Nickelodeon All-Star Brawl cover
Nickelodeon All-Star Brawl screenshot
PC PS4 XONE Switch PS5 Series X Steam
Genre: Fighting, Adventure, Arcade

Nickelodeon All-Star Brawl

Update 3-14-2022

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 & 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


Gameplay updates explained

  • The current update contains several balance tweaks which address feedback we have received from the community. We also added a couple of features which have been by players like CPU vs CPU. Enjoy!

Update 02-03-2022

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)

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 (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 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 (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


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.

Update 12-13-2021

General


  • Added Sweet Dreams as a legal stage for competitive matches.
  • Fixed issue where character images would show a white box behind them.
  • Fixed an issue that made The Flying Dutchman’s Ship stage show visual errors.
  • Fixed issue that created an invalid state where players had to restart the game after experiencing a network error when entering “Quick Play”.
  • Improvements have been made to the matchmaking algorithm and now the competitive matchmaking should be much faster.
  • Fixed visual bug with Oblina when performing get up attack with her alt costume.
  • Fixed issue where effects animations wouldn’t be cut off as expected when entering the results screen.
  • Overall improvements to the netcode functionalities.
  • Character fixes

    • Zim

      • Zim's up special now reaches the correct vertical height.
      • Gir now faces the expected direction when being redirected.
      • Gir now explodes when z-dropped.
      • Gir no longer despawns after a set time.
      • Gir now immediately falls through sinking terrain. (Prevents bug where Gir couldn’t be respawned if trapped in quicksand)

    • Leonardo

      • Fixed bug where Leonardo’s mid special release animations were slower than intended, causing hitboxes to appear behind him.
      • Leonardo's Up Aerial now uses the correct animation.

    • Sandy

      • Sandy's lasso comes out correctly in the air now.
      • Sandy's lasso reel-in animation is sped up so opponents are released in front of Sandy as expected.

    • Toph

      • Toph's neutral special fire animation comes out correctly in the air now.

    • Garfield

      • Garfield's light down hits aerial opponents now.

    • Aang

      • Aang now rolls the correct directions.

Update 12-09-2021

General


  • Garfield joins the battle!
  • Some people hosting tournaments were having issues with constantly having to press the spectate button as soon as a match finished, so that their audience could watch the match, so we implemented an auto spectate feature that should fix this problem for tournament organizers.
  • Added the option to go back to the character select screen after a match is over.
  • Fixed issue that caused second stick attacks to not come out as expected when trying to do a mid during a run animation
  • Fixed issue where hit effects wouldn’t come out immediately after hitting an opponent, now hit effects will initialize and linger during hitstop as expected
  • Fixed issue with Gir that made him get stuck in some walls or against another Gir.
  • Added a message that clarifies when a match can’t be spectated once it has started.
  • Balance

    • Universal

      • Cooldown implemented for dash attacks from dash attacks. Now once per dashing string a dash light can be canceled into a dash strong, or vice-versa; after this, attempting a dash attack input will instead send out their respective mid attack
      • Grab hitbox comes out sooner on ground (frame 8 → frame 7)
      • Grab hitbox comes out later in the air (frame 8 → frame 12)
      • Grab length increased in the air (30 → 40)
      • Characters can no longer be grabbed while downed
      • Tech roll distance increased (9 units → 11 units)
      • Ensured consistent roll distance across the cast for getups and techs
      • Throw Mid launch angle changed (20° → 35°)
      • Throw Up launch angle changed (60° → 75°)
      • Throw Down launch angle changed (350° → 15°)
      • Throw Down base knockback decreased (80 → 65)
      • Throw Down knockback gain increased (80 → 100)
      • Throw Air Mid launch angle changed (15° → 35°)
      • Throw Air Up launch angle changed (70° → 75°)
      • Throw Air Down launch angle changed (335° → 15°)
      • Throw Air Down base knockback decreased (120 → 100)
      • Throw Air Down knockback gain decreased (50 → 30)
      • DI window tightened (16° → 14°)

    • Spongebob

      • Down Strong Air

        • remove rainbow hitboxes
        • radius buff foot (0.95 → 1.1)
        • Local Y offset buff foot (0 → -0.15)
        • radius nerf knee (0.95 → 0.75)
        • radius nerf hip (0.95 → 0.65)

    • Zim

      • Up Special

        • Bomb appears sooner (frame 22 → frame 13)
        • Transitions to special-fall sooner (frame 60 → frame 40)
        • Grabs edge sooner (frame 51 → frame 30)

    • Lucy Loud

      • Light Down Air

        • Endlag increased (frame 20 → frame 22)

    • Toph

      • Up Strong

        • Can now keep move charging with second stick