Stale-move negation: Difference between revisions

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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, 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).


Unlike Melee, Brawl protects later hitboxes of multi-hit moves from being staled while the move is in progress. This results in an unusual quirk if an attack's ending lag is [[interrupt]]ed by another instance of the same attack - the move is put unto the queue for each time it hits, but the attack doesn't decrease in damage until the character enters a different action. For example, multiple quick hits of {{SSBB|Meta Knight}} or {{SSBB|Marth}}'s [[down tilt]] will all deal maximum damage if initiated during the cooldown of the previous one, not decreasing in damage until the chain ends and the character enters their crouching or standing state.
Unlike Melee, Brawl protects later hitboxes of multi-hit moves from being staled while the move is in progress. This results in an unusual quirk if an attack's ending lag is [[interrupt]]ed by another instance of the same attack - the move is put into the queue for each time it hits, but the attack doesn't decrease in damage until the character enters a different action. For example, multiple quick hits of {{SSBB|Meta Knight}} or {{SSBB|Marth}}'s [[down tilt]] will all deal maximum damage if initiated during the cooldown of the previous one, not decreasing in damage until the chain ends and the character enters their crouching or standing state.


Testing has shown that the {{SSBB|Ice Climbers}} share one staleness queue between them, with only the leader's moves having any effect on the queue when they connect. It is currently unclear how exactly this interacts with the staleness protection above, other than Nana's move being guaranteed to have the same staleness level as Popo's under regular non-desynched conditions. It is currently unknown whether ''Melee'' also has both characters share a queue.
Testing has shown that the {{SSBB|Ice Climbers}} share one staleness queue between them, with only the leader's moves having any effect on the queue when they connect. It is currently unclear how exactly this interacts with the staleness protection above, other than Nana's move being guaranteed to have the same staleness level as Popo's under regular non-desynched conditions. It is currently unknown whether ''Melee'' also has both characters share a queue.
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