Nickelodeon All-Star Brawl Update 1.15 Out for Balance Updates This Aug 5

Nickelodeon All-Star Brawl Update 1.15

Ludosity has released Nickelodeon All-Star Brawl update 1.15 for all platforms today for bug fixes and gameplay balancing. The update also supports the new DLC character of Hugh Neutron into the game too. Check out the Nickelodeon All-Star Brawl August 5 patch notes below.

Nickelodeon All-Star Brawl Update 1.15 Patch Notes | Nickelodeon All-Star Brawl Update 1.000.013 Patch Notes | Nickelodeon All-Star Brawl August 5 Patch Notes:

Universal

  • Hugh Neutron joins the battle as a DLC character!
  • 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

Spongebob

  • Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)

Patrick

  • Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun increased (20f → 24f)
    • Blockpush increased (3 → 3.8)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockpush increased (3 → 3.2)
  • Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun increased (20f → 21f)
    • Blockpush decreased (3 → 2.2)
    • Blocklag increased (10f → 12f)
    • Hitlag increased (12f → 14f)
    • Hitlag-self increased (12f → 14f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 19f)
    • Blockpush decreased (3 → 2.8)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockpush increased (3 → 3.2)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun increased (20f → 26f)
    • Blockpush increased (3 → 4.1)
    • Blocklag increased (10f → 16f)
    • Hitlag increased (12f → 18f)
    • Hitlag-self increased (12f → 18f)

Sandy

  • Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • First hit leg hitbox separated into hip & foot hitboxes for interpolation
    • First hit foot hitbox size increased (0.9 → 1.05)
    • First hit hitlag increased (12 → 24)
    • First hit damage reduced (17 → 8)
    • Second hit arm hitbox separated into shoulder & hand hitboxes for interpolation
    • Second hit hand hitbox size increased (0.9 → 1.1)
    • Second hit damage decreased (17 → 14)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • First and second hit hitlag increased (12 → 18)
    • First and second hit self-hitlag decreased (12 → 8)
    • First and second hit damage decreased (16 → 5)
    • Third hit damage decreased (16 → 13)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
    • Arm hitbox separated into hand & shoulder hitboxes for interpolation
    • Hand hitbox size increased (1 → 1.1)
    • Shoulder hitbox size decreased (1 → 0.85)
    • Leg hitbox now just a hip hitbox
    • Hip hitbox size decreased (1 → 0.8)
    • Animation retimed so the move covers less behind but more down and in front
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (5f → 10f)
    • Blockstun decreased (20f → 18f)

