Nickelodeon All-Star Brawl 2 was only recently released on Switch, but it’s already received a bunch of updates, and the latest (version 1.4) is now available.
This one includes some new features, general changes and adjustments, campaign fixes, and a bunch of balance changes for some characters. Here’s the full review, courtesy of the game’s official website:
Nickelodeon All-Star Brawl 2 – Update 1.4 (December 21, 2023)
NEW
- Added team attack to rulesets.
- Added Steal Stock Mode in team fights
- You can steal stocks from your teammates when you run out of stocks.
- Added inventory pool in teamfights
- All teammates share a set of shares, if any player dies on the last share, the game ends.
IN GENERAL
- Competitive players can no longer kick players in competitive lobbies
- Fixed time mode ending in 1 instead of 0.
- Fixed an issue where processors would get stuck at the edge
CAMPAIGN
- Fix bug where some bosses were dying at half health
- Added off-screen indicator for arena mobs.
- Fixed bosses ending on stage change when resuming an ongoing run from the main menu.
- Added a category icon to boost NPCs in the campaign.
- Fixed new interaction indicator not working properly at first.
- Fixed Clockwork and Vlad Plasmius idle animation in the center.
- Fixed CPUs starting with incorrect weight when training with Splinter in the center.
PATRICK
- Fixed an issue where slime canceling after command hijack would stick the character to Patrick
- Fixed Patrick’s throws and dodging in place working sooner than they should
- Fixed Charge Air Up Hold having super armor if performed with slime.
- Special recovery on neutral landing increased from 4 frames to 18.
SQUIDWARD
- Fixed an issue where Light Air Back was always sent in the reverse direction.
REN & STIMPY
- He no longer recovers from the special front car if injured off stage
- Light Air Back landing lag increased from 16 to 17
- Adjusted throw to Back Throw to prevent chain grab
RAPHAEL
- It can only be stopped once per airtime with Charge Air Up
- Removed the intangibility of the Charge Air Up head
- The size of the hitboxes on the special Up has been reduced
- Slightly raised lower hit frames on Charge Forward Release
DONATELLO
- Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher blocks have been reduced.
- First active frame hitbox positions adjusted on Light Finisher.
APRIL
- April issue with downward movement of light has been fixed.
- Fixed Neutral Special Slime Cancel bug restoring charge.
- Light Forward Air
- Auto cancel from frame 7 to frame 4
- Body Hitbox
- Reduced base knockback (11->9)
- Changed angle (45->48)
- Pen Hitbox
- Reduced base knockback (12->10)
- Changed angle (25->35)
- Charge Air Forward SourSpot
- BaseKnockback reduced: (12 → 10.8)
- KnockbackGain increased: (15 → 16)
- Changed angle: (50° → 52°)
- Charge Air Forward
- BaseKnockback reduced: (12.25 → 11.5)
- KnockbackGain increased: (17.75 → 18)
- Angle change: (36° → 42°)
DANNY PHANTOM
- Fixed an issue with injury boxes in the special landing state above
- Light down
- Removed the first effective frame on impact
- Added +7 recovery frames
- Neutral especially
- Landing lag of 12 to 15 frames
- Shot Hitbox 45 -> 55 angle
- Special Cf
- Reduced the size of the special hit box in the air by 50% percent
- Reduced 2 frames of invulnerability
- Reduced size of edge grab box (harder to grab)
- Reduced the size of the landing hit box by 25 percent.
AANG
- Can no longer be blocked immediately from Air Ball (Special Down), Blocking during this state transitions to Air Ball Dismount.
- Can only Air Ball once per cast time, does not recover from injury
- Reduced size of the Air Ball punch box.
- Hitstun Gravity increased from 0.76 to 0.98.
- Hitstun Drop rate increased from 0.95 to 0.98.
- Up Special diving now lasts until landing.
KORRA
- Light neutral 3 on hit cancellation delayed from frame 30 to 32.
- Charge Forward range has been reduced somewhat.
- Slime Side Special has changed in a number of ways.
- Time before attack cancel becomes available reduced from 23 frames to 19.
- Jump cancellation is possible from frame 21 onwards.
- The time before recording is reduced by 2 frames.
- Aerial Up Special horizontal speed is changed in several ways. It is more affected by the direction of the control stick, but retains less of the existing momentum.
- The point of impact with the ground during the helpless fall state has been lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps on the edge when you try to land near the edge.
