8.2 C
New York
Friday, June 2, 2023
HomeGamingNickelodeon All-Star Brawl Patch Notes 1.15 Update Today on August 06, 2022...

Nickelodeon All-Star Brawl Patch Notes 1.15 Update Today on August 06, 2022 – Game Updates

A new Game Update has been released for Nickelodeon All-Star Brawl Update 1.15. Find out all the latest information of the Gaming World like Bug Fixes, Improvements, and Patch Notes below. Nickelodeon All-Star Brawl Update 1.15 is now available for download, for all platforms, including PS4, PS5, Xbox One, Xbox Series S/X, and PC. The file size may vary depending on the platform.

Universal

  • Hugh Neutron joins the battle as a DLC character!
  • 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

Spongebob

  • Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)

Patrick

  • Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun increased (20f → 24f)
    • Blockpush increased (3 → 3.8)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockpush increased (3 → 3.2)
  • Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun increased (20f → 21f)
    • Blockpush decreased (3 → 2.2)
    • Blocklag increased (10f → 12f)
    • Hitlag increased (12f → 14f)
    • Hitlag-self increased (12f → 14f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 19f)
    • Blockpush decreased (3 → 2.8)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockpush increased (3 → 3.2)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun increased (20f → 26f)
    • Blockpush increased (3 → 4.1)
    • Blocklag increased (10f → 16f)
    • Hitlag increased (12f → 18f)
    • Hitlag-self increased (12f → 18f)

Sandy

  • Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • First hit leg hitbox separated into hip & foot hitboxes for interpolation
    • First hit foot hitbox size increased (0.9 → 1.05)
    • First hit hitlag increased (12 → 24)
    • First hit damage reduced (17 → 8)
    • Second hit arm hitbox separated into shoulder & hand hitboxes for interpolation
    • Second hit hand hitbox size increased (0.9 → 1.1)
    • Second hit damage decreased (17 → 14)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • First and second hit hitlag increased (12 → 18)
    • First and second hit self-hitlag decreased (12 → 8)
    • First and second hit damage decreased (16 → 5)
    • Third hit damage decreased (16 → 13)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
    • Arm hitbox separated into hand & shoulder hitboxes for interpolation
    • Hand hitbox size increased (1 → 1.1)
    • Shoulder hitbox size decreased (1 → 0.85)
    • Leg hitbox now just a hip hitbox
    • Hip hitbox size decreased (1 → 0.8)
    • Animation retimed so the move covers less behind but more down and in front
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (5f → 10f)
    • Blockstun decreased (20f → 18f)

Aang

  • Mid Light
    • Angle changed (20° → 26°)
    • Base knockback increased (20 → 25)
    • Knockback gain decreased (82.5 → 75)
    • Base stun increased (20 → 27)
    • Stun gain increased (0 → 9)
  • Up Light
    • Angle changed (70° → 72°)
    • Base knockback increased (40 → 70)
    • Knockback gain increased (75 → 85)
    • Base stun increased (20 → 25)
    • Stun gain increased (0 → 14)
  • Dash Light
    • Angle changed (5° → 14°)
    • Base knockback decreased (130° → 100°)
    • Base stun decreased (40 → 27)
    • Stun gain increased (0 → 6)
  • Aerial Mid Light
    • Angle changed (40° → 56°)
    • Base knockback decreased (50 → 40)
    • Knockback gain decreased (105 → 70)
  • Aerial Up Light
    • Angle changed (70° → 75°)
    • Base stun increased (20 →  24)
    • Stun gain increased (0 → 8)
  • Aerial Down Light
    • Angle changed (290° → 296°)
    • Grounded base stun increased (20 → 24)
    • Grounded stun gain increased (0 → 19)
    • Aerial base stun increased (20 → 23)
    • Aerial stun gain increased (0 → 3)
  • Mid Strong
    • Inactive hitbox appears later (5f → 6f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (30° → 22°)
    • Base stun decreased (30 → 23)
    • Stun gain increased (0 → 19)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 55°)
    • Base stun decreased (30 → 23)
    • Stun gain increased (0 → 27)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (280° → 286°)
    • Base knockback increased (70 → 110)
    • Base stun increased (30 → 36)
    • Stun gain increased (0 → 11)
  • Dash Strong
    • Angle changed (15° → 22°)
    • Base knockback increased (90 → 135)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 16) 
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (20° → 25°)
    • Base knockback decreased (70 → 60)
    • Knockback gain increased (230 → 235)
    • Base stun decreased (30 → 28)
    • Stun gain increased (0 → 17)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 74°)
    • Base stun decreased (30 → 26)
    • Stun gain increased (0 → 18)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (270 → 284)
    • Base knockback increased (70 → 130)
    • Knockback gain decreased (230 → 200)
    • Base stun decreased (30 → 19)
    • Stun gain increased (0 → 11)
  • Down Special
    • Angle changed (270° → autolink (30°-150°))
    • Base knockback increased (3 → 50)
    • Knockback gain increased (0 → 20)
    • Stun gain increased (0 → 5)
  • Getup Attack
    • Angle changed (30° → 40°)
    • Base knockback increased (30 → 35)
    • Knockback gain increased (20 → 25)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 6)
  • Edge Attack
    • Angle changed (45° → 32°)
    • Base knockback increased (60 → 70)
    • Knockback gain decreased (25 → 20)
    • Base stun decreased (30 → 23)
    • Stun gain increased (0 → 9)

