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Nickelodeon All-Star Brawl/Development History

From SuperCombo Wiki

June 6, 2022 - v1.3.1 live on Steam, Xbox, PlayStation, and Switch (Items and Voice Acting release)

https://steamcommunity.com/ogg/1414850/announcements/detail/3333239887491663355

May 13, 2022 - v1.3.0 live on Steam, Xbox, PlayStation, and Switch (Jenny release)

https://store.steampowered.com/news/app/1414850/view/3220648172697693632

March 14, 2022 - v1.2.1 live on Steam, Xbox, and PlayStation

https://store.steampowered.com/news/app/1414850/view/3136199798767972332

  • Other Consoles
    • Switch: March 16th

February 3, 2022 - v1.2.0 live on Steam, Xbox, PlayStation, and Switch (Shredder release)

https://steamcommunity.com/games/1414850/announcements/detail/3129441223328082061

December 13, 2021 - v1.1.1 live on Steam

https://store.steampowered.com/news/app/1414850/view/3145198839004364852

December 9, 2021 - v1.1.0 live on Steam, Xbox, PlayStation, and Switch (Garfield release)

https://steamcommunity.com/games/1414850/announcements/detail/3145198838987204853

December 2, 2021 - v1.0.4 live on Steam, Xbox, and PlayStation

https://steamcommunity.com/games/1414850/announcements/detail/3145198204723292145

  • Other Consoles
    • Switch: December 9th

November 5, 2021 - v1.0.3 live on Steam

https://steamcommunity.com/games/1414850/announcements/detail/3106914980445964016

General

  • Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id.
  • Private lobbies ids are now hidden by default, and can be toggled to become visible.
  • Rearranged character select screen so series with multiple characters will appear on the same row.
  • Balance
    • Universal
      • Hitbox and hurtbox visuals are no longer locked to z-axis
      • Hitbox and hurtbox calculation is now handled on a 2D plane
      • Standardized land lag floor for light aerials at 6 frames
      • Standardized land lag floor for strong aerials at 8 frames
      • Decreased timed-block window (10 frames → 6 frames)
      • Dashing given initial boost regardless of if dash dancing
      • Starting a dash now creates a dust cloud effect
      • The direction an attack should be blocked has been standardized across the cast
    • Patrick
      • Strong Dash
        • Fixed Patrick’s Strong Dash missing hitboxes at the beginning
        • Hitbox start frame (16 → 10)
      • Neutral Special
        • Reduced Patrick’s neutral special start time
        • Hitbox start frame (17 → 12)
        • Increased Patrick’s neutral special hitbox range
        • World offset 2nd X (2.8 → 3.5)
      • Up Special
        • Increased Patrick’s up special hitbox size
        • Local offset 2nd x (-0.6 → -1)
        • Radius (0.85 → 0.9)
        • Reduced Patrick’s up special end lag
        • Fly to Fall frame (50 → 35)
        • Reduced Patrick’s up special startup time
        • Charge to Fly frame (30 → 20)
      • Strong Down Air
        • Patrick’s strong down air grabs the ledge when falling now
        • Reduced Patrick’s strong down air startup time
        • Charge to Fall frame (22 → 17)
      • Strong Up
        • Changed Patrick’s strong up hitbox frame
        • Hitbox start frame (16 → 11)
      • Light Neutral Air
        • Increased Patrick’s light neutral air hitbox duration
        • Hitbox frames duration (2 → 4)
      • Light Dash
        • Reduced Patrick’s light dash attack’s knockback
        • Knockback (120 → 90)
    • Lincoln Loud
      • Light neutral
        • Increase active frames (2 → 4)
        • Increase hitbox radius (0.85 → 0.9)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
        • Light neutral loop
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.75)
      • Light up
        • Increase active frames (2 → 4)
        • Decrease hitbox radius (1 → 0.95)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light down
        • Increase active frames (2 → 4)
        • Decrease hitbox radius (1 → 0.9)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light down loop
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.75)
      • Light neutral air
        • Increase active frames (2 → 4)
        • Increase hitbox radius (0.85 → 0.9)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light up air
        • Increase active frames (2 → 4)
        • Decrease hitbox radius (1 → 0.95)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.8)
      • Light down air
        • Increase active frames (2 → 5)
        • Remove 2nd track on hand
        • Add hitbox to yoyo-string (radius 0.85)
      • Strong down air
        • Remove 2nd track on sword hilt
        • Add hitbox to sword hilt (radius 1)
        • Adjusted facing angle so swing isn’t as focused on the z-axis
        • Adjusted animation timing so the swing starts and ends in an arc underneath Lincoln
    • Korra
      • Light Mid 1
        • Elbow hitbox Y world offset lowered (0 → 0.5)
        • Shoulder hitbox Y world offset lowered (0 → 1)
      • Light Up 1
        • Elbow hitbox Y world offset lowered (0 → 0.5)
        • Shoulder hitbox Y world offset lowered (0 → 1)
      • Strong Dash
        • Right knee hitbox relocated to left knee
    • Helga
      • Light down air
        • Adjusted animation timing so hitboxes come out when legs are fully outstretched
        • Remove 2nd track hitboxes on hips
    • Reptar
      • Light up air
        • Increase active frames (1 → 3)
      • Light down air
        • Increase active frames (2 → 3)
    • Powdered Toast Man
      • Up Special
        • Allowed control of aerial positioning as soon as the ascent begins
  • Replaced some incorrect keyboard button images in the UI.
  • Keyboard directional keys now can be remapped in the controls sub-menu.


