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Nickelodeon All-Star Brawl

 
Update 03-04-2023Mar 4, 2023 - Community AnnouncementsGeneral bug fixesUpdate 02-28-2023Feb 28, 2023 - Community AnnouncementsAdded support for Epic version invitesUpdate 11-11-2022Nov 11, 2022 - Community AnnouncementsGeneral bug fixesUpdate 10/07/2022Oct 7, 2022 - Community AnnouncementsGeneral Rocko joins the battle as a DLC character! Balance Universal Crowdpush speed reverted Royal Woods Cemetery Blastzones and camera zoom now the same as competitive stages Added to competitive stage rotation Sewers Slam Added to competitive stage rotation Harmonic Convergence Removed from competitive stage rotation Characters balancing (More details in this link) Sandy Korra Leonardo Michelangelo April O’Neil Shredder Ren & Stimpy Powdered Toast Man Nigel Thornberry Danny Phantom Reptar Helga Zim CatDog Oblina Jenny Update 09-08-2022Sep 8, 2022 - Community AnnouncementsGeneral Bug FixesUpdate 08-05-2022Aug 5, 2022 - Community AnnouncementsGeneral Hugh Neutron joins the battle as a DLC character! Balance Universal Reworked interaction calculations to ensure consistent outcomes RPS Neither player suffers any hitlag whatsoever Base stun frames increased from 30 to 60 Percentage penalty multiplier decreased from 0.5 to 0.3 Warning color overlay to indicate stun ending now appears later (20f → 30f) Losing RPS no longer causes the character to slowly fall, they'll just be dazed in whatever location they interacted in Spinout no longer forces a character to leave the ground Stunturn will actively turn the player horizontally similar to how spinout turns the character vertically Now considered an “OnHit” interaction Inactive hitboxes changed from single capsule to mirroring hurtbox values Inactive hitboxes persist throughout the active hitbox states, disappear when the active attack fully ends Fixed bug causing momentum to be retained even after losing a stock Initiating an air-taunt while holding another player will cause that held character’s grab-escape state to be fully actionable Picking up an item with light attack no longer requires the user to also hold down Halved the speed at which a character can be pushed Destroying/Reflecting a projectile will now cause the attacker & projectile to incur whatever base hitlag the projectile would’ve caused on-hit Characters balancing (More details in comment section) Spongebob Patrick Sandy Aang Toph Korra Leonardo Michelangelo April O’Neil Shredder Lincoln Loud Lucy Loud Ren & Stimpy Powdered Toast Man Nigel Thornberry Danny Phantom Reptar Helga Zim CatDog Oblina Garfield Update 06-06-2022Jun 6, 2022 - Community AnnouncementsGeneral You asked and we delivered! Brawler voiceovers are here! |Enjoy the quips and grunts of your favorite brawlers as you play! Get ready for chaos as ITEMS crash into Nickelodeon All-Star Brawl!. Turn the tide of the battle as you grab, hit and throw all new items that appear around the stage! Balance Universal Default stock count increased from 3 to 4 Airdashing now has a 2 frame warmup before a character starts traveling. This warmup is skipped when making contact with the ground Player indicators will be hidden if a character is performing an action that makes them invisible Attacking a blocking opponent no longer incurs self-hitlag Stages Universal Made all damaging hitboxes transient Harmonic Convergence Upper section of the stage is now perfectly flat Rooftop Rumble Removed corner slants Irken Armada Invasion Lowered ceiling by 3 units Tremorton Joyride Made it easier to scale up the underside of the stage without colliding with a ceiling Overhauled the collision system of the moving platform, removing several bugs associated with the old implementation Sandy Light Mid 1 Changed so the second hit is now manually activated, the first hit can now be used in isolation Single-hit frame length decreased (20f → 17f) Damage increased (3 → 4) Launch angle increased (15° → 36°) Knockback increased (10 → 25) Stun decreased (30 → 18) Blockstun decreased (10 → 7) Blockpush decreased (1 → 0.5) Blocklag decreased (3 → 2) Hitlag decreased (5 → 4) Self-hitlag decreased (5 → 4) Light Mid 2 Damage increased (4 → 5) Launch angle increased (15° → 27°) Knockback decreased (80 → 50) Knockback gain decreased (112.5 → 95) Stun decreased (30 → 29) Stungain increased (0 → 11) Special Mid Fixed bug where lasso followups couldn't be buffered Once per airtime, a lasso hooking in the air will give Sandy a small vertical hop for easier followups Shredder Aerial Light Mid 1 DI angle increased (0° → 16°) Launch angle changed (372° → 371°) Translation: Now matches initial hit properties of other multi-hit attacks Danny