Stale-move negation: Difference between revisions

Tag: Mobile edit
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Stale-move negation is calculated with a queue of the last nine moves a character has connected with. When a move is repeated in the queue, its damage is decreased an amount based on both how often the move is in the queue and how recently the move has been used - a move used seven moves ago will be slightly weaker than a move used eight moves ago, and a move used two moves ago will be weaker than both combined.
Stale-move negation is calculated with a queue of the last nine moves a character has connected with. When a move is repeated in the queue, its damage is decreased an amount based on both how often the move is in the queue and how recently the move has been used - a move used seven moves ago will be slightly weaker than a move used eight moves ago, and a move used two moves ago will be weaker than both combined.


In addition to this, starting in ''Brawl'', a move that does not appear in the queue at all gains a '''freshness bonus''', dealing a slight bit of extra damage. As a result, attacks effectively never deal exactly their base damage - they will either be fresh and gain a bonus, or stale and take a penalty.
In addition to this, starting in ''Brawl'', a move that does not appear in the queue at all gains a '''freshness bonus''', dealing a slight bit of extra damage. As a result, attacks effectively never deal exactly their base damage - they will either be fresh and gain a bonus, or stale and take a penalty. However, the bonus for using a fresh move is usually negligible in gameplay, with the exception of special circumstances such as a fresh move being countered by a fresh counter.


The following table lists how much a move becomes weakened for each position it appears in the queue.
The following table lists how much a move becomes weakened for each position it appears in the queue.