Tuesday, August 09, 2022

Nickelodeon All-Star Brawl Adds Hugh Neutron From Jimmy Neutron

Nickelodeon All-Star Brawl today (Aug. 6) added Hugh Neutron from Jimmy Neutron to the game as a DLC character!


Hugh is available in the Nickelodeon All-Star Brawl Universe Pack, and comes fully voiced by Mark DeCarlo, who voices the beloved father of Jimmy Neutron in the movie and series. Hugh also comes with a moveset, alternate costume and stage inspired by a character, which, among other things, reflects his affection for ducks.


Nickelodeon All-Star Brawl is available now on PlayStation®5, Xbox Series X|S, PlayStation®4, Xbox One, Nintendo Switch, and PC via Steam.




  • General

- Hugh Neutron joins the battle as a DLC character!

  • Balance

- Universal
-- Reworked interaction calculations to ensure consistent outcomes
RPS
-- Neither player suffers any hitlag whatsoever
-- Base stun frames increased from 30 to 60
-- Percentage penalty multiplier decreased from 0.5 to 0.3
-- Warning color overlay to indicate stun ending now appears later (20f → 30f)
-- Losing RPS no longer causes the character to slowly fall, they'll just be dazed in whatever location they interacted in
-- Spinout no longer forces a character to leave the ground
-- Stunturn will actively turn the player horizontally similar to how spinout turns the character vertically
-- Now considered an “OnHit” interaction
-- Inactive hitboxes changed from single capsule to mirroring hurtbox values
-- Inactive hitboxes persist throughout the active hitbox states, disappear when the active attack fully ends
-- Fixed bug causing momentum to be retained even after losing a stock
-- Initiating an air-taunt while holding another player will cause that held character’s grab-escape state to be fully actionable
-- Picking up an item with light attack no longer requires the user to also hold down
-- Halved the speed at which a character can be pushed
-- Destroying/Reflecting a projectile will now cause the attacker & projectile to incur whatever base hitlag the projectile would’ve caused on-hit

- Characters balancing (More details in comment section)

-- Spongebob
-- Patrick
-- Sandy
-- Aang
-- Toph
-- Korra
-- Leonardo
-- Michelangelo
-- April O’Neil
-- Shredder
-- Lincoln Loud
-- Lucy Loud
-- Ren & Stimpy
-- Powdered Toast Man
-- Nigel Thornberry
-- Danny Phantom
-- Reptar
-- Helga
-- Zim
-- CatDog
-- Oblina
-- Garfield

- Spongebob
-- Mid Strong
--- Inactive hitbox appears later (6f → 9f)
--- Blockstun decreased (20f → 18f)
-- Up Strong
--- Inactive hitbox appears later (6f → 7f)
--- Blockstun decreased (20f → 18f)
-- Down Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun decreased (20f → 18f)
-- Aerial Mid Strong
--- Inactive hitbox appears later (6f → 9f)
--- Blockstun decreased (20f → 18f)
-- Aerial Up Strong
--- Inactive hitbox appears later (6f → 7f)
--- Blockstun decreased (20f → 18f)
-- Aerial Down Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun decreased (20f → 18f)

Patrick

-- Mid Strong
--- Inactive hitbox appears later (6f → 9f)
--- Blockstun increased (20f → 24f)
--- Blockpush increased (3 → 3.8)
-- Up Strong
--- Inactive hitbox appears earlier (6f → 4f)
--- Blockpush increased (3 → 3.2)
-- Down Strong
--- Inactive hitbox appears later (6f → 11f)
--- Blockstun increased (20f → 21f)
--- Blockpush decreased (3 → 2.2)
--- Blocklag increased (10f → 12f)
--- Hitlag increased (12f → 14f)
--- Hitlag-self increased (12f → 14f)
-- Aerial Mid Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun decreased (20f → 19f)
--- Blockpush decreased (3 → 2.8)
-- Aerial Up Strong
--- Inactive hitbox appears later (6f → 9f)
--- Blockpush increased (3 → 3.2)
-- Aerial Down Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun increased (20f → 26f)
--- Blockpush increased (3 → 4.1)
--- Blocklag increased (10f → 16f)
--- Hitlag increased (12f → 18f)
--- Hitlag-self increased (12f → 18f)