Phantom Getup attack Hitboxes rearranged to appear on Danny’s feet Animation timing readjusted to ensure larger coverage of leg sweep Lucy Loud General Vampire mode’s jump height decreased Ghost mode’s jump height increased Nigel Thornberry Aerial Light Mid 1 Damage decreased (2 → 1) Knockback increased (5 → 8) Stun decreased (10 → 8) Hitlag decreased (2 → 0) Self-hitlag increased (0 → 2) Garfield Aerial Light Down 1 DI angle increased (0° → 16°) Jenny Aerial Light Up Umbrella can now be held and retracted with the second stick Aerial Light Down DI angle increased (0° → 16°) God of War, Naruto to Boruto, and Nickelodeon All-Star Brawl confirmed as June's PlayStation Plus lineupJun 1, 2022 - VG247Sony has announced the PlayStation Plus games for June, and the offerings confirm the leak from earlier this week. The games are God of War (2018), Naruto to Boruto: Shinobi Striker, and Nickelodeon All-Star Brawl. You already know about Kratos' latest adventure, so we won't bore you with the details, but you may not be familiar with the other two offerings. Read more PlayStation Plus June games leak looks set to build hype for God of War RagnarokMay 30, 2022 - VG247Another month, another PlayStation Plus monthly games leak, this time for the month of June, this time favouring the fighting game fan. As reported by Spanish site Areajugones (thanks, VGC), this time the batch of games include a pretty big name title, 2018's God of War. As well as that, the Smash Bros Melee inspired platform fighter Nickelodeon All-Star Brawl is reportedly featured, as well as arena fighter Naruto to Boruto: Shinobi Striker. Areajugones has previously accurately reported on leaks before, funnily enough for June 2021, so the leak seems to be fairly credible. It also lines up with what we've heard from billbil-kun, the one who normally leaks each month's PS+ games. Apparently the plan for billbil-kun is to share their leak tomorrow (May 31), though did make a note that users shouldn't buy games for children or teenagers, or "ultra popular games." Read more Update 05-13-2022May 13, 2022 - Community AnnouncementsGeneral Jenny “XJ-9” Wakeman joins the battle as a DLC character! Fixed a Toph bug that didn’t showed the Charged VFX Fixed a Powdered Toast Man bug that showed the charged croutons VFX in the results screen Added reset position feature in Training. Arcade timer is now cumulative instead of resetting every match. Gallery images now can be cycled while viewing. Balance Universal General Introduced a momentum-clamping property after launches that send considerable horizontal distance to prevent immediately reversing momentum with a special-reverse or airdash All characters can now special-reverse their mid specials Outer-limb hurtboxes are no longer grabbable Stages Sewers Slam Camera & blastzone bounds tweaked to values used by legal stages Aang Down Light Launch angle changed (45° → 300°) Grounded knockback gain increased (75 → 95) Grounded base stun increased (30 → 31) Grounded stun gain increased (0 → 7) Aerial knockback gain increased (37.5 → 65) Aerial base stun decreased (30 → 24) Aerial stun gain increased (0 → 6) Toph General Increased run speed (21.4 → 23) Increased floor acceleration (120 → 145) Increased floor deceleration (200 → 240) Mid Special Reduced stage 2 charge time (35 frames → 30 frames) Reduced stage 3 charge time (70 frames → 60 frames) Increased stage 3 knockback gain (120 → 265) Reduced stage 1 boulder speed to match stage 2 speed Light Up Startup reduced by 1 frame (6f → 5f) Now actionable on frame 21 Light Down Startup reduced by 2 frames (6f → 4f) End lag reduced by 4 frames (35f → 31f) Light Run Startup reduced by 1 frame (6f → 5f) Up Air Strong Knockback gain increased (110 → 120) Mid Air Strong Increased damage (14 → 19) Down special (grounded) Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted Increased down special's base knockback (100 → 140) Added hip hitbox Increased hitlag (8 → 18) Ensured consistent 290° launch angle April O’Neil Down Strong Damage reduced (15%/15%/15% → 9%/10%/12%) Blockstun reduced (20/20/20 → 20/15/14) Mid Air Strong Startup increased by 4 frames Up Air Strong Reduced base knockback (180 → 100) Increased knockback scaling (190 → 220) Down Air Strong Damage reduced (15%/15%/15% → 9%/10%/12%) Blockstun reduced (20/20/20 → 20/15/14) Startup increased by 3 frames Mid Special Capped damaged to 30% Removed super armor Startup decreased by 3 frames Helga Down Tilt Fixed animation facing wrong direction sometimes Mid Special Can now cancel charge by pressing block Can now charge indefinitely Nigel Down Special Base knockback decreased (220 → 200) Knockback growth decreased (240 → 300) Up Aerial Hitbox