Here’s the full review, courtesy of the game’s official website:
Update 1.7 (March 1, 2024)
NEW CONTENT!
- New game mode – rotation: 3 to 4 players can play in King of the Hill 1v1 style of play, where every time a player is knocked out they go to the waiting list and the next player enters the fight. Everything flawless during the game. Can be played with Stocks or Time variants.
- New Stage: Added Clean, Double and Triangle layouts for Food Dreams.
New pack to boost the campaign!
- Ring of Fury and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
- Krabby Patty Secret Formula and Ingredients: When both are obtained, a chance is given to spawn the Perfect Krabby Patty.
- Perfect Krabby Patty: Ignores debuffs and damage percentage.
New things!
- Jellyfish jelly: Throw 3 jellyfish that try to stun your closest opponent until they disappear.
- Fenton thermos: Throw the thermos and watch ghosts appear to haunt your opponents.
- Electrified glove: Grab it to stun your opponents with your next hit.
- Lawn Gnome: Throw the gnome and watch it follow you as it creates an electric field between you and it, electrifying opponents.
- Ultra Snowzooka: Grab and shoot snowballs of different sizes depending on how long you hold the Light Attack button.
ERROR CORRECTIONS
- Fixed an issue where projectile and item hitboxes would trade against character hitboxes where they should have been destroyed instead.
- Fixed an issue where projectiles would get stuck on platforms while traveling through them.
- Fixed an issue where the match would softlock if a player taunted a certain time during “Finish!” screen.
- Fixed an issue where GIR was crashing the game shortly after being deployed.
IN GENERAL
- Reduced range of attack damage from 7 to 3.
BALANCE CHANGES
PATRICK
Special Cf
- Reduced the amount of momentum retained after canceling an edge Special to half its speed.
SQUIDWARD
Special Cf
- Improved consistency of multiple shots in the finisher.
MECHA PLANKTON
Light Air Up
- Improved consistency with multiple hits.
TIGER
Light Air Forward
- KnockbackGain reduced: (17.45 → 17)
ROCK
Special Neutral Spunky
- Increased cooldown from 2s to 2.9s
Air filling downwards
- Damage reduced: (10 → 7)
LUCY
Rush forward Ghost
- Increased damage: (8 → 13)
- BlockDamage increased: (8 → 13)
DAGGET
Light Air Back – Final
- Angle change: (45° → 135°)
Light air neutral – late
- KnockbackGain reduced: (13 → 11)
Light air neutral
- KnockbackGain reduced: (16 → 13.5)
Light Air Up
- Reworked priority and placement of Light Air Up hitboxes.
Light air rises – falls
- KnockbackGain reduced: (14.5 → 11.5)
- Damage reduced: (6 → 4)
- BlockDamage reduced: (6 → 4)
- Angle change: (130° → 45°)
Light Air Up
- BaseKnockback increased: (6 → 11)
- Damage reduced: (6 → 5)
- BlockDamage reduced: (6 → 5)
AANG
Light air until late
- KnockbackGain increased: (10 → 12)
Light Air Up
- KnockbackGain increased: (10 → 13)
KORRA
Special upper ground
- Increased kickback gain on the initial hitting field and adjusted angle
AZULA
A special neutral fireball
- Increased damage: (8 → 9)
- BlockDamage increased: (8 → 9)
RAPHAEL
Light Air Neutral – Autolink
- HitStunMinimum increased: (11 → 13)
Special neutral Shuriken slime
- Damage reduced: (6 → 5)
- BlockDamage reduced: (6 → 5)
DONATELLO
Load forward 1 and 2
- Reworked hit frames to better match the visuals and for more consistency in hammering
Front-back charging
- KnockbackGain reduced: (25.8 → 23)
- BlockStun reduced: (15 → 8)
Pay it forward
- BaseKnockback increased: (10 → 13.5)
- BlockStun increased: (8 → 10)
- HitlagOnHit increased: (7 → 20)
- HitlagBaseOnBlock increased: (14 → 20)
Charge Air Forward
- HitlagBaseOnHit increased: (6 → 16)
- HitlagBaseOnBlock increased: (6 → 16)
APRIL
Light Air Up
- Reworked hitboxes to improve multi-hit consistency.
DANNY
Light Down
- Reduced attack range
Special Cf
EMBER
Charge Air Forward
- Reworked hitboxes so that only the tip of her hair pulls opponents inward, and the rest of the hitboxes send opponents outward.
Charge Air Up
Light up
- Improved consistency with multiple hits.
GRANDMA GERTIE
Light Air Back – pure base
- BlockPush reduced: (1.2 → 0.7)
Light Air Back – clean top
- BlockPush reduced: (1.2 → 0.8)
Light Air Back – Late base
- BlockPush reduced: (0.95 → 0.5)
Light Air Back – a late tip
- BlockPush reduced: (0.95 → 0.5)
Light Air Neutral – Kick Autolink
- BlockPush reduced: (0.8 → 0.5)
Light Air Neutral – Kick
- BlockPush reduced: (0.8 → 0.6)
Light Air Neutral – Punch
- BlockPush reduced: (0.8 → 0.6)
Light Air Up – Clean
- BlockPush reduced: (0.8 → 0.7)
Light Air Up – late
- BlockPush reduced: (0.6 → 0.5)
Light Down – Clean
- BlockPush reduced: (0.8 → 0.6)
Light Down – Early
- BlockPush reduced: (0.8 → 0.6)
Light Down – late
- BlockPush reduced: (0.8 → 0.6)
Slightly forward – body
- BlockPush reduced: (0.8 → 0.6)
Light ahead – hand
- BlockPush reduced: (1.35 → 1.1)
Light neutral – combined
- BlockStun reduced: (12 → 5)
- Damage reduced: (3 → 2)
Light neutral – the final layer
- BlockPush reduced: (0.8 → 0.4)
- Damage reduced: (7 → 5)
Light neutral – late
- BlockPush reduced: (0.4 → 0.1)
- BlockStun reduced: (6 → 4)
- Damage reduced: (3 → 2)
Light neutral
- BlockPush reduced: (0.4 → 0.2)
GERALD
Light Air Up
- Improved consistency with multiple hits.