Sandy

-- Mid Strong
--- Inactive hitbox appears later (6f → 7f)
--- Blockstun decreased (20f → 18f)
--- First hit leg hitbox separated into hip & foot hitboxes for interpolation
--- First hit foot hitbox size increased (0.9 → 1.05)
--- First hit hitlag increased (12 → 24)
--- First hit damage reduced (17 → 8)
--- Second hit arm hitbox separated into shoulder & hand hitboxes for interpolation
--- Second hit hand hitbox size increased (0.9 → 1.1)
--- Second hit damage decreased (17 → 14)
-- Up Strong
--- Inactive hitbox appears later (6f → 7f)
--- Blockstun decreased (20f → 18f)
--- First and second hit hitlag increased (12 → 18)
--- First and second hit self-hitlag decreased (12 → 8)
--- First and second hit damage decreased (16 → 5)
--- Third hit damage decreased (16 → 13)
-- Down Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun decreased (20f → 18f)
--- Arm hitbox separated into hand & shoulder hitboxes for interpolation
--- Hand hitbox size increased (1 → 1.1)
--- Shoulder hitbox size decreased (1 → 0.85)
--- Leg hitbox now just a hip hitbox
--- Hip hitbox size decreased (1 → 0.8)
--- Animation retimed so the move covers less behind but more down and in front
-- Aerial Mid Strong
--- Inactive hitbox appears later (6f → 8f)
--- Blockstun decreased (20f → 18f)
-- Aerial Up Strong
--- Inactive hitbox appears later (6f → 8f)
--- Blockstun decreased (20f → 18f)
-- Aerial Down Strong
--- Inactive hitbox appears later (5f → 10f)
--- Blockstun decreased (20f → 18f)

Aang

-- Mid Light
--- Angle changed (20° → 26°)
--- Base knockback increased (20 → 25)
--- Knockback gain decreased (82.5 → 75)
--- Base stun increased (20 → 27)
--- Stun gain increased (0 → 9)
-- Up Light
--- Angle changed (70° → 72°)
--- Base knockback increased (40 → 70)
--- Knockback gain increased (75 → 85)
--- Base stun increased (20 → 25)
--- Stun gain increased (0 → 14)
-- Dash Light
--- Angle changed (5° → 14°)
--- Base knockback decreased (130° → 100°)
--- Base stun decreased (40 → 27)
--- Stun gain increased (0 → 6)
-- Aerial Mid Light
--- Angle changed (40° → 56°)
--- Base knockback decreased (50 → 40)
--- Knockback gain decreased (105 → 70)
-- Aerial Up Light
--- Angle changed (70° → 75°)
--- Base stun increased (20 → 24)
--- Stun gain increased (0 → 8)
-- Aerial Down Light
--- Angle changed (290° → 296°)
--- Grounded base stun increased (20 → 24)
--- Grounded stun gain increased (0 → 19)
--- Aerial base stun increased (20 → 23)
--- Aerial stun gain increased (0 → 3)
-- Mid Strong
--- Inactive hitbox appears later (5f → 6f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (30° → 22°)
--- Base stun decreased (30 → 23)
--- Stun gain increased (0 → 19)
-- Up Strong
--- Inactive hitbox appears later (6f → 8f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (70° → 55°)
--- Base stun decreased (30 → 23)
--- Stun gain increased (0 → 27)
-- Down Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (280° → 286°)
--- Base knockback increased (70 → 110)
--- Base stun increased (30 → 36)
--- Stun gain increased (0 → 11)
-- Dash Strong
--- Angle changed (15° → 22°)
--- Base knockback increased (90 → 135)
--- Base stun decreased (30 → 27)
--- Stun gain increased (0 → 16)
-- Aerial Mid Strong
--- Inactive hitbox appears later (6f → 9f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (20° → 25°)
--- Base knockback decreased (70 → 60)
--- Knockback gain increased (230 → 235)
--- Base stun decreased (30 → 28)
--- Stun gain increased (0 → 17)
-- Aerial Up Strong
--- Inactive hitbox appears later (6f → 8f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (70° → 74°)
--- Base stun decreased (30 → 26)
--- Stun gain increased (0 → 18)
-- Aerial Down Strong
--- Inactive hitbox appears later (6f → 10f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (270 → 284)
--- Base knockback increased (70 → 130)
--- Knockback gain decreased (230 → 200)
--- Base stun decreased (30 → 19)
--- Stun gain increased (0 → 11)
-- Down Special
--- Angle changed (270° → autolink (30°-150°))
--- Base knockback increased (3 → 50)
--- Knockback gain increased (0 → 20)
--- Stun gain increased (0 → 5)
-- Getup Attack
--- Angle changed (30° → 40°)
--- Base knockback increased (30 → 35)
--- Knockback gain increased (20 → 25)
--- Base stun decreased (30 → 25)
--- Stun gain increased (0 → 6)
-- Edge Attack
--- Angle changed (45° → 32°)
--- Base knockback increased (60 → 70)
--- Knockback gain decreased (25 → 20)
--- Base stun decreased (30 → 23)
--- Stun gain increased (0 → 9)

