Software updatesSwitch

Nickelodeon All-Star Brawl 2 (Switch): all the updates (latest: Ver. 1.8)

On this page, you will find all there is to know about the various updates for Nickelodeon All-Star Brawl 2 on Nintendo Switch (originally released in November 2023 in North America and Europe).

Click here for more Software updates!

Nickelodeon All-Star Brawl 2 – Ver. 1.8

  • Release date: April 24th 2024 (North America, Europe)
  • Patch notes:
  • NEW CHARACTER ADDED: ZUKO!
  • Fixed Get Up In Place state for Gertie, Angry Beavers and April to match the length of the other characters.
  • Fixed a slowdown animation problem for Rebound state after Grab Hold.
  • Fixed Visualization options in Training.
Balance Changes
Ren & Stimpy
  • Fixed hitbox priority on Charge Air Up so Sweetspot does come out first instead of last.
Korra
  • Fixed a visual issue on the Grab Hold VFX.
Nigel
  • Fixed an issue where Nigel would clip on the ground during his Charge Air Down animation.
Mr. Krabs
  • Added Invincibility to all Throw attack states.
  • Increased Knockback gain for Charge Down.

Nickelodeon All-Star Brawl 2 – Ver. 1.7

  • Release date: March 1st 2024 (North America, Europe)
  • Patch notes:
New content!
  • New Game Mode – Rotation: 3 to 4 players can play in a King of the Hill 1v1 style of gameplay, where anytime a player is KO’d it goes to the waiting list, and the next player enters the fight. All seamless during the match. It can be played with Stocks or Timed variants.
  • New Stage: Added Clean, Double, and Triangle layouts for Food Dreams.

New Campaign power-up pack!

  • Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
  • The Secret Formula and Krabby Patty Ingredients: When both are obtained it enables the chance for The Perfect Krabby Patty to appear.
  • The Perfect Krabby Patty: Ignores debuffs and a % of damage.

New items!

  • Jellyfish Jelly: Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
  • Fenton Thermos: Throw the thermos and watch how ghosts appear to haunt your opponents.
  • Electrified Glove: Grab it to stun your opponents on your next hit.
  • Lawn Gnome: Throw the gnome and watch it follow you as it creates an electrical field in between you and him, electrifying opponents.
  • Ultra Snowzooka: Grab and shoot different sized snowballs depending on how long you hold the Light Attack button.
Bug Fixes
  • Fixed an issue where Projectiles and Items hitboxes would trade against character hitboxes where they were supposed to be destroyed instead.
  • Fixed an issue where Projectiles got stuck on platforms as they traveled through them.
  • Fixed an issue where the match would softlock if a player taunted with a certain timing during the “Finish!” screen.
  • Fixed an issue where GIR was crashing the game shortly after being deployed.
General
  • Reduced attacks clank damage range from 7 to 3.
Balance Changes
Patrick

Special Up

  • Decreased the amount of momentum retained after edge canceling Special Up to half his speed.
Squidward

Special Up

  • Improved multi-hit consistency into the finisher.
Mecha Plankton

Light Air Up

  • Improved multi-hit consistency.
El Tigre

Light Air Forward

  • KnockbackGain decreased: (17,45 → 17)
Rocko

Special Neutral Spunky

  • Increased cooldown from 2s to 2.9s

Charge Air Down

  • Damage decreased: (10 → 7)
Lucy

Charge Forward Ghost

  • Damage increased: (8 → 13)
  • BlockDamage increased: (8 → 13)
Dagget

Light Air Back – Final

  • Angle changed: (45° → 135°)

Light Air Neutral – Late

  • KnockbackGain decreased: (13 → 11)

Light Air Neutral

  • KnockbackGain decreased: (16 → 13.5)

Light Air Up

  • Reworked Light Air Up hitboxes priority and position.

Light Air Up – Falling

  • KnockbackGain decreased: (14.5 → 11.5)
  • Damage decreased: (6 → 4)
  • BlockDamage decreased: (6 → 4)
  • Angle changed: (130° → 45°)

Light Air Up – Rising

  • BaseKnockback increased: (6 → 11)
  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)
Aang

Light Air Up Late

  • KnockbackGain increased: (10 → 12)

Light Air Up

  • KnockbackGain increased: (10 → 13)
Korra

Special Up Ground

  • Increased knockback gain on the initial hit box and adjusted the angle
Azula

Special Neutral Fireball

  • Damage increased: (8 → 9)
  • BlockDamage increased: (8 → 9)
Raphael

Light Air Neutral – Autolink

  • HitStunMinimum increased: (11 → 13)

Special Neutral Shuriken Slime

  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)
Donatello

Charge Forward 1 and 2

  • Reworked hitboxes to match visuals better and for more consistency on the hammer hit

Charge Forward – Reverse

  • KnockbackGain decreased: (25.8 → 23)
  • BlockStun decreased: (15 → 8)

Charge 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 hit boxes to improve consistency of the multi hit.
Danny

Light Down

  • Decreased range of attack

Special Up

  • Increased landing lag
Ember

Charge Air Forward

  • Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.

Charge Air Up

  • Decreased hitboxes size

Light Up

  • Improved multi-hit consistency.
Grandma Gertie

Light Air Back – Clean Base

  • BlockPush decreased: (1.2 → 0.7)

Light Air Back – Clean Tip

  • BlockPush decreased: (1.2 → 0.8)

Light Air Back – Late Base

  • BlockPush decreased: (0.95 → 0.5)

Light Air Back – Late Tip

  • BlockPush decreased: (0.95 → 0.5)

Light Air Neutral – Kick Autolink

  • BlockPush decreased: (0.8 → 0.5)

Light Air Neutral – Kick

  • BlockPush decreased: (0.8 → 0.6)

Light Air Neutral – Punch

  • BlockPush decreased: (0.8 → 0.6)

Light Air Up – Clean

  • BlockPush decreased: (0.8 → 0.7)

Light Air Up – Late

  • BlockPush decreased: (0.6 → 0.5)

Light Down – Clean

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Early

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Late

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Body

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Hand

  • BlockPush decreased: (1.35 → 1.1)

Light Neutral – Combo

  • BlockStun decreased: (12 → 5)
  • Damage decreased: (3 → 2)

Light Neutral – Finisher

  • BlockPush decreased: (0.8 → 0.4)
  • Damage decreased: (7 → 5)

Light Neutral – Late

  • BlockPush decreased: (0.4 → 0.1)
  • BlockStun decreased: (6 → 4)
  • Damage decreased: (3 → 2)

Light Neutral

  • BlockPush decreased: (0.4 → 0.2)
Gerald

Light Air Up

  • Improved multi-hit consistency.

Special Up

  • Improved multi-hit consistency.

Grab Throw Up

  • KnockbackBase increased: (12 → 14)
Nigel

Special Neutral

  • Reworked hitboxes to be one single hit instead of two part attack to increase consistency.
  • Now goes through Run Brake State to serve as endlag.

Charge Forward 1

  • BlockPush decreased: (1.6 → 0.6)

Special Neutral Release – No Charge

  • BaseKnockback decreased: (13.2 → 12)
  • KnockbackGain decreased: (13.5 → 10)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (112° → 95°)

Special Neutral Release – Low Charge

  • Angle changed: (116° → 95°)

Special Neutral Release – Mid Charge

  • KnockbackGain increased: (19 → 21)
  • Angle changed: (116° → 95°)

Special Neutral Release – Max Charge

  • Angle changed: (118° → 95°)
Jenny

Charge Forward 1

  • BlockStun decreased: (6 → 5)

Special Neutral Rocket

  • Angle changed: (58° → 60°)

Special Down

  • Changed the angle at which the lasers are shot to travel a bit more horizontally.
Reptar
  • Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.

Special Down Air

  • Can now be canceled with air jump earlier than before, removed super armor.

Charge Air Down

  • Damage decreased: (23 → 20)

Charge Down

  • Reworked hit boxes and added late weak hit box

Charge Forward

  • Damage decreased: (20 → 18)

Charge Up – Fire

  • Damage decreased: (22 → 20)

Special Down Ground

  • Damage decreased: (25 → 20)
  • Removed late cancel window

Light Air Down

  • Damage decreased: (18 → 16)
Ren & Stimpy

Charge Air Up

  • Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.

Light Air Back – Late

  • BaseKnockback increased: (6 → 6.5)
  • KnockbackGain decreased: (19 → 17)
  • BlockStun decreased: (10 → 6)
  • HitlagBaseOnHit decreased: (15 → 11)
  • HitlagBaseOnBlock decreased: (15 → 11)

Light Air Back – Mid

  • BaseKnockback decreased: (10.5 → 7.5)
  • KnockbackGain increased: (17.5 → 18)
  • BlockStun decreased: (10 → 8)
  • HitlagBaseOnHit decreased: (15 → 13)
  • HitlagBaseOnBlock decreased: (15 → 13)
Mr. Krabs
  • Money meter gain values increased for coins and bills.
  • Special Forward Air and Charge Air Forward can be done independently of one another.

Special Up Air

  • Increased landing lag

Charge Air Forward

  • Reduced velocity when slime canceled

Special Forward Follow up

  • Longer jump cancel window on Special Forward follow up.

Special Neutral

  • Decreased ending lag

Special Forward “Playtime’s over” finisher.

  • Improved multi-hit consistency.

Charge Up

  • Improved multi-hit consistency.

Charge Forward Near

  • KnockbackGain increased: (14.8 → 19)
  • Damage increased: (11 → 13)

Charge Forward

  • KnockbackGain increased: (16.5 → 19)
  • Damage increased: (16 → 18)

Dash Attack

  • KnockbackGain decreased: (18 → 16)

Light Air Forward

  • Adjusted hurtboxes

Light Air Forward LV1

  • KnockbackGain decreased: (8.5 → 6)

Light Air Forward LV3

  • KnockbackGain decreased: (9 → 7)

Light Air Neutral Body

  • HitStunMultiplier decreased: (1.05 → 1)

Light Air Up (If Grounded)

  • KnockbackGain increased: (7.5 → 12.5)
  • HitStunMinimum decreased: (10 → 5)

Light Air Up 2

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum decreased: (10 → 8)

Light Down Far

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum increased: (15 → 26)

Light Down Near

  • HitStunMinimum increased: (17 → 22)

Light Neutral 1

  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 31°)

Light Neutral 2

  • KnockbackGain decreased: (1 → 0.1)
  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 41°)

Light Up Body

  • KnockbackGain increased: (8.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Claws

  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 11)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Lingering

  • KnockbackGain increased: (7.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 8)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Special Up Throw LV3

  • BaseKnockback decreased: (28 → 24)
  • KnockbackGain decreased: (14.5 → 12.5)

Nickelodeon All-Star Brawl 2 – Ver. 1.6

  • Release date: February 15th 2024 (North America, Europe)
  • Patch notes:
  • NEW CHARACTER ADDED: Mr Krabs!
  • Fixed an issue where characters would become airborne when standing on the edge of a moving platform when it started to move to the opposite direction. This also fixed an issue where if timed correctly, players could Roll or Tech Roll in order to fly away from the platform.
  • Adjusted Collisions on Aquarium Stage
  • Fixed an issue where some store pop ups would appear without text in Campaign.
Grandma Gertie
  • Fixed an issue where Grandma Gertie would repeatedly get stuck in the edge while going up.
Squidward
  • Fixed an issue where he could act earlier than intended for his Light Air Down
Ren & Stimpy
  • Slightly Adjusted Light Air Back Hitboxes

Donatello

  • Fixed an issue where Donatello could act earlier than intended for his Light Up
Norbert
  • Charge Air Forward – Tip
    • BaseKnockback increased: (10 → 12)
    • KnockbackGain increased: (12 → 17.6)
    • Angle changed: (70° → 43°)
  • Charge Air Forward
    • BaseKnockback increased: (8 → 8.5)
    • KnockbackGain increased: (11 → 15)
    • Angle changed: (50° → 51°)
  • Grab Throw Up
    • KnockbackGain increased: (17 → 18.5)
  • Light Air Forward – Tip
    • KnockbackGain increased: (12 → 15.5)

Nickelodeon All-Star Brawl 2 – Ver. 1.5

  • Release date: February 9th 2024 (North America, Europe)
  • Patch notes:

General

  • Fixed projectiles getting destroyed when hitting the vertical sides of thin platforms
  • Can no longer Slime Cancel Landing lag from Fall Helpless state
  • Fixed dash attack getting buffered out of tech situations instead of Light Attacks
  • Fix for grab pummel giving slime points to incorrect character
  • Fixes to quick play/ranked matchmaking
  • Characters can now wall jump with their backs towards the wall.
  • Rebound state no longer makes the character leave edge
  • Fixed issue in which a character would enter an aerial state after tech in place causing roll distance issues
  • Fixed an issue where movement buffs affected the way characters during ledge getups
  • Fixed an issue where Gamecube Controllers started using Xbox Layout, making certain buttons swap between each other.
  • Fixed an instability issue with Gamecube Controllers where they would get disconnected and added as extra controllers internally, causing several issues.

Stages

  • Adjusted height of shark and palm platforms in Aquarium
  • Food Dreams alternate layouts added

Jimmy

  • Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards

Recovery adjustments:

  • Special Up edge grab size reduction, can be canceled with air dodge, reduced floatiness on recovery
  • Charge Air Down Air can only stall once per airtime (bounce resets stall)

Gerald

  • Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.

Recovery adjustments:

  • Charge Air Up can only stall once per airtime
  • Special Forward can only be used once per airtime

Garfield

  • Fixed an issue where Sugar Rush mode was never deactivated.
  • Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.

Recovery adjustments:

  • Up Special reduced height for all versions
  • Special Neutral can only stall once per airtime

April

  • Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.
  • Fixed an issue where Camera flashes were applying a little bit hitstun

Recovery adjustments:

  • Special Down can not be recovered on hurt while in the air
  • Special Up edge grab size reduction

Squidward

  • Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.
  • Since movement buffs no longer affect the way characters behave during ledge getups, Squidward no longer overshoots the edge when in rage mode

Recovery adjustments:

  • Special Up start up increased
  • Special Down can only be done once per airtime
  • Charge Air Up can only be done once per airtime

Danny

Recovery adjustments: 

  • Special Up range increased
  • Special Forward airtime use refreshes on hurt but without invulnerability frames
  • Charge Air Up can only stall once per airtime
  • Charge Air Down can only stall once per airtime

Aang

Recovery adjustments:

  • Special Up edge grab size reduction, and Dive follow up damage reduced
  • Special Neutral Air drift reduced while charging
  • Charge Air Down can only stall once per airtime

Korra

Recovery adjustments:

  • Fixed transition after Special Forward when done in the air
  • Special Up edge grab size reduction
  • Charge Air Down can only stall once per airtime

Raphael

Recovery adjustments:

  • Special Down can only be done once per airtime
  • Special Up edge grab size reduction

Donatello

Recovery adjustments:

  • Charge Air Down can only stall once per airtime

Reptar

  • Get Up In Place recovery frames increased to 30 to match the other characters

Recovery adjustments:

  • Special Up increased start up before the start of the fall
  • Special Forward can only stall once per airtime
  • Charge Air Down reduced stall time
  • Charge Air Up reduced stall time

Mecha Plankton

  • Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups
  • Plankton can act out of Get Up In Place on frame 30 to match the other characters
  • Fixed poses of characters hit by ultimate

Recovery adjustments:

  • All air options that require the rocket boots to hover now share the same fuel supply (reset of land)

Ember

Recovery adjustments:

  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime
  • Special Up edge grab size increased

Jenny

  • Light Up: Ponytails are now also intangible

Recovery adjustments:

  • Special Forward can only stall once per airtime
  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime

Ren & Stimpy

Recovery adjustments:

  • Charge Air Down can only stall once per airtime

Invader Zim

  • Fixed a bug that prevented him from landing on some stages after using Edge Attack

Recovery adjustments:

  • Charge Air Down reduced air drift on hold
  • Special Up increased horizontal drift 

El Tigre

Recovery adjustments

  • Adjusted the window he can grab to the edge during special up
  • Charge Air Up stall does not come back on hit

Dagget

  • Fixed a bug that prevented the assist to be called with the Slime Version

Recovery adjustments:

  • Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted

Norbert

  • Fixed a bug that prevented the assist to be called with the Slime Version

Recovery adjustments:

  • Special Up increased height

Nigel

Recovery adjustments:

  • Special Up increased height on the Slime version
  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime

SpongeBob

Recovery adjustments:

  • Special Neutral can only stall once per airtime
  • Special Up increased recovery and adjusted the window when he can grab to the edge

Patrick

Recovery adjustments:

  • Special Up increased start up
  • Charge Air Up can only stall once per airtime

Azula

  • Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.

