Saturday, December 02, 2023

'Nickelodeon All-Star Brawl 2' Devs Preview Patch 1.3: New Features, Gameplay Feel and Balance Updates

The developers of Nickelodeon All-Star Brawl 2 have released details of the game's upcoming 1.3 patch, which promises improvements to the game.

UPDATE 1.3 PREVIEW: NEW FEATURES, GAMEPLAY FEEL AND BALANCE UPDATES!

Nickelodeon All-Star Brawl 2



25 November, 2023

Our next next patch is coming soon, and there are a lot of subtle changes to dive into! We are extremely thankful for the outpouring of feedback and are committed to making Nickelodeon All-Star Brawl 2 the best game it can be – please keep your feedback coming!

In addition to some exciting ranked mode, training mode, and community requests, update 1.3 will be our largest early gameplay directional adjustment update: players have quickly pushed our mechanics to the limits and we’ve decided to do an initial pass to adjust gameplay feel based on player feedback. While this update has a high number of very impactful character changes, do note that our future balance updates will be less heavy handed in order to let players dive deeper into counter strategies over time. (unless players find something particularly polarizing!*)

DIRECTIONAL ADJUSTMENTS

MATCH TIMING:

We’ve seen high level play become centered around very fast, one combo KO setups while simultaneously seeing players struggle to KO opponents at mid and higher %s. We have done small adjustments to the majority of light attacks in the game to smooth out match timings across the board: increasing knock back power on high % opponents to speed up KOs at higher %s and to simultaneously tone down low % KO setups.

GROUNDED VS AERIAL PLAY:

While aerial options will still remain very strong, we’ve shifted some KO power on aerial charge attacks to grounded charge attacks to both tone down early KO combos and incentivize grounded play a bit more, as well as toned down particularly polarizing aerial options of some characters to address aerial over-prioritization over grounded options across the cast. We’ll be paying particular attention to how these options and aerial vs grounded play develops over time for future updates!

SLIME BURST:

Our intention for slime meter has been to incentivize creativity, player expression and exploration into this mechanic. While slime burst was intended to provide an occasional, high cost defensive option that prevented extremely early KO setups, we have seen particularly strong playstyles center entirely on slime burst that can prolong games and be frustrating to play against. We have decided to leave slime burst un-touched for now as our adjustments to KO power and less guaranteed early combo routes are intended to incentivize more meter usage in other ways, but we are keeping a close eye on it for future updates!

UPDATES

CORE GAMEPLAY

  • To tone down low % KOs, the knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction increased from 50% to 65%. 
  • Lowered base knockback and increased knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
  • 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.
  • 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 first.
  • Fixed an issue where you were able to trade with grabs leaving the grabbed player airborne for a few frames
  • 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

  • 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 requisites for unlockable banners/icons on the profile menu.

OPTIONS

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

CAMPAIGN

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

CHARACTER CHANGE OVERVIEWS:

In addition to general changes to light and charge attacks across the board, we’ve made the additional directional updates to the following characters:

SPONGEBOB:
We’ve made adjustments to light forward air, neutral air, and bubble attacks to give better opportunities to play against some of Spongebob’s more powerful options,

PATRICK:
With some small damage tweaks to Patrick’s charge up air, less space coverage on dash attack, and adding reflecting properties to his neutral special, we’re looking to tone down how scary Patrick is to those without projectiles while giving him an extra tool against those with them.

APRIL:
We’ve made significant adjustments to how April gains ratings to push players to focus on raising ratings with more intentionality.

DANNY:
Adjustments to fireball and up special recovery are intended to let players have some breathing room against some of Danny’s more oppressive offensive options.

DONATELLO:
Donatello needed some smaller quality of life changes to interact with smaller characters

SQUIDWARD:
Alongside general updates, we’ve toned down Squidward’s ability to repeatedly spike opponents even at low %s.

REN AND STIMPY:
While light back air and early up special attacks are meant to be powerful options for Ren and Stimpy, we’ve made small adjustments to how difficult they were to play around.

JENNY:
Adjustments to light back air alongside general updates to Jenny’s attacks should add some additional counterplay to this attack

REPTAR:
With additional startup on light up air and added recovery on back air, opponents should now have some additional windows to get past Reptar’s far reaching normals.

RAPHAEL:
We’ve added some additional recovery to shuriken to help address this frustratingly powerful defensive tool on a character built for offense.

NIGEL:
Alongside small quality of life updates and general updates, we’ve made Nigel’s charge down air a riskier option in non-combo situations by giving more opportunity to attack Nigel back when blocked.

EL-TIGRE:
With strong combo routes and early KO options adjusted via general changes, we’ve made playing around El-Tigre’s light forward air and recovery tools a bit easier to fight against.

GERALD:
With a much easier time getting KOs, we’ve made some small adjustments to how advantageously Gerald could attack shields with light forward air and light down attacks.

LUCY:
Early KO power and guaranteed combo routes via general updates tone down Lucy’s oppressive one touch combo game.

MECHA PLANKTON:
KO confirms via light neutral air into slime powered sauce combos have been slightly toned down to be sauce and % specific. 