Toph

-- Mid Light
--- Angle changed (15° → 28°)
--- Base knockback increased (40 → 50)
--- Knockback gain decreased (127.5 → 80)
--- Base stun increased (20 → 25)
--- Stun gain increased (0 → 11)
-- Up Light
--- Angle changed (70° → 85°)
--- Knockback gain decreased (120 → 80)
--- Base stun decreased (30 → 27)
--- Stun gain increased (0 → 16)
-- Down Light
--- Angle changed (45° → 38°)
--- Base knockback decreased (120 → 80)
--- Knockback gain increased (97.5 → 115)
--- Stun gain increased (0 → 9)
--- Fixed issue where it wasn’t using the newer, reduced endlag
-- Dash Light
--- Angle changed (5° → 9°)
--- Base knockback increased (100 → 120)
--- Base stun decreased (40 → 28)
--- Stun gain increased (0 → 7)
-- Aerial Mid Light
--- Base knockback increased (30 → 50)
--- Knockback gain increased (50 → 55)
--- Base stun increased (20 → 24)
--- Stun gain increased (0 → 7)
-- Aerial Up Light
--- Angle changed (70 → 82)
--- Base stun increased (20 → 24)
--- Stun gain increased (0 → 8)
-- Aerial Down Light
--- Angle changed (290° → 280°)
--- Base stun decreased (30 → 25)
--- Stun gain increased (0 → 19)
--- Aerial knockback gain increased (22.5 → 25)
--- Aerial base stun decreased (30 → 21)
--- Aerial stun gain increased (0 → 5)
-- Mid Strong
--- Inactive hitbox appears later (6f → 11f)
--- Blockstun decreased (20f → 18f)
--- Body base stun decreased (30 → 25)
--- Body stun gain increased (0 → 21)
-- Up Strong
--- Inactive hitbox appears earlier (6f → 5f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (0 → 14)
--- Body stun gain increased (0 → 14)
-- Down Strong
--- Inactive hitbox appears later (6f → 13f)
--- Blockstun decreased (20f → 18f)
-- Dash Strong
--- Base knockback increased (70 → 110)
--- Base stun increased (30 → 31)
--- Stun gain increased (0 → 7)
-- Aerial Mid Strong
--- Inactive hitbox appears later (6f → 8f)
--- Blockstun decreased (20f → 18f)
--- Base knockback increased (90 → 100)
--- Knockback gain increased (120 → 125)
--- Base stun increased (30 → 28)
--- Stun gain increased (0 → 9)
-- Aerial Up Strong
--- Inactive hitbox appears later (6f → 7f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (70° → 66°)
--- Base knockback increased (100 → 110)
--- Knockback gain decreased (120 → 90)
--- Base stun decreased (30 → 27)
--- Stun gain increased (0 → 9)
-- Aerial Down Strong
--- Inactive hitbox appears later (6f → 9f)
--- Blockstun decreased (20f → 18f)
--- Angle changed (270° → 305°)
--- Base stun decreased (30 → 20)
--- Stun gain increased (0 → 14)
-- Down Special
--- Damage increased (10 → 22)
--- Angle changed (290° → 284)
--- Base stun decreased (30 → 14)
--- Stun gain increased (0 → 12)
--- Hitlag decreased (18 → 14)
--- Block push increased (1 → 3.6)
-- Getup Attack
--- Damage increased (6 → 10)
--- Angle changed (30° → 40°)
--- Knockback gain increased (10 → 20)
--- Base stun decreased (30 → 26)
--- Stun gain increased (0 → 5)
-- Edge Attack
--- Damage increased (5 → 11)
--- Angle changed (45° → 55°)
--- Knockback gain increased (10 → 25)
--- Base stun decreased (30 → 28)
--- Stun gain increased (0 → 10)

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Originally published: August 06, 2022.

H/T: GameSpot.

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