Recovery adjustments:

  • Reduced speed and height of Slime Special Up

Grandma Gertie

  • Adjustments to Special Down items and projectiles sound effects.

Recovery adjustments:

  • Tether behavior improvements

Rocko

Recovery adjustments:

  • Special Forward can only be done once per airtime

Special Up hitbox rework, increased speed when going up, added a delay with no hitbox before starting to fall downwards, and adjusted the window when he can grab to the edge.

Nickelodeon All-Star Brawl 2 – Ver. 1.4

  • Release date: December 22nd 2023 (North America, Europe)
  • Patch notes:

New

  • Added team attack to rulesets.
  • Added Steal Stock Mode in team battles
    • You can steal your teammates’ stocks when you run out of stocks.
  • Added Stock Pool in team battles
    • All teammates share a stock pool, if any players die on the last stock, the game ends.

General

  • Competitive players can’t kick players on competitive lobbies anymore
  • Fixed timed mode ending at 1 instead of 0.
  • Fixed an issue where CPUs would get stuck on the edge

Campaign

  • Fix the bug that some bosses were dying at half health
  • Added offscreen indicator to arena’s mobs.
  • Fixed bosses ending at phase change when continuing a run in progress from the main menu.
  • Added power up category icon to NPCs in campaign.
  • Fixed new interaction indicator not working properly at first.
  • Fixed Clockwork and Vlad Plasmius idle animation in hub.
  • Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub.

Patrick

  • Fixed the issue where slime canceling after command grab glued the character to patrick
  • Fixed Patrick’s rolls and spot dodge being actionable before they should 
  • Fixed Charge Air Up Hold having super armor if executed with slime.
  • Neutral special landing recovery increased from 4 frames to 18.

Squidward

  • Fixed an issue that made Light Air Back always send in a reversed direction.

Ren & Stimpy

  • No longer recovers Special Forward Car when hurt offstage
  • Light Air Back landing lag increased from 16 to 17 
  • Adjusted knockback on Back Throw to prevent chain grabs

Raphael

  • Can only stall once per airtime with Charge Air Up
  • Removed Charge Air Up head intangibility
  • Reduced the size of hitboxes on special Up
  • Slightly raised the lower hitboxes on Charge Forward Release

Donatello

  • Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.
  • First active frame hitbox positions adjusted on Light Finisher.

April

  • April’s down light movement glitch was fixed.
  • Fixed Neutral Special Slime Cancel glitch recovering the charge.
  • Light Forward Air
    • Auto cancel from frame 7 to frame 4
    • Body Hitbox
      • Base Knockback decreased (11->9)
      • Angle changed (45->48)
    • Pen Hitbox
      • Base Knockback decreased (12->10)
      • Angle changed (25->35)
  • Charge Air Forward SourSpot
    • BaseKnockback decreased: (12 → 10.8)
    • KnockbackGain increased: (15 → 16)
    • Angle changed: (50° → 52°)
  • Charge Air Forward
    • BaseKnockback decreased: (12.25 → 11.5)
    • KnockbackGain increased: (17.75 → 18)
    • Angle changed: (36° → 42°)

Danny Phantom

  • Fixed an issue with the hurt boxes on the special Up Landing state
  • Light down
    • Removed First Actionable Frame on Hit
    • Added +7 Frames of recovery
  • Neutral Special 
    • Landing Lag from 12 to 15 Frames
    • Punch Hitbox 45 -> 55 angle
  • Special Up
    • Reduced the special up hitbox in air size by a 50% percent
    • Reduced 2 invulnerability frames
    • Reduced Ledge Grab Box size (Harder to snap)
    • Reduced landing hitbox size by 25 percent.

Aang

  • Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
  • Can only Air Ball once per airtime, does not recover on hurt
  • Air Ball hitbox size reduced.
  • Hitstun Gravity increased from 0.76 to 0.98.
  • Hitstun Fall Speed increased from 0.95 to 0.98.
  • Up Special dive now lasts until landing.

Korra

  • Light Neutral 3 on hit cancel delayed from frame 30 to 32.
  • Charge Forward range was somewhat reduced.
  • Slime Side Special changed in a number of ways.
    • Time before attack cancel becomes available was reduced from 23 frames to 19.
    • Jump cancel is possible from frame 21 forward.
    • Time before take of reduced by 2 frames.
  • Aerial Up Special horizontal velocity changed in a number of ways. It is more affected by the direction of the control stick but maintains less of the existing momentum.
  • Ground collision point during the helpless fall state was lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps to the edge when you try to land close to the edge.

Azula

  • Reduced base knockback and knockback gain on Slime Special Down projectile

Nigel

  • Added a hitbox in up special while falling down.

Garfield

  • Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.

Jimmy

  • Special Down Slime
    • Fixed an Issue where you could not move Jimmy nor Goddard when performing a Slime Down Special until Goddard was destroyed.
  • Charge Air Forward
    • BaseKnockback increased: (8.5 → 10)
    • KnockbackGain increased: (10 → 24)
    • HitlagBaseOnHit decreased: (18 → 15)
    • HitlagBaseOnBlock decreased: (18 → 15)
  • Special Neutral – Rocket
    • Now reverse hits
  • Toast Projectile
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (12 → 19)
    • Angle changed: (65° → 60°)

Gerald

  • Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (14.75 → 13.5)
    • KnockbackGain decreased: (22.2 → 20)
  • Charge Air Forward
    • BaseKnockback decreased: (11.5 → 10.5)
    • KnockbackGain decreased: (18.8 → 17.8)
  • Grab Throw Down
    • BaseKnockback decreased: (16.5 → 16)
    • KnockbackGain increased: (4 → 9.5)
  • Light Finisher
    • BlockDamage decreased: (4 → 1)
  • Light Neutral
    • HitStunMinimum decreased: (10 → 0.01)
    • BlockStun decreased: (10 → 9)

Grandma Gertie

  • Fixed Neutral Special Slime Cancel glitch recovering the charge.
  • Reduced distance traveled on aerial special forward
  • New attack data created for aerial special forward sweetspot with less knockback and damage compared to ground version and launches at an angle of 40°
  • Light Air Forward – Clean
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain decreased: (18 → 17)
  • Special Forward – Base
    • BaseKnockback decreased: (15 → 8)
    • KnockbackGain decreased: (13 → 10)
    • BlockPush decreased: (1,2 → 0,8)
    • HitlagBaseOnHit decreased: (16 → 10)
    • HitlagBaseOnBlock decreased: (16 → 10)
    • Damage decreased: (14 → 8)
    • BlockDamage decreased: (12 → 6)
    • Angle changed: (38° → 40°)

Angry Beavers

Dagget
  • Light Air Back is no longer reversible
Norbert
  • Light Air Back is no longer reversible
  • Fixed Special Up Slime Cancel Fly
  • Charge Up
    • Now it has 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

Zim

  • Special Forward
    • Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.

El Tigre

  • El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
  • Tweaked his Diamond Collision in order to prevent him from clipping under some stages.
  • Removed all FAF (First actionable Frames) from his attacks
    •  Fair +4 Endlag frames
    • Dair +3 Endlag frames
    • Dash Attack + 4 Endlag frames
    • Light Up +3 Endlag Frames
    •  Light Down +4 Endlag Frames

Ember

  • Fixed projectile decay on Special Neutral

Jenny

  • Light Air Back Sourspot is now reversible
  • Fixed an issue where Forward Special Projectile would stay in place after it was reflected
  • Fixed an issue where Special Up Slime would not reset her fuel properly
  • Fixed an issue where if you landed during Light Air Up Loop, the next Light Air Up you did would immediately trigger the loop, skipping any startup.
  • Fixed an issue where Light Air Down Land did not have any hurtboxes
  • Fixed an issue where Light Air Down Land could not edge cancel
  • Increased Block Damage Values to match Damage Values on the following moves:
    • Charge Down
    • Charge Up
    • Dash Attack
    • Light Air Back
    • Light Air Forward
    • Light Air Neutral
    • Light Air Up
    • Light Down
    • Light Neutral/Finisher
    • Light Up
    • Special Forward (Hammer and Projectile)

Mecha Plankton

  • Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton

Rocko

  • Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
  • Spunky now has an additional 120 frames cooldown after he despawns.
  • After Spawning a JackHammer, Rocko now needs to wait at least 400 frames to spawn the next one, independently of if it was destroyed or not during its lifetime.
  • Charge Up Land total frames increased from 19 to 26

Nickelodeon All-Star Brawl 2 – Ver. 1.3

  • Release date: December 1st 2023 (North America, Europe)
  • Patch notes:
General Gameplay
  • The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
  • Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
  • Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
  • Jump back now overrides horizontal run/dash momentum.
  • The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
  • Tech roll intangibility duration reduced from 28 frames to 20.
  • Perfect block is no longer bufferable.
  • The block VFX now changes color during the perfect block window.
  • Turnaround specials buffer increased to 15 frames.
  • Ultimate attacks end lag is not intangible anymore.
  • Decreased slime block per-frame cost from 0.8 to 0.4.
  • Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
  • Fixed bug that made it impossible to DI slime charge moves.
  • Time out now happens when counter is at 0 instead of 1.
  • Slime cancel freeze frames no longer affect characters who are in Land Hard state.
  • Fixes to ultimates SFX.
  • Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
  • Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
  • Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
  • Reversible toggle added to multiple hitboxes across the cast.
  • Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
  • Edge Actions can no longer be bufferable while holding the Edge.

Controls

  • The D pad can now be set to movement on controllers.
  • C stick implementation for keyboard players.
  • Ability to separately modify if C stick does charge or light moves on ground or in air. 

Training Mode

  • Training mode DI visualizer and CPU DI Options.
  • Training mode Hitstun visualizer.
  • Training mode now saves settings when exiting to switch characters.

Online

  • Ranked mode is now best of three matches.
  • Ranked rating can now go above 1000.
  • Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
  • Rematch button is now at the top of the menu options in lobby matches.
  • Added AFK detection to results screen.
  • Added ability to boot people from an online lobby.
  • Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.

Options

  • Crossplay options no longer reset whenever the game is closed.
  • Added option to disable Screen Shakes.

Campaign

  • Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
  • Blimps are now given to the player if they skip the power-up selection in a power-up stage.
  • Added campaign save slots.
  • Quitting in the middle of a campaign run no longer changes the controls profile.

Audio

  • Items SFX volume is now controlled by the SFX slider.
  • Harmonic Convergence stage volume fixes.
  • Ultimates Hits and SFX are now working properly.
Spongebob

Following moves can now reverse hit:

  • Light Air Down
  • Light Air Forward

Charge Air Down Late

  • KnockbackGain decreased: (22,5 → 17)

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)

Charge Air Forward

  • BaseKnockback decreased: (12 → 11,5)
  • KnockbackGain increased: (17 → 18,8)

Charge Air Up

  • BaseKnockback decreased: (13,5 → 11)
  • KnockbackGain increased: (12 → 16,5)
  • Angle changed: (69° → 70°)

Charge Down

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain increased: (20 → 22,6)
  • BlockDamage decreased: (12 → 11)
  • Angle changed: (38,5° → 40°)

Charge Forward

  • BaseKnockback decreased: (12,5 → 11)
  • KnockbackGain increased: (23,5 → 23,8)
  • CanReflectProjectiles toggle enabled
  • BlockDamage decreased: (18 → 14)

Charge Up – Clean

  • KnockbackGain increased: (20 → 20,5)

Grab Throw Up 

  • Implementation changes to increase consistency (should not make opponents land on platforms anymore)

Light Air Down – Air

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (290° → -70°)

Light Air Down – Lingering Inner

  • Damage increased: (4 → 5)
  • BlockDamage increased: (4 → 5)

Light Air Down – Lingering Outer

  • Damage increased: (4 → 5)
  • BlockDamage increased: (4 → 5)

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (290° → -70°)

Light Air Forward

  • Hitboxes tweaked so spike is not present in all of the move’s range.

Attack data changes:

 

Light Air Forward – Sourspot

  • HitlagBaseOnHit increased: (6 → 10)
  • HitlagBaseOnBlock increased: (6 → 10)
  • Damage increased: (1 → 5)
  • BlockDamage increased: (1 → 5)

Light Air Forward

  • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • BlockDamage decreased: (14 → 13)

Light Air Neutral

  • Startup increased by 1 frame and aerial endlag increased by 2 frames.

Light Dash

  • BaseKnockback decreased: (14,5 → 12)
  • KnockbackGain increased: (10 → 15)

Light Finisher

  • BaseKnockback decreased: (14 → 10)
  • KnockbackGain increased: (8 → 12)

Light Forward

  • BlockPush decreased: (1,25 → 0,8)

Light Up – Late

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (12 → 13)
  • Angle changed: (107° → 95°)

Light Up

  • KnockbackGain increased: (13,5 → 15,5)

Special Down Slime

  • BlockDamage increased: (6 → 7)

Special Down

  • BlockDamage increased: (4 → 5)
Patrick

Following moves can now reverse hit:

  • Charge Up
  • Charge Air Up
  • Charge Air Forward
  • Light Air Back
  • Light Forward

Charge Air Down

  • Charge Air Down fall speed increased.
  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (300° → -60°)

Charge Air Down – Landing

  • BlockDamage decreased: (12 → 11)

Charge Air Forward

  • BaseKnockback increased: (8.45 → 12.2)
  • KnockbackGain decreased: (21.5 → 17.6)
  • Angle changed: (30° → 35°)

Charge Air Up – Finisher

  • BaseKnockback increased: (11 → 15)
  • KnockbackGain increased: (17 → 17.5)
  • Damage decreased: (12 → 6)
  • BlockDamage decreased: (9 → 6)

Charge Air Up

  • BlockDamage decreased: (2 → 1)

Charge Down – Landing

  • BaseKnockback decreased: (17 → 12.5)
  • KnockbackGain increased: (18 → 24.6)
  • BlockDamage decreased: (15 → 13)

Charge Forward

  • Charge Forward hitbox increased, mostly vertically.
  • Active frames extended from ending at 18 to 19.

Initial Hit

  • BaseKnockback decreased: (12 → 11.5)
  • KnockbackGain increased: (24 → 24.4)
  • Angle changed: (25° → 29°)

Late Hit

  • BaseKnockback decreased: (12 → 11.5)
  • KnockbackGain increased: (24 → 24.4)

Charge Up

  • BaseKnockback increased: (13.5 → 15)
  • KnockbackGain increased: (20 → 22.3)

Light Air Back

  • Startup reduced from 9 to 8.
  • Hitboxes are larger on both sides.
  • BlockPush increased: (0.6 → 1.3)
  • Angle changed: (110° → 70°)

Light Air Down – Weak

  • HitlagBaseOnHit increased: (3 → 6)
  • HitlagBaseOnBlock increased: (3 → 6)
  • Aerial toggle enabled

Light Air Down

  • HitlagBaseOnHit increased: (6 → 15)
  • HitlagBaseOnBlock increased: (6 → 15)
  • Aerial toggle enabled
  • BlockDamage decreased: (12 → 11)

Light Air Forward

  • Hitbox range slightly increased.

Light Air Neutral

  • Lingering hitboxes moved back and upward, overall reducing range.

Light Air Neutral – Sweetspot

  • HitlagBaseOnHit increased: (7 → 12)
  • HitlagBaseOnBlock increased: (7 → 12)

Light Air Neutral – Weak

  • Damage increased: (11 → 12)

Light Air Up

  • Landing recovery reduced from 14 to 13 frames.

