Shredder Joins Nickelodeon All-Star Brawl With New Double Dare Stage
Shredder is being added as a new playable fighter in Nickelodeon All-Star Brawl. According to the latest official Nickelodeon All-Star Brawl patch notes. Shredder joins Nickelodeon All-Star Brawl as the new playable fighter. According to the patch notes, Shredder will be available in the crossover fighting game starting today. In addition to this, there is also a new Double Dare stage being added as a new fighting stage in the game.
Apart from this, the latest update for the Nickelodeon All-Star Brawl also brings several bug fixes, loading optimizations, and changes. The changelogs can be found in the latest Nickelodeon All-Star Brawl patch notes below.
Nickelodeon All-Star Brawl Patch Notes February 3, 2022
Shredder joins the battle!
New Stage available, Double Dare!
Added a message that notifies players of when one of their replays is no longer compatible with the current version of the game
Loading optimizations were applied for the menus on all platforms, menus should load faster. The results vary per platform
Fixed issue that made incorrect thumbnail image show in arcade mode for the Sweet Dreams stage
Fixed issue that made rewards not show at the end of Arcade mode when playing with Garfield
Fixed issue that made the incorrect button prompt appear in the results screen for the save replay functionality
Changed Garfield’s dialogue box to be a thought bubble in the arcade mode.
Fixed issue that made the screen flicker sometimes during the matchmaking when opponents changed their skins or characters
Fixed issue that made the incorrect goal-post assets show in the Sweet Dreams Stage in Sports Mode
Fixed an issue that made the game get stuck on a “joining game” screen after entering a private lobby password
We’ve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. We’re happy to announce that we’ve implemented a controllers profile system that will allow players to assign their specific control mappings to their own specific profile so they won’t get mixed up anymore
Fixed an issue that made the character select screen appear more than once sometimes in online modes
There have been updates to the blocking system ,now horizontal attacks can only be blocked if you’re holding a horizontal direction while blocking (Diagonals are considered vertical direction)
Balance
DI angle reverted (14° → 16°)
Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving
Holding diagonal for a block is now mutually exclusive for down/up, will not block mid attacks
Holding diagonal with the horizontal AWAY from an oncoming attack will no longer produce a down/up block
Z-drops no longer affected by DI
All characters now properly slowfall once per airtime with their aerial strong attacks, subsequent airstrongs fall at normal speed
RPS pre-attack hitboxes now attack in the “correct” direction
RPS pre-attack hitboxes now encompass the entire character
Fixed bug where certain characters couldn’t turnaround jump out of a jump-cancelable attack while in hitstop
Fixed bug where a grounded jump could quickly lead into an aerial grounded jump if the input was pressed again within 4 frames
Fixed bug where block on-hit was actionable 1-frame laterUniversal
Aerial Mid Light
Stun gain decreased (9 → 7)
Aerial Up Light
Knockback gain increased (105 → 115)
Stun gain decreased (16 → 11)
Down Special
Using the grounded version no longer takes away an aerial chargeSpongebob
Down Special
Cancelable actions now possible with second stickSandy
Aerial Mid Light
Damage decreased (9 → 7)
Knockback increased (30 → 50)
Knockback Gain increased (75 → 105)
Stun decreased (30 → 22)
Stun gain increased (0 → 6)
Down Special
Can no longer infinitely jump during the turnaround animationAang
Mid Special
Input setup altered: now releasing special immediately throws the projectile, while pressing block cancels the charge; this new system allows an uncharged projectile to be immediately thrown in a manner similar to the rest of the cast
Now has a cooldown system like other projectile attacks
Color overlays now flash to indicate when a new charge level is met, yellow for mid-charge and orange for full-charge
Charge time for mid-level projectile decreased (40f → 35f)
Charge time for max-level projectile increased (55f → 70f)
Projectile time before self-destruction reduced (5s → 3s)