Nickelodeon All-Star Brawl Patch 1.09 Notes – February 3, 2022

    Nickelodeon All-Star Brawl update 1.09 is now available to download on PC. According to the official Nickelodeon All-Star Brawl patch notes, the latest update added gameplay changes, bug fixes, and various improvements.

    Since the last patch, players are experiencing problems with the game. Today’s Nickelodeon All-Star Brawl patch 1.09 will fix a few of these issues.

    Check out more details below.

    Nickelodeon All-Star Brawl Patch Notes – February 3, 2022


    • Shredder joins the battle!
    • New Stage available, Double Dare!
    • Added a message that notifies players of when one of their replays is no longer compatible with the current version of the game
    • Loading optimizations were applied for the menus on all platforms, menus should load faster. The results vary per platform
    • Fixed issue that made incorrect thumbnail image show in arcade mode for the Sweet Dreams stage
    • Fixed issue that made rewards not show at the end of Arcade mode when playing with Garfield
    • Fixed issue that made the incorrect button prompt appear in the results screen for the save replay functionality
    • Changed Garfield’s dialogue box to be a thought bubble in the arcade mode.
    • Fixed issue that made the screen flicker sometimes during the matchmaking when opponents changed their skins or characters
    • Fixed issue that made the incorrect goal-post assets show in the Sweet Dreams Stage in Sports Mode
    • Fixed an issue that made the game get stuck on a “joining game” screen after entering a private lobby password
    • We’ve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. We’re happy to announce that we’ve implemented a controllers profile system that will allow players to assign their specific control mappings to their own specific profile so they won’t get mixed up anymore
    • Fixed an issue that made the character select screen appear more than once sometimes in online modes
    • There have been updates to the blocking system ,now horizontal attacks can only be blocked if you’re holding a horizontal direction while blocking (Diagonals are considered vertical direction)


    • Universal
      • DI angle reverted (14° → 16°)
      • Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving
      • Getup roll time decreased (29f → 27f)
      • Getup inplace time decreased (27f → 24f)
      • Getup inplace invulnerability decreased (21f → 19f)
      • Tech roll time decreased (34f → 31f)
      • Tech roll invulnerability decreased (26f → 25f)
      • Tech inplace time decreased (24f → 22f)
      • Tech inplace invulnerability decreased (18f → 17f)
      • Ledge invulnerability increased (60f → 70f)
      • Crashland time decreased (30f → 26f)
      • Holding diagonal for a block is now mutually exclusive for down/up, will not block mid attacks
      • Holding diagonal with the horizontal AWAY from an oncoming attack will no longer produce a down/up block
      • Z-drops no longer affected by DI
      • All characters now properly slowfall once per airtime with their aerial strong attacks, subsequent airstrongs fall at normal speed
      • RPS pre-attack hitboxes now attack in the “correct” direction
      • RPS pre-attack hitboxes now encompass the entire character
      • Fixed bug where certain characters couldn’t turnaround jump out of a jump-cancelable attack while in hitstop
      • Fixed bug where a grounded jump could quickly lead into an aerial grounded jump if the input was pressed again within 4 frames
      • Fixed bug where block on-hit was actionable 1-frame later
    • Spongebob
      • Aerial Mid Light
        • Stun gain decreased (9 → 7)
      • Aerial Up Light
        • Knockback gain increased (105 → 115)
        • Stun gain decreased (16 → 11)
        • Down Special
        • Using the grounded version no longer takes away an aerial charge
    • Sandy
      • Down Special
        • Cancelable actions now possible with second stick
    • Aang
      • Aerial Mid Light
        • Damage decreased (9 → 7)
        • Knockback increased (30 → 50)
        • Knockback Gain increased (75 → 105)
        • Stun decreased (30 → 22)
        • Stun gain increased (0 → 6)
      • Down Special
        • Can no longer infinitely jump during the turnaround animation
    • Toph
      • Mid Special
        • Input setup altered: now releasing special immediately throws the projectile, while pressing block cancels the charge; this new system allows an uncharged projectile to be immediately thrown in a manner similar to the rest of the cast
        • Now has a cooldown system like other projectile attacks
        • Color overlays now flash to indicate when a new charge level is met, yellow for mid-charge and orange for full-charge
        • Charge time for mid-level projectile decreased (40f → 35f)
        • Charge time for max-level projectile increased (55f → 70f)
        • Projectile time before self-destruction reduced (5s → 3s)
        • Mid-charge projectile speeds lowered (20, 30, 40 → 14, 24, 34)
        • Mid-charge projectile now bounces
        • If a mid-charge projectile is z-dropped, it will persist 4 times longer than usual (3s → 12s)
        • Max-charge projectile speeds lowered (14, 24, 34 → 12, 20, 28)
        • A max-charge projectile can no longer be rebounded, destroyed, grabbed, or beaten out by any traditional means; good luck!
      • Up Special
        • Ascent begins faster (26f → 24f)
        • Throws projectile faster (33f → 24f)
        • Startup now decays horizontal speed gradually, instead of all at once
        • Projectile inherits Toph’s horizontal speed when initiated
        • Can grab edge sooner (50f → 38f)
        • Transitions to fallstate sooner (60f → 47f)
      • Down Special
        • Platform duration halved (10s → 5s)
    • Lucy Loud
      • General
        • Now uses correct speed modifiers when carrying an opponent
        • Fixed issue where effects showing off which form Lucy was in would disappear under specific circumstances
      • Aerial Down Strong
        • No longer can cancel preemptively after respawning
    • April O’Neil
      • Up Special
        • Can no longer be used to stall when out of fuel
      • Down Special
        • No longer gains ratings from hitting blocking/invulnerable opponents
    • Ren & Stimpy
      • Aerial Mid Throw
        • Fixed animation cycling through >2000 more frames that it should’ve
    • Powdered Toast Man
      • Up Light
        • Attack button can now be held to salute your enemies after KO’ing them
      • Up Strong
        • Hitbox repositioned to properly cover PTM’s head
      • Aerial Mid Light
        • Hitbox repositioned to properly cover PTM’s body
      • Aerial Up Light
        • Attack button can now be held to salute your enemies after KO’ing them
    • Zim
      • Up Special
        • Fixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed again
      • Gir
        • Fixed issue that made Gir get stuck on some walls instead of bouncing off
        • Fixed issue that made Gir get stuck with other Girs ingame
    • Danny Phantom
      • Aerial Down Strong
        • Pre-attack landing lag minimum fixed to standard amount (5f → 8f)
    • Oblina
      • Mid Special
        • Before hitting the ground, goop acts like any other projectile
        • After hitting the ground, goop can only be destroyed by a strong attack from whoever doesn’t own the projectile
        • No longer land-cancelable

    Gameplay updates explained

    With the strong prevalence and potential reward of reaction tech chasing (rtc) in the current meta, some major buffs were deemed necessary for the defensive options; while it should remain a disadvantage, it shouldn’t be to the extent that follow-ups are almost guaranteed with minimal effort. The hope is these changes to both the wait before a movement takes place & a decrease in the time it takes for an action will be enough to balance the scales.

    Jack Johnson
    Jack Johnson
    Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.

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