Dash Attack

  • Initial speed was increased but it also slows down quicker. Slight distance increase.
  • BlockDamage increased on strong hit: (9 → 10)
  • BlockDamage increased on weak hit: (8 → 9)

Light Down

  • HitlagBaseOnHit increased: (3 → 6)
  • HitlagBaseOnBlock increased: (3 → 6)
  • BlockDamage increased: (8 → 11)

Light Forward

  • Movement very slightly increased.
  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (15 → 17)
  • BlockPush increased: (1.2 → 1.7)
  • HitlagBaseOnHit increased: (7 → 12)
  • HitlagBaseOnBlock increased: (7 → 12)
  • BlockDamage increased: (12 → 13)

Light Forward – Medium

  • BlockPush increased: (1.1 → 1.6)
  • HitlagBaseOnHit increased: (7 → 10)
  • HitlagBaseOnBlock increased: (7 → 10)
  • BlockDamage increased: (10 → 12)

Light Forward – Weak

  • BlockPush increased: (1 → 1.5)
  • BlockDamage increased: (9 → 11)

Light Up

  • KnockbackGain increased: (16 → 17)
  • HitlagBaseOnHit increased: (6 → 12)
  • HitlagBaseOnBlock increased: (6 → 12)

Special Down

  • Start up reduced from 5 to 4.
  • Counter duration reduced from ending on frame 36 to 31.
  • Total duration reduced from 64 to 54.
  • The lunge physics were changed on the grab, reaching a bit further on the ground.

Special Down Launch Slime

  • BlockDamage increased: (1 → 17)

Special Forward

  • HitlagBaseOnHit increased: (8 → 15)
  • HitlagBaseOnBlock increased: (8 → 15)
  • Damage increased: (15 → 24)
  • BlockDamage increased: (15 → 17)
  • Angle changed: (52° → 35°)

Special Forward Slime

  • Hitbox is now slightly larger.
  • Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
  • Now spins upon grabbing
  • BaseKnockback increased: (12 → 15)
  • Damage increased: (20 → 36)
  • BlockDamage increased: (20 → 23)

Special Neutral

  • Land cancel now works even if you don’t hit an enemy
  • First Actionable Frame On Hit decreased from frame 35 to frame 32.
  • Now reflects projectiles.
  • BaseKnockback decreased: (10 → 9)
  • KnockbackGain increased: (15.75 → 18)
  • HitlagBaseOnHit decreased: (17 → 14)
  • HitlagBaseOnBlock decreased: (17 → 14)
  • BlockDamage increased: (9 → 11)

Special Neutral Slime

  • BlockDamage decreased: (15 → 13)

Special Up

  • Startup reduced from frame 15 to 14.
  • Hitboxes slightly reduced
  • Hitbox is bigger for the first frames but smaller for the rest of the move.
  • Minimum time before landing without moving down increased from 25 to 27 frames.
  • Landing recovery from hitting the ground was reduced from 40 to 35 frames.
  • Velocity reduced after edge canceling.
  • Now maintains a tiny bit of velocity of the grab connects.
  • Lunges slightly forward when launching an opponent.
  • Damage increased: (12 → 15)
  • BlockDamage increased: (11 → 13)

Throw Up

  • BKB was reduced from 20 to 14.
  • KBG increased from 11 to 17.
  • Total frames reduced from 56 to 52.
  • Angle increased from 80° to 85°.
Squidward

Following moves can now reverse hit:

  • Charge Air Down
  • Light Air Back
  • Light Air Down
  • Light Air Forward
  • Light Air Up
  • Light Forward (Towards aerial opponents)
  • Light Up

Charge Air Down – Fall Slow

  • BlockDamage increased: (1 → 12)

Charge Air Forward – Close

  • BaseKnockback decreased: (12.5 → 10)
  • KnockbackGain increased: (12.5 → 17.6)
  • BlockDamage increased: (10 → 11)
  • Angle changed: (38° → 40°)

Charge Air Forward

  • Damage decreased: (12 → 10)

Charge Air Up

  • Weak hit comes out 4 frames sooner
  • Total active frames: -4 

Initial Hit

  • BaseKnockback decreased: (13.8 → 12)
  • KnockbackGain increased: (9.6 → 14.4)

Late Hit

  • KnockbackGain decreased: (10 → 8)

Charge Air Up

  • BaseKnockback decreased: (11.4 → 11)

Charge Down – Finisher

  • BaseKnockback decreased: (12.5 → 10)
  • KnockbackGain increased: (16 → 20)
  • BlockDamage increased: (1 → 7)

Charge Forward – Strong

  • BaseKnockback decreased: (13 → 10)
  • KnockbackGain increased: (18.5 → 22.5)
  • BlockDamage increased: (12 → 13)
  • Angle changed: (32° → 35°)

Charge Forward – Weak

  • KnockbackGain increased: (12 → 16)
  • Angle changed: (37° → 40°)

Charge Up – Strong

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain decreased: (19.5 → 19.3)
  • BlockPush decreased: (1.4 → 1)

Light Air Back

  • Landing recovery increased from 9 frames to 11.
  • Block stun increased from 8 frames to 10.

Light Air Back – Feet

  • BlockDamage increased: (1 → 8)

Light Air Back Sweet Spot

  • BlockDamage decreased: (12 → 11)

Light Air Down

  • Increased endlag by 5 frames.

Feet Late Hitbox

  • Angle changed: (165° → 15°)

Feet Hitbox

  • Angle changed: (165° → 15°)

Hands Late Hitbox

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

Hands Hitbox

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

Light Air Forward – Finisher

  • KnockbackGain increased: (11.5 → 14.5)

Light Down – Slap

  • KnockbackIgnoreDownState toggle enabled

Light Forward (Towards aerial opponents)

  • BaseKnockback increased: (1 → 13)
  • KnockbackGain increased: (1 → 12)
  • Damage increased: (1 → 12)
  • BlockDamage increased: (1 → 11)
  • Angle changed: (0° → 80°)

Light Forward 2

  • BlockDamage increased: (10 → 11)

Light Forward Early

  • BlockDamage increased: (10 → 11)

Light Neutral 4

  • BaseKnockback decreased: (11.2 → 9.2)
  • KnockbackGain increased: (14 → 16)
Mecha Plankton

General

  • Moved sides environment collision borders from his hands to his elbows.
  • Run Speed increased by 15%

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Down
  • Charge Forward
  • Light Air Down Chum Stick
  • Light Air Back
  • Light Air Forward
  • Light Air Neutral
  • Light Finisher
  • Light Forward
  • Special Down Chumbucket

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (12 → 13)
  • Angle changed: (273° → -87°)

Charge Air Forward Weak Hit

  • BaseKnockback decreased: (19 → 10)
  • KnockbackGain increased: (5 → 10)

Charge Air Forward

  • It now takes longer before he can grab edges.
  • BaseKnockback decreased: (18.5 → 11)
  • KnockbackGain increased: (15.8 → 17.4)

Charge Air Up Finisher

  • BaseKnockback decreased: (15 → 14)
  • KnockbackGain increased: (10.5 → 16.3)

Charge Air Up Multi Hit

  • BlockDamage decreased: (3 → 1)

Charge Down

  • BaseKnockback decreased: (12.4 → 12)
  • KnockbackGain increased: (11 → 23.2)
  • BlockDamage decreased: (15 → 13)

Charge Forward Strong

  • BaseKnockback decreased: (18 → 9.5)
  • KnockbackGain increased: (13.5 → 22)
  • BlockDamage increased: (12 → 14)

Charge Forward Weak

  • KnockbackGain increased: (12.2 → 14)
  • BlockDamage increased: (6 → 10)
  • Angle changed: (31° → 32°)

Chumbucket

  • BlockDamage increased: (3 → 6)

Chumstick

  • KnockbackGain increased: (12 → 12)
  • Aerial toggle enabled
  • BlockDamage increased: (3 → 6)

Light Air Back Early

  • BlockDamage decreased: (15 → 12)

Light Air Forward

  • Damage increased: (9 → 10)
  • BlockDamage increased: (9 → 10)

Light Air Neutral Finisher

  • BlockDamage decreased: (8 → 7)
  • Angle changed: (38° → 42°)

Light Air Up Launch

  • BlockDamage decreased: (5 → 1)

Light Air Up Upper Left

  • Angle changed: (225° → -135°)

Light Air Up Upper Right

  • Angle changed: (315° → -45°)

Light Combo

  • KnockbackIgnoreDownState toggle disabled

Light Dash

  • BlockDamage decreased: (9 → 8)

Light Down

  • Reduced recovery on whiff for both hits
  • Cancel Window into itself reduced
  • Can cancel on hit 

1st Hit

  • DirectionalInfluenceMultiplier increased: (0.85 → 2)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
  • KnockbackIgnoreDownState toggle disabled
  • Angle changed: (85° → 83°)
  • SlimeMultiplier increased: (0.14 → 0.2)

2nd Hit

  • DirectionalInfluenceMultiplier increased: (2.1 → 3)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
  • Angle changed: (80° → 81°)
  • SlimeMultiplier increased: (0.13 → 0.2)

Light Down Back Hit

  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)

Light Finisher

  • BaseKnockback decreased: (10.5 → 9.5)
  • KnockbackGain increased: (13.67 → 14.5)
  • KnockbackIgnoreDownState toggle disabled

Light Forward

  • BaseKnockback decreased: (17 → 10)
  • KnockbackGain increased: (9.2 → 19)
  • HitStunMinimum increased: (1 → 22)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 11)

Light Neutral 1 (Anti Air)

  • HitStunMinimum increased: (5 → 7)
  • DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
  • KnockbackIgnoreDownState toggle enabled

Light Neutral 2

  • KnockbackIgnoreDownState toggle enabled

Light Up

  • HitStunMinimum increased: (1 → 12)
  • BlockDamage increased: (9 → 10)
  • Angle changed: (85° → 87°)

Special Forward

  • Recovery reduced if done in the air

Special Neutral Slime 

  • Startup increased from frame 16 to 17
  • BaseKnockback decreased: (18.5 → 12.5)
  • KnockbackGain increased: (9.5 → 15.5)
  • Damage decreased: (10 → 8)
  • Angle changed: (38° → 42°)

Special Up Start Slime

  • KnockbackGain decreased: (1 → 0.5)
  • DirectionalInfluenceMultiplier decreased: (0.5 → 0)
  • SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)
Ren & Stimpy

 

General:

  • Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.

Charge Air Down Land Slide

  • Reversible

Charge Air Down Land

  • Reversible

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Reversible

Charge Air Forward

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (16 → 19)

Charge Air Up

  • KnockbackGain increased: (15 → 17,4)

Charge Down

  • KnockbackGain increased: (14 → 20,9)
  • Angle changed: (31° → 30°)

Charge Forward Ren

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (18 → 23,5)
  • Reversible
  • Angle changed: (137° → 40°)

Charge Forward

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (19,5 → 23,5)
  • Reversible 
  • Angle changed: (43° → 45°)

Charge Up

  • BaseKnockback increased: (12 → 15)
  • KnockbackGain increased: (22 → 22,7)

Light Air Back

  • First actionable frame removed

Light Air Back – Early

  • HitStunMinimum decreased: (1 → 0)
  • Reversible
  • Angle changed: (150° → 30°)

Light Air Back – Late

  • HitStunMinimum decreased: (1 → 0)
  • Reversible 
  • Angle changed: (142° → 38°)

Light Air Back – Mid

  • HitStunMinimum decreased: (1 → 0)
  • Reversible 
  • Angle changed: (145° → 35°)

Light Air Down – Multi Hit

  • BlockDamage decreased: (2 → 1)

Light Air Forward – Clean

  • BaseKnockback decreased: (13 → 12,3)
  • KnockbackGain increased: (14 → 16)

Light Air Forward – Late

  • BaseKnockback increased: (6,6 → 7,2)

Light Air Up – Ren

  • Reversible
  • Angle changed: (-110° → 290°)

Light Air Up Hit

  • Reversible
  • BlockDamage decreased: (7 → 5)

Light Air Up

  • BlockDamage decreased: (3 → 2)

Light Down Sweet

  • BlockDamage decreased: (11 → 10)

Light Down

  • Reversible

Light Finisher

  • Reversible

Light Forward – Air Hit

  • Angle changed: (130° → 120°)

Light Forward

  • Total Duration decreased from 28 Frames to 32 Frames
  • BaseKnockback increased: (2,5 → 3,5)
  • KnockbackGain increased: (11 → 12)
  • Angle changed: (155° → 130°)

Light Up Ren

  • Reversible 
  • Angle changed: (135° → 45°)

Light Up

  • Reversible

Special Down Attack

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain decreased: (12 → 10)
  • HitlagBaseOnHit decreased: (15 → 10)
  • HitlagBaseOnBlock decreased: (15 → 10)
  • AttackMultiplierType removed: CharacterMeterMultiplier
  • AttackMultiplierType added: CharacterMeterLerp
  • Reversible
  • Can not Redirect Projectiles
  • Damage decreased: (16 → 10)
  • BlockDamage decreased: (16 → 10)
  • Angle changed: (56° → 45°)

Special Up 

  • Hitbox size reduced
Aang

Following moves can now reverse hit:

  • Charge Air Down
  • Charge AIr Forward
  • Charge Forward
  • Charge Up
  • Light Air Down
  • Light Down
  • Light Forward

Charge Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (285° → -75°)

Charge Air Forward SourSpot

  • KnockbackGain increased: (14,3 → 15)
  • BlockDamage decreased: (14 → 12)

Charge Air Forward SweetSpot

  • BaseKnockback decreased: (17,3 → 11,5)
  • KnockbackGain increased: (13,5 → 18,8)
  • BlockDamage decreased: (19 → 14)

Charge Air Up Finisher

  • BaseKnockback decreased: (16 → 12)
  • KnockbackGain increased: (12 → 17,3)
  • Angle changed: (65° → 68°)

Charge Down Rocks

  • BaseKnockback decreased: (17 → 16)
  • KnockbackGain increased: (16,5 → 23,5)
  • BlockDamage decreased: (16 → 13)
  • Angle changed: (75° → 61°)

Charge Forward SourSpot

  • BaseKnockback increased: (10 → 10,5)
  • KnockbackGain increased: (18,5 → 23,4)
  • BlockDamage decreased: (14 → 12)

Charge Forward SweetSpot

  • BaseKnockback decreased: (17,3 → 11,5)
  • KnockbackGain increased: (17 → 24,7)
  • BlockDamage decreased: (19 → 15)

Charge Up Finisher

  • BaseKnockback decreased: (18 → 12,3)
  • KnockbackGain increased: (16 → 19,5)

Light Air Back Wind Gale Weak

  • BaseKnockback decreased: (9 → 7)
  • KnockbackGain increased: (10 → 12)

Light Air Back Wind Gale

  • BaseKnockback decreased: (13,6 → 10)
  • KnockbackGain increased: (14 → 19)

Light Air Back

  • KnockbackGain increased: (12,5 → 18)

Light Air Forward

  • BaseKnockback decreased: (9,6 → 9)
  • KnockbackGain increased: (14 → 15,5)
  • BlockDamage decreased: (12 → 11)

Light Air Neutral Land

  • BaseKnockback decreased: (10 → 9)

Light Dash Late

  • BaseKnockback decreased: (15 → 10)
  • KnockbackGain increased: (11 → 16)

Light Dash

  • BaseKnockback decreased: (19,5 → 12)
  • KnockbackGain increased: (12 → 19,5)

Light Down Near

  • BlockDamage increased: (1 → 5)

Light Down Tip

  • BlockDamage increased: (1 → 5)

Light Finisher

  • BaseKnockback decreased: (14,5 → 9)
  • KnockbackGain increased: (9,5 → 15,5)

Light Forward

  • BaseKnockback decreased: (12,3 → 7)
  • KnockbackGain increased: (13 → 19)
  • HitlagBaseOnBlock increased: (6 → 10)

Light Up Wind Gale

  • BaseKnockback decreased: (17 → 15)
  • KnockbackGain increased: (8,5 → 14)

Light Up

  • BaseKnockback decreased: (17 → 15)
  • KnockbackGain increased: (8,5 → 16)

Special Down

  • Physics slightly changed to have slower acceleration on start but higher speed.
Korra

General

  • Weight decreased: (1.09 → 1.05)

Charge Air Down – Late

  • Can now reverse hit.
  • Late hits can no longer redirect projectiles.

