Nick All-Star Brawl Patch Massively buffs Patrick, Lincoln Loud – live on Steam

Dustin Steiner

Dustin Steiner

The latest Nick All-Star Brawl patch, now live on Steam, continues to buff Patrick, and gives some nice changes for Lincoln Loud.

Nick All-Star Brawl has continued to quietly chug along with patches. While its active playerbase has dwindled to under a thousand active users on Steam (typical for a fighting game after launch) and viewership on Twitch has been lacking as of late, the developers at Ludosity and Game Mill Entertainment have continued to update the game.

In this latest patch, Patrick and Lincoln Loud have both been buffed massively, as well as a number of changes to standardize landing lag among the cast.

Additionally, a number of qualify of life improvements, including a rearrangement of the character select screen to go by origin series, have been made.

One thing the developers did note, however, is that this patch is only live on Steam. Something the developers have been struggling with is the patch process on consoles, meaning that Switch, Xbox, and PlayStation users will have to wait for these massive reworks.

This along with the lack of crossplay could hurt the game in the long term. However, let's get into the full Nick All-Star Brawl patch notes below.

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
Increase active frames (2 → 3)

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.


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