Aang

  • Mid Light
    • Angle changed (20° → 26°)
    • Base knockback increased (20 → 25)
    • Knockback gain decreased (82.5 → 75)
    • Base stun increased (20 → 27)
    • Stun gain increased (0 → 9)
  • Up Light
    • Angle changed (70° → 72°)
    • Base knockback increased (40 → 70)
    • Knockback gain increased (75 → 85)
    • Base stun increased (20 → 25)
    • Stun gain increased (0 → 14)
  • Dash Light
    • Angle changed (5° → 14°)
    • Base knockback decreased (130° → 100°)
    • Base stun decreased (40 → 27)
    • Stun gain increased (0 → 6)
  • Aerial Mid Light
    • Angle changed (40° → 56°)
    • Base knockback decreased (50 → 40)
    • Knockback gain decreased (105 → 70)
  • Aerial Up Light
    • Angle changed (70° → 75°)
    • Base stun increased (20 →  24)
    • Stun gain increased (0 → 8)
  • Aerial Down Light
    • Angle changed (290° → 296°)
    • Grounded base stun increased (20 → 24)
    • Grounded stun gain increased (0 → 19)
    • Aerial base stun increased (20 → 23)
    • Aerial stun gain increased (0 → 3)
  • Mid Strong
    • Inactive hitbox appears later (5f → 6f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (30° → 22°)
    • Base stun decreased (30 → 23)
    • Stun gain increased (0 → 19)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 55°)
    • Base stun decreased (30 → 23)
    • Stun gain increased (0 → 27)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (280° → 286°)
    • Base knockback increased (70 → 110)
    • Base stun increased (30 → 36)
    • Stun gain increased (0 → 11)
  • Dash Strong
    • Angle changed (15° → 22°)
    • Base knockback increased (90 → 135)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 16) 
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (20° → 25°)
    • Base knockback decreased (70 → 60)
    • Knockback gain increased (230 → 235)
    • Base stun decreased (30 → 28)
    • Stun gain increased (0 → 17)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 74°)
    • Base stun decreased (30 → 26)
    • Stun gain increased (0 → 18)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (270 → 284)
    • Base knockback increased (70 → 130)
    • Knockback gain decreased (230 → 200)
    • Base stun decreased (30 → 19)
    • Stun gain increased (0 → 11)
  • Down Special
    • Angle changed (270° → autolink (30°-150°))
    • Base knockback increased (3 → 50)
    • Knockback gain increased (0 → 20)
    • Stun gain increased (0 → 5)
  • Getup Attack
    • Angle changed (30° → 40°)
    • Base knockback increased (30 → 35)
    • Knockback gain increased (20 → 25)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 6)
  • Edge Attack
    • Angle changed (45° → 32°)
    • Base knockback increased (60 → 70)
    • Knockback gain decreased (25 → 20)
    • Base stun decreased (30 → 23)
    • Stun gain increased (0 → 9)

