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Nickelodeon All-Star Brawl 2 update adds Squads Mode, New Game+

Posted on June 27, 2024 by (@NE_Brian) in News, Switch

Nickelodeon All-Star Brawl 2 just received a new version 1.9 update, which adds a new Squads Mode and New Game+.

Squads Mode lets players choose three characters to go up against an opponent’s squad, and after a fighter is KOed, the next one comes in. As for New Game+, players can experience the story again with all unlocked perks and cosmetics – plus an increased difficulty, stage, rule variants and new cosmetic rewards. Many balance adjustments are also included in the patch.

Below is a full overview of the Nickelodeon All-Star Brawl 2 update featuring Squads Mode, New Game+, and more:

Nickelodeon All-Star Brawl 2 update version 1.9 patch notes

New content!

  • New Squads Mode: Form a Squad by choosing your 3 favorite Brawlers and engage in a dynamic fight against your opponent’s Squad! Once a character is KOd, the next will take their place in battle!
  • New Game+: Repeat the story with all unlocked perks and cosmetics. Added an increased difficulty, stage, rule variants and new cosmetic rewards.

General

  • Weight reduced on the following characters (Gertie, Korra, Krabs, Patrick, Reptar, MechaPlankton)
  • Improved height at which Gun items projectiles are shot for Azula, Donatello, Ember, Gerald, Grandma Gertie, Korra, Raphael, Reptar, Squidward and Zuko.

New Stages

  • Added new legal layouts for Clockwork Lair!

Bug Fixes

  • Companion Bug: Fixed an issue where players were not able to control their companion while another companion was spawning for the first time. (This used to affect Jimmy+Goddard, Zim+GIR and Rocko+Spunky).

Balance Changes

Patrick

  • Weight Reduced from 1.17 to 1.08

Special Up

  • Removed Hand Hitboxes
  • Adjusted how fast Patrick lunged to match the aerial version of the move.

Squidward

Special Up

  • Adjusted hitboxes priority and reduced multihit rate.

MechaPlankton

  • Weight Reduced from 1.18 to 1.1

Light Air Back Early

  • BaseKnockback decreased on sweet spot: (16.7 → 15.5)
  • KnockbackGain increased on sweet spot: (13.8 → 16)
  • Damage increased on sweet spot: (13 → 14)
  • KnockbackGain increased on sour spot hit: (9.8 → 16)
  • Damage increased on sour spot hit: (9 → 10)

Light Air Neutral MultiHit

  • Start Up Reduced
  • Improved multihit consistency

Light Finisher

  • BaseKnockback increased: (9.5 → 11)
  • HitStunMinimum increased: (10 → 18)

Light Neutral 1 (Anti Air)

  • HitStunMinimum increased: (7 → 9)
  • Damage increased: (5 → 7)

Special Neutral

  • Increased Air Speed and Acceleration while shooting sauce

Aang

Charge Air Up Finisher

  • BlockPush decreased: (1.2 → 0.6)

Charge Air Up

  • Decreased hitboxes and VFX
  • BaseKnockback increased: (5 → 10)
  • Improved multihit consistency
  • Increased landing lag from 15 to 17

Charge Up

  • Increased ending lag: (41 → 55)

Charge Forward

  • Increased ending lag: (40 → 53)

Light Air Up

  • Adjusted hitboxes position

Light Air Back

  • Slightly reduced hitboxes size

Light Air Neutral

  • Improved multihit consistency size

Light Air Up

  • BlockStun decreased: (8 → 6)
  • Now Reversible

Special Up

  • Reduced momentum kept after slime canceling
  • Increased hit lag while rising both on hit and on block
  • Slightly increased startup on Dive
  • Decreased BlockPush on Dive (1 → 0.7)

Korra

  • Weight Reduced from 1.05 to 0.97

Special Forward

  • Can no longer be held to travel further, it has been reworked to a short burst forwards
  • First actionable frame is now frame 17

Light Air Down

  • Greatly increased the floor detection distance to spawn the Earth Bending hazard
  • Korra now has a slight impulse upwards when spawning rocks below, this is bypassed if down is still being held

Charge Air Down

  • Fixed an issue where the airstall limit was not refreshing on land
  • Hitlag increased on hit: (6 → 16)

Charge Air Up 2

  • Now Reversible

Light Air Forward – Fire

  • BaseKnockback increased: (11.5 → 12.5)
  • KnockbackGain decreased: (18 → 16)

Light Air Forward

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain decreased: (17.5 → 16)
  • Angle changed: (35° → 40°)

