About: Stale-Move Negation   Sponge Permalink

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Stale-Move Negation, also known as Repetition Effect, or Staling, is a gameplay mechanic present in all installments of the Super Smash Bros. series. It refers to how certain moves will cause less damage and knockback if they are used repeatedly.

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  • Stale-Move Negation
  • Stale-move negation
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  • Stale-Move Negation, also known as Repetition Effect, or Staling, is a gameplay mechanic present in all installments of the Super Smash Bros. series. It refers to how certain moves will cause less damage and knockback if they are used repeatedly.
  • To calculate the staleness of any move, a queue is used. Whenever the player lands an attack, it is added to this queue; up to nine moves can be stored in it during a match. The most recently used moves will have a larger damage penalty, while older attacks that are still on the queue will be barely affected. If an attack is not on the queue it's referred as being "fresh". Any attack can be in the queue multiple times and can even occupy all the spots. If this happens, the move will do approximately 45% of its original damage.
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  • Stale-Move Negation, also known as Repetition Effect, or Staling, is a gameplay mechanic present in all installments of the Super Smash Bros. series. It refers to how certain moves will cause less damage and knockback if they are used repeatedly.
  • To calculate the staleness of any move, a queue is used. Whenever the player lands an attack, it is added to this queue; up to nine moves can be stored in it during a match. The most recently used moves will have a larger damage penalty, while older attacks that are still on the queue will be barely affected. If an attack is not on the queue it's referred as being "fresh". Any attack can be in the queue multiple times and can even occupy all the spots. If this happens, the move will do approximately 45% of its original damage. When the same attack hits more than one character, it's added the same number of times to the queue as the number of players it hit, regardless of which hitbox of that move connected. Similarly, each hit of a multi-hit move will stale the attack, effectively making later hitboxes weaker. While this may seem as a drawback for this type of attacks, it can also help to unstale other moves by quickly filling the queue with just one attack. Finally, all charge levels of a smash attack share the same staleness.
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