Fixed a bug that prevented the assist to be called with the Slime Version
** BaseKnockback decreased: (18,5 → 10,8)
** KnockbackGain increased: (9 → 16,8)


* Light Dash – Weak
Recovery adjustments:
** BaseKnockback decreased: (12,5 → 8,2)
* Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted
** KnockbackGain increased: (9 → 13,2)


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


* Light Down – Stab
<big>'''NORBERT'''</big>
** BaseKnockback decreased: (12 → 7,8)
** KnockbackGain increased: (7,8 → 12,2)


* Light Finisher
Fixed a bug that prevented the assist to be called with the Slime Version
** BaseKnockback decreased: (10,5 → 9,3)
** KnockbackGain increased: (14,6 → 15,83)


* Light Forward 3
Recovery adjustments:
** BaseKnockback decreased: (13,3 → 8,3)
* Special Up increased height
** KnockbackGain increased: (15,6 → 19,5)


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


* Special Neutral Shuriken Slime
<big>'''NIGEL'''</big>
** KnockbackGain decreased: (11,5 → 9)
 
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


<big>'''JIMMY NEUTRON'''</big>
* General
** Weight increased: (0.92 → 1)


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


* Charge Air Down
Recovery adjustments:
** BlockDamage increased: (1 → 8)
* Special Neutral can only stall once per airtime
* Special Up increased recovery and adjusted the window when he can grab to the edge


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


* Charge Air Up – Late
<big>'''PATRICK'''</big>
** BaseKnockback increased: (12 → 13)
** KnockbackGain increased: (15 → 16,5)
** BlockDamage increased: (1 → 10)
** Angle changed: (70° → 75°)


* Charge Air Up – Sourspot
Recovery adjustments:
** BaseKnockback increased: (12 → 14)
* Special Up increased start up
** KnockbackGain increased: (12 → 17)
* Charge Air Up can only stall once per airtime
** 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
<big>'''AZULA'''</big>
** BaseKnockback decreased: (16 → 11)
** KnockbackGain increased: (18 → 25,5)


* Charge Forward
Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (18 → 23,4)


* Charge Up
Recovery adjustments:
** BaseKnockback increased: (14,5 → 15)
* Reduced speed and height of Slime Special Up
** 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
<big>'''GRANDMA GERTIE'''</big>
** HitStunMinimum increased: (1 → 13)
** BlockDamage increased: (1 → 9)


* Light Air Up
Adjustments to Special Down items and projectiles sound effects.
** BaseKnockback decreased: (13,5 → 12,5)
** KnockbackGain increased: (15 → 16,75)


* Light Down
Recovery adjustments:
** BaseKnockback decreased: (14 → 9)
* Tether behavior improvements
** 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
<big>'''ROCKO'''</big>
** BaseKnockback increased: (5,5 → 6,5)
 
** KnockbackGain increased: (8 → 16)
Recovery adjustments:
** HitStunMinimum increased: (1 → 15)
* Special Forward can only be done once per airtime
** BlockPush increased: (1 → 1,2)
** BlockStun increased: (4 → 5)


* Light Neutral
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: (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
<big>'''Undocumented Changes'''</big>
** BlockPush decreased: (1 → 0)
* Placeholder
** 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
== 1.4 | December 22nd, 2023 | Team Attack, Share Stocks and Fixes ==
** BlockPush decreased: (1 → 0)
https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/
** BlockStun decreased: (6 → 0)


* Special Neutral – Rocket
<big>'''NEW'''</big>
** CannotRebound toggle enabled
* 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.


* Dash Grab
** Dash grab total duration from 60 → 50
** +2 Active frames


<big>'''DANNY PHANTOM'''</big>
<big>'''GENERAL'''</big>
* General
* Competitive players can’t kick players on competitive lobbies anymore
** Fix to Danny losing respawn invincibility after wavedashing
* Fixed timed mode ending at 1 instead of 0.
** Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
* Fixed an issue where CPUs would get stuck on the edge
** 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
<big>'''CAMPAIGN'''</big>
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Fix the bug that some bosses were dying at half health
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
* 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.


* Charge Air Forward
** Fixed an issue that made the attack hit 3 times instead of 2.


* Initial Hit
<big>'''PATRICK'''</big>
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)
* 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.


* 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
<big>'''SQUIDWARD'''</big>
** BaseKnockback decreased: (14 → 13)
* Fixed an issue that made Light Air Back always send in a reversed direction.
** KnockbackGain increased: (13.5 → 17)
 
** Angle changed: (45° → 60°)


* Charge Down Release
<big>'''REN & STIMPY'''</big>
** BaseKnockback decreased: (14.4 → 11.5)
* No longer recovers Special Forward Car when hurt offstage
** KnockbackGain increased: (16.3 → 22.8)
* Light Air Back landing lag increased from 16 to 17
* Adjusted knockback on Back Throw to prevent chain grabs


* Charge Forward Sweet Spot
** BaseKnockback increased: (9 → 10)
** KnockbackGain increased: (19.5 → 21.7)
** HitlagBaseOnHit increased: (6 → 12)
** HitlagBaseOnBlock increased: (6 → 12)


* Charge Forward
<big>'''RAPHAEL'''</big>
** BaseKnockback increased: (8.25 → 10)
* Can only stall once per airtime with Charge Air Up
** KnockbackGain increased: (17.5 → 20)
* Removed Charge Air Up head intangibility
** HitlagBaseOnHit decreased: (20 → 12)
* Reduced the size of hitboxes on special Up
** HitlagBaseOnBlock decreased: (20 → 12)
* Slightly raised the lower hitboxes on Charge Forward Release
** BlockDamage increased: (10 → 11)
** Angle changed: (40° → 35°)


* Charge Up Sour
** KnockbackGain decreased: (20.5 → 20)
** BlockDamage increased: (8 → 10)


* Charge Up Sweet
<big>'''DONATELLO'''</big>
** BaseKnockback increased: (11.88 → 14.2)
* Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.
** KnockbackGain increased: (20 → 22)
* First active frame hitbox positions adjusted on Light Finisher.


* Light Air Back Sweet
** KnockbackGain increased: (16 → 17.5)


Light Air Back
<big>'''APRIL'''</big>
** BaseKnockback decreased: (13 12)
* April’s down light movement glitch was fixed.
** KnockbackGain increased: (14 15.5)
* 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°)
 


* Light Air Down – Ice Projectile
<big>'''DANNY PHANTOM'''</big>
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Fixed an issue with the hurt boxes on the special Up Landing state
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
* Light down
** BlockDamage increased: (8 → 10)
** 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.


* Light Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (8 → 10)


* Light Air Forward 1
<big>'''AANG'''</big>
** Hitbox size slightly reduced
* Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
** Damage increased: (3 → 5)
* Can only Air Ball once per airtime, does not recover on hurt
** BlockDamage increased: (3 → 5)
* 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.


* Light Air Neutral
** BaseKnockback decreased: (6.25 → 5.5)
** KnockbackGain increased: (9 → 12.5)


* Light Air Up
<big>'''KORRA'''</big>
** BaseKnockback decreased: (13 → 11)
* Light Neutral 3 on hit cancel delayed from frame 30 to 32.
** KnockbackGain increased: (13.3 → 16)
* 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.


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


* Light Finisher
<big>'''AZULA'''</big>
** BaseKnockback decreased: (10.63 → 8.5)
* Reduced base knockback and knockback gain on Slime Special Down projectile
** KnockbackGain increased: (15.5 → 17)


* Light Forward 2
** BlockDamage increased: (6 → 8)


* Light Forward
<big>'''NIGEL'''</big>
** BaseKnockback decreased: (10 → 6.55)
* Added a hitbox in up special while falling down.
** KnockbackGain increased: (16 → 16.75)
** HitStunMinimum increased: (1 → 6)
** BlockDamage increased: (8 → 10)


* Light Up – Late
** KnockbackGain increased: (12 → 13.5)


* Light Up – Weak
<big>'''GARFIELD'''</big>
** KnockbackGain increased: (10 → 12.5)
* Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.


* Light Up
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (13 → 16)


* Special Down
<big>'''JIMMY'''</big>
** Is now unblockable on both Normal and Slime versions.
* 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°)


* 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
<big>'''GERALD'''</big>
** BaseKnockback decreased: (12 9)
* Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
** KnockbackGain decreased: (10 → 5)
* Charge Air Forward – Sweetspot
** HitStunMultiplier decreased: (1.5 → 1)
** BaseKnockback decreased: (14.75 13.5)
** HitStunMinimum decreased: (2.5 → 1)
** KnockbackGain decreased: (22.2 → 20)
** BlockPush decreased: (2 → 0.3)
* Charge Air Forward
** BlockStun decreased: (9 → 7)
** BaseKnockback decreased: (11.5 → 10.5)
** HitlagBaseOnHit decreased: (11 7)
** KnockbackGain decreased: (18.8 17.8)
** HitlagBaseOnBlock decreased: (11 7)
* Grab Throw Down
** DirectionalInfluenceMultiplier decreased: (1.3 1)
** BaseKnockback decreased: (16.5 → 16)
** CannotRebound toggle disabled
** KnockbackGain increased: (4 → 9.5)
** Damage decreased: (13 6)
* Light Finisher
** BlockDamage decreased: (13 → 6)
** BlockDamage decreased: (4 → 1)
** Angle changed: (50° 70°)
* Light Neutral
** HitStunMinimum decreased: (10 → 0.01)
** BlockStun decreased: (10 → 9)
 
 
<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°)


* Special Down
** Can no longer be blocked


<big>'''EMBER'''</big>
<big>'''ANGRY BEAVERS'''</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


'''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


* 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
<big>'''ZIM'''</big>
** BlockDamage decreased: (15 → 13)
* Special Forward
** Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.


* 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
<big>'''EL TIGRE'''</big>
** BaseKnockback increased: (12 → 13)
* El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
** KnockbackGain decreased: (18 → 16,5)
* 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


* Charge Down – Sound Waves
** BaseKnockback increased: (7 → 11,5)
** KnockbackGain increased: (20 → 25)
** BlockDamage decreased: (12 → 11)


* Charge Down – Stomp
<big>'''EMBER'''</big>
** BaseKnockback increased: (10 → 12)
* Fixed projectile decay on Special Neutral
** 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
<big>'''JENNY'''</big>
** BaseKnockback decreased: (15 → 13)
* Light Air Back Sourspot is now reversible
** KnockbackGain increased: (20 → 20,5)
* Fixed an issue where Forward Special Projectile would stay in place after it was reflected
** BlockDamage decreased: (13 → 12)
* 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)


* 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
<big>'''MECHA PLANKTON'''</big>
** BlockDamage decreased: (16 → 13)
* Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton


* Light Air Forward
** KnockbackGain increased: (20 → 21)


* Light Air Up
<big>'''ROCKO'''</big>
** KnockbackGain increased: (10 → 12)
* Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
** On hit SFX change
* 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


* 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
<big>'''Undocumented Changes'''</big>
** BaseKnockback decreased: (17 → 9)
* Placeholder
** 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
== 1.3 v1 | December 5, 2023 | Steam Only ==
** BaseKnockback decreased: (20 → 13)
https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english
** KnockbackGain increased: (11 → 18)


* Special Down
* Small bug fixes
** SpecialAngle changed: (Sakurai_361 → None)
* Steam Deck support completed
** 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.


<big>'''LUCY LOUD'''</big>
* 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
== 1.3 | December 1st, 2023 | New Features, Gameplay Feel and Balance Updates ==
** Ghost (4 → 7)
https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/
** Normal (4 → 8)
** Vampire (4 → 9)


* Light Air Down
<big>'''GENERAL GAMEPLAY'''</big>
** Ghost (10)
* The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
** Normal (10 → 12)
* 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.
** Vampire (10 → 13)
* 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%.
* Light Air Forward
* Tech roll intangibility duration reduced from 28 frames to 20.
** Ghost (9)
* Perfect block is no longer bufferable.
** Normal (9 → 11)
* The block VFX now changes color during the perfect block window.
** Vampire (9 → 12)
* 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.
* Light Air Neutral
* Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
** Ghost (7)
* Fixed bug that made it impossible to DI slime charge moves.
** Normal (7 → 8)
* Time out now happens when counter is at 0 instead of 1.
** Vampire (7 → 9)
* 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 Up
** Ghost (6)
** Normal (6 → 8)
** Vampire (6 → 10)


* Following moves can now reverse hit:
<big>'''CONTROLS'''</big>
** Charge Air Down (Normal, Ghost, Vampire)
* The D pad can now be set to movement on controllers.
** Charge Air Forward (Normal, Ghost, Vampire)
* C stick implementation for keyboard players.
** Charge Air Up (Normal, Ghost, Vampire)
* Ability to separately modify if C stick does charge or light moves on ground or in air.
** Charge Down (Normal, Ghost, Vampire)
* TRAINING MODE
** Charge Up (Normal, Ghost, Vampire)
* Training mode DI visualizer and CPU DI Options.
** Light Air Down – Spike (Vampire)
* Training mode Hitstun visualizer.
** Light Forward (Normal, Ghost, Vampire)
* Training mode now saves settings when exiting to switch characters.


