Nickelodeon All-Star Brawl – version 1.0.7 update patch notes

Nickelodeon All-Star Brawl – version 1.0.7 update patch notes

A new 1.0.7 update was released with the inclusion of Shredder as a new playable character for Nickelodeon All-Star Brawl. Nintendo Switch owners may download it to get the most up-to-date material, balancing tweaks, and bug fixes.

Nickelodeon All-Star Brawl version 1.0.7 update 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 controllers 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 sometimes 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)

Character Balance / Adjustments

Universal

• DI angle reverted (14 degrees → 16 degrees)

• Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving

• Getup roll time decreased (29f → 27f)

• Getup inplace time decreased (27f → 24f)

• Getup inplace invulnerability decreased (21f → 19f)

• Tech roll time decreased (34f → 31f)

• Tech roll invulnerability decreased (26f → 25f)

• Tech inplace time decreased (24f → 22f)

• Tech inplace invulnerability decreased (18f → 17f)

• Ledge invulnerability increased (60f → 70f)

• Crashland time decreased (30f → 26f)

• 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 with 4 frames

• Fixed bug where blck 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 (16 → 11)

• 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 (30 → 50)

Knockback Gain increased (75 → 105)

Stun decreased (30 → 22)

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 (40f → 35f)

Charge time for max-level projectile increased (55f → 70f)

Projectile time before self-destruction reduced (5s → 3s)

Mid-charge projectile speeds lowered (20, 30, 40 → 14, 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 (26f → 24f)

Throws projectile faster (33f → 24f)

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 (60f → 47f)

• Down Special

Platform duration halved (10s → 5s)

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 (5f → 8f)

Oblina

• Mid Special

Before hitting the ground, goop acts like any other projectile

After hitting the ground, goop can only be destroyed by a strong attack from whoever doesn’t own the projectile

No longer land-cancelable