---
title: "Nickelodeon All-Star Brawl &#8211; version 1.1.0 patch notes"
url: "https://www.nintendoreporters.com/en/news/nintendo-switch/nickelodeon-all-star-brawl-version-110-patch-notes/"
description: "Nickelodeon All-Star Brawl has got an update to version 1.1.0. A number of minor tweaks have been made, as well as a number of balancing adjustments."
author: "Patrick Dankers"
published at: "2022-03-23 12:24:15"
image: "https://www.nintendoreporters.com/storage/files/nickelodeon-all-star-brawl-version-110-patch-notes.jpeg"
markdown url: "https://www.nintendoreporters.com/en/news/nintendo-switch/nickelodeon-all-star-brawl-version-110-patch-notes.md"
---

Nickelodeon All-Star Brawl - version 1.1.0 patch notes | Nintendo Switch News | NintendoReporters

 [![Nickelodeon All-Star Brawl – version 1.1.0 patch notes](https://www.nintendoreporters.com/storage/files/nickelodeon-all-star-brawl-version-110-patch-notes.jpeg "Nickelodeon All-Star Brawl – version 1.1.0 patch notes")](https://www.nintendoreporters.com/storage/files/nickelodeon-all-star-brawl-version-110-patch-notes.jpeg)Nickelodeon All-Star Brawl has got an update to version 1.1.0. A number of minor tweaks have been made, as well as a number of balancing adjustments.

## [](#version-1-1-0-patch-notes)Version 1.1.0 patch notes

The following are the complete patch notes for the Nickelodeon All-Star Brawl version 1.1.0 update:

**General**

- Added the option to play versus another player in Training Mode when two controllers are connected.
- A new 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.
- A timer 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.
- UI now properly adapts to different screen aspect ratios.
- Minor UI Tweaks

**Balance**

- Universal
    - 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 properly 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
        - AI is 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
    - Fixed the charge vfx visual bug, vfx 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
    - Aerial Down Light
        - Length increased: 24f → 30f
    - Aerial Down Strong
        - Length increased: 40f → 53f
- Korra
    - 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
- Lucy Loud
    - Aerial Down Light
        - Length increased: 22f → 30f
    - Mid Special
        - Length increased: 25f → 29f
        - Damage increased: 1% → 3%
        - Launch angle changed: 20° → 34°
        - Base knockback decreased: 60 → 35
        - Knockback gain increased: 0 → 90
        - Base stun decreased: 40 → 21
        - Stun gain increased: 0 → 13
        - Block direction set to “Mid”
    - Down Special
        - Block direction set to “Down”
- Leonardo
    - Aerial Down Light
        - Length increased: 29f → 39f
    - Aerial Down Strong
        - Length increased: 40f → 55f
- April O’Neil
    - Aerial Down Light
        - Length increased: 24f → 35f
        - Fixed issue where ratings would only build on hitbox’s last active frame
    - Aerial Down Strong
        - Length increased: 42f → 52f
- Shredder
    - Aerial Up Strong
        - Grabbed can no longer escape
    - Mid Special
        - Hitbox activates one frame later
        - X-velocity decreased: 130 → 100
        - Hitting a shielding/invincible opponent will halt Shredder’s movement
        - Block push decreased: 3 → 0.5
- Ren &amp; Stimpy
    - Aerial Down Light
        - Length increased: 24f → 36f
- Powdered Toast Man
    - Up Strong
        - Base knockback decreased: 170 → 100
    - Aerial Down Light
        - Length increased: 20f → 31f
    - Aerial Up Strong
        - Base knockback decreased: 270 → 115
    - Aerial Down Strong
        - Length increased: 45f → 51f
- Zim
    - Aerial Down Light
        - Length increased: 22f → 30f
    - Aerial Down Strong
        - Length increased: 40f → 48f
    - Gir
        - Can no longer be grabbed during very beginning of explosion animation
- CatDog
    - Aerial Down Light
        - Length increased: 30f → 34f
- Reptar
    - Aerial Down Light
        - Length increased: 24f → 33f
    - Down Special (air)
        - Launch angle changed: 300° → 322°
- Nigel Thornberry
    - Aerial Down Light
        - Length increased: 22f → 28f
        - Launch angle changed: 290° → 318°
- Helga
    - Aerial Down Light
        - Length increased: 22f → 31f
    - Aerial Down Strong
        - Length increased: 45f → 49f
- Danny Phantom
    - Aerial Down Light
        - Length increased: 18f → 30f
- Oblina
    - Aerial Down Light
        - Length increased: 22f → 32f
    - Aerial Down Strong
        - Length increased: 45f → 51f
- Garfield
    - Light Down
        - Hits aerial opponents now… Again
    - Aerial Down Strong
        - Length decreased: 55f → 50f

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