* Charge Air Down Tipper – Normal
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (285° → -75°)


* Charge Air Down Tipper – Vampire
<big>'''ONLINE'''</big>
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Ranked mode is now best of three matches.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
* Ranked rating can now go above 1000.
** Angle changed: (285° → -75°)
* 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.


* Charge Air Forward
** Now has less range in vampire mode.


* Charge Air Forward Strong – Ghost
<big>'''OPTIONS'''</big>
** BlockDamage decreased: (12 → 11)
* Crossplay options no longer reset whenever the game is closed.
* Added option to disable Screen Shakes.


* Charge Air Forward Strong – Normal
** BaseKnockback decreased: (14 → 10)
** KnockbackGain decreased: (20 → 18.5)
** BlockDamage decreased: (15 → 12)


* Charge Air Forward Vampire
<big>'''CAMPAIGN'''</big>
** Hitboxes reduced and new smaller VFX
* 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.
   
   


* Strong Hit
<big>'''AUDIO'''</big>
** BaseKnockback decreased: (18.2 → 14.5)
* Items SFX volume is now controlled by the SFX slider.
** KnockbackGain increased: (20 → 21.1)
* Harmonic Convergence stage volume fixes.
** BlockDamage decreased: (15 → 12)
* Ultimates Hits and SFX are now working properly.
   
   


* Charge Air Up
<big>'''SPONGEBOB'''</big>
** Can stall only once per airtime.
* Following moves can now reverse hit:
** Air Speed is now multiplied by x0.5
** Light Air Down
** Total duration increased from 35 to 49
** Light Air Forward
** Landing lag increased from 15 to 17
 


* Charge Air Up – Finisher – Ghost
* Charge Air Down Late
** BaseKnockback decreased: (18 12)
** KnockbackGain decreased: (22,5 17)
** 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
* Charge Air Down
** BaseKnockback increased: (12 14)
** DirectionalInfluenceMultiplier increased: (1,4 1,5)
** KnockbackGain decreased: (16.8 → 16)
** SmashDirectionalInfluenceMultiplier increased: (1,4 1,5)
** 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
* Charge Air Forward
** BaseKnockback decreased: (12 → 11)
** BaseKnockback decreased: (12 → 11,5)
** KnockbackGain increased: (17.4 23.4)
** KnockbackGain increased: (17 → 18,8)
** 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
* Charge Air Up
** BaseKnockback decreased: (14.4 → 11)
** BaseKnockback decreased: (13,5 → 11)
** KnockbackGain increased: (18.8 → 25.6)
** KnockbackGain increased: (12 → 16,5)
** Damage increased: (10 → 16)
** Angle changed: (69° 70°)
** 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
* Charge Down
** BaseKnockback increased: (13.5 15)
** BaseKnockback increased: (9 10)
** KnockbackGain increased: (21.4 → 22.3)
** KnockbackGain increased: (20 → 22,6)
** Angle changed: (80.2° 80°)
** BlockDamage decreased: (12 → 11)
** Angle changed: (38,5° 40°)


* Grab Throw Down – Normal
** BaseKnockback increased: (12.6 → 21)
** KnockbackGain decreased: (15 → 9)


* Grab Throw Up – Normal
* Charge Forward
** BaseKnockback increased: (21 → 23.5)
** BaseKnockback decreased: (12,5 → 11)
** Angle changed: (105° 90°)
** KnockbackGain increased: (23,5 → 23,8)
** CanReflectProjectiles toggle enabled
** BlockDamage decreased: (18 14)


* 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
** Charge Up Clean
** BaseKnockback increased: (12.5 → 18.7)
** KnockbackGain increased: (20 20,5)
** 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
* Grab Throw Up
** Increased Startup: (7 → 8)
** Implementation changes to increase consistency (should not make opponents land on platforms anymore)
** 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
* Light Air Down Air
** BaseKnockback increased: (13 16.5)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain decreased: (15 11)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** Damage decreased: (8 → 7)
** Angle changed: (290° -70°)
** 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
* Light Air Down Lingering Inner
** DirectionalInfluenceMultiplier increased: (1 2)
** Damage increased: (4 5)
** Angle changed: (70° 75°)
** BlockDamage increased: (4 5)


* Light Neutral
** Can no longer jump cancel during this state


* Light Forward Ghost
* Light Air Down Lingering Outer
** KnockbackGain decreased: (16 14.1)
** Damage increased: (4 5)
** BlockDamage increased: (4 → 5)


* Light Forward – Normal
** BaseKnockback decreased: (12 → 11)
** KnockbackGain decreased: (16 → 13.6)


* Light Forward – Vampire
* Light Air Down
** BaseKnockback decreased: (14.4 13.4)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain decreased: (16 13.2)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** Angle changed: (290° → -70°)


* Special Neutral
** Physics changed to match Ghost and Vampire versions.


* Special Forward Normal – Finisher
* Light Air Forward
** Damage increased: (9 → 13)
** Hitboxes tweaked so spike is not present in all of the move’s range.
** BlockDamage increased: (9 → 13)


* Special Forward Normal – Startup
** Damage increased: (4 → 6)
** BlockDamage increased: (1 → 6)


* Special Up Vampire Startup Slime
'''Attack data changes:'''
** Angle changed: (290° -70°)
* Light Air Forward Sourspot
** HitlagBaseOnHit increased: (6 → 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Damage increased: (1 5)
** BlockDamage increased: (1 → 5)


<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)


* Sugar Rush
* Light Air Forward
** Initial dash during the sugar rush is now 1.1
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** Bonus speed increased from 20% to 35%
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** BlockDamage decreased: (14 → 13)


* Grab Pummel
** Food meter gain increased from 3% to 4%.


* Following moves can now reverse hit:
* Light Air Neutral
** Charge Air Forward
** Startup increased by 1 frame and aerial endlag increased by 2 frames.
** Charge Down


* Charge Air Down
** KnockbackGain decreased: (12 → 11)


* Charge Air Forward
* Light Dash
** BaseKnockback decreased: (16.5 → 11.5)
** BaseKnockback decreased: (14,5 → 12)
** KnockbackGain increased: (16 18.8)
** KnockbackGain increased: (10 15)
** Now fills up the food meter by 16% on hit.
 


* Charge Air Up – Finisher
* Light Finisher  
** BaseKnockback increased: (13 14)
** BaseKnockback decreased: (14 10)
** KnockbackGain increased: (15 15.6)
** KnockbackGain increased: (8 12)


* Charge Down – Tipper
** BaseKnockback decreased: (16 → 10)
** KnockbackGain increased: (18.7 → 23)
** BlockDamage decreased: (13 → 11)
** Angle changed: (46° → 45°)


* Charge Down – Weak
* Light Forward
** Angle changed: (56° 55°)
** BlockPush decreased: (1,25 0,8)


* Charge Forward – Sweetspot
** BaseKnockback decreased: (15.6 → 10)
** KnockbackGain increased: (14.5 → 22.6)


* Charge Up – Sweetspot
* Light Up – Late
** BaseKnockback decreased: (14.2 13)
** BaseKnockback decreased: (12 11)
** KnockbackGain decreased: (22 20.5)
** KnockbackGain increased: (12 13)
** Angle changed: (110° 100°)
** Angle changed: (107° 95°)


* Charge Up – Weak
** Angle changed: (100° → 95°)


* Light Air Back – Initial
* Light Up
** BaseKnockback decreased: (11 → 9)
** KnockbackGain increased: (13,5 → 15,5)
** KnockbackGain increased: (15 → 17)
** Landing Lag increased: (10 → 12)
** Auto-cancel window before landing increased: (Frame 30 → Frame 32)
   
   


* Light Air Back – Lingering
* Special Down Slime
** BaseKnockback decreased: (9 8)
** BlockDamage increased: (6 7)
** KnockbackGain increased: (9 10)
 
 
* Special Down
** BlockDamage increased: (4 5)
 


* Light Air Down
<big>'''PATRICK'''</big>
** Landing Lag increased: (10 → 11)
* Following moves can now reverse hit:
** Charge Up
** Charge Air Up
** Charge Air Forward
** Light Air Back
** Light Forward
   
   


* Light Air Forward
* Charge Air Down
** BaseKnockback increased: (11 → 12)
** Charge Air Down fall speed increased.
** KnockbackGain increased: (9 13)
** DirectionalInfluenceMultiplier increased: (1 1.5)
** Damage decreased: (11 → 7)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BlockDamage decreased: (10 7)
** Angle changed: (300° -60°)
** Angle changed: (55° 50°)
   
   


* Light Air Neutral Initial
* Charge Air Down Landing
** BaseKnockback decreased: (11 → 8)
** BlockDamage decreased: (12 → 11)
** KnockbackGain increased: (8 → 11)
** Damage increased: (6 → 7)
** BlockDamage increased: (6 → 7)
   
   


* Light Neutral – Finisher
* Charge Air Forward
** KnockbackGain decreased: (11 9.5)
** BaseKnockback increased: (8.45 → 12.2)
** KnockbackGain decreased: (21.5 17.6)
** Angle changed: (30° → 35°)
   
   


* Light Forward
* Charge Air Up – Finisher
** Now has an additional hitbox allowing it to hit lower on the first active frame
** BaseKnockback increased: (11 → 15)
** The outermost hitbox was slightly expanded, giving the move a bit more range and height
** KnockbackGain increased: (17 → 17.5)
** Added very slight forward movement
** Damage decreased: (12 → 6)
** BlockDamage decreased: (9 → 6)
   
   


* Light Dash
* Charge Air Up
** Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents
** BlockDamage decreased: (2 → 1)
   
   


* Light Up Late
* Charge Down Landing
** BaseKnockback increased: (1 8)
** BaseKnockback decreased: (17 12.5)
** KnockbackGain increased: (1 14)
** KnockbackGain increased: (18 24.6)
** BlockPush decreased: (1 → 0.6)
** BlockDamage decreased: (15 13)
** 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
* Charge Forward
** HitStunMinimum decreased: (24 → 22)
** Charge Forward hitbox increased, mostly vertically.
** Hitlag Base Hit decreased: (4 → 3)
** Active frames extended from ending at 18 to 19.
** 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
* Initial Hit
** Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.
** BaseKnockback decreased: (12 → 11.5)
** KnockbackGain increased: (24 → 24.4)
** Angle changed: (25° → 29°)
   
   


<big>'''GERALD'''</big>
* Late Hit
* Crowd push radius reduced from 1 to 0.65.
** BaseKnockback decreased: (12 → 11.5)
** Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State
** KnockbackGain increased: (24 → 24.4)


* Charge Up
** BaseKnockback increased: (13.5 → 15)
** KnockbackGain increased: (20 → 22.3)


* Following moves can now reverse hit:
* Light Air Back
** Charge Air Down
** Startup reduced from 9 to 8.
** Charge Air Forward
** Hitboxes are larger on both sides.
** Charge Air Up
** BlockPush increased: (0.6 → 1.3)
** Charge Down
** Angle changed: (110° → 70°)
** Charge Forward
** Charge Up
** Light Air Forward
** Light Down
   
   


* Charge Air Down Finisher
* Light Air Down – Weak
** DirectionalInfluenceMultiplier increased: (1 1.5)
** HitlagBaseOnHit increased: (3 6)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** HitlagBaseOnBlock increased: (3 6)
** Angle changed: (300° → -60°)
** Aerial toggle enabled
   
   


* Charge Air Forward – Sweetspot
* Light Air Down
** BaseKnockback decreased: (15 → 14.75)
** HitlagBaseOnHit increased: (6 → 15)
** KnockbackGain increased: (18 22.2)
** HitlagBaseOnBlock increased: (6 15)
** BlockDamage decreased: (14 12)
** Aerial toggle enabled
** BlockDamage decreased: (12 11)
   
   


* Charge Air Forward
* Light Air Forward
** BaseKnockback decreased: (14.5 → 11.5)
** Hitbox range slightly increased.
** 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
* Light Air Neutral
** BaseKnockback increased: (7 → 13)
** Lingering hitboxes moved back and upward, overall reducing range.
** Angle changed: (40° → 30°)
   
