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
Characters balancing (More details in comment section)
Spongebob
Patrick
Sandy
Aang
Toph
Korra
Leonardo
Michelangelo
April O’Neil
Shredder
Lincoln Loud
Lucy Loud
Ren & Stimpy
Powdered Toast Man
Nigel Thornberry
Danny Phantom
Reptar
Helga
Zim
CatDog
Oblina
Garfield
Update 06-06-2022
General
You asked and we delivered! Brawler voiceovers are here! |Enjoy the quips and grunts of your favorite brawlers as you play!
Get ready for chaos as ITEMS crash into Nickelodeon All-Star Brawl!. Turn the tide of the battle as you grab, hit and throw all new items that appear around the stage!
Balance
Universal
Default stock count increased from 3 to 4
Airdashing now has a 2 frame warmup before a character starts traveling. This warmup is skipped when making contact with the ground
Player indicators will be hidden if a character is performing an action that makes them invisible
Attacking a blocking opponent no longer incurs self-hitlag
Stages
Universal
Made all damaging hitboxes transient
Harmonic Convergence
Upper section of the stage is now perfectly flat
Rooftop Rumble
Removed corner slants
Irken Armada Invasion
Lowered ceiling by 3 units
Tremorton Joyride
Made it easier to scale up the underside of the stage without colliding with a ceiling
Overhauled the collision system of the moving platform, removing several bugs associated with the old implementation
Sandy
Light Mid 1
Changed so the second hit is now manually activated, the first hit can now be used in isolation
Single-hit frame length decreased (20f → 17f)
Damage increased (3 → 4)
Launch angle increased (15° → 36°)
Knockback increased (10 → 25)
Stun decreased (30 → 18)
Blockstun decreased (10 → 7)
Blockpush decreased (1 → 0.5)
Blocklag decreased (3 → 2)
Hitlag decreased (5 → 4)
Self-hitlag decreased (5 → 4)
Light Mid 2
Damage increased (4 → 5)
Launch angle increased (15° → 27°)
Knockback decreased (80 → 50)
Knockback gain decreased (112.5 → 95)
Stun decreased (30 → 29)
Stungain increased (0 → 11)
Special Mid
Fixed bug where lasso followups couldn't be buffered
Once per airtime, a lasso hooking in the air will give Sandy a small vertical hop for easier followups
Shredder
Aerial Light Mid 1
DI angle increased (0° → 16°)
Launch angle changed (372° → 371°) Translation: Now matches initial hit properties of other multi-hit attacks
Danny Phantom
Getup attack
Hitboxes rearranged to appear on Danny’s feet
Animation timing readjusted to ensure larger coverage of leg sweep
Lucy Loud
General
Vampire mode’s jump height decreased
Ghost mode’s jump height increased
Nigel Thornberry
Aerial Light Mid 1
Damage decreased (2 → 1)
Knockback increased (5 → 8)
Stun decreased (10 → 8)
Hitlag decreased (2 → 0)
Self-hitlag increased (0 → 2)
Garfield
Aerial Light Down 1
DI angle increased (0° → 16°)
Jenny
Aerial Light Up
Umbrella can now be held and retracted with the second stick
Aerial Light Down
DI angle increased (0° → 16°)
Update 05-13-2022
General
Jenny “XJ-9” Wakeman joins the battle as a DLC character!
Fixed a Toph bug that didn’t showed the Charged VFX
Fixed a Powdered Toast Man bug that showed the charged croutons VFX in the results screen
Added reset position feature in Training.
Arcade timer is now cumulative instead of resetting every match.
Gallery images now can be cycled while viewing.
Balance
Universal
General
Introduced a momentum-clamping property after launches that send considerable horizontal distance to prevent immediately reversing momentum with a special-reverse or airdash
All characters can now special-reverse their mid specials
Outer-limb hurtboxes are no longer grabbable
Stages
Sewers Slam
Camera & blastzone bounds tweaked to values used by legal stages
Aang
Down Light
Launch angle changed (45° → 300°)
Grounded knockback gain increased (75 → 95)
Grounded base stun increased (30 → 31)
Grounded stun gain increased (0 → 7)
Aerial knockback gain increased (37.5 → 65)
Aerial base stun decreased (30 → 24)
Aerial stun gain increased (0 → 6)
Toph
General
Increased run speed (21.4 → 23)
Increased floor acceleration (120 → 145)
Increased floor deceleration (200 → 240)
Mid Special
Reduced stage 2 charge time (35 frames → 30 frames)
Reduced stage 3 charge time (70 frames → 60 frames)
Increased stage 3 knockback gain (120 → 265)
Reduced stage 1 boulder speed to match stage 2 speed
Light Up
Startup reduced by 1 frame (6f → 5f)
Now actionable on frame 21
Light Down
Startup reduced by 2 frames (6f → 4f)
End lag reduced by 4 frames (35f → 31f)
Light Run
Startup reduced by 1 frame (6f → 5f)
Up Air Strong
Knockback gain increased (110 → 120)
Mid Air Strong
Increased damage (14 → 19)
Down special (grounded)
Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
Increased down special's base knockback (100 → 140)
Added hip hitbox
Increased hitlag (8 → 18)
Ensured consistent 290° launch angle
April O’Neil
Down Strong
Damage reduced (15%/15%/15% → 9%/10%/12%)
Blockstun reduced (20/20/20 → 20/15/14)
Mid Air Strong
Startup increased by 4 frames
Up Air Strong
Reduced base knockback (180 → 100)
Increased knockback scaling (190 → 220)
Down Air Strong
Damage reduced (15%/15%/15% → 9%/10%/12%)
Blockstun reduced (20/20/20 → 20/15/14)
Startup increased by 3 frames
Mid Special
Capped damaged to 30%
Removed super armor
Startup decreased by 3 frames
Helga
Down Tilt
Fixed animation facing wrong direction sometimes
Mid Special
Can now cancel charge by pressing block
Can now charge indefinitely
Nigel
Down Special
Base knockback decreased (220 → 200)
Knockback growth decreased (240 → 300)
Up Aerial
Hitbox ends 1 frame earlier
Total length increased 5 frames (20f → 25f)
Body hitbox repositioned to neck & decreased in size (1.2 → 0.9)
Shredder
Mid Aerial
Hitbox size decreased (3 → 2.7)
Hitbox repositioned to not be offset & match visuals