Special Cf
- Improved consistency with multiple hits.
Grab Return
- KnockbackBase increased: (12 → 14)
NIGEL
Specially neutral
- Reworked hitboxes to be a single hit instead of a two-part attack to increase consistency.
- It now goes through the Run Brake State to serve as endlag.
Charge forward 1
- BlockPush reduced: (1.6 → 0.6)
Special neutral release – free of charge
- BaseKnockback reduced: (13.2 → 12)
- KnockbackGain reduced: (13.5 → 10)
- DirectionalInfluenceMultiplier increased: (1 → 2)
- Angle change: (112° → 95°)
Special neutral release – low charge
- Angle change: (116° → 95°)
Special neutral release – medium charge
- KnockbackGain increased: (19 → 21)
- Angle change: (116° → 95°)
Special neutral release – maximum charge
- Angle change: (118° → 95°)
JENNY
Charge forward 1
- BlockStun reduced: (6 → 5)
Special neutral rocket
- Angle change: (58° → 60°)
Special down
- Changed the angle at which the lasers are fired to travel a bit more horizontally.
REPEAT
Fixed an issue where Reptar would cut out in stages during Charge Air Up.
Special Down Air
- Can now be canceled by air jump earlier than before, super armor has been removed.
Air filling downwards
- Damage reduced: (23 → 20)
Load it down
- Reworked hits and added late weak hits
Pay it forward
- Damage reduced: (20 → 18)
Charge – Turn on
- Damage reduced: (22 → 20)
Special Down Ground
- Damage reduced: (25 → 20)
- The late cancellation window has been removed
Light Air Down
- Damage reduced: (18 → 16)
REN & STIMPY
Charge Air Up
- Reworked hitboxes to no longer be multi-hits, instead now have an initial strong attack and a sustained weak attack.
Light Air Back – late
- BaseKnockback increased: (6 → 6.5)
- KnockbackGain reduced: (19 → 17)
- BlockStun reduced: (10 → 6)
- HitlagBaseOnHit reduced: (15 → 11)
- HitlagBaseOnBlock reduced: (15 → 11)
Light Air back – middle
- BaseKnockback reduced: (10.5 → 7.5)
- KnockbackGain increased: (17.5 → 18)
- BlockStun reduced: (10 → 8)
- HitlagBaseOnHit reduced: (15 → 13)
- HitlagBaseOnBlock reduced: (15 → 13)
LORD. CRAB
Money meter gain values increased for coins and bills.
Special Forward Air and Charge Air Forward can be performed independently of each other.
Special Up Air
Charge Air Forward
- Reduced speed when slime cancels
Special forward tracking
- Long hop cancellation window on special forward tracking.
Specially neutral
Special Striker “Playtime’s over” finisher.
- Improved consistency with multiple hits.
Fill up
- Improved consistency with multiple hits.
Full forward nearby
- KnockbackGain increased: (14.8 → 19)
- Increased damage: (11 → 13)
Pay it forward
- KnockbackGain increased: (16.5 → 19)
- Increased damage: (16 → 18)
Dash Attack
- KnockbackGain reduced: (18 → 16)
Light Air Forward
Light Air Forward LV1
- KnockbackGain reduced: (8.5 → 6)
Light Air Forward LV3
- KnockbackGain reduced: (9 → 7)
Light neutral body
- HitStunMultiplier reduced: (1.05 → 1)
Light air up (if grounded)
- KnockbackGain increased: (7.5 → 12.5)
- HitStunMinimum reduced: (10 → 5)
Light Air Up 2
- HitStunMultiplier reduced: (1.2 → 1)
- HitStunMinimum reduced: (10 → 8)
Light down far away
- HitStunMultiplier reduced: (1.2 → 1)
- HitStunMinimum increased: (15 → 26)
Light nearby
- HitStunMinimum increased: (17 → 22)
Light neutral 1
- HitStunMultiplier reduced: (1.8 → 1)
- Changed angle: (25° → 31°)
Light neutral 2
- KnockbackGain reduced: (1 → 0.1)
- HitStunMultiplier reduced: (1.8 → 1)
- Angle change: (25° → 41°)
Light up the body
- KnockbackGain increased: (8.5 → 11.5)
- HitStunMultiplier reduced: (1.1 → 1)
- DirectionalInfluenceMultiplier increased: (1.8 → 2)
Light Up Claws
- HitStunMultiplier reduced: (1.1 → 1)
- HitStunMinimum reduced: (13 → 11)
- DirectionalInfluenceMultiplier increased: (1.8 → 2)
It lights up for a long time
- KnockbackGain increased: (7.5 → 11.5)
- HitStunMultiplier reduced: (1.1 → 1)
- HitStunMinimum reduced: (13 → 8)
- DirectionalInfluenceMultiplier increased: (1.8 → 2)
Special High Throw LV3
- BaseKnockback reduced: (28 → 24)
- KnockbackGain reduced: (14.5 → 12.5)
Will you be checking out the latest update for Nickelodeon All-Star Brawl 2 on Switch? Tell us in the comments.
[source nickelodeonallstarbrawl.com]
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