Nickelodeon All-Star Brawl/Patch Notes

From SuperCombo Wiki

March 4, 2023 - v1.5.3 live on Steam, Epic Games Store, Xbox, PlayStation, and Switch

https://store.steampowered.com/news/app/1414850/view/3689048990884164219

  • General bug fixes

February 28, 2023 - v1.5.2 live on Steam, Epic Games Store, Xbox, PlayStation, and Switch (Epic Games Store release)

https://store.steampowered.com/news/app/1414850/view/3638382860947422503

  • Added support for Epic version invites

November 11, 2022 - v1.5.1 live on Steam, Xbox, PlayStation, and Switch

https://store.steampowered.com/news/app/1414850/view/6080450349271262481

  • General bug fixes

October 7, 2022 - v1.5.0 live on Steam, Xbox, PlayStation, and Switch (Rocko release)

https://store.steampowered.com/news/app/1414850/view/3316362713272962711

General

  • Rocko joins the battle as a DLC character!

Balance

  • Universal
    • Crowdpush speed reverted
    • Royal Woods Cemetery
    • Blastzones and camera zoom now the same as competitive stages
    • Added to competitive stage rotation
    • Sewers Slam
    • Added to competitive stage rotation
    • Harmonic Convergence
    • Removed from competitive stage rotation
  • Characters balancing (More details in this link)
    • Sandy
    • Korra
    • Leonardo
    • Michelangelo
    • April O’Neil
    • Shredder
    • Ren & Stimpy
    • Powdered Toast Man
    • Nigel Thornberry
    • Danny Phantom
    • Reptar
    • Helga
    • Zim
    • CatDog
    • Oblina
    • Jenny

September 8, 2022 - v1.4.1 live on Steam, Xbox, PlayStation, and Switch

https://store.steampowered.com/news/app/1414850/view/3284835069618093520

  • General Bug Fixes

August 5, 2022 - v1.4.0 live on Steam, Xbox, PlayStation, and Switch (Hugh Neutron release)

https://store.steampowered.com/news/app/1414850/view/3364770792554847694

General

  • Hugh Neutron joins the battle as a DLC character!

Balance

  • Universal
    • Reworked interaction calculations to ensure consistent outcomes
    • RPS
    • Neither player suffers any hitlag whatsoever
    • Base stun frames increased from 30 to 60
    • Percentage penalty multiplier decreased from 0.5 to 0.3
    • Warning color overlay to indicate stun ending now appears later (20f → 30f)
    • Losing RPS no longer causes the character to slowly fall, they'll just be dazed in whatever location they interacted in
    • Spinout no longer forces a character to leave the ground
    • Stunturn will actively turn the player horizontally similar to how spinout turns the character vertically
    • Now considered an “OnHit” interaction
    • Inactive hitboxes changed from single capsule to mirroring hurtbox values
    • Inactive hitboxes persist throughout the active hitbox states, disappear when the active attack fully ends
    • Fixed bug causing momentum to be retained even after losing a stock
    • Initiating an air-taunt while holding another player will cause that held character’s grab-escape state to be fully actionable
    • Picking up an item with light attack no longer requires the user to also hold down
    • Halved the speed at which a character can be pushed
    • Destroying/Reflecting a projectile will now cause the attacker & projectile to incur whatever base hitlag the projectile would’ve caused on-hit
  • Characters balancing (More details in comment section)
    • Spongebob
    • Patrick
    • Sandy
    • Aang
    • Toph
    • Korra
    • Leonardo
    • Michelangelo
    • April O’Neil
    • Shredder
    • Lincoln Loud
    • Lucy Loud
    • Ren & Stimpy
    • Powdered Toast Man
    • Nigel Thornberry
    • Danny Phantom
    • Reptar
    • Helga
    • Zim
    • CatDog
    • Oblina
    • Garfield

June 6, 2022 - v1.3.1 live on Steam, Xbox, PlayStation, and Switch (Items and Voice Acting release)

https://steamcommunity.com/ogg/1414850/announcements/detail/3333239887491663355

General

  • You asked and we delivered! Brawler voiceovers are here! |Enjoy the quips and grunts of your favorite brawlers as you play!
  • Get ready for chaos as ITEMS crash into Nickelodeon All-Star Brawl!. Turn the tide of the battle as you grab, hit and throw all new items that appear around the stage!