   


* Charge Air Up Setup Right
* Light Air Neutral Sweetspot
** BaseKnockback increased: (7 → 13)
** HitlagBaseOnHit increased: (7 → 12)
** Angle changed: (140° 120°)
** HitlagBaseOnBlock increased: (7 12)
   
   


* Charge Air Up Setup Up
* Light Air Neutral Weak
** BaseKnockback increased: (7 13)
** Damage increased: (11 12)
   
   


* Charge Air Up Finisher
* Light Air Up
** Final hit now has a larger hitbox to make it connect more consistently.
** Landing recovery reduced from 14 to 13 frames.
** BaseKnockback decreased: (17.5 → 15)
** KnockbackGain increased: (9 → 16.8)
** Angle changed: (67° → 80°)
   
   


* Charge Down Finisher
* Dash Attack
** BaseKnockback decreased: (18 → 11.5)
** Initial speed was increased but it also slows down quicker. Slight distance increase.
** KnockbackGain increased: (15 24.7)
** BlockDamage increased on strong hit: (9 10)
** BlockStun increased: (6 10)
** BlockDamage increased on weak hit: (8 9)
   
   


* Charge Down MultiHit
* Light Down
** BlockStun increased: (6 → 10)
** HitlagBaseOnHit increased: (3 → 6)
** HitBoxSpecialBehaviour changed: (Attract None)
** HitlagBaseOnBlock increased: (3 6)
** Angle changed: (60° 120°)
** BlockDamage increased: (8 11)
   
   


* Charge Forward – Strong
* Light Forward
** BaseKnockback decreased: (16 → 11)
** Movement very slightly increased.
** KnockbackGain increased: (18 23)
** BaseKnockback decreased: (12 → 11)
** BlockDamage decreased: (23 17)
** KnockbackGain increased: (15 → 17)
** BlockPush increased: (1.2 → 1.7)
** HitlagBaseOnHit increased: (7 → 12)
** HitlagBaseOnBlock increased: (7 12)
** BlockDamage increased: (12 13)
   
   


* Charge Forward
* Light Forward – Medium
** BaseKnockback decreased: (14.9 10.5)
** BlockPush increased: (1.1 1.6)
** KnockbackGain increased: (18 22)
** HitlagBaseOnHit increased: (7 10)
** KnockbackIgnoreDownState toggle disabled
** HitlagBaseOnBlock increased: (7 → 10)
** Angle changed: (38° 35°)
** BlockDamage increased: (10 12)
   
   


* Charge Up Soundwaves
* Light Forward Weak
** Angle changed: (79° 80°)
** BlockPush increased: (1 1.5)
** BlockDamage increased: (9 → 11)
   
   


* Charge Up Start
* Light Up
** BaseKnockback decreased: (17 → 12.3)
** KnockbackGain increased: (16 → 17)
** KnockbackGain increased: (15 20.5)
** HitlagBaseOnHit increased: (6 12)
** BlockDamage decreased: (12 → 11)
** HitlagBaseOnBlock increased: (6 → 12)
   
   


* Grab Throw Up
* Special Down
** KnockbackGain increased: (6 → 12)
** Start up reduced from 5 to 4.
** Counter duration reduced from ending on frame 36 to 31.
 
** Total duration reduced from 64 to 54.
* Light Air Down
** The lunge physics were changed on the grab, reaching a bit further on the ground.
** KnockbackGain increased: (7.7 → 16)
** Damage increased: (7 → 8)
** BlockDamage increased: (7 → 8)
** Angle changed: (50° → 51°)
   
   


* Light Air Forward 1
* Special Down Launch Slime
** 1st hit now pops people up instead of using auto-link angle.
** BlockDamage increased: (1 17)
** 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
* Special Forward
** BlockStun decreased: (9 → 8)
** HitlagBaseOnHit increased: (8 15)
** Damage increased: (6 7)
** HitlagBaseOnBlock increased: (8 → 15)
** BlockDamage increased: (6 7)
** Damage increased: (15 24)
** Angle changed: (55° 48°)
** BlockDamage increased: (15 17)
** Angle changed: (52° 35°)
   
   


* Light Air Neutral Lingering
* Special Forward Slime
** Damage increased: (7 8)
** Hitbox is now slightly larger.
** BlockDamage increased: (7 8)
** 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)
   
   


* Light Air Neutral Strong
* Special Neutral
** KnockbackGain increased: (16.5 → 18)
** Land cancel now works even if you don’t hit an enemy
** Damage increased: (10 12)
** First Actionable Frame On Hit decreased from frame 35 to frame 32.
** BlockDamage increased: (10 12)
** Now reflects projectiles.
** BaseKnockback decreased: (10 → 9)
** KnockbackGain increased: (15.75 → 18)
** HitlagBaseOnHit decreased: (17 → 14)
** HitlagBaseOnBlock decreased: (17 14)
** BlockDamage increased: (9 11)
   
   


* Light Air Up Finisher
* Special Neutral Slime
** BaseKnockback decreased: (15.5 11.5)
** BlockDamage decreased: (15 → 13)
** KnockbackGain increased: (9.8 → 15.8)
   
   


* Light Dash Normal
* Special Up
** KnockbackGain decreased: (1 → 0)
** Startup reduced from frame 15 to 14.
** HitStunMinimum increased: (15 → 16)
** Hitboxes slightly reduced
** FixedKnockback decreased: (12.5 → 7.5)
** Hitbox is bigger for the first frames but smaller for the rest of the move.
** Damage decreased: (7 5)
** Minimum time before landing without moving down increased from 25 to 27 frames.
** BlockDamage decreased: (7 5)
** 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)
   
   


* Light Dash Touch Down
* Throw Up
** BaseKnockback decreased: (15 → 9)
** BKB was reduced from 20 to 14.
** KnockbackGain increased: (9 → 15)
** KBG increased from 11 to 17.
** KnockbackIgnoreDownState toggle disabled
** Total frames reduced from 56 to 52.
** Damage increased: (10 → 11)
** Angle increased from 80° to 85°.
** BlockDamage increased: (10 → 11)
   
   


* Light Down
<big>'''SQUIDWARD'''</big>
** First Actionable Frame increased: (25 → 30).
* Following moves can now reverse hit:
** Frame 25 is still actionable On Hit.
** Charge Air Down
** Light Air Back
** Light Air Down
** Light Air Forward
** Light Air Up
** Light Forward (Towards aerial opponents)
** Light Up
   
   


* Light Forward
* Charge Air Down – Fall Slow
** Total duration increased from 24 frames to 26.
** BlockDamage increased: (1 12)
** BaseKnockback decreased: (16 → 10)
** KnockbackGain increased: (5.4 → 18)
** Damage increased: (7 → 9)
** BlockDamage increased: (7 → 9)
** Angle changed: (35° 40°)
   
   


* Light Up
* Charge Air Forward – Close
** Hitbox and hurtbox adjusted to anti-air more consistently
** BaseKnockback decreased: (12.5 → 10)
** KnockbackGain increased: (8.9 12)
** KnockbackGain increased: (12.5 17.6)
** BlockDamage increased: (10 → 11)
** Angle changed: (38° → 40°)
   
   


* Special Forward Slime
* Charge Air Forward
** Reduced velocity while airborne to match that of the grounded version
** Damage decreased: (12 → 10)
** Lowered Gravity while airborne
   
   


* Special Forward Down MultiHit
* Charge Air Up
** HitStunMinimum increased: (1 6)
** Weak hit comes out 4 frames sooner
** SpecialAngle changed: (Autolink_366 Autolink_367)
** Total active frames: -4
* Initial Hit
** BaseKnockback decreased: (13.8 12)
** KnockbackGain increased: (9.6 14.4)
   
   


* Special Forward Up
* Late Hit
** Decreased First Actionable Frame: (50 40)
** KnockbackGain decreased: (10 8)
** Added Intangibility on left arm, legs and body from frame 6 to frame 27.
   
   


* Special Up Finisher
* Charge Air Up
** Angle changed: (325° -35°)
** BaseKnockback decreased: (11.4 11)
   
   


<big>'''JENNY'''</big>
* Charge Down – Finisher
* General
** BaseKnockback decreased: (12.5 → 10)
** Weight decreased: (1.05 → 1)
** KnockbackGain increased: (16 20)
** BlockDamage increased: (1 → 7)
   
   


* Following moves can now reverse hit:
* Charge Forward – Strong
** Charge Air Down
** BaseKnockback decreased: (13 → 10)
** Charge Down
** KnockbackGain increased: (18.5 → 22.5)
** Charge Forward
** BlockDamage increased: (12 → 13)
** Charge Up
** Angle changed: (32° → 35°)
** Light Down
** Special Neutral
   
   


* Charge Air Down
* Charge Forward – Weak
** DirectionalInfluenceMultiplier increased: (1 1.5)
** KnockbackGain increased: (12 16)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (37° 40°)
** Angle changed: (285° -75°)
   
   


* Charge Air Forward
* Charge Up – Strong
** BlockStun increased: (9 15)
** BaseKnockback decreased: (14 13)
** Damage increased: (18 20)
** KnockbackGain decreased: (19.5 19.3)
** BlockDamage decreased: (18 15)
** BlockPush decreased: (1.4 1)
   
   


* Charge Air Up Finisher
* Light Air Back
** BaseKnockback increased: (15.7 → 16)
** Landing recovery increased from 9 frames to 11.
** KnockbackGain increased: (16.5 → 16.8)
** Block stun increased from 8 frames to 10.
   
   


* Charge Down 1st
* Light Air Back – Feet
** BlockDamage increased: (1 → 4)
 
* Charge Down
** BaseKnockback decreased: (14 → 12.5)
** KnockbackGain increased: (17 → 27.9)
** BlockDamage increased: (1 → 8)
** BlockDamage increased: (1 → 8)
   
   


* Charge Forward 1
* Light Air Back Sweet Spot
** HitStunMinimum increased: (9 → 10)
** BlockDamage decreased: (12 11)
** 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
* Light Air Down
** BaseKnockback decreased: (15 → 10.5)
** Increased endlag by 5 frames.
** KnockbackGain increased: (21 → 23.5)
** BlockDamage increased: (1 → 7)
   
   


* Charge Up  Back 2nd Part
* Feet Late Hitbox
** BaseKnockback decreased: (13 12)
** Angle changed: (165° 15°)
** KnockbackGain increased: (17 → 20.1)
** BlockDamage increased: (1 → 11)
   
   


* Charge Up
* Feet Hitbox
** BaseKnockback decreased: (15 14)
** Angle changed: (165° 15°)
** KnockbackGain increased: (19 → 21.6)
** BlockDamage decreased: (12 → 11)
   
   


* Grab Throw Back
* Hands Late Hitbox
** KnockbackGain decreased: (17.5 → 14.8)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
   
   


* Light Air Back
* Hands Hitbox
** Light Back Air Landing Lag increased from 11 to 13
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
   
   


* Sweetspot
* Light Air Forward – Finisher
** BlockStun increased: (6 8)
** KnockbackGain increased: (11.5 14.5)
   
   


* Sourspot
* Light Down – Slap
** BaseKnockback increased: (11 → 12)
** KnockbackIgnoreDownState toggle enabled
** BlockStun decreased: (12 → 8)
** Angle changed: (48.8° → 60°)
   
   


* Light Air Down Center
* Light Forward (Towards aerial opponents)
** BlockPush decreased: (0.5 0.35)
** BaseKnockback increased: (1 → 13)
** KnockbackGain increased: (1 → 12)
** Damage increased: (1 → 12)
** BlockDamage increased: (1 → 11)
** Angle changed: (80°)
   
   


* Light Air Down Land
* Light Forward 2
** Fixed an issue where landing lag was consumed during hitlag.
** BlockDamage increased: (10 11)
** BlockPush decreased: (1 → 0.6)
** BlockStun increased: (3 7)
   
   


* Light Air Down Launcher
* Light Forward Early
** KnockbackGain increased: (12 14.5)
** BlockDamage increased: (10 11)
** HitStunMinimum increased: (1 → 10)
   
   


* Light Air Down Left
* Light Neutral 4
** BlockPush decreased: (0.6 0.35)
** BaseKnockback decreased: (11.2 9.2)
** KnockbackGain increased: (14 → 16)
   
   


* Light Air Down Right
<big>'''MECHA PLANKTON'''</big>
** BlockPush decreased: (0.6 → 0.35)
* General
** Moved sides environment collision borders from his hands to his elbows.
** Run Speed increased by 15%
   
   


