Stale-move negation: Difference between revisions

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===Specifics in ''[[Brawl]]''===
===Specifics in ''[[Brawl]]''===
If a move is not in the list of recently-used moves, it earns a '''freshness bonus''' of 1.05x damage - therefore, very few attacks ever deal the exact damage they are programmed to do. Stale-move negation is not applied in any [[Solo|one-player]] modes except for the [[Home-Run Contest]] (including [[Training]], which initially confused those trying to test the effect).
If a move is not in the list of recently-used moves, it earns a '''freshness bonus''' of 1.05x damage - therefore, no attacks ever deal the exact damage they are programmed to do. Stale-move negation is not applied in any [[Solo|one-player]] modes except for the [[Home-Run Contest]] (including [[Training]], which initially confused those trying to test the effect).


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 themself 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'', 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 themself 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.