Balance

  • Universal
    • Default stock count increased from 3 to 4
    • Airdashing now has a 2 frame warmup before a character starts traveling. This warmup is skipped when making contact with the ground
    • Player indicators will be hidden if a character is performing an action that makes them invisible
    • Attacking a blocking opponent no longer incurs self-hitlag


  • Stages
    • Universal
    • Made all damaging hitboxes transient
    • Harmonic Convergence
    • Upper section of the stage is now perfectly flat
    • Rooftop Rumble
    • Removed corner slants
    • Irken Armada Invasion
    • Lowered ceiling by 3 units
    • Tremorton Joyride
    • Made it easier to scale up the underside of the stage without colliding with a ceiling
    • Overhauled the collision system of the moving platform, removing several bugs associated with the old implementation


  • Sandy
    • Light Mid 1
      • Changed so the second hit is now manually activated, the first hit can now be used in isolation
      • Single-hit frame length decreased (20f → 17f)
      • Damage increased (3 → 4)
      • Launch angle increased (15° → 36°)
      • Knockback increased (10 → 25)
      • Stun decreased (30 → 18)
      • Blockstun decreased (10 → 7)
      • Blockpush decreased (1 → 0.5)
      • Blocklag decreased (3 → 2)
      • Hitlag decreased (5 → 4)
      • Self-hitlag decreased (5 → 4)
    • Light Mid 2
      • Damage increased (4 → 5)
      • Launch angle increased (15° → 27°)
      • Knockback decreased (80 → 50)
      • Knockback gain decreased (112.5 → 95)
      • Stun decreased (30 → 29)
      • Stungain increased (0 → 11)
    • Special Mid
      • Fixed bug where lasso followups couldn't be buffered
      • Once per airtime, a lasso hooking in the air will give Sandy a small vertical hop for easier followups


  • Shredder
    • Aerial Light Mid 1
      • DI angle increased (0° → 16°)
      • Launch angle changed (372° → 371°) Translation: Now matches initial hit properties of other multi-hit attacks


  • Danny Phantom
    • Getup attack
      • Hitboxes rearranged to appear on Danny’s feet
      • Animation timing readjusted to ensure larger coverage of leg sweep


  • Lucy Loud
    • General
      • Vampire mode’s jump height decreased
      • Ghost mode’s jump height increased


  • Nigel Thornberry
    • Aerial Light Mid 1
      • Damage decreased (2 → 1)
      • Knockback increased (5 → 8)
      • Stun decreased (10 → 8)
      • Hitlag decreased (2 → 0)
      • Self-hitlag increased (0 → 2)


  • Garfield
    • Aerial Light Down 1
      • DI angle increased (0° → 16°)


  • Jenny
    • Aerial Light Up
      • Umbrella can now be held and retracted with the second stick
      • Aerial Light Down
      • DI angle increased (0° → 16°)

May 13, 2022 - v1.3.0 live on Steam, Xbox, PlayStation, and Switch (Jenny release)

https://store.steampowered.com/news/app/1414850/view/3220648172697693632

March 14, 2022 - v1.2.1 live on Steam, Xbox, and PlayStation

https://store.steampowered.com/news/app/1414850/view/3136199798767972332

  • Other Consoles
    • Switch: March 16th

February 3, 2022 - v1.2.0 live on Steam, Xbox, PlayStation, and Switch (Shredder release)

https://steamcommunity.com/games/1414850/announcements/detail/3129441223328082061

December 13, 2021 - v1.1.1 live on Steam

https://store.steampowered.com/news/app/1414850/view/3145198839004364852

December 9, 2021 - v1.1.0 live on Steam, Xbox, PlayStation, and Switch (Garfield release)

https://steamcommunity.com/games/1414850/announcements/detail/3145198838987204853

December 2, 2021 - v1.0.4 live on Steam, Xbox, and PlayStation

https://steamcommunity.com/games/1414850/announcements/detail/3145198204723292145

  • Other Consoles
    • Switch: December 9th

November 5, 2021 - v1.0.3 live on Steam

https://steamcommunity.com/games/1414850/announcements/detail/3106914980445964016