Toph

  • Mid Light
    • Angle changed (15° → 28°)
    • Base knockback increased (40 → 50)
    • Knockback gain decreased (127.5 → 80)
    • Base stun increased (20 → 25)
    • Stun gain increased (0 → 11)
  • Up Light
    • Angle changed (70° → 85°)
    • Knockback gain decreased (120 → 80)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 16)
  • Down Light
    • Angle changed (45° → 38°)
    • Base knockback decreased (120 → 80)
    • Knockback gain increased (97.5 → 115)
    • Stun gain increased (0 → 9)
    • Fixed issue where it wasn’t using the newer, reduced endlag
  • Dash Light
    • Angle changed (5° → 9°)
    • Base knockback increased (100 → 120)
    • Base stun decreased (40 → 28)
    • Stun gain increased (0 → 7)
  • Aerial Mid Light
    • Base knockback increased (30 → 50)
    • Knockback gain increased (50 → 55)
    • Base stun increased (20 → 24)
    • Stun gain increased (0 → 7)
  • Aerial Up Light
    • Angle changed (70 → 82)
    • Base stun increased (20 → 24)
    • Stun gain increased (0 → 8)
  • Aerial Down Light
    • Angle changed (290° → 280°)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 19)
    • Aerial knockback gain increased (22.5 → 25)
    • Aerial base stun decreased (30 → 21)
    • Aerial stun gain increased (0 → 5)
  • Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
    • Body base stun decreased (30 → 25)
    • Body stun gain increased (0 → 21)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (0 → 14)
    • Body stun gain increased (0 → 14)
  • Down Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Dash Strong
    • Base knockback increased (70 → 110)
    • Base stun increased (30 → 31)
    • Stun gain increased (0 → 7)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (90 → 100)
    • Knockback gain increased (120 → 125)
    • Base stun increased (30 → 28)
    • Stun gain increased (0 → 9)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 66°)
    • Base knockback increased (100 → 110)
    • Knockback gain decreased (120 → 90)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 9)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (270° → 305°)
    • Base stun decreased (30 → 20)
    • Stun gain increased (0 → 14)
  • Down Special
    • Damage increased (10 → 22)
    • Angle changed (290° → 284)
    • Base stun decreased (30 → 14)
    • Stun gain increased (0 → 12)
    • Hitlag decreased (18 → 14)
    • Block push increased (1 → 3.6)
  • Getup Attack
    • Damage increased (6 → 10)
    • Angle changed (30° → 40°)
    • Knockback gain increased (10 → 20)
    • Base stun decreased (30 → 26)
    • Stun gain increased (0 → 5)
  • Edge Attack
    • Damage increased (5 → 11)
    • Angle changed (45° → 55°)
    • Knockback gain increased (10 → 25)
    • Base stun decreased (30 → 28)
    • Stun gain increased (0 → 10)