ends 1 frame earlier Total length increased 5 frames (20f → 25f) Body hitbox repositioned to neck & decreased in size (1.2 → 0.9) Shredder Mid Aerial Hitbox size decreased (3 → 2.7) Hitbox repositioned to not be offset & match visuals Final hit blockstun decreased (10 → 7) Zim Mid Special Projectile level decreased (2 → ...Update 03-21-2022Mar 21, 2022 - Community AnnouncementsGeneral Fixed arcade mode player select screen Fixed issue when the Profile button wasn't reachable from the Lobbies button in the online menu Update 03-17-2022Mar 17, 2022 - Community AnnouncementsGeneral Fixed a bug where certain recoveries would lose momentum if used the first frame after leaving the launch state Fixed a bug where April’s recovery couldn’t be controlled Removed the character and stage select timers in online lobby matches Fixed bug that caused the spectator list button to not appear in online lobbies matches Update 3-14-2022Mar 14, 2022 - Community AnnouncementsGeneral Implemented improvements to rollback netcode handlers. This should reflected as a more stable online experience Added the option to play versus another player in Training Mode when two controllers are connected. A new option was added to have CPU vs CPU in local matches For those who are speed running Arcade Mode, we added a timer to the HUD in Arcade Mode. Also loading times are no longer included in the final time Character Selection no longer resets when entering the Rules menu. A timer was added to the Online Modes for the character and stage selection, when the timer runs out, a random character and stage are selected starting the battle after it. Stage collisions have been improved to prevent phasing. UI now properly adapts to different screen aspect ratios. Minor UI Tweaks Balance Universal General Grounded normals now clang with grounded normals, always Grounded normals now rebound against grounded strongs, always Grounded strongs now beat out grounded normals, always Aerial normals now never collide with other hitboxes, excluding projectiles Aerial strongs now never collide with other hitboxes, excluding projectiles and RPS win/loss interactions RPS loss length increased to 30 plus half your current percent for duration (frames) RPS loss takes hitstun from winning strong attack RPS loss takes damage from winning strong attack Initiating a dashdance now puts the character into a brief turnaround stance for a frame and keeps the character in place for slightly longer before initiating the next dash Initiating a dash from a state that isn't explicitly set up as tweenable (ie: dashdancing) will activate a fallback where the move tweens from the start of a character's idle animation; this drastically reduces the janky/snappy visual effect dashdancing can have Color overlays for standard and good blocks altered to be more opaque Fixed bug where a move sending down and slightly to the left wouldn’t DI properly if holding horizontal-left Fixed bug where color overlays while blocking persisted a few extra frames than the endlag represented Sports Mode Players are now able to hold the ball AI is now able to handle balls around hazards Mid Throw Grounded base kb: 50 → 40 kb growth: 120 → 100 base stun: 32 → 11 stun growth: 10 → 28 Mid Throw Aerial base kb: 85 → 45 base stun: 28 → 10 stun growth: 5 → 22 Spongebob General Certain actions now use proper textures when mirrored Aerial Down Light Length increased: 24f → 31f Aerial Down Strong Length increased: 44f → 49f Patrick Aerial Down Light Length increased: 23f → 33f Base stun increased: 13 → 18 Shredder Fixed the charge vfx visual bug, vfx now will disappear after dying with the status effect active. Sandy Aerial Down Light Length increased: 24f → 32f Aerial Down Strong Length increased: 40f → 48f Aang Aerial Down Light Length increased: 24f → 30f Aerial Down Strong Length increased: 40f → 53f Korra Aerial Down Light Length increased: 26f → 32f Aerial Down Strong Length increased: 38f → 50...Update 02-03-2022Feb 3, 2022 - Community AnnouncementsGeneral 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 Universal DI angle reverted (14° → 16°) Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving Getup roll time decreased (29f → 27f) Getup inplace time decreased (27f → 24f) Getup inplace invulnerability decreased (21f → 19f) Tech roll time decreased (34f → 31f) Tech roll invulnerability decreased (26f → 25f) Tech inplace time decreased (24f → 22f) Tech inplace invulnerability decreased (18f → 17f) Ledge invulnerability increased (60f → 70f) Crashland time decreased (30f → 26f) 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 later Spongebob Aerial Mid Light Stun gain decr...Update 12-13-2021Dec 13, 2021 - Community