General

  • Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id.
  • Private lobbies ids are now hidden by default, and can be toggled to become visible.
  • Rearranged character select screen so series with multiple characters will appear on the same row.
  • Balance
    • Universal
      • Hitbox and hurtbox visuals are no longer locked to z-axis
      • Hitbox and hurtbox calculation is now handled on a 2D plane
      • Standardized land lag floor for light aerials at 6 frames
      • Standardized land lag floor for strong aerials at 8 frames
      • Decreased timed-block window (10 frames → 6 frames)
      • Dashing given initial boost regardless of if dash dancing
      • Starting a dash now creates a dust cloud effect
      • The direction an attack should be blocked has been standardized across the cast
    • Patrick
      • Strong Dash
        • Fixed Patrick’s Strong Dash missing hitboxes at the beginning
        • Hitbox start frame (16 → 10)
      • Neutral Special
        • Reduced Patrick’s neutral special start time
        • Hitbox start frame (17 → 12)
        • Increased Patrick’s neutral special hitbox range
        • World offset 2nd X (2.8 → 3.5)
      • Up Special
        • Increased Patrick’s up special hitbox size
        • Local offset 2nd x (-0.6 → -1)
        • Radius (0.85 → 0.9)
        • Reduced Patrick’s up special end lag
        • Fly to Fall frame (50 → 35)
        • Reduced Patrick’s up special startup time
        • Charge to Fly frame (30 → 20)
      • Strong Down Air
        • Patrick’s strong down air grabs the ledge when falling now
        • Reduced Patrick’s strong down air startup time
        • Charge to Fall frame (22 → 17)
      • Strong Up
        • Changed Patrick’s strong up hitbox frame
        • Hitbox start frame (16 → 11)
      • Light Neutral Air
        • Increased Patrick’s light neutral air hitbox duration
        • Hitbox frames duration (2 → 4)
      • Light Dash
        • Reduced Patrick’s light dash attack’s knockback
        • Knockback (120 → 90)
    • Lincoln Loud
      • Light neutral
        • Increase active frames (2 → 4)
        • Increase hitbox radius (0.85 → 0.9)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
        • Light neutral loop
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.75)
      • Light up
        • Increase active frames (2 → 4)
        • Decrease hitbox radius (1 → 0.95)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light down
        • Increase active frames (2 → 4)
        • Decrease hitbox radius (1 → 0.9)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light down loop
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.75)
      • Light neutral air
        • Increase active frames (2 → 4)
        • Increase hitbox radius (0.85 → 0.9)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light up air
        • Increase active frames (2 → 4)
        • Decrease hitbox radius (1 → 0.95)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light down air
        • Increase active frames (2 → 5)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.85)
      • Strong down air
        • Remove 2nd track on sword hilt
        • Add hitbox to sword hilt (radius 1)
        • Adjusted facing angle so swing isn’t as focused on the z-axis
        • Adjusted animation timing so the swing starts and ends in an arc underneath Lincoln
    • Korra
      • Light Mid 1
        • Elbow hitbox Y world offset lowered (0 → 0.5)
        • Shoulder hitbox Y world offset lowered (0 → 1)
      • Light Up 1
        • Elbow hitbox Y world offset lowered (0 → 0.5)
        • Shoulder hitbox Y world offset lowered (0 → 1)
      • Strong Dash
        • Right knee hitbox relocated to left knee
    • Helga
      • Light down air
        • Adjusted animation timing so hitboxes come out when legs are fully outstretched
        • Remove 2nd track hitboxes on hips
    • Reptar
      • Light up air
        • Increase active frames (1 → 3)
      • Light down air
        • Increase active frames (2 → 3)
    • Powdered Toast Man
      • Up Special
        • Allowed control of aerial positioning as soon as the ascent begins
  • Replaced some incorrect keyboard button images in the UI.
  • Keyboard directional keys now can be remapped in the controls sub-menu.


Gameplay updates explained

  • Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial boost at all times, provided speed is low enough to warrant it, while still requiring some degree of initial commitment to reach max speed. Consequently, this makes dashdancing no longer have a designated cap on when a dash attack can start, simply reach maxspeed to do so
  • Hurtboxes didn’t have the level of accuracy to character models that we were satisfied with, so now every single character has hurtboxes that fully encompass their models. Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals to not be locked to the z-axis, players will now have the ability to see with complete certainty where a character is positioned in 3D space
  • There were some inaccuracies in how the landing lag floors were handled across characters, with some having the ability to recover from an aerial far sooner than others under the same minimum landlag conditions. This interaction was not intended, and has been uniformly addressed across the entire cast
  • There were several moves across the cast that didn’t have the block direction reflect the move’s activated direction. This has since been addressed & every move should now be blockable by holding against the direction of initiation.
  • Other Consoles
    • Playstation: November 8th
    • Xbox: November 11th
    • Switch: November 16th