Korra 

  • Attribute
    • Fixed issue where light attacks wouldn’t pick up items
    • Previous on-hit cancel system was replaced with a new cancel system unique to Korra, where an attack portion ending means the move can be immediately canceled along a predetermined chain. The following applies both on the ground and in the air:
      • Light mids can cancel into light up & light down
      • Lights can cancel into strongs or specials
      • Strongs can cancel into specials
  • Mid Light
    • Second hit angle changed (20° → 38°)
    • Second hit knockback gain decreased (112.5 → 65)
    • Second hit base stun increased (15 → 25)
    • Second hit stun gain increased (20 → 11)
  • Up Light
    • Second hit angle changed (25° → 72°)
    • Second hit base stun increased (15 → 29)
    • Second hit stun gain increased (0 → 13)
  • Down Light
    • First hit angle changed (10° → 296°)
    • First hit knockback gain increased (0 → 90)
    • First hit base stun increased (20 → 31)
    • First hit stun gain increased (0 → 6)
    • First hit aerial base knockback increased (30 → 110)
    • First hit aerial knockback gain increased (0 → 65)
    • First hit aerial base stun increased (20 → 24)
    • First hit aerial stun gain increased (0 → 9)
    • Second hit angle changed (310° → 48°)
    • Second hit base stun increased (20 → 37)
    • Second hit stun gain increased (0 → 7)
  • Dash Light
    • Angle changed (5° → 14°)
    • Base knockback decreased (130 → 88)
    • Base stun decreased (40 → 30)
    • Stun gain increased (0 → 6)
  • Aerial Mid Light
    • Damage decreased (9 → 7)
    • Base stun increased (20 → 23)
    • Stun gain increased (0 → 8)
  • Aerial Up Light
    • Stun gain increased (0 → 9)
    • New hitbox property added to final active frame on foot hitbox, which sends the opponent behind and away
  • Aerial Down Light
    • Angle changed (290° → 304°)
    • Knockback gain decreased (112.5 → 95)
    • Base stun decreased (30 → 23)
    • Stun gain increased (23 → 14)
    • The aerial version of the move now actually works & isn’t immediately overwritten by the grounded version no matter what. Oops
  • Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 29)
    • Stun gain increased (0 → 24)
    • Charged blockstun increased (20f → 22f)
    • Charged stun gain increased (0 → 27)
  • Up Strong
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 33)
    • Stun gain increased (0 → 11)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun increased (30 → 35)
    • Charged stun gain increased (0 → 19)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 35)
    • Stun gain increased (0 → 13)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun increased (30 → 41)
    • Charged stun gain increased (0 → 15)
  • Dash Strong
    • Angle changed (10° → 18°)
    • Stun gain increased (0 → 16)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 25)
    • Stun gain increased (0 → 21)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun increased (30 → 31)
    • Charged stun gain increased (0 → 24)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 19f)
    • Base stun decreased (45 → 27)
    • Stun gain increased (0 → 11)
    • Charged blockstun increased (20f → 22f)
    • Charged stun gain increased (0 → 14)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 19f)
    • Base stun frames decreased (45 → 12)
    • Stun gain frames increased (0 → 11)
    • Charged blockstun increased (20f → 22f)
    • Charged base stun decreased (30 → 13)
    • Charged stun gain increased (0 → 12)
  • Mid Special
    • Stun gain increased (0 → 16)
  • Up Special
    • Can now turn around just before ascent
    • Initial, more powerful hitbox lingers longer (1 frame → 4 frames)
    • Height gained from recovery now dependant on how long the move has been charging overall
    • Hitbox active frames extended by 5
    • Consequently, the first available ledge-grab is delayed by 5 frames
    • Y-Velocity no longer clamped as harshly when the attack ends, now falls at a much more reasonable speed
    • Ledge-grab box is raised at peak of recovery height
    • Hand hitbox size increased (0.7 → 1.1)
    • Elbow hitbox size increased (0.7 → 0.95)
    • Strong-hit stun gain increased (0 → 15)
    • Max strong-hit stun gain increased (0 → 21)
    • Rising base stun decreased (35 → 26)
    • Rising stun gain increased (0 → 11)
    • Max rising base stun decreased (30 → 28)
    • Max rising stun gain increased (0 → 19)
  • Down Special
    • Using the aerial version to completion will refresh an expired midair jump
    • Aerial foot hitbox size increased (0.9 → 1.15)
    • Aerial knee hitbox size increased (0.9 → 1)
    • Aerial hitbox now reversible
    • Aerial base knockback increased (10 → 55)
    • Aerial knockback gain increased (0 → 90)
    • Aerial base stun decreased (50 → 29)
    • Aerial stun gain increased (0 → 14)
    • Grounded base stun decreased (35 → 22)
    • Grounded stun gain increased (0 → 12)
  • Getup Attack
    • Angle changed (30° → 34°)
    • Base stun decreased (30 → 24)
    • Stun gain increased (0 → 8)
  • Edge Attack
    • Angle changed (45° → 57°)
    • Base knockback increased (60 → 65)
    • Knockback gain increased (20 → 30)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 7)