Light Dash

  • Improved consistency between hits

Light Dash – Projectile Finisher

  • KnockbackGain increased: (2 → 12)
  • BlockPush decreased: (1.5 → 0.3)
  • Hitlag increased on hit: (0 → 4)
  • Hitlag increased on block: (0 → 1)

Light Down

  • KnockbackGain decreased: (16.2 → 13.5)
  • Hitlag increased on hit: (5 → 11)
  • Hitlag increased on block: (5 → 11)
  • Hitlag increased on hit on Hazard: (3 → 16)
  • Damage decreased on Hazard: (10 → 7)
  • BlockDamage decreased on Hazard: (10 → 7)

Light Forward

  • Hitlag increased on hit: (9 → 10)
  • Hitlag increased on block: (9 → 10)

April

Light Air Up

  • Now has reversible hitboxes

Donatello

  • Improved Special Down Counter functionality

Jimmy

General

  • Fixed an issue on Charge Air Down where the bubble would disappear ahead of time
  • Changed glow on Special Forward from purple to blue, fixed an issue where the glow would not appear if the charge was full upon landing
  • Fixed visual issues while grabbing the edge
  • Jimmy can now act out of Special Up without jumping
  • Fixed an issue where the Slime version did not increase damage on Charge Up and Charge Forward

Light Neutral

  • Adjusted hitboxes to match visuals better on Light Neutral and its variations.

Charge Down

  • Improved consistency between hits

Ultimate Attack

  • Fixed collision interactions with platforms on exit

Goddard

  • Fixed an issue where Goddard fell during Jimmy’s Ultimate.
  • Fixed an issue that caused a phantom explosion to appear after Jimmy was KOed.
  • Fixed an issue where the swirling VFX would stay during his attacks.
  • Fixed an issue where Goddard was not exploding on Block during his run state.
  • Goddard now resets debuffs if KOed.
  • Reworked Goddard’s Explosion when Jimmy Taunts, Goddard now takes 44 frames to explode, hitbox size slightly increased.

Danny

Light Air Down – Initial Spike

  • Hitbox radius reduced.

Light Air Down – Ice Projectile

  • BaseKnockback increased: (7.5 → 11.5)
  • HitStunMinimum increased: (1 → 8)
  • Angle changed: (-60° → 65°)

Light Air Forward 1

  • HitStunMinimum increased: (10 → 11)

Light Air Forward 2

  • HitStunMinimum increased: (10 → 13)

Light Air Neutral Sweet

  • BlockStun decreased: (7 → 5)

Light Air Neutral

  • BlockStun decreased: (5 → 3)

Charge Air Forward

  • Reduced On Hit Cancel Window

Special Neutral – Punch

  • BlockStun decreased: (12 → 7)

Ember

Charge Air Forward

  • Fixed BlockPush issues

Zim

    • Increased recovery distance for Special Up with and without GIR
    • Added ability to hold or tap B to briefly hover during Special Up without GIR
    • Fixed an issue where Zim and GIR would grab the opponent at the same time and cause them to lose a stock.
    • Made ExpSlowsion Bomb (Special Down Bomb) Physics slightly heavier.

Charge Air Forward

      • Hitboxes slightly decreased
      • Can no longer reverse hit

Charge Air Up

      • Increased hitbox size when exploding.

Charge Forward – Final

      • Can no longer reverse hit

Charge Down – Gnome

      • Increased range
      • Increase distance traveled after charging the attack

Grab Throw Forward – Bomb

      • Can now reverse hit

Light Air Back

      • Damage decreased on sweet spot: (16 → 13)
      • Damage decreased on sour spot: (14 → 11)
      • BlockDamage decreased on sour spot: (12 → 11)

Light Air Down

      • Hitlag On Hit and On Block increased: (4 → 8) Late Hit: (4 → 6)

Light Air Up

      • Improved consistency between hits

Light Up

      • KnockbackGain increased on sour spot: (10.5 → 15.5)
      • Damage decreased on sour spot: (8 → 5)
      • BlockDamage decreased on sour spot: (8 → 5)
      • BaseKnockback increased on sweet spot: (9.5 → 10.5)
      • Damage decreased on sweet spot: (10 → 7)
      • BlockDamage decreased on sweet spot: (9 → 7)

GIR

      • GIR now receives knockback when hit
      • Knockback received is x1.3 higher than average
      • Increased stamina to compensate

Reptar

      • Weight Reduced from 1.18 to 1.09

Special Down

      • Reptar is no longer negative on hit for this move.