* Light Air Forward Launcher
* Following moves can now reverse hit:
** BaseKnockback decreased: (12.6 → 12)
** Charge Air Down
** KnockbackGain increased: (12.4 → 14.2)
** 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
   
   


* Light Air Neutral – Late
* Charge Air Down
** BaseKnockback decreased: (7.7 6.8)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** KnockbackGain increased: (10 → 13)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** HitStunMinimum increased: (1 10)
** BlockDamage increased: (12 → 13)
** Angle changed: (273° -87°)
   
   


* Light Air Neutral
* Charge Air Forward Weak Hit
** BaseKnockback decreased: (10.6 → 9.6)
** BaseKnockback decreased: (19 → 10)
** KnockbackGain increased: (15.6 17.6)
** KnockbackGain increased: (5 10)
   
   


* Light Air Up
* Charge Air Forward
** BaseKnockback decreased: (11.8 → 11.4)
** It now takes longer before he can grab edges.
** KnockbackGain increased: (12.5 14)
** BaseKnockback decreased: (18.5 → 11)
** KnockbackGain increased: (15.8 17.4)
   
   


* Light Down
* Charge Air Up Finisher
** BaseKnockback decreased: (10.2 9)
** BaseKnockback decreased: (15 14)
** KnockbackGain increased: (10.5 → 16.75)
** KnockbackGain increased: (10.5 → 16.3)
** HitStunMinimum increased: (1 → 18)
** BlockDamage increased: (2 3)
 
* Charge Air Up Multi Hit
** BlockDamage decreased: (3 1)
   
   


* Light Finisher High
* Charge Down
** BaseKnockback decreased: (12.5 10.5)
** BaseKnockback decreased: (12.4 12)
** KnockbackGain increased: (10.8 → 13.5)
** KnockbackGain increased: (11 → 23.2)
** BlockDamage decreased: (15 → 13)
   
   


* Light Finisher Low
* Charge Forward Strong
** BaseKnockback decreased: (12.5 → 9.5)
** BaseKnockback decreased: (18 → 9.5)
** KnockbackGain decreased: (4 → 2)
** KnockbackGain increased: (13.5 22)
** HitlagBaseOnHit increased: (8 13)
** BlockDamage increased: (12 14)
** HitlagBaseOnBlock increased: (8 13)
   
   


* Light Finisher
* Charge Forward Weak
** BaseKnockback decreased: (12.5 10.2)
** KnockbackGain increased: (12.2 14)
** KnockbackGain increased: (10.8 13.5)
** BlockDamage increased: (6 → 10)
** Angle changed: (31° 32°)
   
   


* Light Forward Back
* Chumbucket
** BlockDamage increased: (1 → 6)
** BlockDamage increased: (3 → 6)
   
   


* Light Forward Front
Chumstick
** BaseKnockback decreased: (14 → 6.55)
 
** KnockbackGain increased: (8.2 17.5)
** KnockbackGain increased: (12 12)
** HitStunMinimum increased: (1 → 20)
** Aerial toggle enabled
** BlockDamage increased: (1 8)
** BlockDamage increased: (3 6)
   
   


* Light Neutral 2
* Light Air Back Early
** KnockbackGain decreased: (6.7 0)
** BlockDamage decreased: (15 12)
** SpecialAngle changed: (Autolink_366 → None)
** Angle changed: (89° 85°)
 
** VictimDirection changed: (FaceAway FaceTowards)
* Light Air Forward
** Damage increased: (9 10)
** BlockDamage increased: (9 10)
   
   


* Light Neutral
* Light Air Neutral Finisher
** KnockbackGain decreased: (1 0)
** BlockDamage decreased: (8 7)
** InstigatorAdvantageOnHit decreased: (0 → -2)
** Angle changed: (38° 42°)
** FixedKnockback increased: (0 → 5)
** SpecialAngle changed: (Autolink_366 → None)
** HitBoxSpecialBehaviour changed: (None → Attract)
** Angle changed: (89° 145°)
   
   


* Light Up Launch
* Light Air Up Launch
** BaseKnockback decreased: (13.8 → 10.5)
** BlockDamage decreased: (5 → 1)
** KnockbackGain increased: (8.5 → 17.5)
** HitStunMinimum increased: (1 → 10)
   
   


* Special Forward Air
* Light Air Up Upper Left
** KnockbackGain increased: (14.8 → 16.8)
** Angle changed: (225° → -135°)
** InstigatorAdvantageOnHit decreased: (0 → -8)
   
   


* Special Forward
* Light Air Up Upper Right
** KnockbackGain increased: (15.3 → 17.3)
** Angle changed: (315° → -45°)
** InstigatorAdvantageOnHit decreased: (0 → -5)
   
   


<big>'''NIGEL'''</big>
* Light Combo
* General
** KnockbackIgnoreDownState toggle disabled
** Weight Increased: (0.7 → 0.75)
   
   


* Following moves can now reverse hit:
* Light Dash
** Charge Air Forward
** BlockDamage decreased: (9 → 8)
** Charge Down
** Charge Forward
** Light Air Forward
** Charge Air Down
   
   


* Charge Air Down -Weak
* Light Down
** Can no longer redirect projectiles on late hits.
** Reduced recovery on whiff for both hits
** Hitbox significantly reduced. Especially on the later frames
** Cancel Window into itself reduced
** BlockStun decreased: (10 → 5)
** Can cancel on hit
** Total First Actionable Frame increased from Frame 42 to Frame 47
   
   


* Charge Air Forward Tipper
* 1st Hit
** BaseKnockback decreased: (14 9.75)
** DirectionalInfluenceMultiplier increased: (0.85 → 2)
** KnockbackGain increased: (15 18)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** KnockbackIgnoreDownState toggle disabled
** Angle changed: (85° 83°)
** SlimeMultiplier increased: (0.14 0.2)
   
   


* Charge Air Forward
* 2nd Hit
** BaseKnockback decreased: (13 8.5)
** DirectionalInfluenceMultiplier increased: (2.1 → 3)
** KnockbackGain decreased: (11 10)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** Angle changed: (80° 81°)
** SlimeMultiplier increased: (0.13 0.2)
   
   


* Charge Down Body
* Light Down Back Hit
** BaseKnockback decreased: (10.5 10)
** DirectionalInfluenceMultiplier increased: (1 2)
** KnockbackGain increased: (12.5 21.8)
** SmashDirectionalInfluenceMultiplier increased: (0 1)
   
   


* Charge Down Gravel Back
* Light Finisher
** BaseKnockback decreased: (11 10)
** BaseKnockback decreased: (10.5 9.5)
** KnockbackGain increased: (9 15)
** KnockbackGain increased: (13.67 14.5)
** Angle changed: (162° → 20°)
** KnockbackIgnoreDownState toggle disabled
   
   


* Charge Down Gravel Forward
* Light Forward
** BaseKnockback decreased: (11 → 10)
** BaseKnockback decreased: (17 → 10)
** KnockbackGain increased: (8.38 15)
** KnockbackGain increased: (9.2 19)
** Angle changed: (19° 20°)
** HitStunMinimum increased: (1 22)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)
   
   


* Charge Forward 1
* Light Neutral 1 (Anti Air)
** BaseKnockback increased: (3 → 5)
** HitStunMinimum increased: (5 7)
** KnockbackGain decreased: (1.3 → 0)
** DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
** HitStunMinimum increased: (1 10)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** BlockPush increased: (1 → 1.6)
** KnockbackIgnoreDownState toggle enabled
** 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
* Light Neutral 2
** BaseKnockback decreased: (13 → 10.7)
** KnockbackIgnoreDownState toggle enabled
** KnockbackGain increased: (19 → 22)
   
   


* Charge Up
* Light Up
** Angle changed: (75° 80°)
** HitStunMinimum increased: (1 → 12)
** BlockDamage increased: (9 → 10)
** Angle changed: (85° 87°)
   
   


* Light Air Back – Weak
* Special Forward
** BlockPush decreased: (1 → 0.5)
** Recovery reduced if done in the air
   
   


* Light Air Back
* Special Neutral Slime
** KnockbackGain increased: (16.5 → 18.5)
** Startup increased from frame 16 to 17
** BlockPush decreased: (1 0.7)
** BaseKnockback decreased: (18.5 → 12.5)
** KnockbackGain increased: (9.5 → 15.5)
** Damage decreased: (10 → 8)
** Angle changed: (38° 42°)
   
   


* Light Air Down 1
* Special Up Start Slime
** KnockbackGain increased: (7 13)
** KnockbackGain decreased: (1 0.5)
** BlockPush decreased: (1 → 0.4)
** DirectionalInfluenceMultiplier decreased: (0.5 0)
** SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)
   
   


* Light Air Down 2
<big>'''REN & STIMPY'''</big>
** BlockPush decreased: (1 → 0.3)
* General:
** Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.
   
   


* Light Air Forward Finisher
* Charge Air Down Land Slide
** BaseKnockback decreased: (14 → 12)
** Reversible
** KnockbackGain increased: (15 → 17)
** BlockDamage increased: (1 → 2)
   
   


* Light Air Forward MultiHit Ground
* Charge Air Down Land
** BlockPush decreased: (0.2 → 0.1)
** Reversible
   
   


* Light Air Forward MultiHit
* Charge Air Down
** BlockPush decreased: (0.2 0.1)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Reversible
   
   


* Light Air Neutral Strong
* Charge Air Forward
** BaseKnockback decreased: (10 8)
** BaseKnockback decreased: (15 13)
** KnockbackGain increased: (13.5 → 15.5)
** KnockbackGain increased: (16 19)
** BlockPush decreased: (1 → 0.6)
** Damage decreased: (12 → 11)
** Angle changed: (47° 45°)
   
   


* Light Air Neutral Weak
* Charge Air Up
** BaseKnockback decreased: (9.7 → 7.7)
** KnockbackGain increased: (15 17,4)
** 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
* Charge Down
** BlockPush decreased: (1 0.5)
** KnockbackGain increased: (14 20,9)
** Angle changed: (31° → 30°)
   
   


* Light Dash Strong Hit
* Charge Forward Ren
** BaseKnockback decreased: (14 10)
** BaseKnockback decreased: (12 11)
** KnockbackGain increased: (13 17)
** KnockbackGain increased: (18 23,5)
** Angle changed: (28° 42°)
** Reversible
** Angle changed: (137° 40°)
   
   


* Light Down Tipper
* Charge Forward
** BaseKnockback decreased: (12 10)
** BaseKnockback decreased: (13 11)
** KnockbackGain increased: (5.5 → 14)
** KnockbackGain increased: (19,5 → 23,5)
** HitlagBaseOnHit increased: (10 → 17)
** Reversible
** HitlagBaseOnBlock increased: (6 13)
** Angle changed: (43° 45°)
   
   


* Light Down
* Charge Up
** KnockbackGain increased: (6.75 10.75)
** BaseKnockback increased: (12 → 15)
** KnockbackGain increased: (22 22,7)
   
   


* Light Forward – Late
* Light Air Back
** Angle changed: (45° → 55°)
** First actionable frame removed
   
   


* Light Forward
* Light Air Back – Early
** BaseKnockback decreased: (12.5 10.5)
** HitStunMinimum decreased: (1 0)
** KnockbackGain increased: (8 14)
** Reversible
** Angle changed: (150° 30°)
   
   


* Light Up Start
* Light Air Back – Late
** BaseKnockback decreased: (12.5 10.5)
** HitStunMinimum decreased: (1 0)
** KnockbackGain increased: (11.5 14.5)
** Reversible
** Angle changed: (142° 38°)
   
   


* Light Dash
* Light Air Back – Mid
** Initial lunge force reduced from 13 to 11. Slower movement and less total distance
** HitStunMinimum decreased: (1 → 0)
** Reversible
** Angle changed: (145° → 35°)
   
   


* Special Down
* Light Air Down – Multi Hit
** BaseKnockback decreased: (27 26)
** BlockDamage decreased: (2 1)
   
   


<big>'''EL TIGRE'''</big>
* Light Air Forward – Clean
* General
** BaseKnockback decreased: (13 12,3)
** Weight decreased: (0.78 0.75)
** KnockbackGain increased: (14 → 16)
** Helpless fall adjustments
   
   


* Following moves can now reverse hit:
* Light Air Forward – Late
** Charge Air Forward
** BaseKnockback increased: (6,6 → 7,2)
** Charge Forward
** Light Air Down
** Light Air Forward
** Light Down
   
   


* Charge Air Down Spike
* Light Air Up Ren
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** Reversible
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (-110° 290°)
** Angle changed: (285° -75°)
   
   