Leonardo

  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)

Michelangelo

  • Mid Strong
    • Inactive hitbox appears later (6f → 14f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun decreased (20f → 18f)

April O’Neil

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • First hit blockstun decreased (20f/15f/14f → 18f/13f/12f)
  • Dash Strong
    • Launch angle changed (10° → 20°)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f/15f/14f → 18f/13f/12f)
  • Up Special
    • This attack being canceled for any reason will incur a penalty of 10 fuel
    • Landing at any point during the up special (initialize, fly, depletion) will cause 20 frames of landing lag

Shredder

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (7f → 4f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Blockstun decreased (20f → 18f)

Lincoln Loud

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)

Lucy Loud

  • Mid Light
    • Base knockback decreased (30 → 25)
    • Knockback gain increased (112.5 → 115)
    • Base stun increased (20 → 23)
    • Stun gain increased (0 → 8)
    • Vampire base knockback decreased (30 → 20)
    • Vampire knockback gain decreased (112.5 → 105)
    • Vampire base stun decreased (20 → 19)
    • Vampire stun gain increased (0 → 10)
    • Ghost base stun increased (20 → 32)
    • Ghost stun gain increased (0 → 8)
  • Up Light
    • Knockback gain decreased (97.5 → 92)
    • Base stun decreased (30 → 26)
    • Stun gain increased (0 → 12)
    • Vampire base knockback decreased (60 → 55)
    • Vampire knockback gain decreased (92.5 → 86)
    • Vampire base stun decreased (30 → 24)
    • Vampire stun gain increased (0 → 13)
    • Ghost base stun increased (30 → 31)
    • Ghost stun gain increased (0 → 10)
  • Down Light
    • Base knockback increased (40 → 55)
    • Knockback gain decreased (105 → 85)
    • Base stun decreased (40 → 35)
    • Stun gain increased (0 → 4)
    • Aerial base knockback decreased (130 → 115)
    • Aerial knockback gain increased (75 → 80)
    • Aerial base stun decreased (40 → 20)
    • Aerial stun gain increased (0 → 9)
    • Vampire base knockback increased (40 → 45)
    • Vampire knockback gain decreased (105 → 75)
    • Vampire base stun decreased (40 → 33)
    • Vampire stun gain increased (0 → 6)
    • Vampire aerial base knockback decreased (130 → 110)
    • Vampire aerial knockback gain decreased (75 → 70)
    • Vampire aerial base stun decreased (40 → 21)
    • Vampire aerial stun gain increased (0 → 11)
    • Ghost base knockback increased (40 → 65)
    • Ghost knockback gain decreased (180 → 165)
    • Ghost base stun decreased (40 → 34)
    • Ghost stun gain increased (0 → 5)
    • Ghost aerial base knockback increased (130 → 135)
    • Ghost aerial knockback gain decreased (135 → 125)
    • Ghost aerial base stun decreased (40 → 19)
    • Ghost aerial stun gain increased (0 → 12)
  • Dash Light
    • Base knockback decreased (120 → 100)
    • Base stun decreased (40 → 26)
    • Stun gain increased (0 → 7)
  • Aerial Mid Light
    • Knockback gain decreased (90 → 60)
    • Base stun increased (20 → 26)
    • Stun gain increased (0 → 5)
    • Vampire base knockback decreased (80 → 60)
    • Vampire knockback gain decreased (90 → 55)
    • Vampire base stun increased (20 → 23)
    • Vampire stun gain increased (0 → 7)
    • Ghost base knockback increased (80 → 95)
    • Ghost knockback gain decreased (150 → 135)
    • Ghost base stun increased (20 → 26)
    • Ghost stun gain increased (0 → 4)
  • Aerial Up Light
    • Base stun increased (20 → 22)
    • Stun gain increased (0 → 11)
    • Vampire base knockback decreased (50 → 45)
    • Vampire knockback gain decreased (105 → 100)
    • Vampire base stun increased (20 → 21)
    • Vampire stun gain increased (0 → 12)
    • Ghost base knockback increased (50 → 60)
    • Ghost knockback gain increased (165 → 170)
    • Ghost base stun increased (20 → 25)
    • Ghost stun gain increased (0 → 13)
  • Aerial Down Light
    • Base knockback decreased (50 → 40)
    • Knockback gain decreased (105 → 80)
    • Base stun decreased (30 → 27)
    • Stun gain decreased (0 → 14)
