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[[File:Stale Moves SmashBros.png|thumb|402px| | [[File:Stale Moves SmashBros.png|thumb|402px|{{SSB|Mario}} using his down tilt the first time. In the second picture, the next consecutive down tilt is weaker (note the number in the top left corner of the screen).]] | ||
'''Stale-move negation''' ({{ja|ワンパターン相殺|Wanpatān sōsai}}, ''One-pattern offsetting''), also known as '''Repetition Effect''' in ''[[Super Smash Bros. 4]]'', is a gameplay element in all games in the ''{{b|Super Smash Bros.|series}}'' 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 offsetting''), also known as '''Repetition Effect''' in ''[[Super Smash Bros. 4]]'', is a gameplay element in all games in the ''{{b|Super Smash Bros.|series}}'' 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. | ||
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