Charge Air Forward – Sweetspot

  • BaseKnockback increased: (12 → 14.5)
  • KnockbackGain increased: (19.8 → 21.1)

Charge Air Forward

  • BaseKnockback increased: (9.9 → 11.5)
  • KnockbackGain increased: (18 → 18.8)

Charge Air Up

  • Angle changed: (75° → 61°)

Charge Down – Hazard Reversed

  • BaseKnockback increased: (12.96 → 15)
  • KnockbackGain increased: (21.6 → 22)
  • Angle changed: (103° → 98°)

Charge Down – Hazard

  • BaseKnockback increased: (9.6 → 15)
  • KnockbackGain decreased: (25.2 → 22)
  • Angle changed: (77° → 82°)

Charge Down

  • BaseKnockback increased: (9.6 → 10)
  • KnockbackGain increased: (11 → 14)
  • Angle changed: (-62° → -75°)

Charge Forward

  • Hitbox slightly reduced. The tip now has a weaker hit.
  • BaseKnockback increased: (10.8 → 11.5)
  • KnockbackGain increased: (23.5 → 24.4)
  • BlockPush decreased: (2 → 1)
  • Priority changed: (Low → High)
  • BlockDamage increased: (11 → 12)

Charge Forward – Late

  • BlockPush decreased: (2 → 0.6)
  • Damage decreased: (14 → 12)

Charge Up – Late

  • KnockbackGain increased: (12 → 20)
  • CanRedirectProjectiles toggle disabled

Charge Up

  • BaseKnockback increased: (13 → 14)
  • KnockbackGain decreased: (22 → 21.3)

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

Light Air Forward

  • Hitbox size slightly reduced in all directions.
  • Forearms are now intangible on the first active frame.

Light Air Forward – Fire

  • KnockbackGain increased: (17.5 → 18)

Special Forward

  • Window to attack after the ground version increased from 21 to 23.
  • Window before being allowed to jump after the jump version increased from 28 to 30.
Azula

Following moves can now reverse hit:

  • Charge Air Down Land
  • Charge Air Down
  • Charge Air Forward
  • Charge Down
  • Charge Forward
  • Charge Up
  • Light Air Down
  • Light Air Forward
  • Light Down
  • Light Forward

Charge Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (270° → -90°)

Charge Air Forward Fireball

  • BlockDamage decreased: (12 → 11)

Charge Air Forward

  • BaseKnockback decreased: (16 → 13)
  • KnockbackGain increased: (14,5 → 19)
  • BlockDamage decreased: (16 → 13)

Charge Air Up Sourspot

  • BlockDamage decreased: (12 → 11)

Charge Air Up Sweetspot

  • BaseKnockback decreased: (19 → 13)
  • KnockbackGain increased: (13 → 18,2)
  • BlockDamage decreased: (16 → 13)
  • Angle changed: (70° → 67°)

Charge Down Back Lock

  • BaseKnockback decreased: (13 → 4)
  • HitStunMinimum increased: (1 → 9)
  • Angle changed: (30° → 100°)

Charge Down Front Launcher

  • BaseKnockback decreased: (14,7 → 11)
  • KnockbackGain increased: (17 → 24,05)

Charge Down Front Lock

  • BaseKnockback decreased: (13 → 8)
  • HitStunMinimum increased: (1 → 9)

Charge Forward Sourspot

  • BaseKnockback decreased: (16 → 10,5)
  • KnockbackGain increased: (12,6 → 23,2)

Charge Forward Sweetspot

  • BaseKnockback decreased: (19,2 → 11,5)
  • KnockbackGain increased: (16 → 24,4)
  • BlockDamage decreased: (18 → 14)

Charge Up Autolink

  • BlockPush decreased: (1 → 0,1)

Charge Up Explosion

  • BaseKnockback decreased: (18 → 12,3)
  • KnockbackGain increased: (16 → 19,5)
  • BlockDamage decreased: (12 → 11)

Charge Up Pull Back Down

  • BlockPush decreased: (1 → 0,1)

Charge Up Pull Back

  • BlockPush decreased: (1 → 0,1)

Charge Up Pull Down

  • BlockPush decreased: (1 → 0,1)

Charge Up Pull Forward Down

  • BlockPush decreased: (1 → 0,1)

Charge Up Pull Forward

  • BlockPush decreased: (1 → 0,1)

Charge Up Scoop Back

  • BlockPush decreased: (1 → 0,1)

Charge Up Scoop Front

  • BlockPush decreased: (1 → 0,1)

Light Air Back Sourspot

  • BaseKnockback decreased: (12 → 7)
  • KnockbackGain increased: (12,5 → 17,5)

Light Air Back Sweetspot

  • BaseKnockback decreased: (14,5 → 11)
  • KnockbackGain increased: (16 → 19,45)

Light Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage decreased: (12 → 11)

Light Air Neutral Early

  • BaseKnockback decreased: (9 → 7)
  • KnockbackGain increased: (13,5 → 15,5)

Light Air Neutral Late

  • BaseKnockback decreased: (7 → 6)
  • KnockbackGain increased: (7,5 → 8,5)

Light Dash 2

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (11 → 18)

Light Dash Early

  • KnockbackGain increased: (10 → 11)

Light Finisher

  • BaseKnockback decreased: (14,4 → 11)
  • KnockbackGain increased: (10,6 → 14)

Light Forward Sourspot

  • BaseKnockback decreased: (15,3 → 8)
  • KnockbackGain increased: (11 → 18,3)

Light Forward Sweetspot

  • BaseKnockback decreased: (16,8 → 12)
  • KnockbackGain increased: (15,5 → 20,3)

Special Down

  • BaseKnockback decreased: (21,4 → 14)
  • KnockbackGain increased: (11,8 → 18)

Special Forward Air Land

  • BaseKnockback decreased: (15,5 → 10)
  • KnockbackGain increased: (8 → 13,5)

Special Forward Air Strong

  • BaseKnockback decreased: (18 → 11)
  • Priority changed: (Low → High)
  • Damage decreased: (17 → 13)
  • BlockDamage decreased: (17 → 13)

Special Forward Air Weak

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (11 → 15)

Special Forward Strong

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (14 → 17)
  • Priority changed: (Low → High)
  • Damage decreased: (17 → 13)
  • BlockDamage decreased: (17 → 13)

Special Forward Weak

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (11 → 15)
April

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Up
  • Charge Up
  • Special Up

Charge Air Forward

  • BaseKnockback decreased: (15 → 12,25)
  • KnockbackGain increased: (17 → 17,75)

Charge Air Up – Weaker

  • BaseKnockback increased: (9,5 → 12)
  • KnockbackGain decreased: (16 → 15)
  • Angle changed: (65° → 75°)

Charge Air Up

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain decreased: (16 → 15,8)

Charge Down 3

  • BaseKnockback decreased: (16,5 → 10)
  • KnockbackGain increased: (10 → 21)

Charge Forward – Weak

  • BaseKnockback decreased: (12,5 → 10,5)
  • KnockbackGain increased: (18 → 22,5)

Charge Forward Sweet Spot

  • BaseKnockback decreased: (15,5 → 10,5)
  • KnockbackGain increased: (23 → 24)
  • Angle changed: (36° → 35°)

Charge Forward

  • BaseKnockback decreased: (12,5 → 11)
  • KnockbackGain increased: (20 → 24)

Charge Up – Setup

  • BaseKnockback decreased: (21 → 19)

Charge Up

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain increased: (17 → 20,5)
  • BlockDamage increased: (1 → 13)

Light Air Back 2 – Body

  • BaseKnockback decreased: (11,5 → 10,5)
  • KnockbackGain increased: (13 → 14)

Light Air Back 2 – Foot

  • BaseKnockback decreased: (12,5 → 12)
  • KnockbackGain increased: (13 → 16)

Light Air Down Final – Body

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Light Air Down Final – Foot

  • BaseKnockback decreased: (10 → 9)
  • KnockbackGain increased: (7 → 9)
  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Light Air Down Final – Grounded

  • BaseKnockback decreased: (15,1 → 13)
  • KnockbackGain increased: (16 → 18)
  • Damage decreased: (15 → 12)

Light Air Forward – Body

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (12 → 15,5)

Light Air Forward – Pen

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (12 → 16,5)

Light Air Neutral – Initial

  • BlockStun increased: (8 → 9)

Light Air Neutral – Late

  • BlockStun increased: (7 → 8)

Light Air Neutral – Lingering

  • BlockStun increased: (7 → 8)

Light Air Up – Finisher

  • BaseKnockback decreased: (12,5 → 10,5)
  • KnockbackGain increased: (11 → 14,2)

Light Finisher

  • BaseKnockback decreased: (12,5 → 10,5)
  • KnockbackGain increased: (15 → 17,4)

Light Forward – Foot

  • KnockbackGain increased: (14,5 → 15,2)

Light Up – Foot

  • KnockbackGain increased: (14 → 15,5)

Light Down

  • Can be cancelled into the second hit between 12 and 25 frames
  • +5 recovery frames on light down

Special Up Slime

  • BaseKnockback increased: (3,5 → 5)
  • Damage increased: (2 → 5)
  • BlockDamage increased: (1 → 3)
  • Angle changed: (110° → 65°)
  • SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
  • The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.

Special Neutral

  • On Hit Cancel added on frame 30.
  • Now longer prevents April from air drifting.
  • Hitting an opponent with less than one bar of ratings now generates a bar of ratings.

Special Down

  • Special Down Bhop tech removed
Donatello

General

  • Weight Increased: (0.9 → 0.95)
  • Fixed Special Up not having hit SFX.

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Forward
  • Charge Down
  • Light Air Forward
  • Light Down

Charge Air Forward

  • BaseKnockback increased: (11 → 13)
  • KnockbackGain increased: (17 → 18)

Charge Air Up

  • BaseKnockback decreased: (13.5 → 13)
  • KnockbackGain increased: (14.75 → 16.5)
  • BlockDamage increased: (5 → 12)

Charge Down – Reverse

  • BaseKnockback decreased: (12 → 10)
  • Damage decreased: (17 → 13)
  • BlockDamage decreased: (15 → 12)
  • Angle changed: (110° → 70°)

Charge Down

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain increased: (16.2 → 22)
  • BlockDamage decreased: (15 → 12)

Charge Forward – Reverse

  • BaseKnockback decreased: (13.75 → 11.5)
  • KnockbackGain increased: (24 → 25.8)

Charge Forward 2

  • BaseKnockback decreased: (13.75 → 11)
  • KnockbackGain increased: (22 → 23.8)

Charge Up – Clean Hit

  • BaseKnockback increased: (13 → 14)
  • KnockbackGain increased: (19.5 → 21.3)

Charge Up – Late

  • BlockDamage increased: (9 → 10)

Charge Up

  • BlockDamage increased: (8 → 12)

Light Air Back – Tip

  • BaseKnockback decreased: (13.75 → 10.7)
  • KnockbackGain increased: (16.5 → 20.3)
  • BlockPush decreased: (1.6 → 0.7)
  • BlockStun increased: (7 → 10)

Light Air Back – Weak

  • BaseKnockback decreased: (8.75 → 7.75)
  • KnockbackGain increased: (12 → 13.3)
  • BlockPush decreased: (0.6 → 0.5)
  • BlockStun increased: (7 → 9)

Light Air Back

  • BaseKnockback decreased: (10 → 8.7)
  • KnockbackGain increased: (13.5 → 15.7)
  • BlockPush decreased: (0.8 → 0.6)
  • BlockStun increased: (7 → 9)

Light Air Down – Tip

  • BaseKnockback decreased: (9 → 7.5)
  • KnockbackGain increased: (10 → 11.5)

Light Air Down

  • BaseKnockback decreased: (9 → 8.2)
  • KnockbackGain increased: (13 → 14)

Light Air Forward

  • BaseKnockback decreased: (11 → 8.7)
  • KnockbackGain increased: (17 → 19.5)
  • BlockPush decreased: (0.8 → 0.6)
  • BlockStun increased: (10 → 11)
  • Damage increased: (11 → 12)

Light Air Up – Weak

  • BaseKnockback decreased: (9.6 → 8.6)
  • KnockbackGain increased: (9.6 → 11)

Light Air Up

  • BaseKnockback decreased: (14 → 9.7)
  • KnockbackGain increased: (13 → 17.5)

Light Down

  • Light down can only be canceled into Land down 2 from frame 12 to frame 25

Light Down – Slide

  • BaseKnockback decreased: (14.38 → 7.9)
  • KnockbackGain increased: (6.25 → 12.87)

Light Down 2

  • BaseKnockback decreased: (12.5 → 7.8)
  • KnockbackGain increased: (6.25 → 11)

Light Forward – Back Hit (Ground)

  • BaseKnockback decreased: (11.25 → 9.3)
  • KnockbackGain increased: (15 → 17)

Light Forward – Back Hit

  • BaseKnockback decreased: (10.5 → 7.8)
  • KnockbackGain increased: (11 → 13.7)

Light Forward – Forward Hit

  • BaseKnockback decreased: (11 → 8.7)
  • KnockbackGain increased: (18.75 → 21)

Light Forward – Upper Hit

  • BaseKnockback decreased: (11 → 8.4)
  • KnockbackGain increased: (17 → 19.7)

Light Neutral – Finisher

  • BaseKnockback decreased: (11.5 → 8.98)
  • KnockbackGain increased: (15.7 → 18.2)

Light Up

  • Added hitbox that allows the attack to hit shorter characters.
  • BaseKnockback decreased: (17 → 10.4)
  • KnockbackGain increased: (15.4 → 22)

Special Neutral Staff

  • Now reflects instead of redirecting projectiles

Special Forward Slime

  • The smoke bomb throw has faster startup and recovery.

Grab

  • Range increased from 1.2 to 1.25.

Grab Run

  • Total duration reduced from 42 to 39. Lunge speed slightly increased.
Raphael

General

  • Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
  • Weight decreased: (1.05 → 0.95)

Following moves can now reverse hit:

  • Light Down
  • Charge Air Forward
  • Charge Up
  • Light Air Forward
  • Charge Forward
  • Charge Air Down

Light Neutral 1 and 2

  • Removed jump cancel window on first frames.

Special Neutral

  • Landing Lag increased from 5 to 10 frames.
  • Can’t be canceled with air dodge during the first frames anymore.

Charge Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage decreased: (18 → 14)
  • Angle changed: (270° → -90°)

Charge Air Down

  • BlockDamage decreased: (12 → 11)

Charge Air Forward – Sourspot

  • BaseKnockback increased: (7,5 → 10)
  • KnockbackGain increased: (18 → 18,5)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 11)

Charge Air Forward

  • BaseKnockback decreased: (13,5 → 13)
  • KnockbackGain increased: (18 → 19)
  • BlockDamage decreased: (17 → 13)

Charge Air Up

  • BlockDamage decreased: (17 → 13)

Charge Down Back

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (14 → 22,6)
  • BlockDamage decreased: (13 → 11)

Charge Down

  • BaseKnockback decreased: (14,8 → 11,5)
  • KnockbackGain increased: (15,4 → 23,3)
  • BlockDamage decreased: (15 → 12)

Charge Forward Release

  • BaseKnockback decreased: (17,5 → 11,5)
  • KnockbackGain increased: (18,3 → 24,7)

Charge Up

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (14 → 19,1)

Light Air Back – Sweetspot

  • BaseKnockback decreased: (12 → 11,2)
  • KnockbackGain increased: (19,5 → 20,7)

Light Air Down – Finisher

  • BaseKnockback decreased: (9,7 → 8,7)
  • KnockbackGain increased: (15 → 16)

Light Air Forward

  • BaseKnockback decreased: (13,5 → 7,9)
  • KnockbackGain increased: (10,6 → 16,2)

Light Air Neutral

  • BaseKnockback decreased: (12 → 8,2)
  • KnockbackGain increased: (12,6 → 16,3)

Light Air Up – Strong

  • BaseKnockback decreased: (12,6 → 8,3)
  • KnockbackGain increased: (10 → 14,2)

Light Air Up – Weak

  • BaseKnockback decreased: (10,6 → 6,4)
  • KnockbackGain increased: (10 → 13,6)

Light Dash – Strong

  • BaseKnockback decreased: (18,5 → 10,8)
  • KnockbackGain increased: (9 → 16,8)

Light Dash – Weak

  • BaseKnockback decreased: (12,5 → 8,2)
  • KnockbackGain increased: (9 → 13,2)

Light Down – Spin

  • BaseKnockback decreased: (15,1 → 8,6)
  • KnockbackGain increased: (7,2 → 13,93)

Light Down – Stab

  • BaseKnockback decreased: (12 → 7,8)
  • KnockbackGain increased: (7,8 → 12,2)

Light Finisher

  • BaseKnockback decreased: (10,5 → 9,3)
  • KnockbackGain increased: (14,6 → 15,83)