* Charge Air Forward
* Light Air Up Hit
** BaseKnockback decreased: (13,6 → 10)
** Reversible
** KnockbackGain increased: (17,5 18,5)
** BlockDamage decreased: (7 → 5)
** BlockPush decreased: (1,6 → 1,2)
** BlockDamage increased: (1 → 8)
   
   


* Charge Air Up – Head
* Light Air Up
** BaseKnockback increased: (8 → 9)
** BlockDamage decreased: (3 2)
** KnockbackGain decreased: (17,5 → 16,5)
** BlockDamage decreased: (12 11)
   
   


* Charge Air Up Strong
* Light Down Sweet
** BaseKnockback increased: (10 → 13)
** BlockDamage decreased: (11 10)
** KnockbackGain decreased: (19 → 16,5)
** BlockDamage decreased: (12 11)
   
   


* Charge Down Back
* Light Down
** BaseKnockback decreased: (13 → 11)
** Reversible
** KnockbackGain increased: (18 → 20,9)
** BlockDamage decreased: (15 → 12)
   
   


* Charge Down Front
* Light Finisher
** BaseKnockback decreased: (13 → 11)
** Reversible
** KnockbackGain increased: (18 → 20,9)
** BlockDamage decreased: (15 → 12)
   
   


* Charge Forward
* Light Forward – Air Hit
** BaseKnockback decreased: (12,4 10,5)
** Angle changed: (130° 120°)
** KnockbackGain increased: (20 → 23,2)
   
** BlockDamage decreased: (17 → 13)
   


* Charge Up – Late
* Light Forward
** BaseKnockback increased: (11,6 12,5)
** Total Duration decreased from 28 Frames to 32 Frames
** KnockbackGain increased: (5 19)
** BaseKnockback increased: (2,5 3,5)
** KnockbackGain increased: (11 → 12)
** Angle changed: (155° 130°)
   
   


* Charge Up
* Light Up Ren
** BaseKnockback increased: (13 → 15)
** Reversible
** KnockbackGain decreased: (21,6 → 21)
** Angle changed: (135° 45°)
** BlockDamage decreased: (17 14)
   
   


* Grab Throw Back
* Light Up
** KnockbackGain increased: (9,1 → 10)
** Reversible
** Increased total frames from 58 to 67
   
   


* Grab Throw Up – Claws
* Special Down Attack
** KnockbackGain increased: (5,7 8)
** BaseKnockback decreased: (12 → 10)
** Reversible toggle disabled
** KnockbackGain decreased: (12 10)
** Angle changed: (70° 110°)
** 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°)
   
   


* Helpless Fall
* Special Up
** Adjusted floatiness at the start of the state
** Hitbox size reduced
   
   


* Light Air Back – Sweetspot
<big>'''AANG'''</big>
** BaseKnockback increased: (10 → 11)
* Following moves can now reverse hit:
** KnockbackGain increased: (14 → 17,5)
** Charge Air Down
** Charge AIr Forward
** Charge Forward
** Charge Up
** Light Air Down
** Light Down
** Light Forward
   
   


* Light Air Back – Weak
* Charge Air Down Spike
** KnockbackGain increased: (6,9 → 10,9)
 
* Light Air Back
** KnockbackGain increased: (15 → 17,5)
 
* Light Air Down – Air
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Damage decreased: (18 14)
** Angle changed: (285° -75°)
** BlockDamage decreased: (18 → 12)
   
   


* Light Air Forward
* Charge Air Forward SourSpot
** BaseKnockback decreased: (13 → 10)
** KnockbackGain increased: (14,3 15)
** KnockbackGain increased: (13 18)
** BlockDamage decreased: (14 12)
** Angle changed: (62° 55°)
** Hitboxes size slightly decreased
   
   


* Light Finisher
* Charge Air Forward SweetSpot
** KnockbackGain decreased: (10 9)
** BaseKnockback decreased: (17,3 → 11,5)
** KnockbackGain increased: (13,5 → 18,8)
** BlockDamage decreased: (19 14)
   
   


* Light Forward
* Charge Air Up Finisher
** BaseKnockback decreased: (14,5 9)
** BaseKnockback decreased: (16 → 12)
** KnockbackGain increased: (13 → 18)
** 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°)
   
   


* Light Up
* Charge Forward SourSpot
** BaseKnockback decreased: (12 → 10)
** BaseKnockback increased: (10 → 10,5)
** KnockbackGain increased: (13 15)
** KnockbackGain increased: (18,5 23,4)
** HitlagBaseOnHit increased: (9 10)
** BlockDamage decreased: (14 12)
** HitlagBaseOnBlock increased: (9 → 10)
   
   


* Special Up
* Charge Forward SweetSpot
** Now travels less distance and goes into Helpless Fall quicker
** BaseKnockback decreased: (17,3 → 11,5)
** KnockbackGain increased: (17 → 24,7)
** BlockDamage decreased: (19 → 15)
   
   


* Slime Special Up  
* Charge Up Finisher
** Travels less distance and goes into Helpless Fall quicker
** BaseKnockback decreased: (18 → 12,3)
** KnockbackGain increased: (16 → 19,5)


 
* Light Air Back Wind Gale Weak
<big>'''GRANDMA GERTIE'''</big>
** BaseKnockback decreased: (9 → 7)
* General
** KnockbackGain increased: (10 → 12)
** Fixed low-res sky during ultimate attack.
** Added additional VFX to her items.
   
   


* Charge Air Forward – Clean
* Light Air Back Wind Gale
** BaseKnockback decreased: (13 → 12)
** BaseKnockback decreased: (13,6 10)
** BlockDamage decreased: (15 → 12)
** KnockbackGain increased: (14 19)
** Angle changed: (29° 32°)
   
   


* Charge Air Forward – Early
* Light Air Back
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (12,5 18)
** BlockDamage decreased: (13 → 11)
** Angle changed: (35° → 38°)
   
   


* Charge Air Forward – Late
* Light Air Forward
** BaseKnockback decreased: (11 10)
** BaseKnockback decreased: (9,6 9)
** Damage decreased: (13 11)
** KnockbackGain increased: (14 15,5)
** BlockDamage decreased: (13 10)
** BlockDamage decreased: (12 11)
** Angle changed: (43° → 44°)
   
   


* Charge Air Up – Base
* Light Air Neutral Land
** BaseKnockback decreased: (18 14)
** BaseKnockback decreased: (10 9)
** Angle changed: (63° → 65°)
   
   


* Charge Air Up – Late
* Light Dash Late
** BaseKnockback decreased: (17 12)
** BaseKnockback decreased: (15 10)
** KnockbackGain increased: (14 17)
** KnockbackGain increased: (11 16)
   
   


* Charge Air Up – Wave
* Light Dash
** BaseKnockback decreased: (16.25 13)
** BaseKnockback decreased: (19,5 12)
** KnockbackGain increased: (14 16)
** KnockbackGain increased: (12 19,5)
   
   


* Charge Air Down  
* Light Down Near
** Start Up From 6 to 8 Frames
** BlockDamage increased: (1 → 5)
** Impulse reduced on the last frames on release
** +2 recovery frames
   
   


* Charge Down – Clean
* Light Down Tip
** BaseKnockback decreased: (15 → 11)
** BlockDamage increased: (1 5)
** KnockbackGain increased: (19 → 24)
** Angle changed: (68° 65°)
   
   


* Charge Down – Late
* Light Finisher
** BaseKnockback decreased: (13 10.5)
** BaseKnockback decreased: (14,5 9)
** KnockbackGain increased: (18 24)
** KnockbackGain increased: (9,5 15,5)
** Angle changed: (52° → 50°)
   
   


* Charge Forward – Base
* Light Forward
** BaseKnockback decreased: (12 → 9)
** BaseKnockback decreased: (12,3 7)
** KnockbackGain increased: (18 23.2)
** KnockbackGain increased: (13 19)
** BlockPush decreased: (1 → 0.8)
** HitlagBaseOnBlock increased: (6 10)
** Angle changed: (42° 43°)
   
   


* Charge Forward – Middle
* Light Up Wind Gale
** BaseKnockback decreased: (12.6 10)
** BaseKnockback decreased: (17 15)
** KnockbackGain increased: (19.8 → 24.4)
** KnockbackGain increased: (8,5 14)
** BlockPush decreased: (1.2 → 1)
   
   


* Charge Forward – Tip
* Light Up
** BaseKnockback decreased: (15.6 → 11)
** BaseKnockback decreased: (17 → 15)
** KnockbackGain increased: (19 → 25.6)
** KnockbackGain increased: (8,5 16)
** BlockPush decreased: (1.4 1.2)
   
   


* Charge Up – Base
* Special Down
** BaseKnockback increased: (13.2 → 14)
** Physics slightly changed to have slower acceleration on start but higher speed.
** KnockbackGain increased: (15.6 → 21.3)
** Angle changed: (70° → 80°)
   
   


* Charge Up – Middle
<big>'''KORRA'''</big>
** BaseKnockback increased: (14 → 15)
* General
** KnockbackGain increased: (18 22.3)
** Weight decreased: (1.09 1.05)
** Angle changed: (71° → 80°)
   
   


* Charge Up Tip
* Charge Air Down Late
** KnockbackGain increased: (18 → 23.5)
** Can now reverse hit.
** Angle changed: (71° → 80°)
** Late hits can no longer redirect projectiles.
   
   


* Light Air Back Clean Base
* Charge Air Forward Sweetspot
** BaseKnockback decreased: (14 → 10.3)
** BaseKnockback increased: (12 → 14.5)
** KnockbackGain increased: (19 → 22.7)
** KnockbackGain increased: (19.8 21.1)
   
   


* Light Air Back – Clean Tip
* Charge Air Forward
** BaseKnockback decreased: (13 8.9)
** BaseKnockback increased: (9.9 11.5)
** KnockbackGain increased: (19 23.2)
** KnockbackGain increased: (18 18.8)
   
   


* Light Air Back – Late Base
* Charge Air Up
** BaseKnockback decreased: (9 7.9)
** Angle changed: (75° 61°)
** KnockbackGain increased: (10 → 11.2)
   
   


* Light Air Back Late Tip
* Charge Down Hazard Reversed
** BaseKnockback decreased: (9 8.65)
** BaseKnockback increased: (12.96 15)
** KnockbackGain increased: (13 13.4)
** KnockbackGain increased: (21.6 → 22)
** Angle changed: (103° 98°)
   
   


* Light Air Down
* Charge Down – Hazard
** Landing lag (10 11)
** BaseKnockback increased: (9.6 15)
** KnockbackGain decreased: (25.2 → 22)
** Angle changed: (77° → 82°)
   
   


* Light Air Down – Left
* Charge Down
** BaseKnockback decreased: (12 8.4)
** BaseKnockback increased: (9.6 10)
** KnockbackGain increased: (8 11.8)
** KnockbackGain increased: (11 14)
** Reversible
** Angle changed: (-62° → -75°)
   
   


* Light Air Down – Right
* Charge Forward
** BaseKnockback decreased: (12 8.4)
** Hitbox slightly reduced. The tip now has a weaker hit.
** KnockbackGain increased: (8 11.8)
** BaseKnockback increased: (10.8 11.5)
** Reversible
** KnockbackGain increased: (23.5 24.4)
** BlockPush decreased: (2 → 1)
** Priority changed: (Low → High)
** BlockDamage increased: (11 → 12)
   
   


* Light Air Forward – Clean
* Charge Forward – Late
** BaseKnockback decreased: (15 13)
** BlockPush decreased: (2 0.6)
** KnockbackGain increased: (19 → 21)
** Damage decreased: (14 12)
** Hitlag Base Hit decreased: (30 → 25)
** HitlagBaseOnBlock increased: (24 → 25)
** InstigatorAdvantageOnHit increased: (0 4)
   
   


* Light Air Forward – Late
* Charge Up – Late
** BaseKnockback decreased: (12 → 10.3)
** KnockbackGain increased: (12 → 20)
** KnockbackGain increased: (13.2 → 14.85)
** CanRedirectProjectiles toggle disabled
   
   


* Light Air Neutral – Kick
* Charge Up
** BaseKnockback decreased: (10 6.2)
** BaseKnockback increased: (13 14)
** KnockbackGain increased: (2 5.9)
** KnockbackGain decreased: (22 21.3)
   
   


* Light Air Neutral – Punch
* Light Air Down
** BaseKnockback decreased: (12 8.7)
** DirectionalInfluenceMultiplier increased: (1 1.5)
** KnockbackGain increased: (18 21.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
   
   


* Light Air Up – Clean
* Light Air Forward
** BaseKnockback decreased: (15 → 9.7)
** Hitbox size slightly reduced in all directions.
** KnockbackGain increased: (12.6 → 18.2)
** Forearms are now intangible on the first active frame.
   
