Nickelodeon All-Star Brawl has just launched its December 2 update on all platforms, so here’s the full list of changes and fixes with this patch. It seems that even two months after the release of the title, All-Star Brawl is still going strong and is continuing to receive consistent updates. This one’s quite the heavy hitter too, introducing alt costumes for all characters alongside improvements for balance sake and to hitboxes. Given these have all been highly requested without a doubt, those still playing should take solace in these new additions. Without further adieu, here’s everything new with Nickelodeon All-Star Brawl in its December 2 update!
Nickelodeon All-Star Brawl December 2 Update Patch Notes
General
Korra
Light Neutral 1
Added grounded hitbox for jab resets
Light Down 1
Decreased Korra’s Light Down 1 end lag time
Attack to Idle frame (25 → 20)
Increased Korra’s Light Down 1 hitstun time
Hitstun frames (15 → 20)
Decreased Korra’s Light Down 1 knockback
Knockback (40 → 30)
Light Down 2
Increased Korra’s Light Down 2 foot hitbox size
Hitbox radius (0.9 → 1.1)
Strong Down
Korra’s Strong Down hitboxes appear sooner now
Hitbox start frame (14 → 12)
Strong Dash
Korra’s Strong Dash hitboxes appear sooner now
Hitbox start frame (16 → 10)
Light Dash
Korra’s Light Dash now jumps over opponent instead of getting stuck
Neutral Special
Increased Korra’s Neutral Special blocking stun and push distance
Block stun (10 → 20)
Block push (1 → 6)
Up Special
Fixed Korra’s charged Up Special missing hitboxes at the start
Hitbox start frame (16 → 6)
Increased Korra’s Up Special hitstun
Hitstun (30 → 35)
Down Special
Increased Korra’s grounded Down Special hitstun
Hitstun (30 → 35)
Light Neutral Air
Increased Korra’s Light Neutral Air’s hitbox size
Radius (0.85 → 0.9)
World offset X (-1.1 → -1.2)
World offset 2nd X (1.1 → 1.2)
Helga
Light Down Air
Increased active frames (2 → 3)
Added hitboxes to hips
Special Mid
Decreased initial startup time (14 → 7)
Increased speed for changing angles
Increased overall angle coverage (50° → 80°)
Decreased endlag after firing (17, 37, 57 → 17, 25, 33)
Increased travel distance cap (20 units → 40 units)
Increased travel time cap (70 seconds → 100 seconds)
Special Up
Fixed regression where special fall no longer transitioned to regular fall after 60 frames
Leonardo
Universal
Removed sword moves’ shoulder hitboxes (excluding Special Up)
Ensured tippers have lowest priority
Lucy Loud
Special Mid
Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible)
April O’Neil
Universal
Fixed bug where moves could gain ratings without damaging an opponent (ie: hitting someone blocking or invincible)
Light Mid
Removed all body/leg hitboxes
Added grounded hitbox for jab resets
Light Down
Increased endlag (26 → 32)
Increased overall horizontal coverage
Strong Mid
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Strong Mid Air
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Oblina
Down Special
Fixed regression where the sludge could be reflected on the ground
Toph
Light Mid Air
Set hitboxes to fixed point in front of Toph
Increased active frames (2 → 4)
Zim
Light Mid Airlist
Increased active frames (2 → 6)
Nigel Thornberry
Down Special
Increased base knockback (200 → 220)
Increased knockback gain (300 → 340)
Up Special
Increased jump height (12 units → 12.5 units)
Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
Light Neutral 1
Added grounded hitbox for jab resets
Light Down 1
Decreased Korra’s Light Down 1 end lag time
Attack to Idle frame (25 → 20)
Increased Korra’s Light Down 1 hitstun time
Hitstun frames (15 → 20)
Decreased Korra’s Light Down 1 knockback
Knockback (40 → 30)
Light Down 2
Increased Korra’s Light Down 2 foot hitbox size
Hitbox radius (0.9 → 1.1)
Strong Down
Korra’s Strong Down hitboxes appear sooner now
Hitbox start frame (14 → 12)
Strong Dash
Korra’s Strong Dash hitboxes appear sooner now
Hitbox start frame (16 → 10)
Light Dash
Korra’s Light Dash now jumps over opponent instead of getting stuck
Neutral Special
Increased Korra’s Neutral Special blocking stun and push distance
Block stun (10 → 20)
Block push (1 → 6)
Up Special
Fixed Korra’s charged Up Special missing hitboxes at the start
Hitbox start frame (16 → 6)
Increased Korra’s Up Special hitstun
Hitstun (30 → 35)
Down Special
Increased Korra’s grounded Down Special hitstun
Hitstun (30 → 35)