Light Forward 3

  • BaseKnockback decreased: (13,3 → 8,3)
  • KnockbackGain increased: (15,6 → 19,5)

Light Up

  • BaseKnockback decreased: (14,6 → 9,4)
  • KnockbackGain increased: (13 → 18,45)

Special Neutral Shuriken Slime

  • KnockbackGain decreased: (11,5 → 9)
Jimmy Neutron

General

  • Weight increased: (0.92 → 1)

Following moves can now reverse hit:

  • Light Down
  • Light Air Forward
  • Light Air Down
  • Charge Up
  • Charge Forward
  • Charge Air Up

Charge Air Down

  • BlockDamage increased: (1 → 8)

Charge Air Forward

  • BaseKnockback decreased: (16 → 8,5)
  • KnockbackGain decreased: (18 → 10)
  • Damage increased: (4 → 8)
  • BlockDamage increased: (1 → 8)

Charge Air Up – Late

  • BaseKnockback increased: (12 → 13)
  • KnockbackGain increased: (15 → 16,5)
  • BlockDamage increased: (1 → 10)
  • Angle changed: (70° → 75°)

Charge Air Up – Sourspot

  • BaseKnockback increased: (12 → 14)
  • KnockbackGain increased: (12 → 17)
  • BlockDamage increased: (1 → 11)
  • Angle changed: (70° → 75°)

Charge Air Up

  • BaseKnockback increased: (13 → 16)
  • KnockbackGain decreased: (18 → 17,5)
  • BlockDamage increased: (1 → 12)
  • Angle changed: (70° → 80°)

Charge Down 3

  • BaseKnockback decreased: (16 → 11)
  • KnockbackGain increased: (18 → 25,5)

Charge Forward

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (18 → 23,4)

Charge Up

  • BaseKnockback increased: (14,5 → 15)
  • KnockbackGain increased: (19 → 21,2)

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage increased: (1 → 8)
  • Angle changed: (277° → -83°)

Light Air Forward

  • HitStunMinimum increased: (1 → 13)
  • BlockDamage increased: (1 → 9)

Light Air Up

  • BaseKnockback decreased: (13,5 → 12,5)
  • KnockbackGain increased: (15 → 16,75)

Light Down

  • BaseKnockback decreased: (14 → 9)
  • KnockbackGain increased: (4,6 → 16)
  • HitStunMinimum increased: (1 → 13)
  • BlockDamage increased: (1 → 6)

Light Forward Sweetspot

  • HitStunMinimum increased: (1 → 15)
  • BlockPush increased: (1 → 1,5)

Light Forward

  • BaseKnockback increased: (5,5 → 6,5)
  • KnockbackGain increased: (8 → 16)
  • HitStunMinimum increased: (1 → 15)
  • BlockPush increased: (1 → 1,2)
  • BlockStun increased: (4 → 5)

Light Neutral

  • KnockbackGain increased: (12 → 13)

Light Up Final

  • BaseKnockback increased: (8,2 → 11)
  • KnockbackGain increased: (12,3 → 15,5)
  • BlockPush increased: (0,2 → 0,6)
  • HitlagBaseOnHit increased: (0 → 9)
  • HitlagBaseOnBlock increased: (0 → 9)
  • BlockDamage increased: (1 → 8)

Light Up Weak

  • HitlagBaseOnHit increased: (0 → 2)
  • HitlagBaseOnBlock increased: (0 → 2)

Special Forward 2

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

Special Forward 3

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

Special Forward 4

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

Special Forward 5

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

Special Forward 6

  • BaseKnockback decreased: (18 → 17)
  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

Special Forward

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

Special Neutral – Rocket

  • CannotRebound toggle enabled

Dash Grab

  • Dash grab total duration from 60 → 50
  • +2 Active frames
Danny Phantom

General

  • Fix to Danny losing respawn invincibility after wavedashing
  • Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
  • Fixed Danny going through landing lag frames of his Special Up land while in hitlag
  • Fixed physics when exiting Special Up and going into Helpless Fall

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Forward
  • Light Air Down
  • Light Air Forward
  • Light Down
  • Special Up Land

Charge Air Down Turn

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

Charge Air Forward

  • Fixed an issue that made the attack hit 3 times instead of 2.

Initial Hit

  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)

Second Hit

  • BaseKnockback decreased: (14 → 8.75)
  • KnockbackGain increased: (13 → 17)
  • HitlagBaseOnHit increased: (6 → 10)
  • HitlagBaseOnBlock increased: (6 → 10)
  • Angle changed: (31° → 50°)

Charge Air Up

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain increased: (13.5 → 17)
  • Angle changed: (45° → 60°)

Charge Down Release

  • BaseKnockback decreased: (14.4 → 11.5)
  • KnockbackGain increased: (16.3 → 22.8)

Charge Forward Sweet Spot

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain increased: (19.5 → 21.7)
  • HitlagBaseOnHit increased: (6 → 12)
  • HitlagBaseOnBlock increased: (6 → 12)

Charge Forward

  • BaseKnockback increased: (8.25 → 10)
  • KnockbackGain increased: (17.5 → 20)
  • HitlagBaseOnHit decreased: (20 → 12)
  • HitlagBaseOnBlock decreased: (20 → 12)
  • BlockDamage increased: (10 → 11)
  • Angle changed: (40° → 35°)

Charge Up Sour

  • KnockbackGain decreased: (20.5 → 20)
  • BlockDamage increased: (8 → 10)

Charge Up Sweet

  • BaseKnockback increased: (11.88 → 14.2)
  • KnockbackGain increased: (20 → 22)

Light Air Back Sweet

  • KnockbackGain increased: (16 → 17.5)

Light Air Back

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain increased: (14 → 15.5)

Light Air Down – Ice Projectile

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (8 → 10)

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (8 → 10)

Light Air Forward 1

  • Hitbox size slightly reduced
  • Damage increased: (3 → 5)
  • BlockDamage increased: (3 → 5)

Light Air Neutral

  • BaseKnockback decreased: (6.25 → 5.5)
  • KnockbackGain increased: (9 → 12.5)

Light Air Up

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (13.3 → 16)

Light Down

  • BaseKnockback decreased: (12.5 → 10)
  • KnockbackGain increased: (11.25 → 13)
  • HitStunMinimum increased: (1 → 10)

Light Finisher

  • BaseKnockback decreased: (10.63 → 8.5)
  • KnockbackGain increased: (15.5 → 17)

Light Forward 2

  • BlockDamage increased: (6 → 8)

Light Forward

  • BaseKnockback decreased: (10 → 6.55)
  • KnockbackGain increased: (16 → 16.75)
  • HitStunMinimum increased: (1 → 6)
  • BlockDamage increased: (8 → 10)

Light Up – Late

  • KnockbackGain increased: (12 → 13.5)

Light Up – Weak

  • KnockbackGain increased: (10 → 12.5)

Light Up

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (13 → 16)

Special Down

  • Is now unblockable on both Normal and Slime versions.

Special_Up

  • BaseKnockback decreased: (15 → 9)
  • KnockbackGain decreased: (11.5 → 9)
  • BlockPush decreased: (2 → 0.6)
  • DirectionalInfluenceMultiplier decreased: (1.05 → 1)
  • Damage decreased: (15 → 7)
  • BlockDamage decreased: (13 → 7)

Special Up Land

  • BaseKnockback decreased: (12 → 9)
  • KnockbackGain decreased: (10 → 5)
  • HitStunMultiplier decreased: (1.5 → 1)
  • HitStunMinimum decreased: (2.5 → 1)
  • BlockPush decreased: (2 → 0.3)
  • BlockStun decreased: (9 → 7)
  • HitlagBaseOnHit decreased: (11 → 7)
  • HitlagBaseOnBlock decreased: (11 → 7)
  • DirectionalInfluenceMultiplier decreased: (1.3 → 1)
  • CannotRebound toggle disabled
  • Damage decreased: (13 → 6)
  • BlockDamage decreased: (13 → 6)
  • Angle changed: (50° → 70°)

Special Down

  • Can no longer be blocked
Ember

General:

  • Weight increased: (0.95 → 1)
  • Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting 
  • Fixes:
    • Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.
    • Fixed Light Combo putting opponents in double the amount of intended hitstun frames. blocking opponents (less gain than connecting hits).
    • Fixed Slime Special Up not having the multihit hitboxes
    • Improved consistency on Light Neutral String
    • Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards

Following moves can now reverse hit:

  • Charge Air Up
  • Charge Air Down
  • Charge Forward
  • Light Air Down
  • Light Air Forward
  • Light Down

Charge Air Down

  • BlockDamage decreased: (15 → 13)

Charge Air Forward

  • BaseKnockback decreased: (16 → 14)
  • KnockbackGain increased: (4 → 17)
  • BlockPush decreased: (1,6 → -0,8)
  • BlockStun increased: (12 → 14)
  • Damage increased: (9 → 15)
  • BlockDamage increased: (9 → 13)
  • Angle changed: (135° → 130°)

Charge Air Up – Second Strum

  • BaseKnockback increased: (12 → 13)
  • KnockbackGain decreased: (18 → 16,5)

Charge Down – Sound Waves

  • BaseKnockback increased: (7 → 11,5)
  • KnockbackGain increased: (20 → 25)
  • BlockDamage decreased: (12 → 11)

Charge Down – Stomp

  • BaseKnockback increased: (10 → 12)
  • KnockbackGain increased: (20 → 27)
  • BlockDamage decreased: (12 → 11)

Charge Forward

  • BaseKnockback decreased: (18 → 12,5)
  • KnockbackGain increased: (19 → 26)
  • AnimatorBooleanCondition removed: CheerHitbox

Charge Up – Finisher

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (20 → 20,5)
  • BlockDamage decreased: (13 → 12)

Light Air Down – Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage decreased: (14 → 12)
  • Angle changed: (290° → -70°)

Light Air Forward – Spike

  • BlockDamage decreased: (16 → 13)

Light Air Forward

  • KnockbackGain increased: (20 → 21)

Light Air Up

  • KnockbackGain increased: (10 → 12)
  • On hit SFX change

Light Combo

  • BaseKnockback decreased: (3 → 2,5)
  • HitStunMultiplier decreased: (2 → 1)
  • HitStunMinimum increased: (15 → 16)
  • BlockStun decreased: (15 → 10)
  • HitlagBaseOnBlock decreased: (7 → 6)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • FixedKnockback increased: (0 → 5)
  • Damage decreased: (4 → 3)
  • BlockDamage decreased: (3 → 1)
  • Angle changed: (170° → 145°)

Light Dash

  • BaseKnockback decreased: (18,5 → 12)
  • KnockbackGain increased: (10 → 17)

Light Finisher

  • BaseKnockback decreased: (17 → 9)
  • KnockbackGain increased: (4 → 15)

Light Forward

  • BaseKnockback increased: (9 → 11)
  • KnockbackGain increased: (18 → 19)
  • BlockDamage decreased: (13 → 12)

Light Neutral

  • KnockbackGain decreased: (4 → 0,01)
  • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • Angle changed: (85° → 145°)
  • On Hit SFX changed

Light Up

  • Now cancelable on frame 46

Light Up – Finisher

  • BaseKnockback decreased: (20 → 13)
  • KnockbackGain increased: (11 → 18)

Special Down

  • SpecialAngle changed: (Sakurai_361 → None)
  • Angle changed: (45° → 90°)

Special Neutral – Cheer Boosted

  • BaseKnockback increased: (14 → 15)
  • KnockbackGain increased: (15 → 17)
  • HitlagBaseOnHit increased: (9 → 14)
  • SpecialAngle changed: (Sakurai_361 → None)
  • Projectile size increased

Special Up Cheer Booster

  • Increased vertical height and starts grabbing edge at frame 18.
Lucy Loud

General:

  • Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
  • Crowd push radius reduced from 1 to 0.7.
  • Made follow ups more difficult during normal mode.
  • Added different landing lag values for light aerials depending on stance.

Light Air Back

  • Ghost (4 → 7)
  • Normal (4 → 8)
  • Vampire (4 → 9)

Light Air Down

  • Ghost (10)
  • Normal (10 → 12)
  • Vampire (10 → 13)

Light Air Forward

  • Ghost (9)
  • Normal (9 → 11)
  • Vampire (9 → 12)

Light Air Neutral

  • Ghost (7)
  • Normal (7 → 8)
  • Vampire (7 → 9)

Light Air Up

  • Ghost (6)
  • Normal (6 → 8)
  • Vampire (6 → 10)

Following moves can now reverse hit:

  • Charge Air Down (Normal, Ghost, Vampire)
  • Charge Air Forward (Normal, Ghost, Vampire)
  • Charge Air Up (Normal, Ghost, Vampire)
  • Charge Down (Normal, Ghost, Vampire)
  • Charge Up (Normal, Ghost, Vampire)
  • Light Air Down – Spike (Vampire)
  • Light Forward (Normal, Ghost, Vampire)

Charge Air Down Tipper – Normal

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (285° → -75°)

Charge Air Down Tipper – Vampire

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (285° → -75°)

Charge Air Forward

  • Now has less range in vampire mode.

Charge Air Forward Strong – Ghost

  • BlockDamage decreased: (12 → 11)

Charge Air Forward Strong – Normal

  • BaseKnockback decreased: (14 → 10)
  • KnockbackGain decreased: (20 → 18.5)
  • BlockDamage decreased: (15 → 12)

Charge Air Forward Vampire

  • Hitboxes reduced and new smaller VFX

Strong Hit

  • BaseKnockback decreased: (18.2 → 14.5)
  • KnockbackGain increased: (20 → 21.1)
  • BlockDamage decreased: (15 → 12)

Charge Air Up

  • Can stall only once per airtime.
  • Air Speed is now multiplied by x0.5 
  • Total duration increased from 35 to 49
  • Landing lag increased from 15 to 17

Charge Air Up – Finisher – Ghost

  • BaseKnockback decreased: (18 → 12)
  • KnockbackGain increased: (8 → 14)
  • Angle changed: (55° → 60°)

Charge Air Up – Finisher – Normal

  • BaseKnockback increased: (10 → 17)
  • KnockbackGain decreased: (16.8 → 12)
  • Angle changed: (65° → 55°)

Charge Air Up – Finisher – Vampire

  • BaseKnockback increased: (12 → 14)
  • KnockbackGain decreased: (16.8 → 16)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (65° → 88°)

Charge Down – Ghost

  • BaseKnockback increased: (9.6 → 10.5)
  • KnockbackGain increased: (14 → 23)
  • BlockDamage decreased: (15 → 12)

Charge Down – Normal

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (17.4 → 23.4)
  • BlockDamage decreased: (17 → 13)

Charge Down – Vampire

  • BaseKnockback decreased: (14.4 → 11.5)
  • KnockbackGain increased: (18.4 → 24.1)
  • BlockDamage decreased: (18 → 14)

Charge Forward Vampire

  • BaseKnockback decreased: (14.4 → 11)
  • KnockbackGain increased: (18.8 → 25.6)
  • Damage increased: (10 → 16)
  • BlockDamage increased: (10 → 13)

Charge Up – Normal

  • BaseKnockback increased: (10.8 → 13)
  • KnockbackGain decreased: (21.4 → 20.4)
  • BlockDamage decreased: (17 → 13)
  • Angle changed: (80.2° → 80°)

Charge Up – Vampire

  • BaseKnockback increased: (13.5 → 15)
  • KnockbackGain increased: (21.4 → 22.3)
  • Angle changed: (80.2° → 80°)

Grab Throw Down – Normal

  • BaseKnockback increased: (12.6 → 21)
  • KnockbackGain decreased: (15 → 9)

Grab Throw Up – Normal

  • BaseKnockback increased: (21 → 23.5)
  • Angle changed: (105° → 90°)

Light Air Down

  • Removed Spike Hitbox on Normal version
  • Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.