   


* Light Air Up Late
* Light Air Forward Fire
** BaseKnockback decreased: (10 → 6.2)
** KnockbackGain increased: (17.5 18)
** KnockbackGain increased: (6 9.7)
   
   


* Light Down – Clean
* Special Forward
** BaseKnockback decreased: (10 → 8.1)
** Window to attack after the ground version increased from 21 to 23.
** KnockbackGain increased: (16 → 17.2)
** Window before being allowed to jump after the jump version increased from 28 to 30.
** BlockStun decreased: (11 → 8)
 
** Angle changed: (78.9° → 76.5°)
 
<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 Down – Early
* Charge Air Down Spike
** BaseKnockback decreased: (11 8.3)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (10 12.7)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** Angle changed: (69.4° 58°)
** Angle changed: (270° -90°)
   
   


* Light Down – Late
* Charge Air Forward Fireball
** BaseKnockback decreased: (8 6.8)
** BlockDamage decreased: (12 11)
** KnockbackGain increased: (9 → 10.4)
** Angle changed: (61.7° → 45°)
   
   


* Light Forward – Body
* Charge Air Forward
** BaseKnockback decreased: (10 7.5)
** BaseKnockback decreased: (16 13)
** KnockbackGain increased: (14 → 16)
** KnockbackGain increased: (14,5 19)
** Damage decreased: (11 → 10)
** BlockDamage decreased: (16 13)
** BlockDamage decreased: (11 10)
   
   


* Light Forward – Hand
* Charge Air Up Sourspot
** BaseKnockback decreased: (15 9)
** BlockDamage decreased: (12 11)
** KnockbackGain increased: (15 → 19.8)
   
   


* Light Up – Base Ground
* Charge Air Up Sweetspot
** BaseKnockback decreased: (10 8.6)
** BaseKnockback decreased: (19 13)
** KnockbackGain increased: (14 15.5)
** KnockbackGain increased: (13 18,2)
** BlockDamage decreased: (16 → 13)
** Angle changed: (70° → 67°)
   
   


* Light Up – Tip Ground
* Charge Down Back Lock
** BaseKnockback decreased: (9.5 8.6)
** BaseKnockback decreased: (13 4)
** KnockbackGain increased: (16 17)
** HitStunMinimum increased: (1 → 9)
** Angle changed: (30° 100°)
   
   


* Special Forward
* Charge Down Front Launcher
** Land cancel ground friction increased
** BaseKnockback decreased: (14,7 11)
** Grounded Version from 60 to 40 X velocity
** KnockbackGain increased: (17 → 24,05)
** Air Version X Velocity decreased: (40 30)
** No longer cancellable while airborne.
   
   


* Special Forward
* Charge Down Front Lock
** Autocancel landing side special without recovery fixed.
** BaseKnockback decreased: (13 → 8)
** HitStunMinimum increased: (1 → 9)
   
   


* Special Up
* Charge Forward Sourspot
** Gertie now takes more time to reel in after grabbing the ledge, more punishable
** BaseKnockback decreased: (16 → 10,5)
** After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
** KnockbackGain increased: (12,6 → 23,2)
** You can define the direction, to go after reeling in, out of stage, straight up and into stage
   
   


<big>'''INVADER ZIM'''</big>
* Charge Forward Sweetspot
* General:
** BaseKnockback decreased: (19,2 → 11,5)
** Zim Taunt is now cancellable on frame 8
** KnockbackGain increased: (16 → 24,4)
** BlockDamage decreased: (18 → 14)
   
   


* GIR Changes:
* Charge Up Autolink
** You can now explode GIR with Taunt, a hitbox was added to this explosion.
** BlockPush decreased: (1 0,1)
** 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
* Charge Up Explosion
** DirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (18 12,3)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** KnockbackGain increased: (16 19,5)
** BlockDamage increased: (10 → 11)
** BlockDamage decreased: (12 → 11)
   
   


* Charge Air Forward – Sweetspot
* Charge Up Pull Back Down
** BaseKnockback decreased: (17 14.5)
** BlockPush decreased: (1 0,1)
** KnockbackGain increased: (19 → 19.6)
** BlockDamage decreased: (16 → 15)
   
   


* Charge Air Forward – Weak
* Charge Up Pull Back
** BlockDamage increased: (9 10)
** BlockPush decreased: (1 0,1)
   
   


* Charge Air Forward
* Charge Up Pull Down
** BaseKnockback decreased: (16 14.5)
** BlockPush decreased: (1 0,1)
** Damage decreased: (20 → 18)
** BlockDamage decreased: (16 → 14)
   
   


* Charge Air Up – Explosion
* Charge Up Pull Forward Down
** BaseKnockback decreased: (14 13)
** BlockPush decreased: (1 0,1)
** KnockbackGain increased: (10 → 17.4)
   
** Angle changed: (45° → 70°)
   


* Charge Down – Gnome Slide
* Charge Up Pull Forward
** BaseKnockback decreased: (11 10.5)
** BlockPush decreased: (1 0,1)
** KnockbackGain increased: (17 → 20)
   
   


* Charge Down – Swing
* Charge Up Scoop Back
** BaseKnockback decreased: (11.5 11)
** BlockPush decreased: (1 0,1)
** KnockbackGain increased: (18 → 22.3)
   
   


* Charge Forward – Final
* Charge Up Scoop Front
** BaseKnockback decreased: (15 11.3)
** BlockPush decreased: (1 0,1)
** KnockbackGain increased: (19 → 24)
   
   


* Charge Up
* Light Air Back Sourspot
** Can now reverse hit.
** BaseKnockback decreased: (12 → 7)
** KnockbackGain increased: (12,5 → 17,5)
   
   


* Charge Up – Point Blank
* Light Air Back Sweetspot
** BaseKnockback increased: (12 16)
** BaseKnockback decreased: (14,5 11)
** KnockbackGain increased: (20 → 22.2)
** KnockbackGain increased: (16 19,45)
** Priority changed: (Medium → High)
** Angle changed: (55° 60°)
   
   


* Light Air Back – Sweetspot
* Light Air Down Spike
** BaseKnockback decreased: (15 11)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (17 21.4)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage decreased: (12 11)
   
   


* Light Air Back
* Light Air Neutral Early
** BaseKnockback decreased: (12 9)
** BaseKnockback decreased: (9 7)
** KnockbackGain increased: (16 19)
** KnockbackGain increased: (13,5 15,5)
   
   


* Light Air Down – Late
* Light Air Neutral Late
** BaseKnockback decreased: (11 → 6.8)
** BaseKnockback decreased: (7 → 6)
** KnockbackGain increased: (7 → 11.5)
** KnockbackGain increased: (7,5 8,5)
   
   


* Light Air Down
* Light Dash 2
** BaseKnockback decreased: (10.5 8.2)
** BaseKnockback decreased: (14 7)
** KnockbackGain increased: (9 11.6)
** KnockbackGain increased: (11 18)
   
   


* Light Air Forward – Tip
* Light Dash Early
** BaseKnockback decreased: (13 → 9.3)
** KnockbackGain increased: (10 11)
** KnockbackGain increased: (13.5 17.5)
   
   


* Light Air Forward
* Light Finisher
** BaseKnockback decreased: (11 → 7.8)
** BaseKnockback decreased: (14,4 → 11)
** KnockbackGain increased: (14 → 17.5)
** KnockbackGain increased: (10,6 → 14)
   
   


* Light Air Neutral – Finisher
* Light Forward Sourspot
** KnockbackGain increased: (13 14)
** BaseKnockback decreased: (15,3 → 8)
** KnockbackGain increased: (11 18,3)
   
   


* Light Air Neutral – Penultimate
* Light Forward Sweetspot
** BaseKnockback decreased: (11 8.3)
** BaseKnockback decreased: (16,8 12)
** KnockbackGain increased: (10 12.85)
** KnockbackGain increased: (15,5 20,3)
   
   


* Light Air Up – Launch
* Special Down
** BaseKnockback decreased: (12.02 8.4)
** BaseKnockback decreased: (21,4 14)
** KnockbackGain increased: (10 14.3)
** KnockbackGain increased: (11,8 18)
   
   


* Light Air Up – Pull
* Special Forward Air Land
** BaseKnockback decreased: (9 6)
** BaseKnockback decreased: (15,5 10)
** KnockbackGain increased: (4 7)
** KnockbackGain increased: (8 13,5)
   
   


* Light Down – Late
* Special Forward Air Strong
** BaseKnockback decreased: (10 6)
** BaseKnockback decreased: (18 11)
** KnockbackGain increased: (8 12)
** Priority changed: (Low High)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (17 → 13)
   
   


* Light Down
* Special Forward Air Weak
** BaseKnockback decreased: (10 → 7.8)
** BaseKnockback decreased: (14 → 7)
** KnockbackGain increased: (15 → 17.5)
** KnockbackGain increased: (11 → 15)
   
   


* Light Forward – 2nd Late
* Special Forward Strong
** BaseKnockback decreased: (10 7.2)
** BaseKnockback decreased: (14 11)
** KnockbackGain increased: (9 11.9)
** KnockbackGain increased: (14 17)
** Priority changed: (Low → High)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (17 → 13)
   
   


* Light Forward – 2nd
* Special Forward Weak
** BaseKnockback decreased: (12 8.3)
** BaseKnockback decreased: (14 7)
** KnockbackGain increased: (13 16.8)
** KnockbackGain increased: (11 15)
   
   


* Light Forward – Late
<big>'''APRIL'''</big>
** BaseKnockback decreased: (7 → 5.9)
* Following moves can now reverse hit:
** KnockbackGain increased: (3 → 5)
** Charge Air Down
** Charge Air Up
** Charge Up
** Special Up
   
   


* Light Forward
* Charge Air Forward
** BaseKnockback decreased: (8 6.58)
** BaseKnockback decreased: (15 12,25)
** KnockbackGain increased: (3 16.75)
** KnockbackGain increased: (17 17,75)
   
   


* Light Neutral Finisher
* Charge Air Up Weaker
** BaseKnockback decreased: (12 8.3)
** BaseKnockback increased: (9,5 → 12)
** KnockbackGain increased: (14 18)
** KnockbackGain decreased: (16 15)
** Angle changed: (65° 75°)
   
   


* Light Up – Weak
* Charge Air Up
** BaseKnockback decreased: (9 7.5)
** BaseKnockback decreased: (14 13)
** KnockbackGain increased: (8 → 10.5)
** KnockbackGain decreased: (16 → 15,8)
   
   


* Light Up
* Charge Down 3
** BaseKnockback decreased: (18 9.5)
** BaseKnockback decreased: (16,5 10)
** KnockbackGain increased: (7.8 17)
** KnockbackGain increased: (10 21)
   
   


* Special up Girless
* Charge Forward – Weak
** Now Girless Up B grabs the ledge easier and has more impulse than before
** BaseKnockback decreased: (12,5 → 10,5)
** KnockbackGain increased: (18 → 22,5)
   
   


* Special Down Bomb
* Charge Forward Sweet Spot
** Bomb Physics where slightly changed
** BaseKnockback decreased: (15,5 → 10,5)
** If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
** KnockbackGain increased: (23 → 24)
** Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
** Angle changed: (36° → 35°)
** Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special
   
   


* Gir
* Charge Forward
** You can now explode Gir while using taunt, it has a hitbox and also respawns faster
** BaseKnockback decreased: (12,5 → 11)
** If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.
** KnockbackGain increased: (20 → 24)
   
   


<big>'''REPTAR'''</big>
* Charge Up – Setup
* General
** BaseKnockback decreased: (21 → 19)
** 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
* Charge Up
** DirectionalInfluenceMultiplier increased: (1 1,5)
** BaseKnockback decreased: (14 → 13)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** KnockbackGain increased: (17 20,5)
** BlockDamage increased: (1 → 13)
   
   


* Charge Air Forward Fire
* Light Air Back 2 Body
** BaseKnockback decreased: (15 13)
** BaseKnockback decreased: (11,5 10,5)
** KnockbackGain increased: (16 18)
** KnockbackGain increased: (13 14)
   
   


* Charge Air Forward
* Light Air Back 2 – Foot
** BaseKnockback decreased: (14 → 11,5)
** BaseKnockback decreased: (12,5 → 12)
** KnockbackGain increased: (14,5 17,7)
** KnockbackGain increased: (13 16)
   
   