Toph

  • Mid Light
    • Angle changed (15° → 28°)
    • Base knockback increased (40 → 50)
    • Knockback gain decreased (127.5 → 80)
    • Base stun increased (20 → 25)
    • Stun gain increased (0 → 11)
  • Up Light
    • Angle changed (70° → 85°)
    • Knockback gain decreased (120 → 80)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 16)
  • Down Light
    • Angle changed (45° → 38°)
    • Base knockback decreased (120 → 80)
    • Knockback gain increased (97.5 → 115)
    • Stun gain increased (0 → 9)
    • Fixed issue where it wasn’t using the newer, reduced endlag
  • Dash Light
    • Angle changed (5° → 9°)
    • Base knockback increased (100 → 120)
    • Base stun decreased (40 → 28)
    • Stun gain increased (0 → 7)
  • Aerial Mid Light
    • Base knockback increased (30 → 50)
    • Knockback gain increased (50 → 55)
    • Base stun increased (20 → 24)
    • Stun gain increased (0 → 7)
  • Aerial Up Light
    • Angle changed (70 → 82)
    • Base stun increased (20 → 24)
    • Stun gain increased (0 → 8)
  • Aerial Down Light
    • Angle changed (290° → 280°)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 19)
    • Aerial knockback gain increased (22.5 → 25)
    • Aerial base stun decreased (30 → 21)
    • Aerial stun gain increased (0 → 5)
  • Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
    • Body base stun decreased (30 → 25)
    • Body stun gain increased (0 → 21)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (0 → 14)
    • Body stun gain increased (0 → 14)
  • Down Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Dash Strong
    • Base knockback increased (70 → 110)
    • Base stun increased (30 → 31)
    • Stun gain increased (0 → 7)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (90 → 100)
    • Knockback gain increased (120 → 125)
    • Base stun increased (30 → 28)
    • Stun gain increased (0 → 9)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 66°)
    • Base knockback increased (100 → 110)
    • Knockback gain decreased (120 → 90)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 9)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (270° → 305°)
    • Base stun decreased (30 → 20)
    • Stun gain increased (0 → 14)
  • Down Special
    • Damage increased (10 → 22)
    • Angle changed (290° → 284)
    • Base stun decreased (30 → 14)
    • Stun gain increased (0 → 12)
    • Hitlag decreased (18 → 14)
    • Block push increased (1 → 3.6)
  • Getup Attack
    • Damage increased (6 → 10)
    • Angle changed (30° → 40°)
    • Knockback gain increased (10 → 20)
    • Base stun decreased (30 → 26)
    • Stun gain increased (0 → 5)
  • Edge Attack
    • Damage increased (5 → 11)
    • Angle changed (45° → 55°)
    • Knockback gain increased (10 → 25)
    • Base stun decreased (30 → 28)
    • Stun gain increased (0 → 10)

