Stale-move negation: Difference between revisions

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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 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 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'''.


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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{|class="wikitable"
{|class="wikitable"
|-
|-
!Queue position!!1!!2!!3!!4!!5!!6!!7!!8!!9!! !!Fresh
!Queue position /<br>Reduction factor!!1!!2!!3!!4!!5!!6!!7!!8!!9!! !!Fresh!!All slots<br>in total
|-
|-
|Reduction factor (''Melee'')||0.09||0.08||0.07||0.06||0.05||0.04||0.03||0.02||0.01|| ||&mdash;
|''Melee''||0.09||0.08||0.07||0.06||0.05||0.04||0.03||0.02||0.01|| ||&mdash;||0.45
|-
|-
|Reduction factor (''Brawl'')||0.1||0.09||0.08||0.07||0.06||0.05||0.04||0.03||0.02|| ||1.05
|''Brawl''||0.1||0.09||0.08||0.07||0.06||0.05||0.04||0.03||0.02|| ||1.05||0.54
|-
|-
|Reduction factor (''SSB4'')||0.08||0.07594||0.06782||0.06028||0.05274||0.04462||0.03766||0.02954||0.022|| ||1.05
|''SSB4''||0.08||0.07594||0.06782||0.06028||0.05274||0.04462||0.03766||0.02954||0.022|| ||1.05||0.4706
|-
|-
|Reduction factor (''Ultimate'')||0.09||0.08545||0.07635||0.0679||0.05945||0.05035||0.04255||0.03345||0.025|| ||1.05
|''Ultimate''||0.09||0.08545||0.07635||0.0679||0.05945||0.05035||0.04255||0.03345||0.025|| ||1.05||0.5305
|}
|}


For example, say a move is in positions 1, 2, and 6 in the queue - it has been used two times in a row, and another time as the sixth-most recent move. In ''Melee'', this corresponds to reductors of 0.09, 0.08, and 0.04, for a total reduction of 0.21. Therefore, if the move is used once more (and hits) without anything changing, it will deal 0.79x damage.
As an example, if a move is in positions 1, 2, and 6 in the queue - it has been used two times in a row, and another time as the sixth-most recent move. This corresponds to adding the reductors of each position together for a total reduction. Therefore, if the move is used once more (and hits) without anything changing, it will deal a damage reduced by the amount shown below:
 
''Melee:'' 0.09 + 0.08 + 0.04 = 0.21, the total damage is 79% 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>
''Ultimate:'' 0.09 + 0.08545 + 0.05035 = 0.2258, the total damage is 77.42% of the base amount.


===Specifics in ''Melee''===
===Specifics in ''Melee''===
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{{SSBM|Zelda}} and {{SSBM|Sheik}} also share one staleness queue. The queue is not reset on [[Transform]], so for example Zelda's up air is always as equally stale as Sheik's.
{{SSBM|Zelda}} and {{SSBM|Sheik}} also share one staleness queue. The queue is not reset on [[Transform]], so for example Zelda's up air is always as equally stale as Sheik's.


[[Reflect]]ed projectiles do not contribute to the staleness queue, but [[powershield]]ed ones do, applying to the shielder's queue based on the projectile's move type (e.g. powershielding a Charge Shot will stale the shielder's neutral special).
[[Reflect]]ed projectiles (whether by moves that reflect or by [[powershield]]ing) contribute to the staleness queue, applying to the defender's queue based on the projectile's move type (e.g. reflecting a Charge Shot will stale the defender's neutral special if it hits).


Staleness is ignored when playing on debug level 3 or greater. Using the Reset option in training mode does not reset the queue.
Staleness is ignored when playing on debug level 3 or greater. Using the Reset option in training mode does not reset the queue.


===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 Toon Link, Jigglypuff, and Wolf in the [[Adventure Mode: The Subspace Emissary|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'', 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.
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.


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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===Specifics in ''Ultimate''===
===Specifics in ''Ultimate''===
In ''Ultimate'', moves now stale when they hit a shield; in previous games the queue remained unchanged upon hitting a shield. Moves that stale on shield have the reductor in their queue position reduced to 0.85x, meaning that hitting shields is 15% less punishing on a move's final damage reduction for that spot in the queue.<ref>https://twitter.com/Meshima_/status/1078340842169950208</ref>
In ''Ultimate'', a major change to stale-move negation is that it applies when hitting a shield, which in previous games had no effect on the staleness queue. However, moves that stale on shield have the reductor in their queue position reduced to 0.85×, including if perfect shielded, meaning that hitting shields is 15% less punishing on a move's final damage reduction for that spot in the queue.<ref>https://twitter.com/Meshima_/status/1078340842169950208</ref>


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''.
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''.


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.


Otherwise, the staleness system is generally unchanged from ''SSB4'', though slightly stronger reductors have increased maximum staleness to 0.4695x. In addition, there is now an option in [[Training Mode]] to toggle stale moves (as well as [[rage]]) on and off, as opposed to previous games, where no such option was present. Moves will enter the queue even if the option is disabled, but will still deal their base damage in this case.
Otherwise, the staleness system is generally unchanged from ''SSB4'', but slightly stronger reductors have increased maximum staleness to 0.4695x. In addition, there is now an option in [[Training Mode]] to toggle stale moves (as well as [[rage]]) on and off, as opposed to previous games, where no such option was present. Moves will enter the queue even if the option is disabled, but will still deal their base damage in this case.


==Controversy==
==Controversy==
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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.
*[[Taunt]]s excluding [[Kazuya]]’s side taunt, Demon’s Wrath.
*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).
*[[Recoil damage]].
*[[Recoil damage]].
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In addition, certain hitboxes appear to be immune to the stale moves system due to being attached to an object, which is attached to another object, which is attached to a character. It is believed the "signal" to alter the damage of such hitboxes is not properly propagated along such object chains. An example of this behaviour is {{SSBB|Zero Suit Samus}}'s [[neutral air]] in ''Brawl''.
In addition, certain hitboxes appear to be immune to the stale moves system due to being attached to an object, which is attached to another object, which is attached to a character. It is believed the "signal" to alter the damage of such hitboxes is not properly propagated along such object chains. An example of this behaviour is {{SSBB|Zero Suit Samus}}'s [[neutral air]] in ''Brawl''.


In ''Brawl'' and ''Smash 4'', stale-move negation does not apply to any single-player mode outside of the [[Home-Run Contest]]. It additionally does not apply in the [[Online Practice Stage]], and the testing mode in [[customization]]. In the single-player and practice area cases, the freshness bonus is also ignored, so attacks always do their base damage.
In ''Brawl'' onward, stale-move negation does not apply to any single-player mode outside of the [[Home-Run Contest]] (except ''Ultimate''{{'}}s [[Training Mode]], if Stale Moves is turned on). It additionally does not apply in the [[Online Practice Stage]], and the testing mode in [[customization]]. In the single-player and practice area cases, the freshness bonus is also ignored, so attacks always do their base damage.


==External links==
==External links==