If your favorite game is also Nickelodeon All-Star Brawl then there is good news for you. You'll be glad to know that Ludosity just released the November 9 update for Nickelodeon All-Star Brawl, and here's the full list of patch notes. But to get it, you have to stay with us till the end, let me tell you, the update brings balance changes to several characters and also adds some stability improvements and bug fixes to the game.
You are ready with data pack and Wi-Fi to download this patch. Let us tell you that the update is available globally on PC. We're still not sure when the console release will arrive. However, we can expect one to be deployed real soon considering the number of changes in this update. For more information about Nickelodeon All-Star Brawl November 9 Update, scroll down this page.
Nickelodeon All-Star Brawl Patch Notes: November 9 Update
- 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
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 hi‹box 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 neutrai air
Increase actha 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 nitbox 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 ari arc
underneath Lincoln
Kona
Light Mid 1
Elbow hitbox Y world offset lowered (0 – 0.5)
Shoulder hitbox Y world offset lowered (2 -+ 1
Light Up 1
Elbow hitbox Y world offset lowered (0 -+ 0.5)
Shoulder hitbox Y world offsat lowered (0 – 1;
Strong Dash
Right knee hitbox relocated to left knee
Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial. boost at all times, provided speed
is low enough to warrant it, while still requiring some degree of initial commitment to
reach max speed. Consequently, this makes dashdancing no longer have a designated
cap on when a dash attack can start, simply reach maxspeed to do so
Hurtboxes didn’t have the level of accuracy to character modes that we were satisfied
with, so now every single character has hurtboxes that fully encompass their models.
Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals
to not be locked to the z-axis, players will now have the ability to see with complete
certainty where a character is positioned in 3D space
There were some inaccuracies in how the landing lag floors were handled across
characters, with some having the ability to recover from an aerial far sooner than others
under the same minimum landiag conditions. This interaction was not intended, and has
been uniformly addressed across the entire cast
There were several moves across the cast that didn’t have the block direction reflect the
move’s activated direction. This has since been addressed & every move should now be
blockable by holdirg against the direction of initiation
The latest patch for Nickelodeon All-Star Brawl is now live on PC! You can check out all the patch notes below. Stay tuned for further updates on console timing. #NickBrawl
Originally tweeted by Nickelodeon All-Star Brawl (@NickBrawlGame) on November 5, 2021.
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Source: Twitter