AnnouncementsGeneral Added Sweet Dreams as a legal stage for competitive matches. Fixed issue where character images would show a white box behind them. Fixed an issue that made The Flying Dutchman’s Ship stage show visual errors. Fixed issue that created an invalid state where players had to restart the game after experiencing a network error when entering “Quick Play”. Improvements have been made to the matchmaking algorithm and now the competitive matchmaking should be much faster. Fixed visual bug with Oblina when performing get up attack with her alt costume. Fixed issue where effects animations wouldn’t be cut off as expected when entering the results screen. Overall improvements to the netcode functionalities. Character fixes Zim Zim's up special now reaches the correct vertical height. Gir now faces the expected direction when being redirected. Gir now explodes when z-dropped. Gir no longer despawns after a set time. Gir now immediately falls through sinking terrain. (Prevents bug where Gir couldn’t be respawned if trapped in quicksand) Leonardo Fixed bug where Leonardo’s mid special release animations were slower than intended, causing hitboxes to appear behind him. Leonardo's Up Aerial now uses the correct animation. Sandy Sandy's lasso comes out correctly in the air now. Sandy's lasso reel-in animation is sped up so opponents are released in front of Sandy as expected. Toph Toph's neutral special fire animation comes out correctly in the air now. Garfield Garfield's light down hits aerial opponents now. Aang Aang now rolls the correct directions. Update 12-09-2021Dec 8, 2021 - Community AnnouncementsGeneral Garfield joins the battle! Some people hosting tournaments were having issues with constantly having to press the spectate button as soon as a match finished, so that their audience could watch the match, so we implemented an auto spectate feature that should fix this problem for tournament organizers. Added the option to go back to the character select screen after a match is over. Fixed issue that caused second stick attacks to not come out as expected when trying to do a mid during a run animation Fixed issue where hit effects wouldn’t come out immediately after hitting an opponent, now hit effects will initialize and linger during hitstop as expected Fixed issue with Gir that made him get stuck in some walls or against another Gir. Added a message that clarifies when a match can’t be spectated once it has started. Balance Universal Cooldown implemented for dash attacks from dash attacks. Now once per dashing string a dash light can be canceled into a dash strong, or vice-versa; after this, attempting a dash attack input will instead send out their respective mid attack Grab hitbox comes out sooner on ground (frame 8 → frame 7) Grab hitbox comes out later in the air (frame 8 → frame 12) Grab length increased in the air (30 → 40) Characters can no longer be grabbed while downed Tech roll distance increased (9 units → 11 units) Ensured consistent roll distance across the cast for getups and techs Throw Mid launch angle changed (20° → 35°) Throw Up launch angle changed (60° → 75°) Throw Down launch angle changed (350° → 15°) Throw Down base knockback decreased (80 → 65) Throw Down knockback gain increased (80 → 100) Throw Air Mid launch angle changed (15° → 35°) Throw Air Up launch angle changed (70° → 75°) Throw Air Down launch angle changed (335° → 15°) Throw Air Down base knockback decreased (120 → 100) Throw Air Down knockback gain decreased (50 → 30) DI window tightened (16° → 14°) Spongebob Down Strong Air remove rainbow hitboxes radius buff foot (0.95 → 1.1) Local Y offset buff foot (0 → -0.15) radius nerf knee (0.95 → 0.75) radius nerf hip (0.95 → 0.65) Zim Up Special Bomb appears sooner (frame 22 → frame 13) Transitions to special-fall sooner (frame 60 → frame 40) Grabs edge sooner (frame 51 → frame 30) Lucy Loud Light Down Air Endlag increased (frame 20 → frame 22) Toph Up Strong Can now keep move charging with second stick Update 12-02-2021Dec 2, 2021 - Community AnnouncementsGeneral After many requests for alternate looks for characters in the game, we are happy to announce that alt costumes have been added for all characters! Separated hitboxes across the cast to allow for proper interpolation Fixed an issue with the second stick that caused the wrong type of attack to come out the first few frames of entering/leaving the ground Added turnaround functionality to up and down attacks when using second stick Fixed an issue that caused some matches to suffer FPS drops. Fixed an issue that prevented users from joining multiplayer matches through invites when watching replays. Balance Korra Light Neutral 1 