The developers of Nickelodeon All-Star Brawl 2 have released details of the game's 1.5 patch, which is now live. Check out the patch notes below!:
UPDATE 1.5: CONTROLLER UPDATES, GENERAL FIXES AND RECOVERIES
PATCH 1.5
GENERAL
- Fixed projectiles getting destroyed when hitting the vertical sides of thin platforms
- Can no longer Slime Cancel Landing lag from Fall Helpless state
- Fixed dash attack getting buffered out of tech situations instead of Light Attacks
- Fix for grab pummel giving slime points to incorrect character
- Fixes to quick play/ranked matchmaking
- Characters can now wall jump with their backs towards the wall.
- Rebound state no longer makes the character leave edge
- Fixed issue in which a character would enter an aerial state after tech in place causing roll distance issues
- Fixed an issue where movement buffs affected the way characters during ledge getups
- Fixed an issue where Gamecube Controllers started using Xbox Layout, making certain buttons swap between each other.
- Fixed an instability issue with Gamecube Controllers where they would get disconnected and added as extra controllers internally, causing several issues.
STAGES
- Adjusted height of shark and palm platforms in Aquarium
- Food Dreams alternate layouts added
JIMMY
Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards
Recovery adjustments:
- Special Up edge grab size reduction, can be canceled with air dodge, reduced floatiness on recovery
- Charge Air Down Air can only stall once per airtime (bounce resets stall)
GERALD
Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.
Recovery adjustments:
- Charge Air Up can only stall once per airtime
- Special Forward can only be used once per airtime
GARFIELD
Fixed an issue where Sugar Rush mode was never deactivated.
Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.
Recovery adjustments:
- Up Special reduced height for all versions
- Special Neutral can only stall once per airtime
APRIL
Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.
Fixed an issue where Camera flashes were applying a little bit hitstun
Recovery adjustments:
- Special Down can not be recovered on hurt while in the air
- Special Up edge grab size reduction
SQUIDWARD
Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.
Since movement buffs no longer affect the way characters behave during ledge getups, Squidward no longer overshoots the edge when in rage mode
Recovery adjustments:
- Special Up start up increased
- Special Down can only be done once per airtime
- Charge Air Up can only be done once per airtime
DANNY
Recovery adjustments:
- Special Up range increased
- Special Forward airtime use refreshes on hurt but without invulnerability frames
- Charge Air Up can only stall once per airtime
- Charge Air Down can only stall once per airtime
AANG
Recovery adjustments:
- Special Up edge grab size reduction, and Dive follow up damage reduced
- Special Neutral Air drift reduced while charging
- Charge Air Down can only stall once per airtime
KORRA
Recovery adjustments:
- Fixed transition after Special Forward when done in the air
- Special Up edge grab size reduction
- Charge Air Down can only stall once per airtime
RAPHAEL
Recovery adjustments:
- Special Down can only be done once per airtime
- Special Up edge grab size reduction
DONATELLO
Recovery adjustments:
- Charge Air Down can only stall once per airtime
REPTAR
Get Up In Place recovery frames increased to 30 to match the other characters
Recovery adjustments:
- Special Up increased start up before the start of the fall
- Special Forward can only stall once per airtime
- Charge Air Down reduced stall time
- Charge Air Up reduced stall time
MECHA PLANKTON
Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups
Plankton can act out of Get Up In Place on frame 30 to match the other characters
Fixed poses of characters hit by ultimate
Recovery adjustments:
- All air options that require the rocket boots to hover now share the same fuel supply (reset of land)
EMBER
Recovery adjustments:
- Charge Air Down can only stall once per airtime
- Charge Air Up can only stall once per airtime
- Special Up edge grab size increased
JENNY
Light Up: Ponytails are now also intangible
Recovery adjustments:
- Special Forward can only stall once per airtime
- Charge Air Down can only stall once per airtime
- Charge Air Up can only stall once per airtime
REN & STIMPY
Recovery adjustments:
- Charge Air Down can only stall once per airtime
INVADER ZIM
Fixed a bug that prevented him from landing on some stages after using Edge Attack
Recovery adjustments:
- Charge Air Down reduced air drift on hold
- Special Up increased horizontal drift
EL TIGRE
Recovery adjustments
- Adjusted the window he can grab to the edge during special up
- Charge Air Up stall does not come back on hit
DAGGET
Fixed a bug that prevented the assist to be called with the Slime Version
Recovery adjustments:
- Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted
NORBERT
Fixed a bug that prevented the assist to be called with the Slime Version
Recovery adjustments:
- Special Up increased height
NIGEL
Recovery adjustments:
- Special Up increased height on the Slime version
- Charge Air Down can only stall once per airtime
- Charge Air Up can only stall once per airtime
SPONGEBOB
Recovery adjustments:
- Special Neutral can only stall once per airtime
- Special Up increased recovery and adjusted the window when he can grab to the edge
PATRICK
Recovery adjustments:
- Special Up increased start up
- Charge Air Up can only stall once per airtime
AZULA
Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.
Recovery adjustments:
- Reduced speed and height of Slime Special Up
GRANDMA GERTIE
Adjustments to Special Down items and projectiles sound effects.
Recovery adjustments:
- Tether behavior improvements
ROCKO
Recovery adjustments:
- Special Forward can only be done once per airtime
- Special Up hitbox rework, increased speed when going up, added a delay with no hitbox before starting to fall downwards, and adjusted the window when he can grab to the edge.
###
Nickelodeon All-Star Brawl 2, 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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