Nickelodeon All-Star Brawl 2: il titolo aggiornato alla versione 1.4.0
22 Dicembre 2023
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Qualche ora fa è stato pubblicato un nuovo update per Nickelodeon All-Star Brawl 2, aggiornato alla versione 1.4.0 su Nintendo Switch.
Il nuovo fighting game che vede protagonisti alcuni dei volti noti di Nickelodeon, da Bikini Bottom con Spongebob a passare dalle fogne di Manhattan con le Tartarughe Ninja, è stato pubblicato il 7 novembre 2023 sui Nintendo Switch europei ed americani.
First active frame hitbox positions adjusted on Light Finisher.
APRIL
April’s down light movement glitch was fixed.
Fixed Neutral Special Slime Cancel glitch recovering the charge.
Light Forward Air
Auto cancel from frame 7 to frame 4
Body Hitbox
Base Knockback decreased (11->9)
Angle changed (45->48)
Pen Hitbox
Base Knockback decreased (12->10)
Angle changed (25->35)
Charge Air Forward SourSpot
BaseKnockback decreased: (12 → 10.8)
KnockbackGain increased: (15 → 16)
Angle changed: (50° → 52°)
Charge Air Forward
BaseKnockback decreased: (12.25 → 11.5)
KnockbackGain increased: (17.75 → 18)
Angle changed: (36° → 42°)
DANNY PHANTOM
Fixed an issue with the hurt boxes on the special Up Landing state
Light down
Removed First Actionable Frame on Hit
Added +7 Frames of recovery
Neutral Special
Landing Lag from 12 to 15 Frames
Punch Hitbox 45 -> 55 angle
Special Up
Reduced the special up hitbox in air size by a 50% percent
Reduced 2 invulnerability frames
Reduced Ledge Grab Box size (Harder to snap)
Reduced landing hitbox size by 25 percent.
AANG
Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
Hitstun Gravity increased from 0.76 to 0.98.
Hitstun Fall Speed increased from 0.95 to 0.98.
Up Special dive now lasts until landing.
KORRA
Light Neutral 3 on hit cancel delayed from frame 30 to 32.
Charge Forward range was somewhat reduced.
Slime Side Special changed in a number of ways.
Time before attack cancel becomes available was reduced from 23 frames to 19.
Jump cancel is possible from frame 21 forward.
Time before take of reduced by 2 frames.
Aerial Up Special horizontal velocity changed in a number of ways. It is more affected by the direction of the control stick but maintains less of the existing momentum.
Ground collision point during the helpless fall state was lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps to the edge when you try to land close to the edge.
AZULA
Reduced base knockback and knockback gain on Slime Special Down projectile
NIGEL
Added a hitbox in up special while falling down.
GARFIELD
Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.
JIMMY
Special Down Slime
Fixed an Issue where you could not move Jimmy nor Goddard when performing a Slime Down Special until Goddard was destroyed.
Charge Air Forward
BaseKnockback increased: (8.5 → 10)
KnockbackGain increased: (10 → 24)
HitlagBaseOnHit decreased: (18 → 15)
HitlagBaseOnBlock decreased: (18 → 15)
Special Neutral – Rocket
Now reverse hits
Toast Projectile
BaseKnockback decreased: (12 → 10)
KnockbackGain increased: (12 → 19)
Angle changed: (65° → 60°)
GERALD
Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
Charge Air Forward – Sweetspot
BaseKnockback decreased: (14.75 → 13.5)
KnockbackGain decreased: (22.2 → 20)
Charge Air Forward
BaseKnockback decreased: (11.5 → 10.5)
KnockbackGain decreased: (18.8 → 17.8)
Grab Throw Down
BaseKnockback decreased: (16.5 → 16)
KnockbackGain increased: (4 → 9.5)
Light Finisher
BlockDamage decreased: (4 → 1)
Light Neutral
HitStunMinimum decreased: (10 → 0.01)
BlockStun decreased: (10 → 9)
GRANDMA GERTIE
Fixed Neutral Special Slime Cancel glitch recovering the charge.
Reduced distance traveled on aerial special forward
New attack data created for aerial special forward sweetspot with less knockback and damage compared to ground version and launches at an angle of 40°
Light Air Forward – Clean
BaseKnockback decreased: (13 → 12)
KnockbackGain decreased: (18 → 17)
Special Forward – Base
BaseKnockback decreased: (15 → 8)
KnockbackGain decreased: (13 → 10)
BlockPush decreased: (1,2 → 0,8)
HitlagBaseOnHit decreased: (16 → 10)
HitlagBaseOnBlock decreased: (16 → 10)
Damage decreased: (14 → 8)
BlockDamage decreased: (12 → 6)
Angle changed: (38° → 40°)
ANGRY BEAVERS
DAGGET
Light Air Back is no longer reversible
NORBERT
Light Air Back is no longer reversible
Fixed Special Up Slime Cancel Fly
Charge Up
Now it has a total of 26 Recovery Frames
Charge Air Up
DI multiplier from 1 to 1.5
Light Air Up
Recovery frames reduced from 33 to 26
ZIM
Special Forward
Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.
EL TIGRE
El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
Tweaked his Diamond Collision in order to prevent him from clipping under some stages.
Removed all FAF (First actionable Frames) from his attacks
Fair +4 Endlag frames
Dair +3 Endlag frames
Dash Attack + 4 Endlag frames
Light Up +3 Endlag Frames
Light Down +4 Endlag Frames
EMBER
Fixed projectile decay on Special Neutral
JENNY
Light Air Back Sourspot is now reversible
Fixed an issue where Forward Special Projectile would stay in place after it was reflected
Fixed an issue where Special Up Slime would not reset her fuel properly
Fixed an issue where if you landed during Light Air Up Loop, the next Light Air Up you did would immediately trigger the loop, skipping any startup.
Fixed an issue where Light Air Down Land did not have any hurtboxes
Fixed an issue where Light Air Down Land could not edge cancel
Increased Block Damage Values to match Damage Values on the following moves:
Charge Down
Charge Up
Dash Attack
Light Air Back
Light Air Forward
Light Air Neutral
Light Air Up
Light Down
Light Neutral/Finisher
Light Up
Special Forward (Hammer and Projectile)
RAPHAEL
Slightly raised the lower hitboxes on Charge Forward Release
MECHA PLANKTON
Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton
ROCKO
Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
Spunky now has an additional 120 frames cooldown after he despawns.
After Spawning a JackHammer, Rocko now needs to wait at least 400 frames to spawn the next one, independently of if it was destroyed or not during its lifetime.
Charge Up Land total frames increased from 19 to 26
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