EMBER:
QoL adjustments to grounded options and improvements to cheer metered attacks should give Ember more flexibility in how she plays around opponents and spends her meter.

JIMMY:
Alongside some bugfixes and QoL adjustments, slight adjustments to KO power and light forward air strength give Jimmy a bit more oomf. 

THE ANGRY BEAVERS:
We’ve limited Dagget’s aerial mobility with tweaks to charge forward air alongside assist timing windows to further differentiate the strength and weaknesses between Dagget and Norbert.

GARFIELD:
With strong combo routes and incredible offense and movement even without use of meter or sugar rush, we’ve made significant movement and food meter changes aimed at incentivizing Garfield to play more directly around his signature mechanics.

AANG:
We’ve removed air up special’s ability to cancel into air dodge that was proving to be an abusable, powerful stall tactic that could time out matches and create little counterplay to Aang’s recovery options.

ROCKO:
A duplicate Spunky bug was proving to be an interesting but oppressive setup option that has been fixed alongside his increased KO power and added light down air speed to give round out his offensive tools 

KORRA:
Increased light forward speed alongside some adjustments to side special and it’s common followup aerial options are aimed at adding counterplay to Korra’s powerful approach options while giving her some better grounded tools.

AZULA:
While Azula is intended to be a high speed character with a strong offense, her neutral tools allowed her to play defensively a little too effectively. Side special tweaks and added recovery on some of her attacks give opponents better windows to approach Azula.

ZIM:
QoL updates, bug fixes, GIR improvements and bomb changes alongside general KO power improvement should make Zim a little more fearsome.

GERTIE:
With a very powerful combo game, recovery options and burst mobility, we’ve toned down some of Gerties difficult to interact with burst options to compensate for her additional power via general updates 

FULL CHANGE LIST

Stay tuned for the full list of move by move details!

###

Nickelodeon All-Star Brawl 2, the next evolution of the smash-hit fighting game series, it out now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam. Rebuilt from the ground up with reimagined gameplay, new Nicktoons fighters, and an exciting campaign, Nickelodeon All-Star Brawl 2 is a wholly new game experience that’s more accessible and competitive than ever. Whether you’re a seasoned fighting game champ or a first-time player – it’s time to Brawl!

Update (11/2): UPDATE 1.3 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 lets you duke it out with an expansive roster of 25 fighters, including all-new characters like Squidward Tentacles, Jimmy Neutron, the Angry Beavers, Azula, and more! Choose your favorite brawlers, customize them with iconic outfits, master their unique move sets, and use all-new powerful Supers to land the finishing blow. Nickelodeon All-Star Brawl 2 features a single-player roguelike campaign, voice acting for all playable characters, and full crossplay across all platforms.

Key Features:

  • A Totally New Fighting Game Experience: Rebuilt and reimagined from the ground up, Nickelodeon All-Star Brawl 2 redefines what a Nickelodeon fighting game can be with new and revamped visuals, audio, animations, modes, stages, mechanics, taunts and move sets, competitively tuned for all levels of play.
  • New & Improved Brawlers: Nickelodeon All-Star Brawl 2 launches with an expanded roster of returning fighters and new brawlers alike. Discover your favorites and master the all-new slime meter!
  • Hit Hard With Supers: Power up your fighters with incredible new Supers, which can deal devastating blows to opponents.
  • Single-Player Campaign: Master your skills, unlock unique power-ups, fight fearsome foes, meet unexpected allies, and journey through an exciting roguelike campaign as your favorite brawlers on a quest to stop Danny Phantom’s archvillain Vlad Plasmius.
  • Fully Voiced Fun: Feel the energy and excitement of every attack with a fully voiced cast of fighters.
  • More to Explore: Jump into the arcade mode, minigame modes like “Pop the Slime Balloons” and “Whack-a-bot,” and a boss rush mode featuring exhilarating bosses from the campaign. For brawlers seeking an extra challenge, these single-player modes include a speedrun option to test your ability and achieve the fastest possible times!
  • Full Cross-Platform Play: Battle it out with up to four players on any platform with seamless crossplay, utilizing enhanced netcode for consoles and PC.

Nickelodeon All-Star Brawl 2 is available today on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam. Physical editions of the game will be available on December 1 and are available to preorder at retailers now:

  • Nickelodeon All-Star Brawl 2
    • Base Game: $49.99
    • Digital Deluxe: $69.99 [Contains Season Pass content at discounted bundle price]
    • Ultimate Edition: $79.99 [Contains Digital Deluxe content + the Costume Pack at discounted bundle price]

Nickelodeon All-Star Brawl 2’s Season Pass features four DLC brawlers, including: Mr. Krabs, Zuko, Rocksteady and Iroh. Mr. Krabs will be the first to join the fun in early 2024, and more details on these four brawlers will be available soon.

Nickelodeon All-Star Brawl 2 is developed by Fair Play Labs and Ludosity and published by GameMill Entertainment. For the latest updates on the game, visit nickelodeonallstarbrawl.com, and follow the team on X/Twitter.

Stream a Mountain of Entertainment, including your Nickelodeon favorites on Paramount+! Try it FREE at ParamountPlus.com!


Originally published: November 26, 2023.


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