    • Aerial base knockback decreased (130 → 110)
    • Aerial knockback gain decreased (67.5 → 50)
    • Aerial base stun decreased (30 → 20)
    • Aerial stun gain decreased (0 → 3)
    • Vampire base knockback decreased (50 → 35)
    • Vampire knockback gain decreased (105 → 75)
    • Vampire base stun decreased (30 → 28)
    • Vampire stun gain decreased (0 → 15)
    • Vampire aerial base knockback decreased (130 → 105)
    • Vampire aerial knockback gain decreased (67.5 → 45)
    • Vampire aerial base stun decreased (30 → 19)
    • Vampire aerial stun gain decreased (0 → 3)
    • Ghost base knockback increased (50 → 60)
    • Ghost knockback gain decreased (165 → 135)
    • Ghost base stun decreased (30 → 26)
    • Ghost stun gain decreased (0 → 12)
    • Ghost aerial base knockback decreased (130 → 115)
    • Ghost aerial knockback gain decreased (135 → 85)
    • Ghost aerial base stun decreased (30 → 21)
    • Ghost aerial stun gain decreased (0 → 4)
  • Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (90 → 110)
    • Base stun decreased (30 → 26)
    • Stun gain decreased (0 → 21)
    • Vampire base knockback increased (90 → 100)
    • Vampire knockback gain decreased (210 → 200)
    • Vampire base stun decreased (30 → 27)
    • Vampire stun gain decreased (0 → 22)
    • Ghost base knockback increased (110 → 115)
    • Ghost base stun decreased (30 → 28)
    • Ghost stun gain decreased (0 → 21)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (80 → 110)
    • Knockback gain increased (180 → 195)
    • Base stun decreased (30 → 27)
    • Stun gain decreased (0 → 18)
    • Vampire base stun decreased (30 → 28)
    • Vampire stun gain decreased (0 → 19)
    • Ghost base knockback increased (80 → 115)
    • Ghost knockback gain increased (170 → 195)
    • Ghost base stun decreased (30 → 26)
    • Ghost stun gain decreased (0 → 17)
  • Down Strong
    • Angle changed (60° → 295°)
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (80 → 110)
    • Knockback gain decreased (215 → 40)
    • Base stun decreased (30 → 36)
    • Stun gain decreased (0 → 7)
    • Vampire base knockback increased (80 → 100)
    • Vampire knockback gain decreased (215 → 35)
    • Vampire base stun decreased (30 → 37)
    • Vampire stun gain decreased (0 → 8)
    • Ghost base knockback increased (80 → 115)
    • Ghost knockback gain decreased (280 → 65)
    • Ghost base stun decreased (30 → 35)
    • Ghost stun gain decreased (0 → 11)
  • Dash Strong
    • Angle changed (10° → 26°)
    • Base stun decreased (30 → 27)
    • Stun gain decreased (0 → 17)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
    • Base stun decreased (30 → 24)
    • Stun gain decreased (0 → 18)
    • Vampire base knockback decreased (90 → 85)
    • Vampire knockback gain decreased (210 → 195)
    • Vampire base stun decreased (30 → 25)
    • Vampire stun gain decreased (0 → 19)
    • Ghost base knockback increased (90 → 110)
    • Ghost knockback gain decreased (280 → 245)
    • Ghost base stun decreased (30 → 23)
    • Ghost stun gain decreased (0 → 17)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
    • Base stun decreased (30 → 26)
    • Stun gain decreased (0 → 13)
    • Vampire base knockback decreased (100 → 75)
    • Vampire knockback gain decreased (180 → 170)
    • Vampire base stun decreased (30 → 27)
    • Vampire stun gain decreased (0 → 14)
    • Ghost base knockback increased (80 → 105)
    • Ghost knockback gain increased (180 → 270)
    • Ghost base stun decreased (30 → 27)
    • Ghost stun gain decreased (0 → 19)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (290° → 288°)
    • Base knockback increased (70 → 110)
    • Base stun decreased (30 → 15)
    • Stun gain decreased (0 → 13)
    • Vampire base knockback increased (70 → 100)
    • Vampire knockback gain decreased (220 → 205)
    • Vampire base stun decreased (30 → 16)
    • Vampire stun gain decreased (0 → 15)
    • Ghost base stun decreased (30 → 14)
    • Ghost stun gain decreased (0 → 12)
  • Down Special
    • Fixed an issue where Lucy would stay invisible indefinitely if the move was prematurely canceled

