Stale-move negation: Difference between revisions
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*[[Taunt]]s. | *[[Taunt]]s. | ||
*[[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]]. | |||
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]]. It also does not affect matches initiated through ''Melee''{{'}}s {{SSBM|debug menu}}. In the single-player and practice area cases,<!--dunno about Melee debug mode--> the freshness bonus is also ignored, so attacks always do their base damage. | |||
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 | |||
==External links== | ==External links== |