Gameplay updates explained

  • Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial boost at all times, provided speed is low enough to warrant it, while still requiring some degree of initial commitment to reach max speed. Consequently, this makes dashdancing no longer have a designated cap on when a dash attack can start, simply reach maxspeed to do so
  • Hurtboxes didn’t have the level of accuracy to character models that we were satisfied with, so now every single character has hurtboxes that fully encompass their models. Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals to not be locked to the z-axis, players will now have the ability to see with complete certainty where a character is positioned in 3D space
  • There were some inaccuracies in how the landing lag floors were handled across characters, with some having the ability to recover from an aerial far sooner than others under the same minimum landlag conditions. This interaction was not intended, and has been uniformly addressed across the entire cast
  • There were several moves across the cast that didn’t have the block direction reflect the move’s activated direction. This has since been addressed & every move should now be blockable by holding against the direction of initiation.
  • Other Consoles
    • Playstation: November 8th
    • Xbox: November 11th
    • Switch: November 16th

October 18, 2021 - v1.0.2 live on Steam

https://store.steampowered.com/news/app/1414850/view/4822784632078645925

General

  • Fixed characters animating at half frame rate on Rooftop Rumble, Royal Woods Cemetery and Traffic Jam while playing online
  • Fixed Ghost Zone causing CPU players to freeze in place
  • Projectiles that bounce no longer last indefinitely (Ren & Stimpy Log, CatDog Furball, Toph Boulder)
  • Projectiles that bounce no longer disappear when making contact with a wall or ceiling, they will continue bouncing for their spawned duration
  • Increased global DI window (10° → 16°)
  • Updated pixelated images in gallery
  • Fixed certain recovery moves not activating as expected when performed immediately after leaving launch state
  • Implemented dash dancing: turning around out of a run begins an immediate run in the opposite direction
  • Performing a dash dance starts a 15 frame warmup before a dash attack can be input. On the 16th frame and beyond, conditions for dash attacks return to normal
  • Patrick: Fixed command-input not activating super-armor
  • Aang: Removed outermost hitboxes on neutral air
  • Aang: Increased down special x-speed multiplier (1.75→1.85)
  • Toph: Fixed infinite platform bug
  • Korra: Fixed down special having variable landing lag
  • Lucy Loud: Down special vampire base knockback decreased (180→110)
  • Lucy Loud: Down special vampire knockback gain increased (185→265)
  • Michelangelo: Neutral air launch angle changed (320→30)
  • Michelangelo: Neutral air stun decreased (30→24)
  • Michelangelo: Neutral air stun gain increased (0→6)
  • Michelangelo: Fixed up air not hitting airborne opponents
  • Ren & Stimpy: Down special base knockback decreased (200→120)
  • Ren & Stimpy: Down special knockback gain increased (200→250)
  • Powdered Toast Man: Powdered Toast sprinkled to the idle animations (Fresh out of the can)
  • Zim: Fixed dash attack 2nd hit not manifesting, will now appear as expected
  • Zim: Fixed strong mid hitbox misplacement, will now appear as expected
  • Helga: Fixed down special taking damage
  • Danny Phantom: Down special base knockback decreased (180→100)
  • Danny Phantom: Down special knockback gain increased (160→280)
  • Oblina: Fixed aerial down strong hitbox misplacement, will now appear as expected
  • Oblina: Fixed aerial light down hitbox lingering the duration of the move
  • Added missing localized words on the options menu
  • Fixed Traffic Jam Bus not rendering properly on Low setting