Added grounded hitbox for jab resets Light Down 1 Decreased Korra’s Light Down 1 end lag time Attack to Idle frame (25 → 20) Increased Korra’s Light Down 1 hitstun time Hitstun frames (15 → 20) Decreased Korra’s Light Down 1 knockback Knockback (40 → 30) Light Down 2 Increased Korra’s Light Down 2 foot hitbox size Hitbox radius (0.9 → 1.1) Strong Down Korra’s Strong Down hitboxes appear sooner now Hitbox start frame (14 → 12) Strong Dash Korra’s Strong Dash hitboxes appear sooner now Hitbox start frame (16 → 10) Light Dash Korra’s Light Dash now jumps over opponent instead of getting stuck Neutral Special Increased Korra’s Neutral Special blocking stun and push distance Block stun (10 → 20) Block push (1 → 6) Up Special Fixed Korra’s charged Up Special missing hitboxes at the start Hitbox start frame (16 → 6) Increased Korra’s Up Special hitstun Hitstun (30 → 35) Down Special Increased Korra’s grounded Down Special hitstun Hitstun (30 → 35) Light Neutral Air Increased Korra’s Light Neutral Air’s hitbox size Radius (0.85 → 0.9) World offset X (-1.1 → -1.2) World offset 2nd X (1.1 → 1.2) Helga Light Down Air Increased active frames (2 → 3) Added hitboxes to hips Special Mid Decreased initial startup time (14 → 7) Increased speed for changing angles Increased overall angle coverage (50° → 80°) Decreased endlag after firing (17, 37, 57 → 17, 25, 33) Increased travel distance cap (20 units → 40 units) Increased travel time cap (70 seconds → 100 seconds) Special Up Fixed regression where special fall no longer transitioned to regular fall after 60 frames Leonardo Universal Removed sword moves’ shoulder hitboxes (excluding Special Up) Ensured tippers have lowest priority Lucy Loud Special Mid Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible) April O’Neil Universal Fixed bug where moves could gain ratings without damaging an opponent (ie: hitting someone blocking or invincible) Light Mid Removed all body/leg hitboxes Added grounded hitbox for jab resets Light Down Increased endlag (26 → 32) Increased overall horizontal coverage Strong Mid Removed back 2 hitboxes from Mic (less likely to cause back-attacks) Strong Mid Air Removed back 2 hitboxes from Mic (less likely to cause back-attacks) Oblina Down Special Fixed regression where the sludge could be reflected o...Nickelodeon All-Star Brawl Steam Award Nomination RequestNov 24, 2021 - Community AnnouncementsWe'd like to offer a massive thanks to the Nickelodeon All-Star Brawl community for your support and for brawling with your favorite Nickelodeon characters! We're still hard at work on the game (new FREE alternate character skins coming soon!), but we hope you will consider nominating the game for the Better with Friends Steam Award! In case you're unfamiliar, Nickelodeon All-Star Brawl is a platform fighter from the creators of Slap City starring your favorite Nicktoons like SpongeBob SquarePants, Aang and Toph from Avatar: The Last Airbender, Leonardo, Michelangelo, and April O'Neil from Teenage Mutant Ninja Turtles, and many other animated Nickelodeon characters. Every character has a distinct fighting style inspired by their personalities. We think it's a good fit for the Better with Friends award thanks to its bombastic local and online multiplayer, which features rollback netcode. If you have a good time playing Nickelodeon All-Star Brawl with your friends, then please consider giving the game a nomination!Update 11-05-2021Nov 5, 2021 - Community AnnouncementsGeneral Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id. Private lobbies ids are now hidden by default, and can be toggled to become visible. Rearranged character select screen so series with multiple characters will appear on the same row. Balance Universal Hitbox and hurtbox visuals are no longer locked to z-axis Hitbox and hurtbox calculation is now handled on a 2D plane Standardized land lag floor for light aerials at 6 frames Standardized land lag floor for strong aerials at 8 frames Decreased timed-block window (10 frames → 6 frames) Dashing given initial boost regardless of if dash dancing Starting a dash now creates a dust cloud effect The direction an attack should be blocked has been standardized across the cast Patrick Strong Dash Fixed Patrick’s Strong Dash missing hitboxes at the beginning Hitbox start frame (16 → 10) Neutral Special Reduced Patrick’s neutral special start time Hitbox start frame (17 → 12) Increased Patrick’s neutral special hitbox range World offset 2nd X (2.8 → 3.5) Up Special Increased Patrick’s up special hitbox size Local offset 2nd x (-0.6 → -1) Radius (0.85 → 0.9) Reduced Patrick’s up special end lag Fly to Fall frame (50 → 35) Reduced Patrick’s up special startup time