Nickelodeon All-Star Brawl 2's recently announced 1.2 update patch is now live on PCs (via Steam), PlayStation and Xbox, with the update set to rollout onto Nintendo Switch consoles very soon! Check out the dev team's notes for Update 1.2 below!
UPDATE 1.2 NOW LIVE ON STEAM, SONY AND XBOX
Brawlers! Update 1.2 is now live on Steam, Sony, and Xbox! Update 1.2 and our future 1.3 update with larger gameplay and QoL updates will be releasing separately from Switch while the team looks to synchronize future patch releases. We appreciate your patience on 1.2 and stay tuned for news on updated Switch timing!
Update 1.2 notes:
GENERAL
- General improvements on loading times for Switch
- Switch – Performance improvements
- Tweaks on ultimates against mobs in campaign mode.
- Training Mode Triple Platform collisions tweaks
- Characters can no longer slip off platforms without getting hit.
- SDI value now resets on multihits.
- Edge roll cancel on frame 5 was removed entirely
- Fixes and tweaks to reflective hitboxes.
- Companions no longer count as a death in campaign mode.
- Flying Dutchman no longer clips on the Flying Dutchman stage during cutscenes.
- Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
- You can now pummel characters with the grab button.
- Leaving a rank match while in the loading screen won’t change your current rank points.
- You can now map the movement buttons for keyboard players.
- Ranked loading and matchmaking improvements.
- Zoom in camera speed was incremented
TRAINING MODE
- Training mode frame by frame is now the first option in the menu
- Training mode pause delay removed.
AUDIO
- Announcer Fight voice was added to vs matches
- 3, 2, 1 Game voice line volume lowered.
- Gir’s voice pitch tweaks.
- Harmonic’s convergence ambient SFX lowered
ITEM
- Reptar’s Toy Car rotation on dropped tweaked
UI
- Random competitive stages button now only randomizes competitive stages.
- Azula and Reptar Campaign Power Ups description was fixed.
- Turning hitboxes on and off won’t make the HUD disappear.
PATRICK
- Patrick can’t get stuck while holding a player during forward special.
EMBER
- Ember lose VFX was adjusted correctly.
- Ember edge grab animation time standardized.
JENNY
- Jenny special up slime now gives you a bit of fuel and has faster speed.
- GRANDMA GERTIE
- Gertie teeter special up is now more consistent.
- Gertie’s Cooking Pot now deals explosive damage.
- Gertie’s special forward now clamps the speed after hitting or slime cancel.
- Gertie’s Special Neutral Tint now disappears after respawning.
JIMMY
- Jimmy Special Down VFX tweaked so it follows the character.
MECHA PLANKTON
- Mecha Plankton Charge Forward Air slime cancel now clamps your current velocity.
DANNY PHANTOM
- Special Up now has a clamp on his velocity after using special up.
EL TIGRE
- El Tigre special forward can’t slime cancel during opposing character grabbed state
AZULA
- Charge Air Forward Hold landing lag increased from 20 to 25
- Charge Air Forward Release landing lag increased from 23 to 30
- Charge Air Forward Fireball hurtbox and hitbox adjusted to make hitbox smaller and hurtbox bigger
- Charge Air Forward Fireball speed slightly reduced
- Charge Air Forward Fireball distance slightly reduced
- Light Air Up angle changed to 75 for both hitboxes
- Light Air Up hitbox reduced slightly
- Light Air Up not reversible anymore
REPTAR
- Tail hurtbox slightly extended.
- Jab 1 and 2 active frames reduced from 6>9 to 6>8
- Jab 3 and 4 active frames reduced from 6>9 to 6>7
- Ftilt active frames reduced from 10>18 to 10>16. Weak hit starts 1 frame sooner.
- Ftilt strong hit BKB reduced from 13.5 to 13 & KBG reduced from 16.5 to 16.
- Utilt range slightly reduced.
- Fair range slightly reduced.
- Fair damage reduced from 17/15 to 15/13.
- Uair adjusted, reaches slightly less forward.
- Uair early and late hits angle reduced from 60° to 50°.
- Uair damage reduced from 14 to 12.
- Bair active frames on 2nd hit reduced from 16>19 to 16>18. Landing recovery increased from 11f to 12f. Auto cancel frame delayed from 31 to 32.
- Bair damage reduced from 8/8 to 7/7.
- Nair’s early hit angle was reduced from 45° to 40°, medium from 65° to 55° and late from 85° to 70°. Damage reduced from 16/13/10 to 14/13/10.
- Special neutral landing recovery increased from 7f to 10f.
- Special down charge in air now has 10 frames landing recovery.
GARFIELD
- Neutral Special damage reduced from 5 to 3
KORRA
- Fire Nair Block stun reduced from 6 to 5
- Fair KBG reduced from 19 to 17.5
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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!
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!
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