Gameplay updates explained

  • Dashdancing was a highly requested feature that almost made it into the initial release, but the tradeoff of dash attacks made it too overbearing & the time constraints put the feature on the backburner. Now that there’s a dedicated cooldown period for dash attacking out of dashdance specifically, the feature is ready to run
  • Projectiles bouncing indefinitely was a consequence of those specific projectiles not having proper despawn functionality period, so fixing that issue consequently makes them not bounce forever. Like Mikey’s down special jump exploit, this is something we’d love to make a feature in the future
  • The DI change will mean that combo trees will have much more variety now, as the opponent being comboed now has more control over where they’re launched after a hit. Because this change has pretty significant ramifications on balance inherently, we've opted to hold off on making many balance adjustments beyond it for this patch
  • The Aang down special buff is emblematic of the design philosophy of not wanting to strictly and explicitly nerf a character. Our aim is to avoid patches where a character receives only nerfs that isn’t tied to some general bugfix
  • The Mikey nair adjustments make the move now function as a nair should, instead of the slow-mo auto-combo fodder it was previously. The hitstun scaling will make the move less egregiously combo potent at lower percents, but still have the potential to confirm into kills at high percents. Adding hitstun scaling to the majority of moves in the game is on our to-do list
  • The knockback changes to Lucy/R&S/Danny make those specific moves no longer kill at ridiculously low percent, but the buffed scaling ensures kill potential at higher percent
  • Other Consoles
    • Playstation: October 21st
    • Xbox: October 24th
    • Switch: November 4th


October 8, 2021 - v1.0.1 live on Steam

  • Fixed Sandy jablock infinite
  • Fixed Mikey infinity jump
  • Removed rich-text functionality from username textboxes
  • Fixed PTM not having a respawn effect
  • Fixed jabreset triggering even when a character isn't in a downed state
  • Fixed tech not activating as intended if landing from launch state (tumble state works as intended)
  • Other Consoles
    • Playstation: October 9th
    • Xbox: October 11th
    • Switch: November 4th

October 5, 2021 - Launch, v1.0.0 PC/Switch/XB/PS

Patch Notes by the developers on the NASB Official Discord

As of October 11, 2021, NASB patch notes are available on the #announcements channel of the NASB discord.

NASB Navigation

Gameplay
Controls
Stages
Statistics
Universal Mechanics
FAQ
Characters
Aang
April O'Neil
CatDog
Danny Phantom
Garfield
Helga Pataki
Hugh Neutron
Jenny Wakeman
Korra
Leonardo
Lincoln Loud
Lucy Loud
Michelangelo
Nigel Thornberry
Oblina
Patrick Star
Powdered Toast Man
Ren & Stimpy
Reptar
Rocko
Sandy Cheeks
Shredder
SpongeBob SquarePants
Toph Beifong
Zim
Other