Charge Up Fall

      • BlockPush decreased: (1 → 0.3)
      • Hitlag decreased on hit: (13 → 9)
      • Hitlag decreased on block: (13 → 9)

Charge Up Land

      • BlockPush decreased: (1 → 0.2)
      • BlockStun decreased: (6 → 2)
      • Hitlag decreased on hit: (6 → 4)
      • Hitlag decreased on block: (6 → 4)

Charge Up

      • BlockPush decreased: (1.7 → 0.6)
      • BlockStun decreased: (12 → 8)

Gerald

      • Fixed an issue where Gerald was not able to perform his Skateboard Forward Special if he started Skateboarding in the air.

Grandma Gertie

      • Weight Reduced from 1.03 to 0.95
      • Fixed an issue where Gertie was able to act earlier than intended on the following moves: Charge Air Forward, Charge Air Down, Charge Air Up, Light Air Back, Light Air Down, Light Air Up, Light Air Forward, Light Air Neutral.

Special Down

      • Gertie is now able to have 2 active items out at once.
      • Gertie has a 0% chance to pull holdable items if she already has one in her hand.
      • Visual on paper when there are 2 items out has been improved.
      • Balloon movement has been changed to rise slower

Special Up

      • Hook snap range has been increased on both normal and Slime versions.

Charge Forward

      • Start Up Increased: (17 → 23)

Charge Down

      • Damage decreased on sweet spot: (17 → 15)
      • Damage decreased on sour spot: (14 → 13)

Light Air Back

      • Damage decreased on sweet spot: (14 → 12)

Light Air Down – Left

      • Damage increased: (4 → 6)
      • BlockDamage increased: (4 → 6)

Light Air Down – Right

      • Damage increased: (4 → 6)
      • BlockDamage increased: (4 → 6)

Light Air Forward

      • Damage decreased on sweet spot: (18 → 16)
      • BlockDamage decreased on sweet spot: (18 → 16)

Light Air Up

      • BaseKnockback increased on sweet spot: (9.7 → 11.7)
      • KnockbackGain decreased on sweet spot: (18.2 → 17.2)
      • Damage decreased on sweet spot: (11 → 10)
      • BlockDamage decreased on sweet spot: (11 → 10)

Light Forward

      • Damage decreased on sour spot: (10 → 9)
      • BlockDamage decreased on our spot: (10 → 9)
      • Damage decreased on sweet spot: (13 → 12)
      • BlockDamage decreased on sweet spot: (13 → 12)

Light Up – Base Air

      • BaseKnockback increased: (5 → 8.6)
      • KnockbackGain increased: (12 → 15.5)
      • Damage decreased: (11 → 9)
      • BlockDamage decreased: (11 → 9)
      • Angle changed: (-85° → 65.01°)

Light Up – Base Ground

      • Damage decreased: (11 → 9)
      • BlockDamage decreased: (11 → 9)

Light Up – Tip Air

      • Damage decreased: (13 → 11)
      • BlockDamage decreased: (13 → 11)

Light Up – Tip Ground

      • Damage decreased: (13 → 11)
      • BlockDamage decreased: (13 → 11)

El Tigre

Adjusted grounded physics for Walk and Run

      • Walk speed: (1.48 → 1.28)
      • Run speed: (1.42 → 1.3)

Light Air Forward

      • Reworked hitboxes to have a weaker hit on the last active frames.
      • KnockbackGain increased: (17 → 19)
      • BlockPush decreased: (0.6 → 0.4)
      • BlockStun decreased: (7 → 5)

Light Air Back – Sweetspot

      • BlockPush decreased: (0.8 → 0.4)
      • BlockStun decreased: (7 → 4)
      • Can no longer be reversible

Light Air Back – Weak

      • BlockPush decreased on sour spot: (0.5 → 0.2)
      • BlockStun decreased on sour spot: (6 → 3)
      • Can now be reversible
      • Angle changed: (145° → 35°)

Light Air Back

      • BlockPush decreased on sweet spot: (0.8 → 0.3)
      • Can now be reversible
      • Angle changed: (140° → 40°)

Light Air Down – Air

      • BlockPush decreased: (1.2 → 0.6)
      • BlockStun decreased: (13 → 10)

Light Air Down

      • BaseKnockback increased: (7 → 12.5)
      • BlockPush decreased: (1.2 → 0.6)
      • BlockStun decreased: (13 → 10)
      • Sound changed: (HitPunchBig → HitStabBig)

