Stale-move negation

Revision as of 01:45, September 1, 2008 by smashwikia>Majorabrawl

Stale-Move Negation refers to using the same particular move over and over again, losing power with each attack.

Masahiro Sakurai added "Stale-Move Negation" to the Super Smash Bros. series in order to encourage players to try different attacks out and use characters to their fullest instead of using the same attack over and over again. When a character uses an attack (even the ones that do 1% damage), usually their more rapid weak attacks, too many times, the damage and knockback goes down until it becomes less than half its original power. This is something to remember in the Home-Run contest, as some combos will get weaker and weaker.

In Super Smash Bros. the Stale-Move Negation affected damage and knockback (but happens a lot more slowly) In Super Smash Bros. Melee the special attacks is affected by damage and knockback, all other moves only affected damage not knockback And in Super Smash Bros. Brawl affected damage and knockback again

In Super Smash Bros. Melee one could get "Stale Moves" as a Bonus at the end of a match. The bonus negates your points by 500-2000.

Some Brawl players were initially confused, as testing in Training Mode seemed to show no difference in strength. Apparently, Stale-Move Negation is not applied in Training Mode in Brawl, but it is in Melee. In addition, Stale-Move Negation is much more punishing in Brawl.

Most of Meta Knight's weak attacks and his Drill Rush, Vegetable, Reflectors (when hit with it) Snake's taunt and Quick Attack take a long time to be affected by the Stale-Move Negation.

Here is a list of attacks that (strangely) doesn't is affected by Stale-Move Negation:

Also, the effects of Stale-Move Negation are reset when the player is knocked out


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