Korra 

  • Attribute
    • Fixed issue where light attacks wouldn’t pick up items
    • Previous on-hit cancel system was replaced with a new cancel system unique to Korra, where an attack portion ending means the move can be immediately canceled along a predetermined chain. The following applies both on the ground and in the air:
      • Light mids can cancel into light up & light down
      • Lights can cancel into strongs or specials
      • Strongs can cancel into specials
  • Mid Light
    • Second hit angle changed (20° → 38°)
    • Second hit knockback gain decreased (112.5 → 65)
    • Second hit base stun increased (15 → 25)
    • Second hit stun gain increased (20 → 11)
  • Up Light
    • Second hit angle changed (25° → 72°)
    • Second hit base stun increased (15 → 29)
    • Second hit stun gain increased (0 → 13)
  • Down Light
    • First hit angle changed (10° → 296°)
    • First hit knockback gain increased (0 → 90)
    • First hit base stun increased (20 → 31)
    • First hit stun gain increased (0 → 6)
    • First hit aerial base knockback increased (30 → 110)
    • First hit aerial knockback gain increased (0 → 65)
    • First hit aerial base stun increased (20 → 24)
    • First hit aerial stun gain increased (0 → 9)
    • Second hit angle changed (310° → 48°)
    • Second hit base stun increased (20 → 37)
    • Second hit stun gain increased (0 → 7)
  • Dash Light
    • Angle changed (5° → 14°)
    • Base knockback decreased (130 → 88)
    • Base stun decreased (40 → 30)
    • Stun gain increased (0 → 6)
  • Aerial Mid Light
    • Damage decreased (9 → 7)
    • Base stun increased (20 → 23)
    • Stun gain increased (0 → 8)
  • Aerial Up Light
    • Stun gain increased (0 → 9)
    • New hitbox property added to final active frame on foot hitbox, which sends the opponent behind and away
  • Aerial Down Light
    • Angle changed (290° → 304°)
    • Knockback gain decreased (112.5 → 95)
    • Base stun decreased (30 → 23)
    • Stun gain increased (23 → 14)
    • The aerial version of the move now actually works & isn’t immediately overwritten by the grounded version no matter what. Oops
  • Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 29)
    • Stun gain increased (0 → 24)
    • Charged blockstun increased (20f → 22f)
    • Charged stun gain increased (0 → 27)
  • Up Strong
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 33)
    • Stun gain increased (0 → 11)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun increased (30 → 35)
    • Charged stun gain increased (0 → 19)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 35)
    • Stun gain increased (0 → 13)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun increased (30 → 41)
    • Charged stun gain increased (0 → 15)
  • Dash Strong
    • Angle changed (10° → 18°)
    • Stun gain increased (0 → 16)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 25)
    • Stun gain increased (0 → 21)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun increased (30 → 31)
    • Charged stun gain increased (0 → 24)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 27)
    • Stun gain increased (0 → 11)
    • Charged blockstun increased (20f → 22f)
    • Charged stun gain increased (0 → 14)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 19f)
    • Base stun frames decreased (45 → 12)
    • Stun gain frames increased (0 → 11)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun decreased (30 → 13)
    • Charged stun gain increased (0 → 12)
  • Mid Special
    • Stun gain increased (0 → 16)
  • Up Special
    • Can now turn around just before ascent
    • Initial, more powerful hitbox lingers longer (1 frame → 4 frames)
    • Height gained from recovery now dependant on how long the move has been charging overall
    • Hitbox active frames extended by 5
    • Consequently, the first available ledge-grab is delayed by 5 frames
    • Y-Velocity no longer clamped as harshly when the attack ends, now falls at a much more reasonable speed
    • Ledge-grab box is raised at peak of recovery height
    • Hand hitbox size increased (0.7 → 1.1)
    • Elbow hitbox size increased (0.7 → 0.95)
    • Strong-hit stun gain increased (0 → 15)
    • Max strong-hit stun gain increased (0 → 21)
    • Rising base stun decreased (35 → 26)
    • Rising stun gain increased (0 → 11)
    • Max rising base stun decreased (30 → 28)
    • Max rising stun gain increased (0 → 19)
  • Down Special
    • Using the aerial version to completion will refresh an expired midair jump
    • Aerial foot hitbox size increased (0.9 → 1.15)
    • Aerial knee hitbox size increased (0.9 → 1)
    • Aerial hitbox now reversible
    • Aerial base knockback increased (10 → 55)
    • Aerial knockback gain increased (0 → 90)
    • Aerial base stun decreased (50 → 29)
    • Aerial stun gain increased (0 → 14)
    • Grounded base stun decreased (35 → 22)
    • Grounded stun gain increased (0 → 12)
  • Getup Attack
    • Angle changed (30° → 34°)
    • Base stun decreased (30 → 24)
    • Stun gain increased (0 → 8)
  • Edge Attack
    • Angle changed (45° → 57°)
    • Base knockback increased (60 → 65)
    • Knockback gain increased (20 → 30)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 7)

