Editing Talk:Stale-move negation

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How does SMN effect special moves? Does the move itself use one staleness or is the aerial version seperate? If so, if a move is the same in both the air and on the ground, is it still seperate? Depending on the answers, this might be worth noting in the article (if anyone knows the answers). [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 15:31, 2 March 2014 (EST)
How does SMN effect special moves? Does the move itself use one staleness or is the aerial version seperate? If so, if a move is the same in both the air and on the ground, is it still seperate? Depending on the answers, this might be worth noting in the article (if anyone knows the answers). [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 15:31, 2 March 2014 (EST)
:Any variations of the same special move share the same staleness slot. I guess it can be worth noting. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Da Bess 15:35, 2 March 2014 (EST)
:Any variations of the same special move share the same staleness slot. I guess it can be worth noting. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Da Bess 15:35, 2 March 2014 (EST)
:[[Shulk_(SSB4)|Shulk]]'s [[Vision]] is a good example of stale-move negation on special moves: Initially, it has a longest counter window in the game when it's fresh and unused but the counter window becomes shorter if Vision is used frequently. [[Bayonetta_(SSB4)|Bayonetta]]'s Down+B Special, [[Witch Time]], is also subject to stale-move negation as the slowdown duration becomes shorter if it's used repeatedly.--[[User:Arima|Arima]] ([[User talk:Arima|talk]]) 05:20, 11 January 2016 (EST)


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