Light Air Neutral

      • Slightly decreased hitboxes size
      • BlockPush decreased on sweet spot: (0.6 → 0.4)
      • BlockPush decreased on sourspot: (0.6 → 0.2)

Light Air Up

      • Adjusted outer hitboxes to be less disjointed to the sides
      • BlockPush decreased: (0.5 → 0.4)
      • BlockStun decreased: (7 → 6)
      • Damage decreased: (12 → 10)
      • lockDamage decreased: (12 → 10)

Light Air UpSide Hits

      • BlockPush decreased: (0.5 → 0.2)
      • BlockStun decreased: (6 → 5)

Light Down

      • KnockbackGain increased: (9 → 13)

Light Up – Weak

      • BlockStun decreased: (6 → 4)

Light Up

      • BlockStun decreased: (6 → 5)

Special Neutral

      • Fixed an issue where Special Neutral would retain a lot of upwards momentum.
      • BlockStun decreased: (6 → 4)
      • InstigatorAdvantageOnBlock decreased: (0 → -2)

Special Down

      • Added a hitbox during startup to redirect projectiles

Special Up

      • Added a small impulse upwards after the recovery is finished.

Garfield

      • Fixed an issue where Special Neutral would retain a lot of upwards momentum.

Angry Beavers

      • Cooldowns have been increased across the board.

Dagget

      • Adjusted Hurt boxes during Special Up and Charge Down

Norbert

Charge Air Down – Tip

      • HitStunMinimum increased: (5 → 25)

Charge Air Down

      • HitStunMinimum increased: (5 → 25)

Charge Air Forward – Tip

      • HitStunMinimum increased: (5 → 50)
      • Reversible toggle disabled

Charge Air Forward

      • BaseKnockback increased: (8.5 → 10.5)
      • KnockbackGain increased: (15 → 17)
      • HitStunMinimum increased: (0 → 50)
      • Can no longer be reversible
      • Angle changed: (51° → 43°)

Charge Down – Last

      • Can no longer be reversible

Charge Down

      • Can no longer be reversible
      • Angle changed: (135° → 45°)

Charge Forward – Clean

      • Can no longer be reversible

Charge Forward – Late

      • Can no longer be reversible

Light Air Forward – Center

      • Can no longer be reversible

Light Air Forward – Tip

      • Can no longer be reversible

Light Air Forward

      • Can no longer be reversible

Light Air Up – Center

      • BaseKnockback increased: (8 → 12)
      • KnockbackGain increased: (13.5 → 15)

Light Air Up – Close

      • BaseKnockback increased: (7 → 10)
      • KnockbackGain increased: (12.5 → 15)

Light Up

      • KnockbackGain increased: (15 → 17)
      • Angle changed: (45° → 75°)

Jenny

      • Reworked Slime Special Forward: Special Forward
      • Fixed Ponytails hurtbox Intangibility during Light Up

Mr. Krabs

      • Weight Reduced from 1.13 to 1.04
      • Fixed visual issues when affected by Cheese status effect

Zuko

Charge Air Up

      • Angle changed: (90° → 78°)
      • Improved multihit consistency

Light Air Forward

      • BaseKnockback increased: (10 → 11)
      • KnockbackGain increased: (13 → 14)
      • Angle changed: (70° → 72°)

Light Air Neutral Sour – Fire

      • KnockbackGain decreased on sour spot: (10 → 8)
      • Angle changed: (45° → 38°)

Light Air Neutral Sour

      • KnockbackGain decreased on sour spot: (10 → 8)
      • Angle changed: (45° → 38°)

Light Air Up

      • BaseKnockback decreased: (8 → 7)
      • InstigatorAdvantageOnHit increased: (0 → 2)

Light Finisher

      • BaseKnockback increased: (11 → 13)

Light Up

      • BaseKnockback increased: (11 → 13)
      • KnockbackGain decreased: (18 → 17)
      • Angle changed: (80° → 90°)

Special Forward

      • BaseKnockback increased: (8.7 → 13)
      • KnockbackGain decreased: (10 → 8)
      • Angle changed: (50° → 80°)

Special Neutral Slime

      • BaseKnockback increased: (22 → 27)
      • KnockbackGain increased: (17.5 → 22.5)

Special Neutral

      • KnockbackGain increased: (19.5 → 22.5)
      • StatusEffect added: Burn

Sword Launched

      • Can now be reversible

Throw Up

      • BaseKnockback decreased: (15.5 → 13.5)

The Nickelodeon All-Star Brawl 2 version 1.9 update with Squads Mode, New Game+, and more is live on Switch. Access more coverage here.

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