Leonardo

  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)

Michelangelo

  • Mid Strong
    • Inactive hitbox appears later (6f → 14f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun decreased (20f → 18f)

April O’Neil

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • First hit blockstun decreased (20f/15f/14f → 18f/13f/12f)
  • Dash Strong
    • Launch angle changed (10° → 20°)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f/15f/14f → 18f/13f/12f)
  • Up Special
    • This attack being canceled for any reason will incur a penalty of 10 fuel
    • Landing at any point during the up special (initialize, fly, depletion) will cause 20 frames of landing lag

Shredder

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (7f → 4f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Blockstun decreased (20f → 18f)

Lincoln Loud

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)

Lucy Loud

  • Mid Light
    • Base knockback decreased (30 → 25)
    • Knockback gain increased (112.5 → 115)
    • Base stun increased (20 → 23)
    • Stun gain increased (0 → 8)
    • Vampire base knockback decreased (30 → 20)
    • Vampire knockback gain decreased (112.5 → 105)
    • Vampire base stun decreased (20 → 19)
    • Vampire stun gain increased (0 → 10)
    • Ghost base stun increased (20 → 32)
    • Ghost stun gain increased (0 → 8)
  • Up Light
    • Knockback gain decreased (97.5 → 92)
    • Base stun decreased (30 → 26)
    • Stun gain increased (0 → 12)
    • Vampire base knockback decreased (60 → 55)
    • Vampire knockback gain decreased (92.5 → 86)
    • Vampire base stun decreased (30 → 24)
    • Vampire stun gain increased (0 → 13)
    • Ghost base stun increased (30 → 31)
    • Ghost stun gain increased (0 → 10)
  • Down Light
    • Base knockback increased (40 → 55)
    • Knockback gain decreased (105 → 85)
    • Base stun decreased (40 → 35)
    • Stun gain increased (0 → 4)
    • Aerial base knockback decreased (130 → 115)
    • Aerial knockback gain increased (75 → 80)
    • Aerial base stun decreased (40 → 20)
    • Aerial stun gain increased (0 → 9)
    • Vampire base knockback increased (40 → 45)
    • Vampire knockback gain decreased (105 → 75)
    • Vampire base stun decreased (40 → 33)
    • Vampire stun gain increased (0 → 6)
    • Vampire aerial base knockback decreased (130 → 110)
    • Vampire aerial knockback gain decreased (75 → 70)
    • Vampire aerial base stun decreased (40 → 21)
    • Vampire aerial stun gain increased (0 → 11)
    • Ghost base knockback increased (40 → 65)
    • Ghost knockback gain decreased (180 → 165)
    • Ghost base stun decreased (40 → 34)
    • Ghost stun gain increased (0 → 5)
    • Ghost aerial base knockback increased (130 → 135)
    • Ghost aerial knockback gain decreased (135 → 125)
    • Ghost aerial base stun decreased (40 → 19)
    • Ghost aerial stun gain increased (0 → 12)
  • Dash Light
    • Base knockback decreased (120 → 100)
    • Base stun decreased (40 → 26)
    • Stun gain increased (0 → 7)
  • Aerial Mid Light
    • Knockback gain decreased (90 → 60)
    • Base stun increased (20 → 26)
    • Stun gain increased (0 → 5)
    • Vampire base knockback decreased (80 → 60)
    • Vampire knockback gain decreased (90 → 55)
    • Vampire base stun increased (20 → 23)
    • Vampire stun gain increased (0 → 7)
    • Ghost base knockback increased (80 → 95)
    • Ghost knockback gain decreased (150 → 135)
    • Ghost base stun increased (20 → 26)
    • Ghost stun gain increased (0 → 4)
  • Aerial Up Light
    • Base stun increased (20 → 22)
    • Stun gain increased (0 → 11)
    • Vampire base knockback decreased (50 → 45)
    • Vampire knockback gain decreased (105 → 100)
    • Vampire base stun increased (20 → 21)
    • Vampire stun gain increased (0 → 12)
    • Ghost base knockback increased (50 → 60)
    • Ghost knockback gain increased (165 → 170)
    • Ghost base stun increased (20 → 25)
    • Ghost stun gain increased (0 → 13)
  • Aerial Down Light
    • Base knockback decreased (50 → 40)
    • Knockback gain decreased (105 → 80)
    • Base stun decreased (30 → 27)
    • Stun gain decreased (0 → 14)
