Summary

Nickelodeon All-Star Brawl 2received its new Update 1.4, introducing new features, balance changes, and bug fixes.Nickelodeon All-Star Brawl 2is considered a significant improvement over its predecessor and is thought to be one of the better fighting games released in 2023.

Nickelodeon All-Star Brawl 2was recognized at The Game Awards 2023, receiving a nomination in the Best Fighting Game category. This earned the title a spot alongside other fighting game heavyweights likeMortal Kombat 1andStreet Fighter 6, the latter of which ended up taking home the trophy as 2023’s Best Fighting Game. AlthoughNickelodeon All-Star Brawl 2wasn’t able to take home the gold this year, its developers are hard at work on making the title even better. The new fighting game just released its latest update with a plethora of fixes and features.

Nickelodeon All-Star Brawl 2 Tag Page Cover Art

In terms of new features,Nickelodeon All-Star Brawl 2’s Update 1.4 added team attack to rulesets, and added Steal Stock Mode and Stock Pool in team battles. In Steal Stock Mode, players can steal their teammates' stocks when they run out of their own, and with the Stock Pool option, all teammates share the same stock pool. The game also added an assortment of general bug fixes, with some of these fixes addressing issues in the game’s story mode.Nickelodeon All-Star Brawl 2’s latest update also introduced a wide range of balance changes for 22 of the game’s 25 characters.

Update 1.4 made changes to some of the most prevalentcharacters inNickelodeon All-Star Brawl 2like El Tigre, Azula, and Danny Phantom. These three characters all received nerfs, so it’s unclear if they will maintain their spots toward the top ofNickelodeon All-Star Brawl 2’s meta. The only three characters that went unchanged in this update were Lucy Loud, Reptar, and SpongeBob.

Nickelodeon All-Star Brawl 2confirmed that the game will receive four additional characters in 2024. These characters will be Iroh (Avatar: The Last Airbender), Zuko (Avatar: The Last Airbender), Mr. Krabs (SpongeBob SquarePants), and Rocksteady (Teenage Mutant Ninja Turtles). This is similar to the first game, which received five DLC characters during its lifespan. While there are plenty of similarities between the two titles, themost notable differences betweenNickelodeon All-Star Brawl 2and the first gameare probably its graphics, new characters, super attacks, slime meter, and story mode.

The new story mode features an assortment ofchallenging bosses forNickelodeon All-Star Brawl 2players to take on. Thankfully, each boss has at least one counter, with competent players able to outplay each opponent in various ways.Nickelodeon All-Star Brawl 2’s story option is a Roguelike mode, with players attempting to get as far as they can before dying. The story mode’s overarching goal is to stopDanny Phantomvillain Vlad Plasmius from conquering the universe.

Added team attack to rulesets.

Added Steal Stock Mode in team battles

You can steal your teammates’ stocks when you run out of stocks.

Added Stock Pool in team battles

All teammates share a stock pool, if any players die on the last stock, the game ends.

Competitive players can’t kick players on competitive lobbies anymore

Fixed timed mode ending at 1 instead of 0.

Fixed an issue where CPUs would get stuck on the edge

CAMPAIGN

Fix the bug that some bosses were dying at half health

Added offscreen indicator to arena’s mobs.

Fixed bosses ending at phase change when continuing a run in progress from the main menu.

Fixed new interaction indicator not working properly at first.

Fixed Clockwork and Vlad Plasmius idle animation in hub.

Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub.

PATRICK

Fixed the issue where slime canceling after command grab glued the character to patrick

Fixed Patrick’s rolls and spot dodge being actionable before they should

Fixed Charge Air Up Hold having super armor if executed with slime.

Neutral special landing recovery increased from 4 frames to 18.

SQUIDWARD

Fixed an issue that made Light Air Back always send in a reversed direction.

No longer recovers Special Forward Car when hurt offstage

Light Air Back landing lag increased from 16 to 17

Adjusted knockback on Back Throw to prevent chain grabs

Can only stall once per airtime with Charge Air Up

Reduced the size of hitboxes on special Up

Slightly raised the lower hitboxes on Charge Forward Release

DONATELLO

Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.

Auto cancel from frame 7 to frame 4

Base Knockback decreased (11->9)

Angle changed (45->48)

Base Knockback decreased (12->10)

Angle changed (25->35)

BaseKnockback decreased: (12 → 10.8)

KnockbackGain increased: (15 → 16)

Angle changed: (50° → 52°)

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

Added +7 Frames of recovery

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.

Can only Air Ball once per airtime, does not recover on hurt

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

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.

BaseKnockback increased: (8.5 → 10)

KnockbackGain increased: (10 → 24)

HitlagBaseOnHit decreased: (18 → 15)

HitlagBaseOnBlock decreased: (18 → 15)

Now reverse hits

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.

BaseKnockback decreased: (14.75 → 13.5)

KnockbackGain decreased: (22.2 → 20)

BaseKnockback decreased: (11.5 → 10.5)

KnockbackGain decreased: (18.8 → 17.8)

BaseKnockback decreased: (16.5 → 16)

KnockbackGain increased: (4 → 9.5)

BlockDamage decreased: (4 → 1)

HitStunMinimum decreased: (10 → 0.01)

BlockStun decreased: (10 → 9)

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°

BaseKnockback decreased: (13 → 12)

KnockbackGain decreased: (18 → 17)

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°)

Light Air Back is no longer reversible

Now it has a total of 26 Recovery Frames

DI multiplier from 1 to 1.5

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

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:

Special Forward (Hammer and Projectile)

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

Nickelodeon All-Star Brawl 2

WHERE TO PLAY

Building on the ideas of its 2021 predecessor, Nickelodeon All-Star Brawl 2 is a 2D platform fighter featuring iconic characters from shows like Avatar: The Last Airbender, Teenage Mutant Ninja Turtles, Danny Phantom, and Jimmy Neutron. Along with multiplayer support, the sequel also features a single-player campaign.