* Charge Air Up Fire
* Light Air Down Final Body
** BaseKnockback decreased: (20 → 16)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (9 18,5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** Hitlag Base Hit increased: (0 9)
** HitlagBaseOnBlock increased: (0 → 9)
** BlockDamage decreased: (16 → 15)
** Angle changed: (80° → 70°)
   
   


* Charge Air Up Head
* Light Air Down Final Foot
** BaseKnockback increased: (15 16)
** BaseKnockback decreased: (10 9)
** KnockbackGain increased: (13 18,5)
** KnockbackGain increased: (7 9)
** BlockDamage decreased: (16 14)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** Angle changed: (80° 70°)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
   
   


* Charge Down – Shockwave
* Light Air Down Final Grounded
** BaseKnockback decreased: (12 11,5)
** BaseKnockback decreased: (15,1 13)
** KnockbackGain increased: (21 23,3)
** KnockbackGain increased: (16 18)
** Damage decreased: (15 → 12)
   
   


* Charge Down Stomp
* Light Air Forward Body
** BaseKnockback increased: (11 → 13)
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (10 20)
** KnockbackGain increased: (12 15,5)
   
   


* Charge Forward
* Light Air Forward – Pen
** BaseKnockback decreased: (18 11,5)
** BaseKnockback decreased: (14 12)
** KnockbackGain increased: (15,5 → 25)
** KnockbackGain increased: (12 → 16,5)
   
   


* Charge Up Fire
* Light Air Neutral Initial
** BaseKnockback decreased: (18 → 14)
** BlockStun increased: (8 9)
** KnockbackGain increased: (12 → 21,3)
** Angle changed: (85° 80°)
   
   


* Charge Up Head
* Light Air Neutral Late
** KnockbackGain increased: (18 21,3)
** BlockStun increased: (7 8)
** Angle changed: (75° → 80°)
   
   


* Light Air Down
* Light Air Neutral – Lingering
** DirectionalInfluenceMultiplier increased: (1,4 1,5)
** BlockStun increased: (7 8)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
   
   


* Light Air Forward Tip
* Light Air Up Finisher
** BlockStun increased: (11 → 12)
** BaseKnockback decreased: (12,5 → 10,5)
** KnockbackGain increased: (11 → 14,2)
   
   


* Light Air Forward
* Light Finisher
** BlockStun increased: (10 → 11)
** BaseKnockback decreased: (12,5 → 10,5)
** Landing recovery increased from 12 frames to 13.
** KnockbackGain increased: (15 → 17,4)
   
   


* Light Air Neutral 2nd
* Light Forward Foot
** KnockbackGain increased: (10 12)
** KnockbackGain increased: (14,5 15,2)
   
   


* Light Air Neutral
* Light Up – Foot
** KnockbackGain increased: (15 → 16)
** KnockbackGain increased: (14 → 15,5)
   
   


* Light Air Up – Top
* Light Down
** BlockPush decreased: (1,75 → 1,45)
** Can be cancelled into the second hit between 12 and 25 frames
** Angle changed: (85° → 82°)
** +5 recovery frames on light down
   
   


* Light Air Back
* Special Up Slime
** Landing recovery increased from 14 frames to 15
** 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.
   
   


* Light Air Up
* Special Neutral
** BlockPush decreased: (1,75 → 1,3)
** 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.
   
   


* Light Forward
* Special Down
** BaseKnockback decreased: (13 → 12)
** Special Down Bhop tech removed
** KnockbackGain increased: (16 → 17)
 


* Special Forward
<big>'''DONATELLO'''</big>
** No longer costs fire on hit.
* General
** Ex version now always applies the burn.
** Weight Increased: (0.9 → 0.95)
** Fixed Special Up not having hit SFX.
   
   


* Special Down – No Fire Air
* Following moves can now reverse hit:
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** Charge Air Down
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Charge Air Forward
** Charge Down
** Light Air Forward
** Light Down
   
   


* Special Forward – Down
* Charge Air Forward
** DirectionalInfluenceMultiplier increased: (1 1,5)
** BaseKnockback increased: (11 13)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (17 18)
   
   


* Special Up – Land
* Charge Air Up
** BlockPush decreased: (2 0,1)
** BaseKnockback decreased: (13.5 13)
** KnockbackGain increased: (14.75 → 16.5)
** BlockDamage increased: (5 → 12)
   
   


* Special Up
* Charge Down – Reverse
** Hitbox is now larger on the first few frames and smaller for most of the duration.
** BaseKnockback decreased: (12 → 10)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (15 → 12)
** Angle changed: (110° → 70°)
   
   


* Special Neutral
* Charge Down
** Travel speed increased from 8 to 9 from air and 10 to 11 on ground
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (16.2 → 22)
** BlockDamage decreased: (15 → 12)
   
   


<big>'''ROCKO'''</big>
* Charge Forward – Reverse
* General:
** BaseKnockback decreased: (13.75 → 11.5)
** Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.
** KnockbackGain increased: (24 → 25.8)
   
   


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


* Charge Air Forward Sweet Spot
* Charge Up – Clean Hit
** BaseKnockback increased: (11 12.5)
** BaseKnockback increased: (13 14)
** KnockbackGain increased: (14.5 → 16.6)
** KnockbackGain increased: (19.5 → 21.3)
** BlockDamage decreased: (15 → 13)
   
   


* Charge Air Forward
* Charge Up – Late
** BaseKnockback increased: (10 → 11.5)
** BlockDamage increased: (9 → 10)
** KnockbackGain increased: (12 → 12.2)
   
   


* Charge Air Up
* Charge Up
** BaseKnockback increased: (13.5 14)
** BlockDamage increased: (8 12)
** KnockbackGain decreased: (15.5 → 14)
   
   


* Charge Down Air
* Light Air Back Tip
** BaseKnockback increased: (1 → 10)
** BaseKnockback decreased: (13.75 → 10.7)
** KnockbackGain increased: (1 10)
** KnockbackGain increased: (16.5 20.3)
** BlockPush increased: (1 → 1.6)
** BlockPush decreased: (1.6 → 0.7)
** BlockStun increased: (1 → 16)
** BlockStun increased: (7 10)
** 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
* Light Air Back – Weak
** BaseKnockback decreased: (13.25 12)
** BaseKnockback decreased: (8.75 7.75)
** KnockbackGain increased: (18 25.3)
** KnockbackGain increased: (12 13.3)
** Angle changed: (45° -45°)
** BlockPush decreased: (0.6 0.5)
** OnlyHitGroundTarget toggle enabled
** BlockStun increased: (7 → 9)
** Air hit is now weaker
   
   


* Charge Forward Sweet Spot
* Light Air Back
** BaseKnockback decreased: (15 10.5)
** BaseKnockback decreased: (10 8.7)
** KnockbackGain increased: (17.5 → 23.5)
** KnockbackGain increased: (13.5 → 15.7)
** BlockPush decreased: (0.8 → 0.6)
** BlockStun increased: (7 → 9)
   
   


* Charge Forward
* Light Air Down – Tip
** BaseKnockback decreased: (10 9.5)
** BaseKnockback decreased: (9 7.5)
** KnockbackGain increased: (17.5 22.5)
** KnockbackGain increased: (10 11.5)
   
   


* Charge Up
* Light Air Down
** BaseKnockback decreased: (17 14)
** BaseKnockback decreased: (9 8.2)
** KnockbackGain increased: (12 → 21.3)
** KnockbackGain increased: (13 → 14)
** Damage increased: (11 → 14)
** BlockDamage increased: (11 → 12)
   
   


* Light Air Back
* Light Air Forward
** BaseKnockback decreased: (14 → 7)
** BaseKnockback decreased: (11 8.7)
** KnockbackGain increased: (12.5 → 19.5)
** KnockbackGain increased: (17 → 19.5)
** BlockPush decreased: (0.8 0.6)
** BlockStun increased: (10 → 11)
** Damage increased: (11 → 12)
   
   


* Light Air Down
* Light Air Up – Weak
** DirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (9.6 8.6)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** KnockbackGain increased: (9.6 11)
** Angle changed: (300° -60°)
   
   


* Light Air Forward
* Light Air Up
** KnockbackGain increased: (15 16)
** BaseKnockback decreased: (14 → 9.7)
** KnockbackGain increased: (13 17.5)
   
   


* Light Air Neutral – Back
* Light Down
** KnockbackGain increased: (13 → 14)
** Light down can only be canceled into Land down 2 from frame 12 to frame 25
   
   


* Light Air Neutral Sweetspot
* Light Down Slide
** BaseKnockback decreased: (12 8)
** BaseKnockback decreased: (14.38 7.9)
** KnockbackGain increased: (13.5 17.5)
** KnockbackGain increased: (6.25 12.87)
   
   


* Light Air Up Finisher
* Light Down 2
** KnockbackGain increased: (13 16.5)
** BaseKnockback decreased: (12.5 → 7.8)
** KnockbackGain increased: (6.25 11)
   
   


* Light Down
* Light Forward – Back Hit (Ground)
** BaseKnockback decreased: (11 → 8)
** BaseKnockback decreased: (11.25 9.3)
** KnockbackGain increased: (10 13)
** KnockbackGain increased: (15 17)
   
   


* Light Forward
* Light Forward – Back Hit
** BaseKnockback decreased: (10.5 → 7.5)
** BaseKnockback decreased: (10.5 → 7.8)
** KnockbackGain increased: (13 → 15)
** KnockbackGain increased: (11 → 13.7)
   
   


* Light Up
* Light Forward – Forward Hit
** BaseKnockback decreased: (12.5 10.5)
** BaseKnockback decreased: (11 8.7)
** KnockbackGain increased: (12 14)
** KnockbackGain increased: (18.75 21)
   
   


* Rocko
* Light Forward – Upper Hit
** If Spunky is on top of the jackhammer, you can call him in order to change direction.
** BaseKnockback decreased: (11 → 8.4)
** KnockbackGain increased: (17 → 19.7)
   
   


<big>'''ANGRY BEAVERS'''</big>
* Light Neutral – Finisher
Following moves can now reverse hit:
** BaseKnockback decreased: (11.5 → 8.98)
 
** KnockbackGain increased: (15.7 → 18.2)
Light Air Back (Dagget and Norbert)
Light Finisher (Norbert)
   
   


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


Charge Air Up – Back
* Special Neutral Staff
 
** Now reflects instead of redirecting projectiles
KnockbackGain increased: (12 → 14)
   
   


Charge Air Up – Rising
* Special Forward Slime
 
** The smoke bomb throw has faster startup and recovery.
BaseKnockback increased: (12 → 15)
KnockbackGain increased: (14 → 16,8)
Angle changed: (78° → 80°)
   
   


Charge Air Forward
* Grab
 
** Range increased from 1.2 to 1.25.
On Hit Cancel moved from 33 to 36
   
   


Charge Down – Center
* Grab Run
 
** Total duration reduced from 42 to 39. Lunge speed slightly increased.
Angle changed: (90° → 89°)
   
   


Charge Down – Last Hit
<big>'''RAPHAEL'''</big>
 
* General
BaseKnockback decreased: (11,5 → 10,5)
** Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
KnockbackGain increased: (18 23,4)
** Weight decreased: (1.05 0.95)
   
   


Charge Forward – Clean
* Following moves can now reverse hit:
 
** Light Down
BaseKnockback increased: (10 → 11)
** Charge Air Forward
KnockbackGain increased: (19 → 23,8)
** Charge Up
BlockDamage increased: (11 → 12)
** Light Air Forward
** Charge Forward
** Charge Air Down
   
   


Charge Forward – Late
* Light Neutral 1 and 2
 
** Removed jump cancel window on first frames.
KnockbackGain increased: (8 → 11)
   
   


Charge Up – Clean
* Special Neutral
 
** Landing Lag increased from 5 to 10 frames.
BaseKnockback decreased: (13 → 12)
** Can’t be canceled with air dodge during the first frames anymore.
KnockbackGain decreased: (20,5 → 19,1)
Angle changed: (80° → 85°)
   
   


Light Air Back – Final
* Charge Air Down Spike
 
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
BaseKnockback decreased: (8,75 6,75)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
KnockbackGain increased: (12 15)
** BlockDamage decreased: (18 14)
** Angle changed: (270° -90°)
   
   


Light Air Down – End
* Charge Air Down
 
** BlockDamage decreased: (12 11)
BaseKnockback decreased: (7,5 6)
KnockbackGain increased: (10 → 12,5)
   
   


Light Air Down
* Charge Air Forward – Sourspot
 
** BaseKnockback increased: (7,5 → 10)
BaseKnockback decreased: (7,5 → 5,8)
** KnockbackGain increased: (18 → 18,5)
KnockbackGain increased: (10 → 13)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)
   
