Nickelodeon All-Star Brawl 2

If you're still duking it out in Nickelodeon All-Star Brawl 2, you'll be pleased to hear a new update has now been released.

Update 1.7 includes the new game mode "rotation", new stage layouts, new campaign power-ups (including the Perfect Krabby Patty), a handful of new items, bug fixes, a general update, and a lot of character balance changes.

This update follows on from the first DLC fighter Mr. Krabs in February, who has also received a balance update.

Here's the full rundown, courtesy of the official game website:

Update 1.7 (1st March, 2024)

NEW CONTENT!

  • New Game Mode – Rotation: 3 to 4 players can play in a King of the Hill 1v1 style of gameplay, where anytime a player is KO’d it goes to the waiting list, and the next player enters the fight. All seamless during the match. It can be played with Stocks or Timed variants.
  • New Stage: Added Clean, Double, and Triangle layouts for Food Dreams.


New Campaign power-up pack!

  • Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
  • The Secret Formula and Krabby Patty Ingredients: When both are obtained it enables the chance for The Perfect Krabby Patty to appear.
  • The Perfect Krabby Patty: Ignores debuffs and a % of damage.

New items!

Jellyfish Jelly
Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
Fenton Thermos
Throw the thermos and watch how ghosts appear to haunt your opponents.
Electrified Glove
Grab it to stun your opponents on your next hit.
Lawn Gnome
Throw the gnome and watch it follow you as it creates an electrical field in between you and him, electrifying opponents.
Ultra Snowzooka
Grab and shoot different sized snowballs depending on how long you hold the Light Attack button.

BUG FIXES

  • Fixed an issue where Projectiles and Items hitboxes would trade against character hitboxes where they were supposed to be destroyed instead.
  • Fixed an issue where Projectiles got stuck on platforms as they traveled through them.
  • Fixed an issue where the match would softlock if a player taunted with a certain timing during the “Finish!” screen.
  • Fixed an issue where GIR was crashing the game shortly after being deployed.

GENERAL

  • Reduced attacks clank damage range from 7 to 3.

BALANCE CHANGES

PATRICK

Special Up

  • Decreased the amount of momentum retained after edge canceling Special Up to half his speed.

SQUIDWARD

Special Up

  • Improved multi-hit consistency into the finisher.

MECHA PLANKTON

Light Air Up

  • Improved multi-hit consistency.

EL TIGRE

Light Air Forward

  • KnockbackGain decreased: (17,45 → 17)

ROCKO

Special Neutral Spunky

  • Increased cooldown from 2s to 2.9s

Charge Air Down

  • Damage decreased: (10 → 7)

LUCY

Charge Forward Ghost

  • Damage increased: (8 → 13)
  • BlockDamage increased: (8 → 13)

DAGGET

Light Air Back – Final

  • Angle changed: (45° → 135°)

Light Air Neutral – Late

  • KnockbackGain decreased: (13 → 11)

Light Air Neutral

  • KnockbackGain decreased: (16 → 13.5)

Light Air Up

  • Reworked Light Air Up hitboxes priority and position.

Light Air Up – Falling

  • KnockbackGain decreased: (14.5 → 11.5)
  • Damage decreased: (6 → 4)
  • BlockDamage decreased: (6 → 4)
  • Angle changed: (130° → 45°)

Light Air Up – Rising

  • BaseKnockback increased: (6 → 11)
  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)

AANG

Light Air Up Late

  • KnockbackGain increased: (10 → 12)

Light Air Up

  • KnockbackGain increased: (10 → 13)

KORRA

Special Up Ground

  • Increased knockback gain on the initial hit box and adjusted the angle

AZULA

Special Neutral Fireball

  • Damage increased: (8 → 9)
  • BlockDamage increased: (8 → 9)

RAPHAEL

Light Air Neutral – Autolink

  • HitStunMinimum increased: (11 → 13)

Special Neutral Shuriken Slime

  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)

DONATELLO

Charge Forward 1 and 2

  • Reworked hitboxes to match visuals better and for more consistency on the hammer hit

Charge Forward – Reverse

  • KnockbackGain decreased: (25.8 → 23)
  • BlockStun decreased: (15 → 8)

Charge Forward

  • BaseKnockback increased: (10 → 13.5)
  • BlockStun increased: (8 → 10)
  • HitlagOnHit increased: (7 → 20)
  • HitlagBaseOnBlock increased: (14 → 20)

Charge Air Forward

  • HitlagBaseOnHit increased: (6 → 16)
  • HitlagBaseOnBlock increased: (6 → 16)

APRIL

Light Air Up

  • Reworked hit boxes to improve consistency of the multi hit.

DANNY

Light Down

  • Decreased range of attack

Special Up

  • Increased landing lag

EMBER

Charge Air Forward

  • Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.

Charge Air Up

  • Decreased hitboxes size

Light Up

  • Improved multi-hit consistency.

