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There is a page named "Stale" on SmashWiki. See also the other search results found.

  • damage needed to KO with a stale move will be around the damage dealt lost to stale-move negation (for example, a fully-staled Fox up smash will deal 9.9%
    20 KB (3,143 words) - 19:35, March 12, 2024
  • one level more stale, with a maximum staleness of 5 levels. This system reverts to level 0 after not dodging for a full second. Staled dodges grant less
    3 KB (347 words) - 14:21, March 29, 2024
  • duration before it can be interrupted is D * (1 + P), plus one frame if stale, where D is the total duration of the spot dodge when fresh, and P is a penalty
    23 KB (762 words) - 19:36, April 10, 2024
  • simply standing), the projectile will not have any stale slot, dealing base damage (neither fresh nor stale) and not advancing the queue at all. Special Move
    10 KB (1,000 words) - 09:30, October 30, 2023
  • becomes too stale. A buffered pivot grab works regardless of if down throw is stale or not. Snake - Can be performed five times before stale-move negation
    14 KB (1,889 words) - 23:04, May 21, 2024
  • back rolls; as a result, five consecutive uses of either roll will fully stale them, and back rolls have their duration increased more than forward rolls
    44 KB (1,339 words) - 12:59, January 28, 2024
  • Since they don't share the same stale-move negation queue slots, Terry can alternate between the throws to bypass staling.
    2 KB (101 words) - 01:05, August 10, 2022
  • Since they don't share the same stale-move negation queue slots, Terry can alternate between the throws to bypass staling.
    2 KB (118 words) - 01:07, August 10, 2022
  • in-game, rage now takes effect in Training Mode alongside stale-move negation if the new Stale Moves option is turned on, allowing for its effects to be
    7 KB (1,092 words) - 10:25, May 1, 2024
  • remove moves from the stale-move negation queue, this greatly assists K. Rool, as his damage output is heavily affected by the staleness multipliers. Considering
    3 KB (271 words) - 23:35, January 23, 2022
  • used, whether it was successful, failed, or canceled, the move becomes "stale" for a period of time before it is refreshed; this takes 60 seconds in Smash
    6 KB (617 words) - 21:11, March 26, 2024
  • has situational use cases, Isabelle particularly benefits from the move stale reduction it provides. As a result, utilizing her pummel as much as possible
    1 KB (94 words) - 09:10, January 6, 2024
  • (in most cases, the former two). While the game discourages spamming with stale-move negation, the point of spam is to throw out many attacks to the point
    2 KB (328 words) - 22:50, February 27, 2020
  • and both types grant intangibility three frames later if fully stale. Regardless of staleness, all characters can grab edges after the first 24 frames of
    38 KB (2,870 words) - 10:52, April 12, 2023
  • it is difficult to rack up much damage, due to its low damage output and stale-move negation.
    1 KB (63 words) - 17:19, November 4, 2020
  • throw's damage, so they are affected by factors such as the 1v1 multiplier and stale-move negation.
    2 KB (84 words) - 10:37, April 12, 2023
  • opponent's weight/how stale the down throw is). These changes combined with the removal of DI against non-tumble knockback and the changes to stale move negation
    49 KB (6,129 words) - 10:00, May 1, 2024
  • the easiest to DI to avoid getting KOd. As such, it is recommended to not stale this throw as well as only use it with high rage to KO middle-heavy to lightweight
    2 KB (103 words) - 07:18, July 13, 2020
  • throw, and to restore moves from stale-move negation. The latter utility becomes more critical from Brawl onward, as staleness has a greater effect on the knockback
    22 KB (927 words) - 09:21, January 27, 2024
  • increased by charging a smash attack, nor does it decrease when an attack is stale. Attacks listed below contain attacks with shield damage. Unless stated otherwise
    31 KB (386 words) - 09:46, August 4, 2023
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