Stale-move negation: Difference between revisions

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'''Stale-move negation''' ({{ja|ワンパターン相殺}} ''Wanpatān sōsai'', '''One-pattern cancellation''') is a gameplay element in all games in the [[Super Smash Bros. (series)|''Super Smash Bros.'' 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.
'''Stale-move negation''' ({{ja|ワンパターン相殺}} ''Wanpatān sōsai'', '''One-pattern cancellation''') is a gameplay element in all games in the [[Super Smash Bros. (series)|''Super Smash Bros.'' 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.


The purpose of stale-move negation is to discourage players from using the same attack repeatedly or over-frequently, and encouraging the utilization a character's entire moveset.
The purpose of stale-move negation is to discourage players from using the same attack repeatedly or over-frequently, and encouraging the utilization of a character's entire moveset.


Stale-move negation is applied to the whole attack rather than individual hitboxes. As such, landing the [[sourspot|weak hitbox]] will weaken all hitboxes in the attack just as landing the [[sweetspot|strongest hitbox]] would. Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration. Items are also affected by stale-move negation, even if the player drops the item they're holding and picks up a different one of the same. Any variation of the same [[special move]] counts as the same move; for example, a Giant Punch shares the same staleness regardless of its charge level, or whether it's used on the ground or in the air.
Stale-move negation is applied to the whole attack rather than individual hitboxes. As such, landing the [[sourspot|weak hitbox]] will weaken all hitboxes in the attack just as landing the [[sweetspot|strongest hitbox]] would. Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration. Items are also affected by stale-move negation, even if the player drops the item they're holding and picks up a different one of the same. Any variation of the same [[special move]] counts as the same move; for example, a Giant Punch shares the same staleness regardless of its charge level, or whether it's used on the ground or in the air.