Software updatesSwitch

Nickelodeon All-Star Brawl 2 (Switch): all the updates (latest: Ver. 1.3)

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).

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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.