Light Neutral Air
Increased Korra’s Light Neutral Air’s hitbox size
Radius (0.85 → 0.9)
World offset X (-1.1 → -1.2)
World offset 2nd X (1.1 → 1.2)
Added grounded hitbox for jab resets
Decreased Korra’s Light Down 1 end lag time
Attack to Idle frame (25 → 20)
Increased Korra’s Light Down 1 hitstun time
Hitstun frames (15 → 20)
Decreased Korra’s Light Down 1 knockback
Knockback (40 → 30)
Attack to Idle frame (25 → 20)
Hitstun frames (15 → 20)
Knockback (40 → 30)
Increased Korra’s Light Down 2 foot hitbox size
Hitbox radius (0.9 → 1.1)
Hitbox radius (0.9 → 1.1)
Korra’s Strong Down hitboxes appear sooner now
Hitbox start frame (14 → 12)
Hitbox start frame (14 → 12)
Korra’s Strong Dash hitboxes appear sooner now
Hitbox start frame (16 → 10)
Hitbox start frame (16 → 10)
Korra’s Light Dash now jumps over opponent instead of getting stuck
Increased Korra’s Neutral Special blocking stun and push distance
Block stun (10 → 20)
Block push (1 → 6)
Block stun (10 → 20)
Block push (1 → 6)
Fixed Korra’s charged Up Special missing hitboxes at the start
Hitbox start frame (16 → 6)
Increased Korra’s Up Special hitstun
Hitstun (30 → 35)
Hitbox start frame (16 → 6)
Hitstun (30 → 35)
Increased Korra’s grounded Down Special hitstun
Hitstun (30 → 35)
Increased Korra’s Light Neutral Air’s hitbox size
Radius (0.85 → 0.9)
World offset X (-1.1 → -1.2)
World offset 2nd X (1.1 → 1.2)
Radius (0.85 → 0.9)
World offset X (-1.1 → -1.2)
World offset 2nd X (1.1 → 1.2)
Light Down Air
Increased active frames (2 → 3)
Added hitboxes to hips
Special Mid
Decreased initial startup time (14 → 7)
Increased speed for changing angles
Increased overall angle coverage (50° → 80°)
Decreased endlag after firing (17, 37, 57 → 17, 25, 33)
Increased travel distance cap (20 units → 40 units)
Increased travel time cap (70 seconds → 100 seconds)
Special Up
Fixed regression where special fall no longer transitioned to regular fall after 60 frames
Increased active frames (2 → 3)
Added hitboxes to hips
Decreased initial startup time (14 → 7)
Increased speed for changing angles
Increased overall angle coverage (50° → 80°)
Decreased endlag after firing (17, 37, 57 → 17, 25, 33)
Increased travel distance cap (20 units → 40 units)
Increased travel time cap (70 seconds → 100 seconds)
Fixed regression where special fall no longer transitioned to regular fall after 60 frames
Universal
Removed sword moves’ shoulder hitboxes (excluding Special Up)
Ensured tippers have lowest priority
Removed sword moves’ shoulder hitboxes (excluding Special Up)
Ensured tippers have lowest priority
Special Mid
Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible)
Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible)
Universal
Fixed bug where moves could gain ratings without damaging an opponent (ie: hitting someone blocking or invincible)
Light Mid
Removed all body/leg hitboxes
Added grounded hitbox for jab resets
Light Down
Increased endlag (26 → 32)
Increased overall horizontal coverage
Strong Mid
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Strong Mid Air
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Fixed bug where moves could gain ratings without damaging an opponent (ie: hitting someone blocking or invincible)
Removed all body/leg hitboxes
Added grounded hitbox for jab resets
Increased endlag (26 → 32)
Increased overall horizontal coverage
Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
Down Special
Fixed regression where the sludge could be reflected on the ground
Fixed regression where the sludge could be reflected on the ground
Light Mid Air
Set hitboxes to fixed point in front of Toph
Increased active frames (2 → 4)
Set hitboxes to fixed point in front of Toph
Increased active frames (2 → 4)
Light Mid Airlist
Increased active frames (2 → 6)
Increased active frames (2 → 6)
Down Special
Increased base knockback (200 → 220)
Increased knockback gain (300 → 340)
Up Special
Increased jump height (12 units → 12.5 units)
Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
Increased base knockback (200 → 220)
Increased knockback gain (300 → 340)
Increased jump height (12 units → 12.5 units)
Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
Nickelodeon All-Star Brawl and the December 2 update are available on PC, PlayStation, Xbox, and Nintendo Switch platforms. For more information regarding this update, check out the official Steam post.