Light Air Down – Normal

  • BaseKnockback increased: (12.5 → 18.7)
  • KnockbackGain decreased: (13 → 9)
  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (68° → 55°)

Light Air Down – Spike Tip – Vampire

  • BaseKnockback increased: (6 → 10)
  • KnockbackGain increased: (5 → 9.5)
  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage decreased: (8 → 3)
  • Angle changed: (300° → -60°)

Light Forward Air

  • Increased Startup: (7 → 8)
  • Increased total duration from: (31 → 37)

Light Air Forward – Ghost

  • KnockbackGain decreased: (14 → 13)
  • Damage decreased: (8 → 6)
  • BlockDamage decreased: (8 → 6)

Light Air Forward – Normal

  • BaseKnockback increased: (13 → 16.5)
  • KnockbackGain decreased: (15 → 11)
  • Damage decreased: (8 → 7)
  • BlockDamage decreased: (8 → 7)
  • Angle changed: (40° → 58.61°)

Light Air Up – Normal

  • BaseKnockback increased: (10 → 14.4)
  • KnockbackGain decreased: (15 → 13)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (70° → 75°)

Light Air Up – Vampire

  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (70° → 75°)

Light Neutral

  • Can no longer jump cancel during this state

Light Forward – Ghost

  • KnockbackGain decreased: (16 → 14.1)

Light Forward – Normal

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain decreased: (16 → 13.6)

Light Forward – Vampire

  • BaseKnockback decreased: (14.4 → 13.4)
  • KnockbackGain decreased: (16 → 13.2)

Special Neutral

  • Physics changed to match Ghost and Vampire versions.

Special Forward Normal – Finisher

  • Damage increased: (9 → 13)
  • BlockDamage increased: (9 → 13)

Special Forward Normal – Startup

  • Damage increased: (4 → 6)
  • BlockDamage increased: (1 → 6)

Special Up Vampire – Startup Slime

  • Angle changed: (290° → -70°)
Garfield

General

  • Initial impulse force was decreased from 10 to 6.5 when starting a Dash
  • Initial dash speed reduced from 10 to 6.5.
  • Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
  • Max Acceleration reduced from 32 to 28.
  • Ground Friction increased (1.2 → 1.5)
  • Run Speed Decreased from (1.1 → 0.9)
  • Air Acceleration from (1.55 → 1.3)
  • Air Friction (0.6 → 0.7)
  • Air Speed (1.2 → 1.17)
  • Weight increased: (0.9 → 0.95)

Sugar Rush

  • Initial dash during the sugar rush is now 1.1
  • Bonus speed increased from 20% to 35%

Grab Pummel

  • Food meter gain increased from 3% to 4%.

Following moves can now reverse hit:

  • Charge Air Forward
  • Charge Down

Charge Air Down

  • KnockbackGain decreased: (12 → 11)

Charge Air Forward

  • BaseKnockback decreased: (16.5 → 11.5)
  • KnockbackGain increased: (16 → 18.8)
  • Now fills up the food meter by 16% on hit.

Charge Air Up – Finisher

  • BaseKnockback increased: (13 → 14)
  • KnockbackGain increased: (15 → 15.6)

Charge Down – Tipper

  • BaseKnockback decreased: (16 → 10)
  • KnockbackGain increased: (18.7 → 23)
  • BlockDamage decreased: (13 → 11)
  • Angle changed: (46° → 45°)

Charge Down – Weak

  • Angle changed: (56° → 55°)

Charge Forward – Sweetspot

  • BaseKnockback decreased: (15.6 → 10)
  • KnockbackGain increased: (14.5 → 22.6)

Charge Up – Sweetspot

  • BaseKnockback decreased: (14.2 → 13)
  • KnockbackGain decreased: (22 → 20.5)
  • Angle changed: (110° → 100°)

Charge Up – Weak

  • Angle changed: (100° → 95°)

Light Air Back – Initial

  • BaseKnockback decreased: (11 → 9)
  • KnockbackGain increased: (15 → 17)
  • Landing Lag increased: (10 → 12)
  • Auto-cancel window before landing increased: (Frame 30 → Frame 32)

Light Air Back – Lingering

  • BaseKnockback decreased: (9 → 8)
  • KnockbackGain increased: (9 → 10)

Light Air Down

  • Landing Lag increased: (10 → 11)

Light Air Forward

  • BaseKnockback increased: (11 → 12)
  • KnockbackGain increased: (9 → 13)
  • Damage decreased: (11 → 7)
  • BlockDamage decreased: (10 → 7)
  • Angle changed: (55° → 50°)

Light Air Neutral – Initial

  • BaseKnockback decreased: (11 → 8)
  • KnockbackGain increased: (8 → 11)
  • Damage increased: (6 → 7)
  • BlockDamage increased: (6 → 7)

Light Neutral – Finisher

  • KnockbackGain decreased: (11 → 9.5)

Light Forward

  • Now has an additional hitbox allowing it to hit lower on the first active frame 
  • The outermost hitbox was slightly expanded, giving the move a bit more range and height
  • Added very slight forward movement

Light Dash

  • Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents

Light Up – Late

  • BaseKnockback increased: (1 → 8)
  • KnockbackGain increased: (1 → 14)
  • BlockPush decreased: (1 → 0.6)
  • BlockStun increased: (1 → 8)
  • Hitlag Base Hit increased: (1 → 6)
  • HitlagBaseOnBlock increased: (1 → 6)
  • InstigatorAdvantageOnHit decreased: (1 → 0)
  • InstigatorAdvantageOnBlock decreased: (1 → 0)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (0° → 85°)

Special Neutral 

  • HitStunMinimum decreased: (24 → 22)
  • Hitlag Base Hit decreased: (4 → 3)
  • HitlagBaseOnBlock decreased: (4 → 3)
  • Hitstop reduced from 4 to 3.
  • Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
  • Food meter gained on hit increased from 5% to 8%.

Special Down

  • Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.
Gerald

Crowd push radius reduced from 1 to 0.65.

Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State

 

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Forward
  • Charge Air Up
  • Charge Down
  • Charge Forward
  • Charge Up
  • Light Air Forward
  • Light Down

Charge Air Down Finisher

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (300° → -60°)

Charge Air Forward – Sweetspot

  • BaseKnockback decreased: (15 → 14.75)
  • KnockbackGain increased: (18 → 22.2)
  • BlockDamage decreased: (14 → 12)

Charge Air Forward

  • BaseKnockback decreased: (14.5 → 11.5)
  • KnockbackGain increased: (6.7 → 18.8)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 11)
  • Angle changed: (75° → 55°)
  • Start up reduced by 1 frame.
  • Active frames increased by 1 frame.
  • Hitboxes adjusted, slightly extending the range.

Charge Air Up – Setup Left

  • BaseKnockback increased: (7 → 13)
  • Angle changed: (40° → 30°)

Charge Air Up – Setup Right

  • BaseKnockback increased: (7 → 13)
  • Angle changed: (140° → 120°)

Charge Air Up – Setup Up

  • BaseKnockback increased: (7 → 13)

Charge Air Up Finisher

  • Final hit now has a larger hitbox to make it connect more consistently.
  • BaseKnockback decreased: (17.5 → 15)
  • KnockbackGain increased: (9 → 16.8)
  • Angle changed: (67° → 80°)

Charge Down Finisher

  • BaseKnockback decreased: (18 → 11.5)
  • KnockbackGain increased: (15 → 24.7)
  • BlockStun increased: (6 → 10)

Charge Down MultiHit

  • BlockStun increased: (6 → 10)
  • HitBoxSpecialBehaviour changed: (Attract → None)
  • Angle changed: (60° → 120°)

Charge Forward – Strong

  • BaseKnockback decreased: (16 → 11)
  • KnockbackGain increased: (18 → 23)
  • BlockDamage decreased: (23 → 17)

Charge Forward

  • BaseKnockback decreased: (14.9 → 10.5)
  • KnockbackGain increased: (18 → 22)
  • KnockbackIgnoreDownState toggle disabled
  • Angle changed: (38° → 35°)

Charge Up – Soundwaves

  • Angle changed: (79° → 80°)

Charge Up Start

  • BaseKnockback decreased: (17 → 12.3)
  • KnockbackGain increased: (15 → 20.5)
  • BlockDamage decreased: (12 → 11)

Grab Throw Up

  • KnockbackGain increased: (6 → 12)

Light Air Down

  • KnockbackGain increased: (7.7 → 16)
  • Damage increased: (7 → 8)
  • BlockDamage increased: (7 → 8)
  • Angle changed: (50° → 51°)

Light Air Forward 1

  • 1st hit now pops people up instead of using auto-link angle. 
  • BKB decreased from 14.4 to 12.5.
  • HitStunMultiplier decreased: (0.27 → 0.01)
  • FixedKnockback decreased: (12.9 → 0)
  • Damage increased: (4 → 5)
  • BlockDamage increased: (4 → 5)
  • SpecialAngle changed: (Autolink_367 → Autolink_366)
  • Angle changed: (45° → 50°)

Light Air Forward 2

  • BlockStun decreased: (9 → 8)
  • Damage increased: (6 → 7)
  • BlockDamage increased: (6 → 7)
  • Angle changed: (55° → 48°)

Light Air Neutral Lingering

  • Damage increased: (7 → 8)
  • BlockDamage increased: (7 → 8)

Light Air Neutral Strong

  • KnockbackGain increased: (16.5 → 18)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 12)

Light Air Up Finisher

  • BaseKnockback decreased: (15.5 → 11.5)
  • KnockbackGain increased: (9.8 → 15.8)

Light Dash Normal

  • KnockbackGain decreased: (1 → 0)
  • HitStunMinimum increased: (15 → 16)
  • FixedKnockback decreased: (12.5 → 7.5)
  • Damage decreased: (7 → 5)
  • BlockDamage decreased: (7 → 5)

Light Dash Touch Down

  • BaseKnockback decreased: (15 → 9)
  • KnockbackGain increased: (9 → 15)
  • KnockbackIgnoreDownState toggle disabled
  • Damage increased: (10 → 11)
  • BlockDamage increased: (10 → 11)

Light Down

  • First Actionable Frame increased: (25 → 30).
  • Frame 25 is still actionable On Hit.

Light Forward

  • Total duration increased from 24 frames to 26.
  • BaseKnockback decreased: (16 → 10)
  • KnockbackGain increased: (5.4 → 18)
  • Damage increased: (7 → 9)
  • BlockDamage increased: (7 → 9)
  • Angle changed: (35° → 40°)

Light Up

  • Hitbox and hurtbox adjusted to anti-air more consistently
  • KnockbackGain increased: (8.9 → 12)

Special Forward Slime

  • Reduced velocity while airborne to match that of the grounded version
  • Lowered Gravity while airborne

Special Forward Down MultiHit

  • HitStunMinimum increased: (1 → 6)
  • SpecialAngle changed: (Autolink_366 → Autolink_367)

Special Forward Up

  • Decreased First Actionable Frame: (50 → 40)
  • Added Intangibility on left arm, legs and body from frame 6 to frame 27.

Special Up Finisher

  • Angle changed: (325° → -35°)
Jenny

 

General

  • Weight decreased: (1.05 → 1)

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Down
  • Charge Forward
  • Charge Up
  • Light Down
  • Special Neutral

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (285° → -75°)

Charge Air Forward

  • BlockStun increased: (9 → 15)
  • Damage increased: (18 → 20)
  • BlockDamage decreased: (18 → 15)

Charge Air Up Finisher

  • BaseKnockback increased: (15.7 → 16)
  • KnockbackGain increased: (16.5 → 16.8)

Charge Down 1st

  • BlockDamage increased: (1 → 4)

Charge Down

  • BaseKnockback decreased: (14 → 12.5)
  • KnockbackGain increased: (17 → 27.9)
  • BlockDamage increased: (1 → 8)

Charge Forward 1

  • HitStunMinimum increased: (9 → 10)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • DirectionalInfluenceMultiplier decreased: (1 → 0)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
  • FixedKnockback increased: (0.5 → 7)
  • BlockDamage increased: (1 → 4)
  • Angle changed: (90° → 89°)
  • VictimDirection changed: (FaceAway → Unchanged)

Charge Forward 2

  • BaseKnockback decreased: (15 → 10.5)
  • KnockbackGain increased: (21 → 23.5)
  • BlockDamage increased: (1 → 7)

Charge Up  Back 2nd Part

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain increased: (17 → 20.1)
  • BlockDamage increased: (1 → 11)

Charge Up

  • BaseKnockback decreased: (15 → 14)
  • KnockbackGain increased: (19 → 21.6)
  • BlockDamage decreased: (12 → 11)

Grab Throw Back

  • KnockbackGain decreased: (17.5 → 14.8)

Light Air Back

  • Light Back Air Landing Lag increased from 11 to 13

Sweetspot

  • BlockStun increased: (6 → 8)

Sourspot

  • BaseKnockback increased: (11 → 12)
  • BlockStun decreased: (12 → 8)
  • Angle changed: (48.8° → 60°)

Light Air Down Center

  • BlockPush decreased: (0.5 → 0.35)

Light Air Down Land

  • Fixed an issue where landing lag was consumed during hitlag.
  • BlockPush decreased: (1 → 0.6)
  • BlockStun increased: (3 → 7)

Light Air Down Launcher

  • KnockbackGain increased: (12 → 14.5)
  • HitStunMinimum increased: (1 → 10)

Light Air Down Left 

  • BlockPush decreased: (0.6 → 0.35)

Light Air Down Right

  • BlockPush decreased: (0.6 → 0.35)

Light Air Forward Launcher

  • BaseKnockback decreased: (12.6 → 12)
  • KnockbackGain increased: (12.4 → 14.2)

Light Air Neutral – Late

  • BaseKnockback decreased: (7.7 → 6.8)
  • KnockbackGain increased: (10 → 13)
  • HitStunMinimum increased: (1 → 10)

Light Air Neutral

  • BaseKnockback decreased: (10.6 → 9.6)
  • KnockbackGain increased: (15.6 → 17.6)

Light Air Up

  • BaseKnockback decreased: (11.8 → 11.4)
  • KnockbackGain increased: (12.5 → 14)

Light Down

  • BaseKnockback decreased: (10.2 → 9)
  • KnockbackGain increased: (10.5 → 16.75)
  • HitStunMinimum increased: (1 → 18)
  • BlockDamage increased: (2 → 3)

Light Finisher High

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (10.8 → 13.5)

Light Finisher Low

  • BaseKnockback decreased: (12.5 → 9.5)
  • KnockbackGain decreased: (4 → 2)
  • HitlagBaseOnHit increased: (8 → 13)
  • HitlagBaseOnBlock increased: (8 → 13)

Light Finisher

  • BaseKnockback decreased: (12.5 → 10.2)
  • KnockbackGain increased: (10.8 → 13.5)

Light Forward Back

  • BlockDamage increased: (1 → 6)

Light Forward Front

  • BaseKnockback decreased: (14 → 6.55)
  • KnockbackGain increased: (8.2 → 17.5)
  • HitStunMinimum increased: (1 → 20)
  • BlockDamage increased: (1 → 8)

Light Neutral 2

  • KnockbackGain decreased: (6.7 → 0)
  • SpecialAngle changed: (Autolink_366 → None)
  • Angle changed: (89° → 85°)
  • VictimDirection changed: (FaceAway → FaceTowards)

Light Neutral

  • KnockbackGain decreased: (1 → 0)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • FixedKnockback increased: (0 → 5)
  • SpecialAngle changed: (Autolink_366 → None)
  • HitBoxSpecialBehaviour changed: (None → Attract)
  • Angle changed: (89° → 145°)

Light Up – Launch

  • BaseKnockback decreased: (13.8 → 10.5)
  • KnockbackGain increased: (8.5 → 17.5)
  • HitStunMinimum increased: (1 → 10)

Special Forward Air

  • KnockbackGain increased: (14.8 → 16.8)
  • InstigatorAdvantageOnHit decreased: (0 → -8)

Special Forward

  • KnockbackGain increased: (15.3 → 17.3)
  • InstigatorAdvantageOnHit decreased: (0 → -5)
Nigel

 

General

  • Weight Increased: (0.7 → 0.75)

Following moves can now reverse hit:

  • Charge Air Forward
  • Charge Down
  • Charge Forward
  • Light Air Forward
  • Charge Air Down

Charge Air Down -Weak

  • Can no longer redirect projectiles on late hits.
  • Hitbox significantly reduced. Especially on the later frames
  • BlockStun decreased: (10 → 5)
  • Total First Actionable Frame increased from Frame 42 to Frame 47

Charge Air Forward Tipper

  • BaseKnockback decreased: (14 → 9.75)
  • KnockbackGain increased: (15 → 18)

Charge Air Forward

  • BaseKnockback decreased: (13 → 8.5)
  • KnockbackGain decreased: (11 → 10)

