Editing Stale-move negation

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{{ArticleIcons|series=y|featured=y}}
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[[File:Ssb4stale.gif|thumb|350px|[[VyQ|vyQ]] playing as {{SSB4|Fox}} makes repeated use of his [[back aerial]], demonstrating the effect of stale-move negation. [https://www.youtube.com/watch?v=Wis_25jQeew] ]]
[[File:Ssb4stale.gif|thumb|350px|[[VyQ|vyQ]] playing as {{SSB4|Fox}} makes repeated use of his [[back aerial]], demonstrating the effect of stale-move negation. [https://www.youtube.com/watch?v=Wis_25jQeew] ]]
'''Stale-move negation''' ({{ja|ワンパターン相殺|Wanpatān sōsai}}, ''One-pattern offsetting''), known as '''Repetition Effect''' in ''[[Super Smash Bros. 4]]'' and '''Stale Moves''' in ''[[Ultimate]]'', is a mechanic and a gameplay element in all games in the ''{{b|Super Smash Bros.|series}}'' series. It refers to how moves cause less [[damage]] and [[knockback]] as they are used multiple times in a row. The strength of a move increases back to its regular power as other moves are used. Starting in ''Melee'', being [[KO]]'d resets the staleness of all of that player's moves. Moves not yet affected by stale-move negation are referred to as '''fresh'''.
'''Stale-move negation''' ({{ja|ワンパターン相殺|Wanpatān sōsai}}, ''One-pattern offsetting''), known as '''Repetition Effect''' in ''[[Super Smash Bros. 4]]'' and '''Stale Moves''' in ''[[Ultimate]]'', is a gameplay element in all games in the ''{{b|Super Smash Bros.|series}}'' series. It refers to how moves cause less [[damage]] and [[knockback]] as they are used multiple times in a row. The strength of a move increases back to its regular power as other moves are used. Starting in ''Melee'', being [[KO]]'d resets the staleness of all of that player's moves. Moves not yet affected by stale-move negation are referred to as '''fresh'''.


Moves are only affected by stale-move negation if they connect with an opponent or other object that can take damage, such as a [[crate]]. They also do not stale if they hit a [[shield]], except in ''[[Super Smash Bros. Ultimate]]''.
Moves are only affected by stale-move negation if they connect with an opponent or other object that can take damage, such as a [[crate]]. They also do not stale if they hit a [[shield]], except in ''[[Super Smash Bros. Ultimate]]''.
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''Brawl:'' 0.1 + 0.09 + 0.05 = 0.24, the total damage is 76% of the base amount.<br>
''Brawl:'' 0.1 + 0.09 + 0.05 = 0.24, the total damage is 76% of the base amount.<br>
''SSB4:'' 0.08 + 0.07594 + 0.04462 = 0.20056, the total damage is 79.944% of the base amount.<br>
''SSB4:'' 0.08 + 0.07594 + 0.04462 = 0.20056, the total damage is 79.944% of the base amount.<br>
''Ultimate:'' 0.09 + 0.08545 + 0.05035 = 0.2258, the total damage is 77.42% of the base amount.
''Ultimate:'' 0.09 + 0.08545 + 0.05035 = 0.2258, the total damage is 77.42% of the base about.


===Specifics in ''Melee''===
===Specifics in ''Melee''===
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===Specifics in ''[[Brawl]]''===
===Specifics in ''[[Brawl]]''===
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 Toon Link, Jigglypuff, and Wolf in the [[Adventure Mode: The Subspace Emissary|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'', 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.
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In addition, the {{SSBU|Ice Climbers}} behave differently in that Nana now affects the shared queue. Popo updates the queue when the [[freeze frame]]s from his attack expire, while Nana reads the queue when her attack hits. As a result, if Nana hits during Popo's freeze frames, she will share the same staleness level; if she hits after the freeze frames are over, her move will be one level more stale. Oddly, Nana does not read the queue at all if Popo hits before she acts, which means her first neutral attack will always deal base damage unless she hits alone. This oddity does not occur for item swings.
In addition, the {{SSBU|Ice Climbers}} behave differently in that Nana now affects the shared queue. Popo updates the queue when the [[freeze frame]]s from his attack expire, while Nana reads the queue when her attack hits. As a result, if Nana hits during Popo's freeze frames, she will share the same staleness level; if she hits after the freeze frames are over, her move will be one level more stale. Oddly, Nana does not read the queue at all if Popo hits before she acts, which means her first neutral attack will always deal base damage unless she hits alone. This oddity does not occur for item swings.


Transformations no longer reset the queue, as in ''Melee''. As such, the staleness queue is now fully shared between {{SSBU|Pokémon Trainer}}'s three Pokémon, unlike in ''Brawl''. {{SSBU|Pyra}} and {{SSBU|Mythra}} also fully share their staleness queue as well, similarly to Zelda and Sheik in ''Melee''.
Transformations no longer reset the queue, as in ''Melee''.


Items went under another adjustment in ''Ultimate''. Items no longer enter the stale-move negation queue, making items unable to stale their damage or refresh other moves. The exception to this rule is attacking with battering items like [[Beam Sword]] or [[Home-Run Bat]], which do still count as "attacks" that are added to the stale queue as their own unique action. However, throwing a battering item does not affect the queue like any other item.
Items went under another adjustment in ''Ultimate''. Items no longer enter the stale-move negation queue, making items unable to stale their damage or refresh other moves. The exception to this rule is attacking with battering items like [[Beam Sword]] or [[Home-Run Bat]], which do still count as "attacks" that are added to the stale queue as their own unique action. However, throwing a battering item does not affect the queue like any other item.
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*[[Grab air]]s prior to ''Smash 4'', including the [[Hookshot]], Clawshot and [[Grapple Beam]].
*[[Grab air]]s prior to ''Smash 4'', including the [[Hookshot]], Clawshot and [[Grapple Beam]].
*Grab releases, such as that of [[Donkey Kong]]'s [[forward throw|cargo throw]].
*Grab releases, such as that of [[Donkey Kong]]'s [[forward throw|cargo throw]].
*[[Taunt]]s excluding [[Kazuya]]’s side taunt, Demon’s Wrath.
*[[Taunt]]s.
*Landing hitboxes in ''Brawl''
*Landing hitboxes in ''Brawl''
*[[Item]]s in ''Smash 4'' (though unlike the other examples here, they enter the queue and thus can be used to refresh other moves).
*[[Item]]s in ''Smash 4'' (though unlike the other examples here, they enter the queue and thus can be used to refresh other moves).

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