    • Aerial base knockback decreased (130 → 110)
    • Aerial knockback gain decreased (67.5 → 50)
    • Aerial base stun decreased (30 → 20)
    • Aerial stun gain decreased (0 → 3)
    • Vampire base knockback decreased (50 → 35)
    • Vampire knockback gain decreased (105 → 75)
    • Vampire base stun decreased (30 → 28)
    • Vampire stun gain decreased (0 → 15)
    • Vampire aerial base knockback decreased (130 → 105)
    • Vampire aerial knockback gain decreased (67.5 → 45)
    • Vampire aerial base stun decreased (30 → 19)
    • Vampire aerial stun gain decreased (0 → 3)
    • Ghost base knockback increased (50 → 60)
    • Ghost knockback gain decreased (165 → 135)
    • Ghost base stun decreased (30 → 26)
    • Ghost stun gain decreased (0 → 12)
    • Ghost aerial base knockback decreased (130 → 115)
    • Ghost aerial knockback gain decreased (135 → 85)
    • Ghost aerial base stun decreased (30 → 21)
    • Ghost aerial stun gain decreased (0 → 4)
  • Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (90 → 110)
    • Base stun decreased (30 → 26)
    • Stun gain decreased (0 → 21)
    • Vampire base knockback increased (90 → 100)
    • Vampire knockback gain decreased (210 → 200)
    • Vampire base stun decreased (30 → 27)
    • Vampire stun gain decreased (0 → 22)
    • Ghost base knockback increased (110 → 115)
    • Ghost base stun decreased (30 → 28)
    • Ghost stun gain decreased (0 → 21)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (80 → 110)
    • Knockback gain increased (180 → 195)
    • Base stun decreased (30 → 27)
    • Stun gain decreased (0 → 18)
    • Vampire base stun decreased (30 → 28)
    • Vampire stun gain decreased (0 → 19)
    • Ghost base knockback increased (80 → 115)
    • Ghost knockback gain increased (170 → 195)
    • Ghost base stun decreased (30 → 26)
    • Ghost stun gain decreased (0 → 17)
  • Down Strong
    • Angle changed (60° → 295°)
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (80 → 110)
    • Knockback gain decreased (215 → 40)
    • Base stun decreased (30 → 36)
    • Stun gain decreased (0 → 7)
    • Vampire base knockback increased (80 → 100)
    • Vampire knockback gain decreased (215 → 35)
    • Vampire base stun decreased (30 → 37)
    • Vampire stun gain decreased (0 → 8)
    • Ghost base knockback increased (80 → 115)
    • Ghost knockback gain decreased (280 → 65)
    • Ghost base stun decreased (30 → 35)
    • Ghost stun gain decreased (0 → 11)
  • Dash Strong
    • Angle changed (10° → 26°)
    • Base stun decreased (30 → 27)
    • Stun gain decreased (0 → 17)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
    • Base stun decreased (30 → 24)
    • Stun gain decreased (0 → 18)
    • Vampire base knockback decreased (90 → 85)
    • Vampire knockback gain decreased (210 → 195)
    • Vampire base stun decreased (30 → 25)
    • Vampire stun gain decreased (0 → 19)
    • Ghost base knockback increased (90 → 110)
    • Ghost knockback gain decreased (280 → 245)
    • Ghost base stun decreased (30 → 23)
    • Ghost stun gain decreased (0 → 17)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • Base stun decreased (30 → 26)
    • Stun gain decreased (0 → 13)
    • Vampire base knockback decreased (100 → 75)
    • Vampire knockback gain decreased (180 → 170)
    • Vampire base stun decreased (30 → 27)
    • Vampire stun gain decreased (0 → 14)
    • Ghost base knockback increased (80 → 105)
    • Ghost knockback gain increased (180 → 270)
    • Ghost base stun decreased (30 → 27)
    • Ghost stun gain decreased (0 → 19)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (290° → 288°)
    • Base knockback increased (70 → 110)
    • Base stun decreased (30 → 15)
    • Stun gain decreased (0 → 13)
    • Vampire base knockback increased (70 → 100)
    • Vampire knockback gain decreased (220 → 205)
    • Vampire base stun decreased (30 → 16)
    • Vampire stun gain decreased (0 → 15)
    • Ghost base stun decreased (30 → 14)
    • Ghost stun gain decreased (0 → 12)
  • Down Special
    • Fixed an issue where Lucy would stay invisible indefinitely if the move was prematurely canceled