Charge Down Body

  • BaseKnockback decreased: (10.5 → 10)
  • KnockbackGain increased: (12.5 → 21.8)

Charge Down Gravel Back

  • BaseKnockback decreased: (11 → 10)
  • KnockbackGain increased: (9 → 15)
  • Angle changed: (162° → 20°)

Charge Down Gravel Forward

  • BaseKnockback decreased: (11 → 10)
  • KnockbackGain increased: (8.38 → 15)
  • Angle changed: (19° → 20°)

Charge Forward 1

  • BaseKnockback increased: (3 → 5)
  • KnockbackGain decreased: (1.3 → 0)
  • HitStunMinimum increased: (1 → 10)
  • BlockPush increased: (1 → 1.6)
  • BlockStun decreased: (14 → 6)
  • Hitlag Base Hit decreased: (16 → 15)
  • HitlagBaseOnBlock decreased: (16 → 15)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • DirectionalInfluenceMultiplier decreased: (1 → 0)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
  • FixedKnockback increased: (0 → 7)
  • ChargeAttack.BaseKnockback increased: (1 → 1.55)
  • ChargeAttack.KnockbackGain increased: (1 → 1.2)
  • Improved consistency to connect into Finisher Hit
  • Damage decreased: (6 → 4)
  • BlockDamage decreased: (3 → 1)
  • Angle changed: (80° → 89°)

Charge Forward 2

  • BaseKnockback decreased: (13 → 10.7)
  • KnockbackGain increased: (19 → 22)

Charge Up

  • Angle changed: (75° → 80°)

Light Air Back – Weak

  • BlockPush decreased: (1 → 0.5)

Light Air Back

  • KnockbackGain increased: (16.5 → 18.5)
  • BlockPush decreased: (1 → 0.7)

Light Air Down 1

  • KnockbackGain increased: (7 → 13)
  • BlockPush decreased: (1 → 0.4)

Light Air Down 2

  • BlockPush decreased: (1 → 0.3)

Light Air Forward Finisher

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (15 → 17)
  • BlockDamage increased: (1 → 2)

Light Air Forward MultiHit Ground

  • BlockPush decreased: (0.2 → 0.1)

Light Air Forward MultiHit

  • BlockPush decreased: (0.2 → 0.1)

Light Air Neutral Strong

  • BaseKnockback decreased: (10 → 8)
  • KnockbackGain increased: (13.5 → 15.5)
  • BlockPush decreased: (1 → 0.6)
  • Damage decreased: (12 → 11)
  • Angle changed: (47° → 45°)

Light Air Neutral Weak

  • BaseKnockback decreased: (9.7 → 7.7)
  • KnockbackGain increased: (8.38 → 12)
  • BlockPush decreased: (1 → 0.35)
  • Damage decreased: (9 → 7)
  • BlockDamage decreased: (9 → 7)
  • Angle changed: (47° → 45°)

Light Air Up

  • BlockPush decreased: (1 → 0.5)

Light Dash Strong Hit

  • BaseKnockback decreased: (14 → 10)
  • KnockbackGain increased: (13 → 17)
  • Angle changed: (28° → 42°)

Light Down Tipper

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain increased: (5.5 → 14)
  • HitlagBaseOnHit increased: (10 → 17)
  • HitlagBaseOnBlock increased: (6 → 13)

Light Down

  • KnockbackGain increased: (6.75 → 10.75)

Light Forward – Late

  • Angle changed: (45° → 55°)

Light Forward

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (8 → 14)

Light Up Start

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (11.5 → 14.5)

Light Dash

  • Initial lunge force reduced from 13 to 11. Slower movement and less total distance

Special Down

  • BaseKnockback decreased: (27 → 26)
El tigre

General

  • Weight decreased: (0.78 → 0.75)
  • Helpless fall adjustments

Following moves can now reverse hit:

  • Charge Air Forward
  • Charge Forward
  • Light Air Down
  • Light Air Forward
  • Light Down

Charge Air Down – Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (285° → -75°)

Charge Air Forward

  • BaseKnockback decreased: (13,6 → 10)
  • KnockbackGain increased: (17,5 → 18,5)
  • BlockPush decreased: (1,6 → 1,2)
  • BlockDamage increased: (1 → 8)

Charge Air Up – Head

  • BaseKnockback increased: (8 → 9)
  • KnockbackGain decreased: (17,5 → 16,5)
  • BlockDamage decreased: (12 → 11)

Charge Air Up Strong

  • BaseKnockback increased: (10 → 13)
  • KnockbackGain decreased: (19 → 16,5)
  • BlockDamage decreased: (12 → 11)

Charge Down Back

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (18 → 20,9)
  • BlockDamage decreased: (15 → 12)

Charge Down Front

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (18 → 20,9)
  • BlockDamage decreased: (15 → 12)

Charge Forward

  • BaseKnockback decreased: (12,4 → 10,5)
  • KnockbackGain increased: (20 → 23,2)
  • BlockDamage decreased: (17 → 13)

Charge Up – Late

  • BaseKnockback increased: (11,6 → 12,5)
  • KnockbackGain increased: (5 → 19)

Charge Up

  • BaseKnockback increased: (13 → 15)
  • KnockbackGain decreased: (21,6 → 21)
  • BlockDamage decreased: (17 → 14)

Grab Throw Back

  • KnockbackGain increased: (9,1 → 10)
  • Increased total frames from 58 to 67

Grab Throw Up – Claws

  • KnockbackGain increased: (5,7 → 8)
  • Reversible toggle disabled
  • Angle changed: (70° → 110°)

Helpless Fall

  • Adjusted floatiness at the start of the state

Light Air Back – Sweetspot

  • BaseKnockback increased: (10 → 11)
  • KnockbackGain increased: (14 → 17,5)

Light Air Back – Weak

  • KnockbackGain increased: (6,9 → 10,9)

Light Air Back

  • KnockbackGain increased: (15 → 17,5)

Light Air Down – Air

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Damage decreased: (18 → 14)
  • BlockDamage decreased: (18 → 12)

Light Air Forward

  • BaseKnockback decreased: (13 → 10)
  • KnockbackGain increased: (13 → 18)
  • Angle changed: (62° → 55°)
  • Hitboxes size slightly decreased

Light Finisher

  • KnockbackGain decreased: (10 → 9)

Light Forward

  • BaseKnockback decreased: (14,5 → 9)
  • KnockbackGain increased: (13 → 18)

Light Up

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain increased: (13 → 15)
  • HitlagBaseOnHit increased: (9 → 10)
  • HitlagBaseOnBlock increased: (9 → 10)

Special Up 

  • Now travels less distance and goes into Helpless Fall quicker

Slime Special Up 

  • Travels less distance and goes into Helpless Fall quicker
Grandma Gertie

General

  • Fixed low-res sky during ultimate attack.
  • Added additional VFX to her items.

Charge Air Forward – Clean

  • BaseKnockback decreased: (13 → 12)
  • BlockDamage decreased: (15 → 12)
  • Angle changed: (29° → 32°)

Charge Air Forward – Early

  • BaseKnockback decreased: (12 → 11)
  • BlockDamage decreased: (13 → 11)
  • Angle changed: (35° → 38°)

Charge Air Forward – Late

  • BaseKnockback decreased: (11 → 10)
  • Damage decreased: (13 → 11)
  • BlockDamage decreased: (13 → 10)
  • Angle changed: (43° → 44°)

Charge Air Up – Base

  • BaseKnockback decreased: (18 → 14)
  • Angle changed: (63° → 65°)

Charge Air Up – Late

  • BaseKnockback decreased: (17 → 12)
  • KnockbackGain increased: (14 → 17)

Charge Air Up – Wave

  • BaseKnockback decreased: (16.25 → 13)
  • KnockbackGain increased: (14 → 16)

Charge Air Down 

  • Start Up From 6 to 8 Frames
  • Impulse reduced on the last frames on release
  • +2 recovery frames

Charge Down – Clean

  • BaseKnockback decreased: (15 → 11)
  • KnockbackGain increased: (19 → 24)
  • Angle changed: (68° → 65°)

Charge Down – Late

  • BaseKnockback decreased: (13 → 10.5)
  • KnockbackGain increased: (18 → 24)
  • Angle changed: (52° → 50°)

Charge Forward – Base

  • BaseKnockback decreased: (12 → 9)
  • KnockbackGain increased: (18 → 23.2)
  • BlockPush decreased: (1 → 0.8)
  • Angle changed: (42° → 43°)

Charge Forward – Middle

  • BaseKnockback decreased: (12.6 → 10)
  • KnockbackGain increased: (19.8 → 24.4)
  • BlockPush decreased: (1.2 → 1)

Charge Forward – Tip

  • BaseKnockback decreased: (15.6 → 11)
  • KnockbackGain increased: (19 → 25.6)
  • BlockPush decreased: (1.4 → 1.2)

Charge Up – Base

  • BaseKnockback increased: (13.2 → 14)
  • KnockbackGain increased: (15.6 → 21.3)
  • Angle changed: (70° → 80°)

Charge Up – Middle

  • BaseKnockback increased: (14 → 15)
  • KnockbackGain increased: (18 → 22.3)
  • Angle changed: (71° → 80°)

Charge Up – Tip

  • KnockbackGain increased: (18 → 23.5)
  • Angle changed: (71° → 80°)

Light Air Back – Clean Base

  • BaseKnockback decreased: (14 → 10.3)
  • KnockbackGain increased: (19 → 22.7)

Light Air Back – Clean Tip

  • BaseKnockback decreased: (13 → 8.9)
  • KnockbackGain increased: (19 → 23.2)

Light Air Back – Late Base

  • BaseKnockback decreased: (9 → 7.9)
  • KnockbackGain increased: (10 → 11.2)

Light Air Back – Late Tip

  • BaseKnockback decreased: (9 → 8.65)
  • KnockbackGain increased: (13 → 13.4)

Light Air Down

  • Landing lag (10 → 11)

Light Air Down – Left

  • BaseKnockback decreased: (12 → 8.4)
  • KnockbackGain increased: (8 → 11.8)
  • Reversible 

Light Air Down – Right

  • BaseKnockback decreased: (12 → 8.4)
  • KnockbackGain increased: (8 → 11.8)
  • Reversible

Light Air Forward – Clean

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (19 → 21)
  • Hitlag Base Hit decreased: (30 → 25)
  • HitlagBaseOnBlock increased: (24 → 25)
  • InstigatorAdvantageOnHit increased: (0 → 4)

Light Air Forward – Late

  • BaseKnockback decreased: (12 → 10.3)
  • KnockbackGain increased: (13.2 → 14.85)

Light Air Neutral – Kick

  • BaseKnockback decreased: (10 → 6.2)
  • KnockbackGain increased: (2 → 5.9)

Light Air Neutral – Punch

  • BaseKnockback decreased: (12 → 8.7)
  • KnockbackGain increased: (18 → 21.5)

Light Air Up – Clean

  • BaseKnockback decreased: (15 → 9.7)
  • KnockbackGain increased: (12.6 → 18.2)

Light Air Up – Late

  • BaseKnockback decreased: (10 → 6.2)
  • KnockbackGain increased: (6 → 9.7)

Light Down – Clean

  • BaseKnockback decreased: (10 → 8.1)
  • KnockbackGain increased: (16 → 17.2)
  • BlockStun decreased: (11 → 8)
  • Angle changed: (78.9° → 76.5°)

Light Down – Early

  • BaseKnockback decreased: (11 → 8.3)
  • KnockbackGain increased: (10 → 12.7)
  • Angle changed: (69.4° → 58°)

Light Down – Late

  • BaseKnockback decreased: (8 → 6.8)
  • KnockbackGain increased: (9 → 10.4)
  • Angle changed: (61.7° → 45°)

Light Forward – Body

  • BaseKnockback decreased: (10 → 7.5)
  • KnockbackGain increased: (14 → 16)
  • Damage decreased: (11 → 10)
  • BlockDamage decreased: (11 → 10)

Light Forward – Hand

  • BaseKnockback decreased: (15 → 9)
  • KnockbackGain increased: (15 → 19.8)

Light Up – Base Ground

  • BaseKnockback decreased: (10 → 8.6)
  • KnockbackGain increased: (14 → 15.5)

Light Up – Tip Ground

  • BaseKnockback decreased: (9.5 → 8.6)
  • KnockbackGain increased: (16 → 17)

Special Forward

  • Land cancel ground friction increased
  • Grounded Version from 60 to 40 X velocity
  • Air Version X Velocity decreased: (40 → 30)
  • No longer cancellable while airborne.

Special Forward

  • Autocancel landing side special without recovery fixed.

Special Up

  • Gertie now takes more time to reel in after grabbing the ledge, more punishable
  • After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
  • You can define the direction, to go after reeling in, out of stage, straight up and into stage
Invader Zim

General:

  • Zim Taunt is now cancellable on frame 8

GIR Changes: 

  • You can now explode GIR with Taunt, a hitbox was added to this explosion.
  • GIR respawns faster if it’s exploded by the player.
  • GIR regular health increased: (6 → 9), Slime version health increased: (12 → 15)
  • While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.

Charge Air Down – Moose

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (10 → 11)

Charge Air Forward – Sweetspot

  • BaseKnockback decreased: (17 → 14.5)
  • KnockbackGain increased: (19 → 19.6)
  • BlockDamage decreased: (16 → 15)

Charge Air Forward – Weak

  • BlockDamage increased: (9 → 10)

Charge Air Forward

  • BaseKnockback decreased: (16 → 14.5)
  • Damage decreased: (20 → 18)
  • BlockDamage decreased: (16 → 14)

Charge Air Up – Explosion

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain increased: (10 → 17.4)
  • Angle changed: (45° → 70°)

Charge Down – Gnome Slide

  • BaseKnockback decreased: (11 → 10.5)
  • KnockbackGain increased: (17 → 20)

Charge Down – Swing

  • BaseKnockback decreased: (11.5 → 11)
  • KnockbackGain increased: (18 → 22.3)

Charge Forward – Final

  • BaseKnockback decreased: (15 → 11.3)
  • KnockbackGain increased: (19 → 24)

Charge Up

  • Can now reverse hit.