   


Light Air Forward
* Charge Air Forward
 
** BaseKnockback decreased: (13,5 13)
BaseKnockback decreased: (8,56 7,56)
** KnockbackGain increased: (18 19)
KnockbackGain increased: (9,85 12,95)
** BlockDamage decreased: (17 13)
BlockDamage decreased: (11 8)
   
   


Light Air Neutral – Late
* Charge Air Up
 
** BlockDamage decreased: (17 → 13)
BaseKnockback decreased: (7,5 → 5,5)
KnockbackGain increased: (11 → 13)
   
   


Light Air Neutral
* Charge Down Back
 
** BaseKnockback decreased: (13 11)
BaseKnockback decreased: (8 6)
** KnockbackGain increased: (14 → 22,6)
KnockbackGain increased: (14 → 16)
** BlockDamage decreased: (13 → 11)
   
   


Light Air Up – Falling
* Charge Down
 
** BaseKnockback decreased: (14,8 → 11,5)
BaseKnockback decreased: (8 → 5,5)
** KnockbackGain increased: (15,4 23,3)
KnockbackGain increased: (10 14,5)
** BlockDamage decreased: (15 → 12)
   
   


Light Air Up – Rising
* Charge Forward Release
 
** BaseKnockback decreased: (17,5 11,5)
BaseKnockback decreased: (10 6)
** KnockbackGain increased: (18,3 24,7)
KnockbackGain increased: (10 15)
   
   


Light Air Up
* Charge Up
 
** BaseKnockback decreased: (14 12)
BaseKnockback decreased: (6 5)
** KnockbackGain increased: (14 19,1)
KnockbackGain increased: (10 11)
   
   


Light Down
* Light Air Back – Sweetspot
 
** BaseKnockback decreased: (12 → 11,2)
HitStunMinimum increased: (1 15)
** KnockbackGain increased: (19,5 20,7)
   
   


Light Finisher
* Light Air Down – Finisher
 
** BaseKnockback decreased: (9,7 → 8,7)
BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (15 → 16)
KnockbackGain increased: (12 → 16,5)
   
   


Light Forward – Bite
* Light Air Forward
 
** BaseKnockback decreased: (13,5 → 7,9)
KnockbackGain increased: (12,5 → 14,75)
** KnockbackGain increased: (10,6 16,2)
HitStunMinimum increased: (1 19)
   
   


Light Forward
* Light Air Neutral
 
** BaseKnockback decreased: (12 → 8,2)
BlockDamage increased: (9 10)
** KnockbackGain increased: (12,6 16,3)
   
   


Light Up
* Light Air Up – Strong
 
** BaseKnockback decreased: (12,6 8,3)
BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (10 → 14,2)
KnockbackGain increased: (14 → 17)
HitStunMinimum increased: (1 → 11)
   
   


Special Up – Finisher
* Light Air Up – Weak
 
** BaseKnockback decreased: (10,6 → 6,4)
BlockPush decreased: (1,2 0,8)
** KnockbackGain increased: (10 13,6)
   
   


Special Up Multi Hit
* Light Dash Strong
 
** BaseKnockback decreased: (18,5 → 10,8)
BlockPush decreased: (1 0,2)
** KnockbackGain increased: (9 16,8)
   
   


Norbert
* Light Dash – Weak
 
** BaseKnockback decreased: (12,5 → 8,2)
** KnockbackGain increased: (9 → 13,2)
   
   


Charge Air Down – Tip
* Light Down – Spin
 
** BaseKnockback decreased: (15,1 → 8,6)
DirectionalInfluenceMultiplier increased: (1 → 1,5)
** KnockbackGain increased: (7,2 13,93)
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
   
   


Charge Air Forward Tip
* Light Down Stab
 
** BaseKnockback decreased: (12 → 7,8)
KnockbackGain increased: (12 → 14)
** KnockbackGain increased: (7,8 → 12,2)
   
   


Charge Air Forward
* Light Finisher
 
** BaseKnockback decreased: (10,5 → 9,3)
BaseKnockback increased: (8 8,5)
** KnockbackGain increased: (14,6 15,83)
   
   


Charge Air Up
* Light Forward 3
 
** BaseKnockback decreased: (13,3 8,3)
BaseKnockback decreased: (16 15)
** KnockbackGain increased: (15,6 19,5)
KnockbackGain increased: (13 16,8)
   
   


Charge Down
* Light Up
 
** BaseKnockback decreased: (14,6 → 9,4)
KnockbackGain increased: (17 23)
** KnockbackGain increased: (13 18,45)
   
   


Charge Forward – Clean
* Special Neutral Shuriken Slime
 
** KnockbackGain decreased: (11,5 9)
KnockbackGain increased: (19 24,05)
   
   


Charge Forward – Late
<big>'''JIMMY NEUTRON'''</big>
 
* General
BaseKnockback increased: (10 10,5)
** Weight increased: (0.92 1)
KnockbackGain increased: (17 → 21)
Charge Up
 
Total duration increased from 39 frames to 40
   
   


Charge Up – 3rd
* Following moves can now reverse hit:
 
** Light Down
KnockbackGain increased: (18 → 18,1)
** Light Air Forward
** Light Air Down
** Charge Up
** Charge Forward
** Charge Air Up
   
   


Light Air Back – Final
* Charge Air Down
 
** BlockDamage increased: (1 8)
BaseKnockback decreased: (8,6 → 6,6)
KnockbackGain increased: (6,25 9,65)
Angle changed: (55° → 125°)
   
   


Light Air Down – Inner
* Charge Air Forward
 
** BaseKnockback decreased: (16 8,5)
BaseKnockback decreased: (7,5 6,5)
** KnockbackGain decreased: (18 → 10)
KnockbackGain increased: (10 13,5)
** Damage increased: (4 → 8)
** BlockDamage increased: (1 8)
   
   


Light Air Down Tip
* Charge Air Up Late
 
** BaseKnockback increased: (12 → 13)
DirectionalInfluenceMultiplier increased: (1 1,5)
** KnockbackGain increased: (15 16,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage increased: (1 → 10)
** Angle changed: (70° → 75°)
   
   


Light Air Down
* Charge Air Up – Sourspot
 
** BaseKnockback increased: (12 14)
BaseKnockback decreased: (8 6)
** KnockbackGain increased: (12 → 17)
KnockbackGain increased: (9 → 11)
** BlockDamage increased: (1 → 11)
** Angle changed: (70° → 75°)
   
   


Light Air Forward – Center
* Charge Air Up
 
** BaseKnockback increased: (13 16)
BaseKnockback decreased: (7 6,5)
** KnockbackGain decreased: (18 17,5)
KnockbackGain increased: (9,25 14,5)
** BlockDamage increased: (1 → 12)
HitStunMinimum increased: (1 → 5)
** Angle changed: (70° → 80°)
   
   


Light Air Forward – Tip
* Charge Down 3
 
** BaseKnockback decreased: (16 11)
BaseKnockback decreased: (9,4 8,4)
** KnockbackGain increased: (18 25,5)
KnockbackGain increased: (12 → 14)
HitStunMinimum increased: (1 → 5)
Angle changed: (67° → 65°)
   
   


Light Air Forward
* Charge Forward
 
** BaseKnockback decreased: (14 11)
BaseKnockback decreased: (5 4,5)
** KnockbackGain increased: (18 → 23,4)
KnockbackGain increased: (8,8 → 12)
   
   


Light Air Neutral – Early
* Charge Up
 
** BaseKnockback increased: (14,5 15)
BaseKnockback decreased: (8 6)
** KnockbackGain increased: (19 21,2)
KnockbackGain increased: (14 16,5)
   
   


Light Air Neutral – Late
* Light Air Down
 
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
BaseKnockback decreased: (7,5 → 5,5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
KnockbackGain increased: (11 15)
** BlockDamage increased: (1 → 8)
** Angle changed: (277° -83°)
   
   


Light Air Up – Center
* Light Air Forward
 
** HitStunMinimum increased: (1 → 13)
BaseKnockback decreased: (9 → 8)
** BlockDamage increased: (1 → 9)
KnockbackGain increased: (7,5 → 13,5)
 
 
* Light Air Up
Light Air Up – Close
** BaseKnockback decreased: (13,5 → 12,5)
 
** KnockbackGain increased: (15 → 16,75)
KnockbackGain increased: (7,5 → 12,5)
 
 
* Light Down
Light Air Up – Tip
** BaseKnockback decreased: (14 → 9)
 
** KnockbackGain increased: (4,6 → 16)
BaseKnockback increased: (12 → 12,5)
** HitStunMinimum increased: (1 → 13)
KnockbackGain increased: (9 → 14,75)
** BlockDamage increased: (1 → 6)
   
 
 
Light Down
* Light Forward Sweetspot
 
** HitStunMinimum increased: (1 → 15)
HitStunMinimum increased: (1 → 15)
** BlockPush increased: (1 → 1,5)
   
 
 
Light Finisher
* Light Forward
 
** BaseKnockback increased: (5,5 → 6,5)
BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (8 → 16)
KnockbackGain increased: (12 → 15,5)
** HitStunMinimum increased: (1 → 15)
   
** BlockPush increased: (1 → 1,2)
 
** BlockStun increased: (4 → 5)
Light Forward – Bite
 
 
KnockbackGain increased: (12,5 → 14,75)
* Light Neutral
HitStunMinimum increased: (1 → 19)
** KnockbackGain increased: (12 → 13)
   
 
 
Light Forward
* Light Up Final
 
** BaseKnockback increased: (8,2 → 11)
BlockDamage increased: (9 → 10)
** KnockbackGain increased: (12,3 → 15,5)
   
** BlockPush increased: (0,2 → 0,6)
 
** HitlagBaseOnHit increased: (0 → 9)
Light Up – Late
** HitlagBaseOnBlock increased: (0 → 9)
 
** BlockDamage increased: (1 → 8)
BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (15 → 17)
 
HitStunMinimum increased: (1 → 18)
* Light Up Weak
   
** HitlagBaseOnHit increased: (0 → 2)
 
** HitlagBaseOnBlock increased: (0 → 2)
Light Up
 
 
BaseKnockback decreased: (14 → 12)
* Special Forward 2
KnockbackGain increased: (12 → 15)
** BlockPush decreased: (1 → 0)
HitStunMinimum increased: (1 → 18)
** BlockStun decreased: (6 → 0)
   
 
 
Special Up – Clean
* Special Forward 3
 
** BlockPush decreased: (1 → 0)
KnockbackGain increased: (17,5 → 23)
** BlockStun decreased: (6 → 0)
BlockDamage decreased: (12 → 11)
 
 
 
* Special Forward 4
----
** BlockPush decreased: (1 → 0)
 
** BlockStun decreased: (6 → 0)
== November 17, 2023 | 1.2 ==
https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/
 
 
* Special Forward 5
<big>'''GENERAL'''</big>
** BlockPush decreased: (1 → 0)
* General improvements on loading times for Switch
** BlockStun decreased: (6 → 0)
* Switch – Performance improvements
* Tweaks on ultimates against mobs in campaign mode.
 
* Training Mode Triple Platform collisions tweaks
* Special Forward 6
* Characters can no longer slip off platforms without getting hit.
** BaseKnockback decreased: (18 → 17)
* SDI value now resets on multihits.
** BlockPush decreased: (1 → 0)
* Edge roll cancel on frame 5 was removed entirely
** BlockStun decreased: (6 → 0)
* 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.
* Special Forward
* Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
** BlockPush decreased: (1 → 0)
* You can now pummel characters with the grab button.
** BlockStun decreased: (6 → 0)
 
* Special Neutral – Rocket
** CannotRebound toggle enabled
 
* Dash Grab
** Dash grab total duration from 60 → 50
** +2 Active frames
 
<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
 
* 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
 
<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
 
 
* 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.
 
<big>'''LUCY LOUD'''</big>
* 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°)
 
<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)
 
* 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.
 
<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
 
 
* 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°)
 
<big>'''JENNY'''</big>
* 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)
 
<big>'''NIGEL'''</big>
* 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)
 
<big>'''EL TIGRE'''</big>
* 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
 
 
<big>'''GRANDMA GERTIE'''</big>
* 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
 
<big>'''INVADER ZIM'''</big>
* 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.
 
<big>'''REPTAR'''</big>
* 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
 
<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)
 
 
----
 
 
<big>'''Undocumented Changes'''</big>
* Placeholder
 
 
----
 
 
== 1.2 | November 17, 2023 ==
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.
* 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.
* You can now map the movement buttons for keyboard players.
Line 4,590: 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