AZULA
- Reduced base knockback and increased knockback on the Slime Special Down projectile
NIGEL
- Added hitbox in special up while falling.
GARFIELD
- Fixed an issue that applied the sugar rush condition without using the gauge if interrupted by a hit.
JIMMY
- Special Down Slime
- Fixed an issue where you could not move Jimmy or Goddard when performing the Slime Down special until Goddard was destroyed.
- Charge Air Forward
- BaseKnockback increased: (8.5 → 10)
- KnockbackGain increased: (10 → 24)
- HitlagBaseOnHit reduced: (18 → 15)
- HitlagBaseOnBlock reduced: (18 → 15)
- Special Neutral – Rocket
- Toast Projectile
- BaseKnockback reduced: (12 → 10)
- KnockbackGain increased: (12 → 19)
- Angle change: (65° → 60°)
GERALD
- Fixed an issue where he couldn’t do a Special Up after performing a Skateboard Special Up.
- Charge Air Forward – Sweetspot
- BaseKnockback reduced: (14.75 → 13.5)
- KnockbackGain reduced: (22.2 → 20)
- Charge Air Forward
- BaseKnockback reduced: (11.5 → 10.5)
- KnockbackGain reduced: (18.8 → 17.8)
- Grab Throw Down
- BaseKnockback reduced: (16.5 → 16)
- KnockbackGain increased: (4 → 9.5)
- Light Finisher
- BlockDamage reduced: (4 → 1)
- Light neutral
- HitStunMinimum reduced: (10 → 0.01)
- BlockStun reduced: (10 → 9)
GRANDMA GERTIE
- Fixed Neutral Special Slime Cancel bug restoring charge.
- Reduced distance traveled on air special forward
- New attack data created for special aerial front points with less knockback and damage compared to the ground version and 40° launch
- Light Air Forward – Clean
- BaseKnockback reduced: (13 → 12)
- KnockbackGain reduced: (18 → 17)
- Special attacker – base
-
- BaseKnockback reduced: (15 → 8)
- KnockbackGain reduced: (13 → 10)
- BlockPush reduced: (1.2 → 0.8)
- HitlagBaseOnHit reduced: (16 → 10)
- HitlagBaseOnBlock reduced: (16 → 10)
- Damage Reduced: (14 → 8)
- BlockDamage reduced: (12 → 6)
- Angle change: (38° → 40°)
ANGRY BEAVER
DAGGET
- Light Air Back is no longer reversible
NORBERT
- Light Air Back is no longer reversible
- Fixed Up Slime Cancel Fly special
- Fill up
- There are now a total of 26 recovery frames
- Charge Air Up
- DI multiplier from 1 to 1.5
- Light Air Up
- Recovery frames reduced from 33 to 26
WINTER
- Special attacker
- Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.
TIGER
- El Tigre no longer returns to Charge Air Up after being hit. He returns it by catching the rim or landing.
- Tweaked his Diamond Collision to prevent him from clipping under some stages.
- Removed all FAFs (first action frames) from his attacks
- A fair +4 end frame lag
- Dair +3 Endlag frame
- Dash Attack + 4 frames Endlag
- Light up +3 end frames
- Light Down +4 Frame Endlag
EMBER
- Fixed projectile decay on special neutral
JENNY
- Light Air Back Sourspot is now reversible
- Fixed an issue where the front special projectile would stay in place after being reflected
- Fixed an issue where Special Up Slime was not resetting fuel correctly
- Fixed an issue where if you landed during a Light Air Up Loop, the next Light Air Up you did would immediately start the loop, skipping any launch.
- Fixed an issue where Light Air Down Land did not have injury boxes
- Fixed an issue where Light Air Down Land could not cancel the edge
- Block damage values have been increased to match the damage values on the following moves:
- Load it down
- Fill up
- Dash Attack
- Light Air Back
- Light Air Forward
- Light air neutral
- Light Air Up
- Light Down
- Light neutral/finish
- Light up
- Special Striker (Hammer and Missile)
MECHA PLANKTON
- Fixed an issue where canceling the slime after hijacking the command would stick the character to Mecha Plankton
ROCK
- Fixed an issue where Spunky would not enter a hurt state when hit while spinning or falling.
- Spunky now has an additional 120 cooldown frames after disappearing.
- After creating a JackHammer, Rocko now needs to wait at least 400 frames to create the next one, regardless of whether or not it was destroyed during its lifetime.
- Charge Up Land’s total number of icons increased from 19 to 26
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