GRANDMA GERTIE

Light Air Back – Clean Base

  • BlockPush decreased: (1.2 → 0.7)

Light Air Back – Clean Tip

  • BlockPush decreased: (1.2 → 0.8)

Light Air Back – Late Base

  • BlockPush decreased: (0.95 → 0.5)

Light Air Back – Late Tip

  • BlockPush decreased: (0.95 → 0.5)

Light Air Neutral – Kick Autolink

  • BlockPush decreased: (0.8 → 0.5)

Light Air Neutral – Kick

  • BlockPush decreased: (0.8 → 0.6)

Light Air Neutral – Punch

  • BlockPush decreased: (0.8 → 0.6)

Light Air Up – Clean

  • BlockPush decreased: (0.8 → 0.7)

Light Air Up – Late

  • BlockPush decreased: (0.6 → 0.5)

Light Down – Clean

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Early

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Late

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Body

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Hand

  • BlockPush decreased: (1.35 → 1.1)

Light Neutral – Combo

  • BlockStun decreased: (12 → 5)
  • Damage decreased: (3 → 2)

Light Neutral – Finisher

  • BlockPush decreased: (0.8 → 0.4)
  • Damage decreased: (7 → 5)

Light Neutral – Late

  • BlockPush decreased: (0.4 → 0.1)
  • BlockStun decreased: (6 → 4)
  • Damage decreased: (3 → 2)

Light Neutral

  • BlockPush decreased: (0.4 → 0.2)

GERALD

Light Air Up

  • Improved multi-hit consistency.

Special Up

  • Improved multi-hit consistency.

Grab Throw Up

  • KnockbackBase increased: (12 → 14)

NIGEL

Special Neutral

  • Reworked hitboxes to be one single hit instead of two part attack to increase consistency.
  • Now goes through Run Brake State to serve as endlag.

Charge Forward 1

  • BlockPush decreased: (1.6 → 0.6)

Special Neutral Release – No Charge

  • BaseKnockback decreased: (13.2 → 12)
  • KnockbackGain decreased: (13.5 → 10)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (112° → 95°)

Special Neutral Release – Low Charge

  • Angle changed: (116° → 95°)

Special Neutral Release – Mid Charge

  • KnockbackGain increased: (19 → 21)
  • Angle changed: (116° → 95°)

Special Neutral Release – Max Charge

  • Angle changed: (118° → 95°)

JENNY

Charge Forward 1

  • BlockStun decreased: (6 → 5)

Special Neutral Rocket

  • Angle changed: (58° → 60°)

Special Down

  • Changed the angle at which the lasers are shot to travel a bit more horizontally.

REPTAR

Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.

Special Down Air

  • Can now be canceled with air jump earlier than before, removed super armor.

Charge Air Down

  • Damage decreased: (23 → 20)

Charge Down

  • Reworked hit boxes and added late weak hit box

Charge Forward

  • Damage decreased: (20 → 18)

Charge Up – Fire

  • Damage decreased: (22 → 20)

Special Down Ground

  • Damage decreased: (25 → 20)
  • Removed late cancel window

Light Air Down

  • Damage decreased: (18 → 16)

REN & STIMPY

Charge Air Up

  • Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.

Light Air Back – Late

  • BaseKnockback increased: (6 → 6.5)
  • KnockbackGain decreased: (19 → 17)
  • BlockStun decreased: (10 → 6)
  • HitlagBaseOnHit decreased: (15 → 11)
  • HitlagBaseOnBlock decreased: (15 → 11)

Light Air Back – Mid

  • BaseKnockback decreased: (10.5 → 7.5)
  • KnockbackGain increased: (17.5 → 18)
  • BlockStun decreased: (10 → 8)
  • HitlagBaseOnHit decreased: (15 → 13)
  • HitlagBaseOnBlock decreased: (15 → 13)

MR. KRABS

Money meter gain values increased for coins and bills.

Special Forward Air and Charge Air Forward can be done independently of one another.

Special Up Air

  • Increased landing lag

Charge Air Forward

  • Reduced velocity when slime canceled

Special Forward Follow up

  • Longer jump cancel window on Special Forward follow up.

Special Neutral

  • Decreased ending lag

Special Forward “Playtime’s over” finisher.

  • Improved multi-hit consistency.

Charge Up

  • Improved multi-hit consistency.

Charge Forward Near

  • KnockbackGain increased: (14.8 → 19)
  • Damage increased: (11 → 13)

Charge Forward

  • KnockbackGain increased: (16.5 → 19)
  • Damage increased: (16 → 18)

Dash Attack

  • KnockbackGain decreased: (18 → 16)

Light Air Forward

  • Adjusted hurtboxes

Light Air Forward LV1

  • KnockbackGain decreased: (8.5 → 6)

Light Air Forward LV3

  • KnockbackGain decreased: (9 → 7)

Light Air Neutral Body

  • HitStunMultiplier decreased: (1.05 → 1)

Light Air Up (If Grounded)

  • KnockbackGain increased: (7.5 → 12.5)
  • HitStunMinimum decreased: (10 → 5)

Light Air Up 2

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum decreased: (10 → 8)

Light Down Far

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum increased: (15 → 26)

Light Down Near

  • HitStunMinimum increased: (17 → 22)

Light Neutral 1

  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 31°)

Light Neutral 2

  • KnockbackGain decreased: (1 → 0.1)
  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 41°)

Light Up Body

  • KnockbackGain increased: (8.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Claws

  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 11)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Lingering

  • KnockbackGain increased: (7.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 8)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Special Up Throw LV3

  • BaseKnockback decreased: (28 → 24)
  • KnockbackGain decreased: (14.5 → 12.5)

Will you be checking out the latest update for Nickelodeon All-Star Brawl 2 on the Switch? Tell us in the comments.

[source nickelodeonallstarbrawl.com]