Charge Up – Point Blank

  • BaseKnockback increased: (12 → 16)
  • KnockbackGain increased: (20 → 22.2)
  • Priority changed: (Medium → High)
  • Angle changed: (55° → 60°)

Light Air Back – Sweetspot

  • BaseKnockback decreased: (15 → 11)
  • KnockbackGain increased: (17 → 21.4)

Light Air Back

  • BaseKnockback decreased: (12 → 9)
  • KnockbackGain increased: (16 → 19)

Light Air Down – Late

  • BaseKnockback decreased: (11 → 6.8)
  • KnockbackGain increased: (7 → 11.5)

Light Air Down

  • BaseKnockback decreased: (10.5 → 8.2)
  • KnockbackGain increased: (9 → 11.6)

Light Air Forward – Tip

  • BaseKnockback decreased: (13 → 9.3)
  • KnockbackGain increased: (13.5 → 17.5)

Light Air Forward

  • BaseKnockback decreased: (11 → 7.8)
  • KnockbackGain increased: (14 → 17.5)

Light Air Neutral – Finisher

  • KnockbackGain increased: (13 → 14)

Light Air Neutral – Penultimate

  • BaseKnockback decreased: (11 → 8.3)
  • KnockbackGain increased: (10 → 12.85)

Light Air Up – Launch

  • BaseKnockback decreased: (12.02 → 8.4)
  • KnockbackGain increased: (10 → 14.3)

Light Air Up – Pull

  • BaseKnockback decreased: (9 → 6)
  • KnockbackGain increased: (4 → 7)

Light Down – Late

  • BaseKnockback decreased: (10 → 6)
  • KnockbackGain increased: (8 → 12)

Light Down

  • BaseKnockback decreased: (10 → 7.8)
  • KnockbackGain increased: (15 → 17.5)

Light Forward – 2nd Late

  • BaseKnockback decreased: (10 → 7.2)
  • KnockbackGain increased: (9 → 11.9)

Light Forward – 2nd

  • BaseKnockback decreased: (12 → 8.3)
  • KnockbackGain increased: (13 → 16.8)

Light Forward – Late

  • BaseKnockback decreased: (7 → 5.9)
  • KnockbackGain increased: (3 → 5)

Light Forward

  • BaseKnockback decreased: (8 → 6.58)
  • KnockbackGain increased: (3 → 16.75)

Light Neutral – Finisher

  • BaseKnockback decreased: (12 → 8.3)
  • KnockbackGain increased: (14 → 18)

Light Up – Weak

  • BaseKnockback decreased: (9 → 7.5)
  • KnockbackGain increased: (8 → 10.5)

Light Up

  • BaseKnockback decreased: (18 → 9.5)
  • KnockbackGain increased: (7.8 → 17)

Special up Girless

  • Now Girless Up B grabs the ledge easier and has more impulse than before

Special Down Bomb

  • Bomb Physics where slightly changed
  • If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
  • Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
  • Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special

Gir

  • You can now explode Gir while using taunt, it has a hitbox and also respawns faster
  • If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.
Reptar

General

  • Weight decreased: (1.21 → 1.18)
  • Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Charge Air Forward – Fire

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (16 → 18)

Charge Air Forward

  • BaseKnockback decreased: (14 → 11,5)
  • KnockbackGain increased: (14,5 → 17,7)

Charge Air Up – Fire

  • BaseKnockback decreased: (20 → 16)
  • KnockbackGain increased: (9 → 18,5)
  • Hitlag Base Hit increased: (0 → 9)
  • HitlagBaseOnBlock increased: (0 → 9)
  • BlockDamage decreased: (16 → 15)
  • Angle changed: (80° → 70°)

Charge Air Up – Head

  • BaseKnockback increased: (15 → 16)
  • KnockbackGain increased: (13 → 18,5)
  • BlockDamage decreased: (16 → 14)
  • Angle changed: (80° → 70°)

Charge Down – Shockwave

  • BaseKnockback decreased: (12 → 11,5)
  • KnockbackGain increased: (21 → 23,3)

Charge Down – Stomp

  • BaseKnockback increased: (11 → 13)
  • KnockbackGain increased: (10 → 20)

Charge Forward

  • BaseKnockback decreased: (18 → 11,5)
  • KnockbackGain increased: (15,5 → 25)

Charge Up – Fire

  • BaseKnockback decreased: (18 → 14)
  • KnockbackGain increased: (12 → 21,3)
  • Angle changed: (85° → 80°)

Charge Up – Head

  • KnockbackGain increased: (18 → 21,3)
  • Angle changed: (75° → 80°)

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)

Light Air Forward – Tip

  • BlockStun increased: (11 → 12)

Light Air Forward

  • BlockStun increased: (10 → 11)
  • Landing recovery increased from 12 frames to 13.

Light Air Neutral – 2nd

  • KnockbackGain increased: (10 → 12)

Light Air Neutral

  • KnockbackGain increased: (15 → 16)

Light Air Up – Top

  • BlockPush decreased: (1,75 → 1,45)
  • Angle changed: (85° → 82°)

Light Air Back

  • Landing recovery increased from 14 frames to 15

Light Air Up

  • BlockPush decreased: (1,75 → 1,3)

Light Forward

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain increased: (16 → 17)

Special Forward

  • No longer costs fire on hit.
  • Ex version now always applies the burn.

Special Down – No Fire Air

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Special Forward – Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Special Up – Land

  • BlockPush decreased: (2 → 0,1)

Special Up 

  • Hitbox is now larger on the first few frames and smaller for most of the duration.

Special Neutral

  • Travel speed increased from 8 to 9 from air and 10 to 11 on ground
Rocko

General:

  • Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.

Following moves can now reverse hit:

  • Charge Down
  • Charge Up
  • Light Forward
  • Light Neutral

Charge Air Forward Sweet Spot

  • BaseKnockback increased: (11 → 12.5)
  • KnockbackGain increased: (14.5 → 16.6)
  • BlockDamage decreased: (15 → 13)

Charge Air Forward

  • BaseKnockback increased: (10 → 11.5)
  • KnockbackGain increased: (12 → 12.2)

Charge Air Up

  • BaseKnockback increased: (13.5 → 14)
  • KnockbackGain decreased: (15.5 → 14)

Charge Down – Air

  • BaseKnockback increased: (1 → 10)
  • KnockbackGain increased: (1 → 10)
  • BlockPush increased: (1 → 1.6)
  • BlockStun increased: (1 → 16)
  • HitlagBaseOnHit increased: (1 → 24)
  • HitlagBaseOnBlock increased: (1 → 24)
  • InstigatorAdvantageOnHit decreased: (1 → 0)
  • InstigatorAdvantageOnBlock decreased: (1 → 0)
  • AttackMultiplierType added: ChargeAttack
  • AttackMultiplierType added: SlimeAttack
  • AttackType changed: (Light → Charge)
  • CanRedirectProjectiles toggle enabled
  • Damage increased: (1 → 15)
  • BlockDamage increased: (1 → 25)
  • Angle changed: (0° → -45°)
  • OnlyHitAirboneTarget toggle enabled

Charge Down

  • BaseKnockback decreased: (13.25 → 12)
  • KnockbackGain increased: (18 → 25.3)
  • Angle changed: (45° → -45°)
  • OnlyHitGroundTarget toggle enabled
  • Air hit is now weaker

Charge Forward Sweet Spot

  • BaseKnockback decreased: (15 → 10.5)
  • KnockbackGain increased: (17.5 → 23.5)

Charge Forward

  • BaseKnockback decreased: (10 → 9.5)
  • KnockbackGain increased: (17.5 → 22.5)

Charge Up

  • BaseKnockback decreased: (17 → 14)
  • KnockbackGain increased: (12 → 21.3)
  • Damage increased: (11 → 14)
  • BlockDamage increased: (11 → 12)

Light Air Back

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (12.5 → 19.5)

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (300° → -60°)

Light Air Forward

  • KnockbackGain increased: (15 → 16)

Light Air Neutral – Back

  • KnockbackGain increased: (13 → 14)

Light Air Neutral – Sweetspot

  • BaseKnockback decreased: (12 → 8)
  • KnockbackGain increased: (13.5 → 17.5)

Light Air Up Finisher

  • KnockbackGain increased: (13 → 16.5)

Light Down

  • BaseKnockback decreased: (11 → 8)
  • KnockbackGain increased: (10 → 13)

Light Forward

  • BaseKnockback decreased: (10.5 → 7.5)
  • KnockbackGain increased: (13 → 15)

Light Up

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (12 → 14)

Rocko

  • If Spunky is on top of the jackhammer, you can call him in order to change direction.
Angry Beavers

Following moves can now reverse hit:

  • Light Air Back (Dagget and Norbert)
  • Light Finisher (Norbert)

Dagget 

 

Charge Air Up – Back

  • KnockbackGain increased: (12 → 14)

Charge Air Up – Rising

  • BaseKnockback increased: (12 → 15)
  • KnockbackGain increased: (14 → 16,8)
  • Angle changed: (78° → 80°)

Charge Air Forward 

  • On Hit Cancel moved from 33 to 36

Charge Down – Center

  • Angle changed: (90° → 89°)

Charge Down – Last Hit

  • BaseKnockback decreased: (11,5 → 10,5)
  • KnockbackGain increased: (18 → 23,4)

Charge Forward – Clean

  • BaseKnockback increased: (10 → 11)
  • KnockbackGain increased: (19 → 23,8)
  • BlockDamage increased: (11 → 12)

Charge Forward – Late

  • KnockbackGain increased: (8 → 11)

Charge Up – Clean

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain decreased: (20,5 → 19,1)
  • Angle changed: (80° → 85°)

Light Air Back – Final

  • BaseKnockback decreased: (8,75 → 6,75)
  • KnockbackGain increased: (12 → 15)

Light Air Down – End

  • BaseKnockback decreased: (7,5 → 6)
  • KnockbackGain increased: (10 → 12,5)

Light Air Down

  • BaseKnockback decreased: (7,5 → 5,8)
  • KnockbackGain increased: (10 → 13)

Light Air Forward

  • BaseKnockback decreased: (8,56 → 7,56)
  • KnockbackGain increased: (9,85 → 12,95)
  • BlockDamage decreased: (11 → 8)

Light Air Neutral – Late

  • BaseKnockback decreased: (7,5 → 5,5)
  • KnockbackGain increased: (11 → 13)

Light Air Neutral

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (14 → 16)

Light Air Up – Falling

  • BaseKnockback decreased: (8 → 5,5)
  • KnockbackGain increased: (10 → 14,5)

Light Air Up – Rising

  • BaseKnockback decreased: (10 → 6)
  • KnockbackGain increased: (10 → 15)

Light Air Up

  • BaseKnockback decreased: (6 → 5)
  • KnockbackGain increased: (10 → 11)

Light Down

  • HitStunMinimum increased: (1 → 15)

Light Finisher

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (12 → 16,5)

Light Forward – Bite

  • KnockbackGain increased: (12,5 → 14,75)
  • HitStunMinimum increased: (1 → 19)

Light Forward

  • BlockDamage increased: (9 → 10)

Light Up

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (14 → 17)
  • HitStunMinimum increased: (1 → 11)

Special Up – Finisher

  • BlockPush decreased: (1,2 → 0,8)

Special Up – Multi Hit

  • BlockPush decreased: (1 → 0,2)

Norbert

 

Charge Air Down – Tip

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Charge Air Forward – Tip

  • KnockbackGain increased: (12 → 14)

Charge Air Forward

  • BaseKnockback increased: (8 → 8,5)

Charge Air Up

  • BaseKnockback decreased: (16 → 15)
  • KnockbackGain increased: (13 → 16,8)

Charge Down

  • KnockbackGain increased: (17 → 23)

Charge Forward – Clean

  • KnockbackGain increased: (19 → 24,05)

Charge Forward – Late

  • BaseKnockback increased: (10 → 10,5)
  • KnockbackGain increased: (17 → 21)

Charge Up

  • Total duration increased from 39 frames to 40

Charge Up – 3rd

  • KnockbackGain increased: (18 → 18,1)

Light Air Back – Final

  • BaseKnockback decreased: (8,6 → 6,6)
  • KnockbackGain increased: (6,25 → 9,65)
  • Angle changed: (55° → 125°)

Light Air Down – Inner

  • BaseKnockback decreased: (7,5 → 6,5)
  • KnockbackGain increased: (10 → 13,5)

Light Air Down – Tip

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

Light Air Down

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (9 → 11)

Light Air Forward – Center

  • BaseKnockback decreased: (7 → 6,5)
  • KnockbackGain increased: (9,25 → 14,5)
  • HitStunMinimum increased: (1 → 5)

Light Air Forward – Tip

  • BaseKnockback decreased: (9,4 → 8,4)
  • KnockbackGain increased: (12 → 14)
  • HitStunMinimum increased: (1 → 5)
  • Angle changed: (67° → 65°)

Light Air Forward

  • BaseKnockback decreased: (5 → 4,5)
  • KnockbackGain increased: (8,8 → 12)

Light Air Neutral – Early

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (14 → 16,5)

Light Air Neutral – Late

  • BaseKnockback decreased: (7,5 → 5,5)
  • KnockbackGain increased: (11 → 15)

Light Air Up – Center

  • BaseKnockback decreased: (9 → 8)
  • KnockbackGain increased: (7,5 → 13,5)

Light Air Up – Close

  • KnockbackGain increased: (7,5 → 12,5)

Light Air Up – Tip

  • BaseKnockback increased: (12 → 12,5)
  • KnockbackGain increased: (9 → 14,75)

Light Down

  • HitStunMinimum increased: (1 → 15)

Light Finisher

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (12 → 15,5)

Light Forward – Bite

  • KnockbackGain increased: (12,5 → 14,75)
  • HitStunMinimum increased: (1 → 19)

Light Forward

  • BlockDamage increased: (9 → 10)

Light Up – Late

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (15 → 17)
  • HitStunMinimum increased: (1 → 18)

Light Up

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (12 → 15)
  • HitStunMinimum increased: (1 → 18)

Special Up – Clean

  • KnockbackGain increased: (17,5 → 23)
  • BlockDamage decreased: (12 → 11)

Nickelodeon All-Star Brawl 2 – Ver. 1.2

  • Release date: November 20th 2023 (North America, Europe)
  • Patch notes:
General
  • General improvements on loading times for Switch
  • Switch – Performance improvements
  • Tweaks on ultimates against mobs in campaign mode.
  • Training Mode Triple Platform collisions tweaks
  • Characters can no longer slip off platforms without getting hit.
  • SDI value now resets on multihits.
  • Edge roll cancel on frame 5 was removed entirely
  • Fixes and tweaks to reflective hitboxes.
  • Companions no longer count as a death in campaign mode.
  • Flying Dutchman no longer clips on the Flying Dutchman stage during cutscenes.
  • Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
  • You can now pummel characters with the grab button.
  • Leaving a rank match while in the loading screen won’t change your current rank points.
  • You can now map the movement buttons for keyboard players.
  • Ranked loading and matchmaking improvements.
  • Zoom in camera speed was incremented
Training Mode
  • Training mode frame by frame is now the first option in the menu
  • Training mode pause delay removed.
Audio
  • Announcer Fight voice was added to vs matches
  • 3, 2, 1 Game voice line volume lowered.
  • Gir’s voice pitch tweaks.
  • Harmonic’s convergence ambient SFX lowered
Item
  • Reptar’s Toy Car rotation on dropped tweaked
UI
  • Random competitive stages button now only randomizes competitive stages.
  • Azula and Reptar Campaign Power Ups description was fixed.
  • Turning hitboxes on and off won’t make the HUD disappear.
Patrick
  • Patrick can’t get stuck while holding a player during forward special.
Ember
  • Ember lose VFX was adjusted correctly.
  • Ember edge grab animation time standardized.
Jenny
  • Jenny special up slime now gives you a bit of fuel and has faster speed.
Grandma Gertie
  • Gertie teeter special up is now more consistent.
  • Gertie’s Cooking Pot now deals explosive damage.
  • Gertie’s special forward now clamps the speed after hitting or slime cancel.
  • Gertie’s Special Neutral Tint now disappears after respawning.
Jimmy
  • Jimmy Special Down VFX tweaked so it follows the character.
Mecha Plankton
  • Mecha Plankton Charge Forward Air slime cancel now clamps your current velocity.
Danny Phantom
  • Special Up now has a clamp on his velocity after using special up.
El Tigre
  • El Tigre special forward can’t slime cancel during opposing character grabbed state
Azula
  • Charge Air Forward Hold landing lag increased from 20 to 25
  • Charge Air Forward Release landing lag increased from 23 to 30
  • Charge Air Forward Fireball hurtbox and hitbox adjusted to make hitbox smaller and hurtbox bigger
  • Charge Air Forward Fireball speed slightly reduced
  • Charge Air Forward Fireball distance slightly reduced
  • Light Air Up angle changed to 75 for both hitboxes
  • Light Air Up hitbox reduced slightly
  • Light Air Up not reversible anymore
Reptar
  • Tail hurtbox slightly extended.
  • Jab 1 and 2 active frames reduced from 6>9 to 6>8
  • Jab 3 and 4 active frames reduced from 6>9 to 6>7
  • Ftilt active frames reduced from 10>18 to 10>16. Weak hit starts 1 frame sooner.
  • Ftilt strong hit BKB reduced from 13.5 to 13 & KBG reduced from 16.5 to 16.
  • Utilt range slightly reduced.
  • Fair range slightly reduced.
  • Fair damage reduced from 17/15 to 15/13.
  • Uair adjusted, reaches slightly less forward.
  • Uair early and late hits angle reduced from 60° to 50°.
  • Uair damage reduced from 14 to 12.
  • Bair active frames on 2nd hit reduced from 16>19 to 16>18. Landing recovery increased from 11f to 12f. Auto cancel frame delayed from 31 to 32.
  • Bair damage reduced from 8/8 to 7/7.
  • Nair’s early hit angle was reduced from 45° to 40°, medium from 65° to 55° and late from 85° to 70°. Damage reduced from 16/13/10 to 14/13/10.
  • Special neutral landing recovery increased from 7f to 10f.
  • Special down charge in air now has 10 frames landing recovery.
Garfield
  • Neutral Special damage reduced from 5 to 3
Korra
  • Fire Nair Block stun reduced from 6 to 5
  • Fair KBG reduced from 19 to 17.5

How to download updates for Nickelodeon All-Star Brawl 2 for the Nintendo Switch?

To download the updates for Nickelodeon All-Star Brawl 2, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.