Nickelodeon All-Star Brawl 2 update out now (version 1.7), patch notes
Nickelodeon All-Star Brawl 2 just received a new update having gained version 1.7.
This is a big update for the game with a new rotation mode, all new stage layouts, new items, and new campaign powerups. It also comes with the latest balance adjustments and bug fixes.
The full rundown is as follows:
Nickelodeon All-Star Brawl 2 update version 1.7 patch notes
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)
 