Charge to Fly frame (30 → 20) Strong Down Air Patrick’s strong down air grabs the ledge when falling now Reduced Patrick’s strong down air startup time Charge to Fall frame (22 → 17) Strong Up Changed Patrick’s strong up hitbox frame Hitbox start frame (16 → 11) Light Neutral Air Increased Patrick’s light neutral air hitbox duration Hitbox frames duration (2 → 4) Light Dash Reduced Patrick’s light dash attack’s knockback Knockback (120 → 90) Lincoln Loud Light neutral Increase active frames (2 → 4) Increase hitbox radius (0.85 → 0.9) Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.8) Light neutral loop Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.75) Light up Increase active frames (2 → 4) Decrease hitbox radius (1 → 0.95) Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.8) Light down Increase active frames (2 → 4) Decrease hitbox radius (1 → 0.9) Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.8) Light down loop Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.75) Light neutral air Increase active frames (2 → 4) Increase hitbox radius (0.85 → 0.9) Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.8) Light up air Increase active frames (2 → 4) Decrease hitbox radius (1 → 0.95) Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.8) Light down air Increase active frames (2 → 5) Remove 2nd track on hand Add hitbox to yoyo-string (radius 0.85) Strong down air Remove 2nd track on sword hilt Add hitbox to sword hilt (radius 1) Adjusted facing angle so swing isn’t as focused on the z-axis Adjusted animation timing so the swing starts and ends in an arc underneath Lincoln Korra Light Mid 1 Elbow hitbox Y wo...Update 10-18-2021Oct 18, 2021 - Community AnnouncementsThank you everyone for all the support and feedback, we are listening and we are trying to address as many issues as soon as possible, as well as evaluating improvements and features suggested. Please keep the feedback coming! We are constantly trying to improve the game and want to hear what you think. Look for more updates in the upcoming weeks. - NASB Team General Fixed characters animating at half frame rate on Rooftop Rumble, Royal Woods Cemetery and Traffic Jam while playing online Fixed Ghost Zone causing CPU players to freeze in place Projectiles that bounce no longer last indefinitely (Ren & Stimpy Log, CatDog Furball, Toph Boulder) Projectiles that bounce no longer disappear when making contact with a wall or ceiling, they will continue bouncing for their spawned duration Increased global DI window (10° → 16°) Updated pixelated images in gallery Fixed certain recovery moves not activating as expected when performed immediately after leaving launch state Implemented dash dancing: turning around out of a run begins an immediate run in the opposite direction Performing a dash dance starts a 15 frame warmup before a dash attack can be input. On the 16th frame and beyond, conditions for dash attacks return to normal Patrick: Fixed command-input not activating super-armor Aang: Removed outermost hitboxes on neutral air Aang: Increased down special x-speed multiplier (1.75→1.85) Toph: Fixed infinite platform bug Korra: Fixed down special having variable landing lag Lucy Loud: Down special vampire base knockback decreased (180→110) Lucy Loud: Down special vampire knockback gain increased (185→265) Michelangelo: Neutral air launch angle changed (320→30) Michelangelo: Neutral air stun decreased (30→24) Michelangelo: Neutral air stun gain increased (0→6) Michelangelo: Fixed up air not hitting airborne opponents Ren & Stimpy: Down special base knockback decreased (200→120) Ren & Stimpy: Down special knockback gain increased (200→250) Powdered Toast Man: Powdered Toast sprinkled to the idle animations (Fresh out of the can) Zim: Fixed dash attack 2nd hit not manifesting, will now appear as expected Zim: Fixed strong mid hitbox misplacement, will now appear as expected Helga: Fixed down special taking damage Danny Phantom: Down special base knockback decreased (180→100) Danny Phantom: Down special knockback gain increased (160→280) Oblina: Fixed aerial down strong hitbox misplacement, will now appear as expected Oblina: Fixed aerial light down hitbox lingering the duration of the move Added missing localized words on the options menu Fixed Traffic Jam Bus not rendering properly on Low setting Gameplay updates explained Dashdancing was a highly requested feature that almost made it into the initial release, but the tradeoff of dash attacks made it too overbearing & the time constraints put the feature on the backburner. Now that there’s a dedicated cooldown period for dash attacking out of dashdance specifically, the feature is ready to run Projectile...