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.