Ren & Stimpy

  • Mid Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)

Powdered Toast Man

  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 11f)
    • Blockstun decreased (20f → 18f)
  • Down Special
    • Can now reflect projectiles
    • Holding special keeps the move out indefinitely
    • Hurtboxes for outstretched arm are now intangible

Nigel Thornberry

  • Down Light
    • Fixed issue where aerial characters couldn’t be hit
  • Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (10f → 7f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Blockstun decreased (20f → 18f)

Danny Phantom

  • Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (15f → 16f)
    • Blockstun decreased (20f → 18f)

Reptar

  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun increased (20f → 21f)
    • Blockpush increased (3 → 3.6)
  • Up Strong
    • Inactive hitbox appears later (6f → 14f)
    • Blockstun increased (20f → 23f)
    • Blockpush increased (3 → 3.1)
  • Down Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun increased (20f → 26f)
    • Blockpush decreased (3 → 2.4)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun increased (20f → 21f)
    • Blockpush increased (3 → 3.5)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 16f)
    • Blockstun increased (20f → 24f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 15f)
    • Blockstun increased (20f → 30f)
    • Blockpush increased (3 → 5.5)
    • Blocklag increased (10 → 16)

Helga

  • Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Up Special
    • Can now cancel into her uppercut 6 frames earlier
    • Ledge-grab can occur 10 frames earlier

