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Nickelodeon All-Star Brawl update out now on Switch (version 1.0.7), patch notes

Posted on February 6, 2022 by (@NE_Brian) in News, Switch

Nickelodeon All-Star Brawl update 1.0.7

Alongside the addition of Shredder as a new playable character in Nickelodeon All-Star Brawl this week, a new 1.0.7 update went live. Switch players can download it for the latest content, balance changes, fixes, and more.

The full patch notes for the new Nickelodeon All-Star Brawl version 1.0.7 update are as follows:


• 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)

Character Balance / Adjustments


• DI angle reverted (14 degrees → 16 degrees)
• 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 with 4 frames
• Fixed bug where blck on-hit was actionable 1-frame later


• 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 charge


• Down Special
Cancelable actions now possible with second stick


• 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 animation


• 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)
Mid-charge projectile speeds lowered (20, 30, 40 → 14, 24, 34)
Mid-charge projectile now bounces
If a mid-charge projectile is z-dropped, it will persist 4 times longer than usual (3s → 12s)
Max-charge projectile speeds lowered (14, 24, 34 → 12, 20, 28)
A max-charge projectile can no longer be rebounded, destroyed, grabbed, or beaten out by any traditional means; good luck!

• Up Special
Ascent begins faster (26f → 24f)
Throws projectile faster (33f → 24f)
Startup now decays horizontal speed gradually, instead of all at once
Projectile inherits Toph’s horizontal speed when initiated
Can grab edge sooner (50f → 38f)
Transitions to fallstate sooner (60f → 47f)

• Down Special
Platform duration halved (10s → 5s)

Lucy Loud

• General
Now uses correct speed modifiers when carrying an opponent
Fixed issue where effects showing off which form Lucy was in would disappear under specific circumstances

• Aerial Down Strong
No longer can cancel preemptively after respawning

April O’Neil

• Up Special
Can no longer be used to stall when out of fuel

• Down Special
No longer gains ratings from hitting blocking/invulnerable opponents

Ren & Stimpy

• Aerial Mid Throw
Fixed animation cycling through >2000 more frames that it should’ve

Powdered Toast Man

• Up Light
Attack button can now be held to salute your enemies after KO’ing them

• Up Strong
Hitbox repositioned to properly cover PTM’s head

• Aerial Mid Light
Hitbox repositioned to properly cover PTM’s body

• Aerial Up Light
Attack button can now be held to salute your enemies after KO’ing them


• Up Special
Fixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed again

• Gir
Fixed issue that made Gir get stuck on some walls instead of bouncing off
Fixed issue that made Gir get stuck with other Girs ingame

Danny Phantom

• Aerial Down Strong
Pre-attack landing lag minimum fixed to standard amount (5f → 8f)


• Mid Special
Before hitting the ground, goop acts like any other projectile
After hitting the ground, goop can only be destroyed by a strong attack from whoever doesn’t own the projectile
No longer land-cancelable

All players can download the new Nickelodeon All-Star Brawl version 1.0.7 update now.


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