October 18, 2021 - v1.0.2 live on Steam

https://store.steampowered.com/news/app/1414850/view/4822784632078645925

General

  • Fixed characters animating at half frame rate on Rooftop Rumble, Royal Woods Cemetery and Traffic Jam while playing online
  • Fixed Ghost Zone causing CPU players to freeze in place
  • Projectiles that bounce no longer last indefinitely (Ren & Stimpy Log, CatDog Furball, Toph Boulder)
  • Projectiles that bounce no longer disappear when making contact with a wall or ceiling, they will continue bouncing for their spawned duration
  • Increased global DI window (10° → 16°)
  • Updated pixelated images in gallery
  • Fixed certain recovery moves not activating as expected when performed immediately after leaving launch state
  • Implemented dash dancing: turning around out of a run begins an immediate run in the opposite direction
  • Performing a dash dance starts a 15 frame warmup before a dash attack can be input. On the 16th frame and beyond, conditions for dash attacks return to normal
  • Patrick: Fixed command-input not activating super-armor
  • Aang: Removed outermost hitboxes on neutral air
  • Aang: Increased down special x-speed multiplier (1.75→1.85)
  • Toph: Fixed infinite platform bug
  • Korra: Fixed down special having variable landing lag
  • Lucy Loud: Down special vampire base knockback decreased (180→110)
  • Lucy Loud: Down special vampire knockback gain increased (185→265)
  • Michelangelo: Neutral air launch angle changed (320→30)
  • Michelangelo: Neutral air stun decreased (30→24)
  • Michelangelo: Neutral air stun gain increased (0→6)
  • Michelangelo: Fixed up air not hitting airborne opponents
  • Ren & Stimpy: Down special base knockback decreased (200→120)
  • Ren & Stimpy: Down special knockback gain increased (200→250)
  • Powdered Toast Man: Powdered Toast sprinkled to the idle animations (Fresh out of the can)
  • Zim: Fixed dash attack 2nd hit not manifesting, will now appear as expected
  • Zim: Fixed strong mid hitbox misplacement, will now appear as expected
  • Helga: Fixed down special taking damage
  • Danny Phantom: Down special base knockback decreased (180→100)
  • Danny Phantom: Down special knockback gain increased (160→280)
  • Oblina: Fixed aerial down strong hitbox misplacement, will now appear as expected
  • Oblina: Fixed aerial light down hitbox lingering the duration of the move
  • Added missing localized words on the options menu
  • Fixed Traffic Jam Bus not rendering properly on Low setting


Gameplay updates explained

  • Dashdancing was a highly requested feature that almost made it into the initial release, but the tradeoff of dash attacks made it too overbearing & the time constraints put the feature on the backburner. Now that there’s a dedicated cooldown period for dash attacking out of dashdance specifically, the feature is ready to run
  • Projectiles bouncing indefinitely was a consequence of those specific projectiles not having proper despawn functionality period, so fixing that issue consequently makes them not bounce forever. Like Mikey’s down special jump exploit, this is something we’d love to make a feature in the future
  • The DI change will mean that combo trees will have much more variety now, as the opponent being comboed now has more control over where they’re launched after a hit. Because this change has pretty significant ramifications on balance inherently, we've opted to hold off on making many balance adjustments beyond it for this patch
  • The Aang down special buff is emblematic of the design philosophy of not wanting to strictly and explicitly nerf a character. Our aim is to avoid patches where a character receives only nerfs that isn’t tied to some general bugfix
  • The Mikey nair adjustments make the move now function as a nair should, instead of the slow-mo auto-combo fodder it was previously. The hitstun scaling will make the move less egregiously combo potent at lower percents, but still have the potential to confirm into kills at high percents. Adding hitstun scaling to the majority of moves in the game is on our to-do list
  • The knockback changes to Lucy/R&S/Danny make those specific moves no longer kill at ridiculously low percent, but the buffed scaling ensures kill potential at higher percent
  • Other Consoles
    • Playstation: October 21st
    • Xbox: October 24th
    • Switch: November 4th


October 8, 2021 - v1.0.1 live on Steam

  • Fixed Sandy jablock infinite
  • Fixed Mikey infinity jump
  • Removed rich-text functionality from username textboxes
  • Fixed PTM not having a respawn effect
  • Fixed jabreset triggering even when a character isn't in a downed state
  • Fixed tech not activating as intended if landing from launch state (tumble state works as intended)
  • Other Consoles
    • Playstation: October 9th
    • Xbox: October 11th
    • Switch: November 4th

October 5, 2021 - Launch, v1.0.0 PC/Switch/XB/PS

Patch Notes by the developers on the NASB Official Discord

As of October 11, 2021, NASB patch notes are available on the #announcements channel of the NASB discord.

Nick Brawl Navigation

Gameplay
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Character Data
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Modes
Items
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
Aang
April O'Neil
CatDog
Danny Phantom
Garfield
Helga Pataki
Hugh Neutron
Jenny Wakeman
Korra
Leonardo
Lincoln Loud
Lucy Loud
Michelangelo
Nigel Thornberry
Oblina
Patrick Star
Powdered Toast Man
Ren & Stimpy
Reptar
Rocko
Sandy Cheeks
Shredder
SpongeBob SquarePants
Toph Beifong
Zim