Nickelodeon All-Star Brawl Update 1.10 Adds New Features & Fighter Changes This March 14

Nickelodeon All-Star Brawl Update 1.10

Ludosity has released the Nickelodeon All-Star Brawl update 1.10 that brings a few new features, and balance changes to the fighters! Those who want to duke it out with another player in Training Mode, you can now do so! Read on for the full Nickelodeon All-Star Brawl March 14 patch notes.

Nickelodeon All-Star Brawl Update 1.10 Patch Notes | Nickelodeon All-Star Brawl March 11 Patch Notes:

General

  • + Added the option to play versus another player in Training Mode when two controllers
    are connected.
  • + Anew option was added to have CPU vs CPU in local matches
  • + For those who are speed running Arcade Mode, we added a timer to the HUD in Arcade
    Mode. Also loading times are no longer included in the final time
  • + Character Selection no longer resets when entering the Rules menu.
  • + Atimer was added to the Online Modes for the character and stage selection, when the
    timer runs out, a random character and stage are selected starting the battle after it.
  • + Stage collisions have been improved to prevent phasing,
  • + Ul now properly adapts to different screen aspect ratios,
  • + Minor UI Tweaks

Balance
+ Universal
o General

  • Grounded normals now clang with grounded normals, always
  • Grounded normals now rebound against grounded strongs, always
  • Grounded strongs now beat out grounded normals, always
    Aerial normals now never collide with other hitboxes, excluding projectiles
    Aerial strongs now never collide with other hitboxes, excluding projectiles and RPS win/loss interactions
  • RPS loss length increased to 30 plus half your current percent for duration (frames)
  • RPS loss takes hitstun from winning strong attack
  • RPS loss takes damage from winning strong attack
  • Initiating a dashdance now puts the character into a brief turnaround stance for a frame and keeps the character in place for slightly longer before initiating the next dash
  • Initiating a dash from a state that isn’t explicitly set up as tweenable (ie: dashdancing) will activate a fallback where the move tweens from the start of a character’s idle animation; this drastically reduces the janky/snappy visual effect dashdancing can have
  • Color overlays for standard and good blocks altered to be more opaque
  • Fixed bug where a move sending down and slightly to the left wouldn’t DI property if holding horizontal-left
  • Fixed bug where color overlays while blocking persisted a few extra frames than the endlag represented

© Sports Mode
+ Players are now able to hold the ball
+ Alis now able to handle balls around hazards

© Mid Throw Grounded
+ base kb: 50 — 40
+ kb growth: 120 — 100
+ base stun: 32 — 11
+ stun growth: 10 + 28

© Mid Throw Aerial
+ base kb: 85 — 45
+ base stun: 28 — 10
+ stun growth: 5 — 22

SpongeBob

General
«Certain actions now use proper textures when mirrored
Aerial Down Light
+ Length increased: 24f — 31f
Aerial Down Strong
+ Length increased: 44f — 49f

Patrick
Aerial Down Light
+ Length increased: 23f — 33f
+ Base stun increased: 13 — 18

Shredder
2 Fixed the charge yfx visual bug, vix now will disappear after dying with the status effect active.

Sandy
Aerial Down Light
+ Length increased: 24f — 32f
Aerial Down Strong
+ Length increased: 40f — 48f

Aang
2 Aerial Down Light
+ Length increased: 24f — 30f
Aerial Down Strong
+ Length increased: 40f — 53f

Korra
2 Aerial Down Light
+ Length increased: 26f — 32f
Aerial Down Strong
+ Length increased: 38f — 50f

Lincoln Loud
Aerial Down Light
+ Length increased: 20f — 31f
Aerial Down Strong
+ Length increased: 38f — 51f

That’s about it. Read on here for the rest of the patches released so far.

Source: Nickelodeon All-Star Brawl (Twitter)

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