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Nickelodeon All-Star Brawl 2: New Update Brings Character Balance Tweaks

Discover Update 1.4 for Nickelodeon All-Star Brawl 2, highlighting key character tweaks and new gameplay features.

Nickelodeon All-Star Brawl 2: New Update Brings Character Balance Tweaks

The latest update to Nickelodeon All-Star Brawl 2, Update 1.4, marks a significant milestone in the game's evolution. With a blend of new features, character balance changes, and bug fixes, this update positions the game as a standout title in the competitive fighting game genre. Despite not winning at The Game Awards 2023, the game's nomination in the Best Fighting Game category underlines its growing prominence and the developers' ongoing commitment to its improvement.

New Gameplay Features and Modes

Among the most notable additions in Nickelodeon All-Star Brawl 2's Update 1.4, is the introduction of team attack in the ruleset options, enriching team-based gameplay dynamics. Further adding to this is the innovative Steal Stock Mode, which allows players to borrow stocks from teammates when depleted. The Stock Pool mode also debuts, wherein team members share a common stock pool, introducing new strategic elements to team battles.

Moreover, the update addresses several issues in the game’s story mode, ensuring a smoother and more enjoyable gaming experience. These bug fixes are part of the developers' ongoing efforts to refine all aspects of the game.

Character Balance Adjustments

The balancing aspect of Nickelodeon All-Star 2's Update 1.4, is perhaps its most significant feature. Adjustments have been made to 22 of the 25 characters in the roster, indicating a substantial shift in the game's competitive balance. High-profile characters such as El Tigre, Azula, and Danny Phantom have been nerfed, which could lead to notable changes in the competitive meta. However, fan favorites like Lucy Loud, Reptar, and SpongeBob SquarePants have been left untouched, maintaining their current gameplay dynamics.

Upcoming Additions and Enhancements

Adding to the excitement, the announcement of four new characters set to join the Nickelodeon All-Star Brawl 2's roster in 2024 has piqued the interest of players and fans alike. These include Iroh and Zuko from Avatar: The Last Airbender, Mr. Krabs from SpongeBob SquarePants, and Rocksteady from Teenage Mutant Ninja Turtles. This strategy of introducing new characters follows the successful model established by the game's predecessor, which incorporated five DLC characters over its lifespan.

Graphics, Story Mode, and Gameplay Improvements

Nickelodeon All-Star Brawl 2 stands out not only due to its character roster but also because of its significant improvements in various areas. Enhanced graphics provide a more immersive and visually appealing experience. The addition of new characters, super attacks, and the innovative slime meter further enrich the gameplay.

The game's story mode has been particularly well-received. Adopting a Roguelike structure, it challenges players to adapt their strategies to overcome tough bosses. The story revolves around stopping the villain Vlad Plasmius, from Danny Phantom, in his quest to conquer the universe. This narrative arc adds depth and context to the gameplay, making it more engaging for players.

For a detailed overview of all the changes in Nickelodeon All-Star Brawl 2's Update 1.4, including character adjustments and new features, please see the Full Patch Notes provided below. They offer essential insights into the update's impact on the game:

Nickelodeon All-Star Brawl 2 Full List of Patch Notes

NEW

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

GENERAL

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

CAMPAIGN

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

PATRICK

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

SQUIDWARD

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

REN & STIMPY

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

RAPHAEL

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

DONATELLO

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

APRIL

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

DANNY PHANTOM

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

AANG

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

KORRA

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

AZULA

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

NIGEL

  • Added a hitbox in up special while falling down.

GARFIELD

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

JIMMY

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

GERALD

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

GRANDMA GERTIE

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

ANGRY BEAVERS

DAGGET

  • Light Air Back is no longer reversible

NORBERT

  • Light Air Back is no longer reversible
  • Fixed Special Up Slime Cancel Fly
  • Charge Up
    • Now it has a total of 26 Recovery Frames
  • Charge Air Up
    • DI multiplier from 1 to 1.5
  • Light Air Up
    • Recovery frames reduced from 33 to 26

ZIM

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

EL TIGRE

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

EMBER

  • Fixed projectile decay on Special Neutral

JENNY

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

MECHA PLANKTON

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

ROCKO

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