Zim

  • Gir
    • Alt costume eye color fixed
  • Mid Light
    • Base stun increased (20 → 22)
    • Stun gain increased (0 → 12)
  • Up Light
    • Knockback decreased (60 → 52)
    • Knockback gain increased (67.5 → 87)
    • Base stun increased (30 → 33)
    • Stun gain increased (0 → 11)
  • Down Light
    • Grounded angle changed (300° → 310°)
    • Grounded knockback gain decreased (67.5 → 60)
    • Grounded base stun decreased (40 → 34)
    • Grounded stun gain increased (0 → 6)
    • Aerial angle changed (300° → 310°)
    • Aerial base knockback decreased (120 → 110)
    • Aerial knockback gain decreased (30 → 20)
    • Aerial base stun decreased (40 → 25)
    • Aerial stun gain increased (0 → 6)
  • Dash Light
    • Damage decreased (8 → 6)
    • Base knockback decreased (120 → 100)
    • Base stun decreased (40 → 27)
    • Stun gain increased (0 → 7)
  • Aerial Mid Light
    • Hitbox size decreased (3 → 2.7)
    • Hitbox active frames decreased (6f → 4f)
    • Knockback gain decreased (60 → 40)
    • Base stun increased (20 → 26)
    • Stun gain increased (0 → 5)
  • Aerial Up Light
    • Angle changed (65° → 52°)
    • Knockback gain increased (67.5 → 80)
    • Base stun increased (20 → 22)
    • Stun gain increased (0 → 10)
  • Aerial Down Light
    • Grounded angle changed (290° → 285°)
    • Grounded knockback gain increased (67.5 → 80)
    • Grounded base stun decreased (30 → 23)
    • Grounded stun gain increased (0 → 14)
    • Aerial angle changed (290° → 285°)
    • Aerial base knockback decreased (120 → 116)
    • Aerial base stun decreased (30 → 23)
    • Aerial stun gain increased (0 → 1)
  • Mid Strong
    • Inactive hitbox appears later (4f → 6f)
    • Blockstun decreased (20f → 18f)
    • Base knockback decreased (90 → 80)
    • Base stun increased (30 → 31)
    • Stun gain increased (0 → 14)
  • Up Strong
    • Inactive hitbox appears later (7f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 80°)
    • Base knockback increased (110 → 114)
    • Knockback gain increased (200 → 228)
    • Base stun decreased (30 → 29)
    • Stun gain increased (0 → 11)
  • Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (300° → 305°)
    • Base knockback increased (80° → 115)
    • Base stun decreased (30 → 29)
    • Stun gain increased (0 → 15)
  • Dash Strong
    • Angle changed (15° → 20°)
    • Base knockback increased (100 → 130)
    • Stun gain increased (0 → 15)
  • Aerial Mid Strong
    • Blockstun decreased (20f → 18f)
    • Base knockback decreased (90 → 75)
    • Knockback gain decreased (210 → 195)
    • Base stun decreased (30 → 28)
    • Stun gain increased (0 → 12)
  • Aerial Up Strong
    • Inactive hitbox appears later (1f → 9f)
    • Blockstun decreased (20f → 18f)
    • Angle changed (70° → 80°)
    • Base knockback decreased (180 → 96)
    • Knockback gain increased (190 → 246)
    • Base stun decreased (30 → 27)
    • Stun gain increased (0 → 9)
  • Aerial Down Strong
    • Inactive hitbox appears later (1f → 6f)
    • Blockstun decreased (20f → 18f)
    • Base knockback increased (60 → 100)
    • Base stun decreased (30 → 17)
    • Stun gain increased (0 → 12)
  • Getup Attack
    • Angle changed (30° → 40°)
    • Base knockback decreased (30 → 26)
    • Knockback gain increased (10 → 22)
    • Base stun decreased (30 → 24)
    • Stun gain increased (0 → 6)
  • Edge Attack
    • Base knockback decreased (60 → 55)
    • Knockback gain increased (10 → 18)
    • Base stun decreased (30 → 25)
    • Stun gain increased (0 → 9)

CatDog

  • Attributes
    • Fixed issue where dog couldn’t be swapped to
  • Mid Strong
    • Dog inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Dog inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
    • Now jump-cancelable On-Hit

Oblina

  • Mid Strong
    • Inactive hitbox appears earlier (6f → 4f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Strong
    • Inactive hitbox appears earlier (6f → 5f)
    • Blockstun decreased (20f → 18f)

Garfield

  • Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 10f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 7f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (10f → 8f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 9f)
    • Blockstun decreased (20f → 18f)

Jenny

  • Attributes
    • Weight decreased (122 → 112)
  • Mid Strong
    • Inactive hitbox appears later (6f → 13f)
    • Blockstun decreased (20f → 18f)
  • Up Strong
    • Inactive hitbox appears later (6f → 8f)
    • Blockstun decreased (20f → 18f)
  • Down Strong
    • Inactive hitbox appears later (6f → 20f)
    • Blockstun decreased (20f → 18f)
  • Aerial Mid Strong
    • Inactive hitbox appears later (6f → 20f)
    • Blockstun decreased (20f → 18f)
  • Aerial Up Strong
    • Inactive hitbox appears later (6f →13f)
    • Blockstun decreased (20f → 18f)
  • Aerial Down Light
    • Blockstun decreased (3f → 1f)
    • Finisher blockstun decreased (12f → 8f)
  • Aerial Down Strong
    • Inactive hitbox appears later (6f → 12f)
    • Blockstun decreased (20f → 18f)
  • Up Special
    • Base airtime decreased (60f → 55f)Additional up-specials without landing depletes airtime by 7 frames, down to a minimum of 30 frames

Follow World Weekly News on

Leave a Reply

Must Read