Ren & Stimpy

  • Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)

Powdered Toast Man

  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Down Special
    • Can now reflect projectiles
    • Holding special keeps the move out indefinitely
    • Hurtboxes for outstretched arm are now intangible

Nigel Thornberry

  • Down Light
    • Fixed issue where aerial characters couldn’t be hit
  • Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (10f → 7f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Blockstun decreased (20f → 18f)

Danny Phantom

  • Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (15f → 16f)
    • Blockstun decreased (20f → 18f)

Reptar

  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun increased (20f → 21f)
    • Blockpush increased (3 → 3.6)
  • Up Strong
    • Inactive hitbox appears later (6f → 14f)
    • Blockstun increased (20f → 23f)
    • Blockpush increased (3 → 3.1)
  • Down Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun increased (20f → 26f)
    • Blockpush decreased (3 → 2.4)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun increased (20f → 21f)
    • Blockpush increased (3 → 3.5)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 16f)
    • Blockstun increased (20f → 24f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun increased (20f → 30f)
    • Blockpush increased (3 → 5.5)
    • Blocklag increased (10 → 16)

Helga

  • Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Up Special
    • Can now cancel into her uppercut 6 frames earlier
    • Ledge-grab can occur 10 frames earlier

Zim

  • Gir
    • Alt costume eye color fixed
  • Mid Light
    • Base stun increased (20 → 22)
    • Stun gain increased (0 → 12)
  • Up Light
    • Knockback decreased (60 → 52)
    • Knockback gain increased (67.5 → 87)
    • Base stun increased (30 → 33)
    • Stun gain increased (0 → 11)
  • Down Light
    • Grounded angle changed (300° → 310°)
    • Grounded knockback gain decreased (67.5 → 60)
    • Grounded base stun decreased (40 → 34)
    • Grounded stun gain increased (0 → 6)
    • Aerial angle changed (300° → 310°)
    • Aerial base knockback decreased (120 → 110)
    • Aerial knockback gain decreased (30 → 20)
    • Aerial base stun decreased (40 → 25)
    • Aerial stun gain increased (0 → 6)
  • Dash Light
    • Damage decreased (8 → 6)
    • Base knockback decreased (120 → 100)
    • Base stun decreased (40 → 27)
    • Stun gain increased (0 → 7)
  • Aerial Mid Light
    • Hitbox size decreased (3 → 2.7)
    • Hitbox active frames decreased (6f → 4f)
    • Knockback gain decreased (60 → 40)
    • Base stun increased (20 → 26)
    • Stun gain increased (0 → 5)
  • Aerial Up Light
    • Angle changed (65° → 52°)
    • Knockback gain increased (67.5 → 80)
    • Base stun increased (20 → 22)
    • Stun gain increased (0 → 10)
  • Aerial Down Light
    • Grounded angle changed (290° → 285°)
    • Grounded knockback gain increased (67.5 → 80)
    • Grounded base stun decreased (30 → 23)
    • Grounded stun gain increased (0 → 14)
    • Aerial angle changed (290° → 285°)
    • Aerial base knockback decreased (120 → 116)
    • Aerial base stun decreased (30 → 23)
    • Aerial stun gain increased (0 → 1)
  • Mid Strong
    • Inactive hitbox appears later (4f → 6f)
    • Blockstun decreased (20f → 18f)
    • Base knockback decreased (90 → 80)
    • Base stun increased (30 → 31)
    • Stun gain increased (0 → 14)
  • Up Strong
    • Inactive hitbox appears later (7f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 80°)
    • Base knockback increased (110 → 114)
    • Knockback gain increased (200 → 228)
    • Base stun decreased (30 → 29)
    • Stun gain increased (0 → 11)
  • Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (300° → 305°)
    • Base knockback increased (80° → 115)
    • Base stun decreased (30 → 29)
    • Stun gain increased (0 → 15)
  • Dash Strong
    • Angle changed (15° → 20°)
    • Base knockback increased (100 → 130)
    • Stun gain increased (0 → 15)
  • Aerial Mid Strong
    • Blockstun decreased (20f → 18f)
    • Base knockback decreased (90 → 75)
    • Knockback gain decreased (210 → 195)
    • Base stun decreased (30 → 28)
    • Stun gain increased (0 → 12)
  • Aerial Up Strong
    • Inactive hitbox appears later (1f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 80°)
    • Base knockback decreased (180 → 96)
    • Knockback gain increased (190 → 246)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 9)
  • Aerial Down Strong
    • Inactive hitbox appears later (1f → 6f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (60 → 100)
    • Base stun decreased (30 → 17)
    • Stun gain increased (0 → 12)
  • Getup Attack
    • Angle changed (30° → 40°)
    • Base knockback decreased (30 → 26)
    • Knockback gain increased (10 → 22)
    • Base stun decreased (30 → 24)
    • Stun gain increased (0 → 6)
  • Edge Attack
    • Base knockback decreased (60 → 55)
    • Knockback gain increased (10 → 18)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 9)

CatDog

  • Attributes
    • Fixed issue where dog couldn’t be swapped to
  • Mid Strong
    • Dog inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Dog inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
    • Now jump-cancelable On-Hit

Oblina

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)

Garfield

  • Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (10f → 8f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)

Jenny

  • Attributes
    • Weight decreased (122 → 112)
  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 20f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 20f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f →13f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (12f → 8f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Up Special
    • Base airtime decreased (60f → 55f)
    • Additional up-specials without landing depletes airtime by 7 frames, down to a minimum of 30 frames

Souece: Nickelodeon All-Star Brawl Twitter

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