Editing Stale-move negation

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Stale-move negation is not applied in any [[Mode#Solo|one-player]] modes except for the [[Home-Run Contest]] (including [[Training]], which initially confused those trying to test the effect); however, it is still present in the fights against {{SSBB|Jigglypuff}}, {{SSBB|Toon Link}}, and {{SSBB|Wolf}} in [[The Subspace Emissary]].
Stale-move negation is not applied in any [[Mode#Solo|one-player]] modes except for the [[Home-Run Contest]] (including [[Training]], which initially confused those trying to test the effect); however, it is still present in the fights against {{SSBB|Jigglypuff}}, {{SSBB|Toon Link}}, and {{SSBB|Wolf}} in [[The Subspace Emissary]].


Unlike in ''Melee'', stale-move negation affects knockback calculations. Since the damage of a hitbox is a main component in the knockback formula, this results in significant knockback loss as an attack is staled. The damage required to KO as a move is staled rises well beyond the damage dealt by it; the effect is so severe that a move that would normally KO well under 150% fresh will be unable to KO at damages over 300% if fully staled. The effect it has on KO moves means players must actively preserve the use of their primary KO moves, especially if their character has limited KO options, or else they will find themselves unable to KO opponents if they repeatedly use their KO moves without effectively refreshing them with usage of other moves. For setup moves and [[chain throw]]s, the severe knockback reduction can be desirable, as it'll allow the moves to combo/chain well beyond what they normally would, and thus staling of these moves can be beneficial if exploited this way.
Unlike in ''Melee'', the calculation of knockback no longer ignores stale-move negation. Since the damage of a hitbox is a main component in the knockback formula, this results in significant knockback loss as an attack is staled. The damage required to KO as a move is staled rises well beyond the damage dealt by it; the effect is so severe that a move that would normally KO well under 150% fresh will be unable to KO at damages over 300% if fully staled. The effect it has on KO moves means players must actively preserve the use of their primary KO moves, especially if their character has limited KO options, or else they will find themselves unable to KO opponents if they repeatedly use their KO moves without effectively refreshing them with usage of other moves. For setup moves and [[chain throw]]s, the severe knockback reduction can be desirable, as it'll allow the moves to combo/chain well beyond what they normally would, and thus staling of these moves can be beneficial if exploited this way.


Also unlike ''Melee'', ''Brawl'' protects later hitboxes of multi-hit moves from being staled while the move is in progress, fixing the bug that weakened the last hit of multi-hit moves. However, this created a new bug when an attack's ending lag is [[interrupt]]ed by another instance of the same attack — the move is put into the queue for each time it hits, but the attack doesn't decrease in damage until the character enters a different action. For example, multiple quick hits of {{SSBB|Meta Knight}} or {{SSBB|Marth}}'s [[down tilt]] will all deal maximum damage if initiated during the cooldown of the previous one, not decreasing in damage until the chain ends and the character enters their crouching or standing state.
Also unlike ''Melee'', ''Brawl'' protects later hitboxes of multi-hit moves from being staled while the move is in progress, fixing the bug that weakened the last hit of multi-hit moves. However, this created a new bug when an attack's ending lag is [[interrupt]]ed by another instance of the same attack — the move is put into the queue for each time it hits, but the attack doesn't decrease in damage until the character enters a different action. For example, multiple quick hits of {{SSBB|Meta Knight}} or {{SSBB|Marth}}'s [[down tilt]] will all deal maximum damage if initiated during the cooldown of the previous one, not decreasing in damage until the chain ends and the character enters their crouching or standing state.

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