Nickelodeon All-Star Brawl Update 1.000.008 for Feb. 3 Introduces The Shredder

Nickelodeon All-Star Brawl Update 1.000.008

Now rolling out onto platforms, developer Ludosity has released the Nickelodeon All-Star Brawl update 1.000.008 patch for today, which introduces Ninja Turtle’s long time series antagonist, the Shredder. The patch is out for both last-gen and next-gen platforms, and includes a host of other gameplay-related changes, which are listed below.

Nickelodeon All-Star Brawl Update 1.000.008 Patch Notes

General

  • Shredder joins the battle!
  • New stage available, Double Dare!
  • Added a message that notifies players of when one of their replays is no longer compatible with the current version of the game
  • Loading optimizations were applied for the menus on all platforms, menus should load faster. The results vary per platform.
  • Fixed issue that made incorrect thumbnail image show in arcade mode for the Sweet Dreams stage
  • Fixed issue that made rewards not show at the end of Arcade mode when playing with Garfield
  • Fixed issue that made the incorrect button prompt appear in the results screen for the save replay functionality
  • Changed Garfield’s dialogue box to be a thought bubble in the arcade mode
  • Fixed issue that made the screen flicker sometimes during the matchmaking when opponents changed their skins or characters
  • Fixed issue that made the incorrect goal-post assets show in the Sweet Dreams Stage in Sports Mode
  • Fixed an issue that made the game get stuck on a “joining game” screen after entering a private lobby password
  • We’ve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. We’re happy to announce that we’ve implemented a controller profile system that will allow players to assign their specific control mappings to their own specific profile so they won’t get mixed up anymore
  • Fixed an issue that made the character select screen appear more than once occasionally in online modes .
  • There have been updates to the blocking system. Now horizontal attacks can only be blocked if you’re holding a horizontal direction while blocking (diagonals are considered vertical direction)

Balance

Universal

  • Di angle reverted (14° 16°)
  • Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving
  • Getup roll time decreased (29f27f)
  • Getup inplace time decreased (27f24f)
  • Getup inplace invulnerability decreased (21f19f)
  • Tech roll time decreased (34f319)
  • Tech roll invulnerability decreased (26f25f)
  • Tech inplace time decreased (24f22f)
  • Tech inplace invulnerability decreased (18f17f)
  • Ledge invulnerability increased (60f70f)
  • Crashland time decreased (30f26f)
  • Holding diagonal for a block is now mutually exclusive for down/up, will not block mid attacks
  • Holding diagonal with the horizontal AWAY from an oncoming attack will no longer produce a down/up block
  • Z-drops no longer affected by DI
  • All characters now properly slowfall once per airtime with their aerial strong attacks, subsequent airstrongs fall at normal speed
  • RPS pre-attack hitboxes now attack in the correct” direction
  • RPS pre-attack hitboxes now encompass the entire character
  • Fixed bug where certain characters couldn’t turnaround jump out of a jump cancelable attack while in hitstop
  • Fixed bug where a grounded jump could quickly lead into an aerial grounded jump if the input was pressed again within 4 frames
  • Fixed bug where block on-hit was actionable 1-frame later

Spongebob

  • Aerial Mid Light •
    • Stun gain decreased ( 9 7 )
  • Aerial Up Light
    • Knockback gain increased (105 → 115)
    • Stun gain decreased (1611) Down Special .
    • Using the grounded version no longer takes away an aerial charge

Sandy

  • Down Special .
    • Cancelable actions now possible with second stick

Aang

  • Aerial Mid Light
    • Damage decreased ( 9 7 )
    • Knockback increased (3050)
    • Knockback Gain increased (75 105)
    • Stun decreased (3022)
    • Stun gain increased ( 0 6 )
  • Down Special
    • Can no longer infinitely jump during the turnaround animation

Toph

  • Mid Special
    • Input setup altered: now releasing special immediately throws the projectile, while pressing block cancels the charge; this new system allows an uncharged projectile to be immediately thrown in a manner similar to the rest of the cast
    • Now has a cooldown system like other projectile attacks
    • Color overlays now flash to indicate when a new charge level is met yellow for mid-charge and orange for full-charge
    • Charge time for mid-level projectile decreased (40f35f)
    • Charge time for max-level projectile increased (55f70f)
    • Projectile time before self-destruction reduced (553 )
    • Mid-charge projectile speeds lowered (20, 30, 4014, 24, 34)
    • Mid-charge projectile now bounces . If a mid-charge projectile is z-dropped, it will persist 4 times longer than usual (3s 12s)
    • Max-charge projectile speeds lowered (14, 24, 34 → 12, 20, 28)
    • A max-charge projectile can no longer be rebounded, destroyed, grabbed, or beaten out by any traditional means; good luck!
  • Up Special
    • Ascent begins faster (26f24f)
    • Throws projectile faster (33f24f)
    • Startup now decays horizontal speed gradually, instead of all at once
    • Projectile inherits Toph’s horizontal speed when initiated
    • Can grab edge sooner (50f + 38f)
    • Transitions to fallstate sooner (60f47f)
  • Down Special
    • Platform duration halved (105 )

Lucy Loud

  • General
    • Now uses correct speed modifiers when carrying an opponent
    • Fixed issue where effects showing off which form Lucy was in would disappear under specific circumstances
  • Aerial Down Strong
    • No longer can cancel preemptively after respawning

April O’Neil

  • Up Special
    • Can no longer be used to stall when out of fuel
  • Down Special
    • No longer gains ratings from hitting blocking/invulnerable opponents

Ren & Stimpy

  • Aerial Mid Throw
    • Fixed animation cycling through >2000 more frames that it should’ve

Powdered Toast Man

  • Up Light
    • Attack button can now be held to salute your enemies after KO’ing them
  • Up Strong
    • Hitbox repositioned to properly cover PTM’s head
  • Aerial Mid Light
    • Hitbox repositioned to properly cover PTM’s body
  • Aerial Up Light
    • Attack button can now be held to salute your enemies after KO’ing them

Zim

  • Up Special
    • Fixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed again
  • Gir
    • Fixed issue that made Gir get stuck on some walls instead of bouncing off
    • Fixed issue that made Gir get stuck with other Girs ingame

Danny Phantom

  • Aerial Down Strong
    • Pre-attack landing lag minimum fixed to standard amount (5f8f)

Oblina

  • Mid Special
    • Before hitting the ground, goop acts like any other projectile
    • After hitting the ground, goop can only be destroyed by strong attack from whoever doesn’t own the projectile
    • No longer land-cancelable

Switch

  • Fixed issue that made right Joycon not work properly as a standalone controller
  • Fixed issue that made the controls mapping get reset if the controller got disconnected mid-match

Gameplay updates explained

With the strong prevalence and potential reward of reaction tech chasing (rtc) in the current meta, some major buffs were deemed necessary for the defensive options; while it should remain a disadvantage, it shouldn’t be to the extent that follow-ups are almost guaranteed with minimal effort. The hope is these changes to both the wait before a movement takes place & a decrease in the time it takes for an action will be enough to balance the scales

Source: NickBrawlGames Twitter

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