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'''Stale-Move Negation''' refers to moves causing less damage as they are used repeatedly.
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'''Stale-Move Negation''', also known as '''Repetition Effect''', or '''Staling''', is a gameplay mechanic present in all installments of the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]. It refers to how certain moves will cause less damage and knockback if they are used repeatedly.
   
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== Overview ==
[[Masahiro Sakurai]] added stale-move negation to the [[Super Smash Bros. (series)|''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 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. Using different attacks will reset the damage of the [[spamming|spammed]] attack at about the same rate it was cut, while being [[KO]]'d resets all a character's moves (with the exception of SSB64 where the spammed attack(s) are still affected by stale-move negation).
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Series creator [[Masahiro Sakurai]] created the mechanic to the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] to encourage players to try different attacks out and use characters to their fullest potential instead of [[spamming]]. When a character uses an attack too many times, the damage and knockback goes down until it becomes less than half its original power. Using different attacks will reset the damage of the [[spamming|spammed]] attack(s) at about the same rate it was cut, while being [[KO]]'d resets all a character's moves. This is something to remember in the Home-Run contest, as some combos will get progressively weaker.
   
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=== Characteristics of staling ===
In ''[[Super Smash Bros. Brawl]]'', the effect affects both damage and knockback for all moves. Stale move negation does exist in the other 2 smash games, but it is much less recognizable outside of the Stale Moves bonus in melee (worth -2000) due to there being almost no reduction in power.
 
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* Moves that have not yet been used are considered '''"fresh"'''.
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* <span>Moves will not stale by just being used; they only suffer this penalty when connecting with an opponent or an object that can take damage (such as the ducks from the Duck Hunt stage or balloons in Smashville).</span>
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* <span>A move will be staled applied to the whole attack rather than individual hitboxes. As such, landing the weak hitbox will weaken all hitboxes in the attack just as landing the strongest hitbox would.</span>
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* Moves '''do not''' stale if they hit shields, invincible opponents, Counters/Absorbers or if they clash with projectiles or other moves.
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** However, moves do stale when hitting opponents under effects of Super or Heavy Armor.
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* Hitting multiple opponents with a single move will only stale it once.
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* Multi-hit attacks will only stale the move once, regardless of how many hits connect.
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* Any variation of the same Special Attack counts as the same move; for example, a Giant Punch shares the same staleness regardless of its charge level, or whether it's used on the ground or in the air.
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* Projectiles do not stale if they are reflected, absorbed or negated.
   
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=== Manipulating the Staleness ===
Testing to determine the stale-move negation effect in ''Brawl'' initially confused players, as the effect is not applied in ''Brawl'''s [[Training mode]] (the confusion stemming from the fact that is was applied in the training modes of ''SSB'' and ''SSBM''). In fact it isn't applied in the [[Adventure Mode: The Subspace Emissary|Subspace Emissary]], [[Target Smash!!|Target Test]], [[Boss Battles Mode|Boss Battles]], [[Multi-Man Mode]]s, the [[Online Practice Stage]] and the [[Rest Station]].
 
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Despite being generally considered a bad thing, staling moves can actually be used in the player's favor, mostly in Nintendo 3DS/Wii U version.
   
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For example, some combo throws stop working after the opponent reaches a certain percentages, however, by staling the throws, therefore reducing their knockback, the player can combo at percentages that usually would not be possible. This is mostly useful for characters that have combo setups with potential K.O power (such as [[Palutena (SSBWU/3DS)|Palutena]]'s Down Throw to Up Air Attack).
In ''Brawl'', Stale-Move Negation is calculated with the aid of a queue of the last ten moves a character has connected with. When a move is used that's 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. If a move is used ten times in a row, it will have lost 55% of its power in total. If a move is not in the list of ten most recently-used moves, it earns a freshness bonus of 1.05x damage - therefore, in Brawl, very few attacks ever deal the exact damage they are programmed to do.
 
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Players can also clear the queue by hitting opponents with less favored moves in order to refresh more useful and powerful attacks.
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=== Tips to Prevent/Reduce Staling ===
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* Mix it up and use the character's full moveset: not only this will prevent moves from suffer heavy penalties from staling, but will also make the gameplay less obtuse and predictable.
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* Save Smash Attacks and other high knockback moves to be used only when the opponent is at kill percentage, that way the chances of scoring a K.O will be potentially higher.
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** With that in mind, avoid using Smash Attacks as punishing to rack quick damage; instead try to use combos that can deal or even surpass this damage.
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== In ''[[Super Smash Bros. (game)|Super Smash Bros.]]'' ==
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In the original ''Smash Bros.'', stale-move negation is more robust. Whenever a move is used more than once, it will deal 0.75x damage; however, using the move more than twice in a row will not incur stale it further. Hitting with different moves will progressively increase the power of the staled move over a sequence of three intermediate stages between "stale" and "fresh" before regaining full power again.
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== In [[Super Smash Bros. Melee|''Super Smash Bros. Melee'']]'', [[Super Smash Bros. Brawl|Brawl]], and [[Super Smash Bros. for Nintendo 3DS and Wii U|for Nintendo 3DS and Wii U]]'' ==
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Starting from Super Smash Bros. ''Melee'' onwards, <span>whenever a move connects, it goes into a hidden queue, or list, composed of nine slots. If the a move that is in the queue hits again, and it will become weaker in terms of damage and knockback based on two factors: how recently it was used and how often it is in the queue, meaning that moves that are for longer in the queue will be weaker than moves recently added. When a tenth move connects, it replaces the first one in queue and the process repeats itself every time a move hits. If a move is used ten times in a row, meaning the queue is filled with that single move, the damage will be '''55% of its original power'''. </span>
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<span>In Super Smash Bros. ''Brawl'' and ''3DS/Wii U'', </span><span class="">if a move is not in the list of ten most recently used moves, it earns a freshness bonus of '''1.05x''' damage - therefore very few attacks ever deal exactly the base damage value.</span>
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In Super Smash Bros. ''Melee'' and ''Brawl'', using a mid-match transformation, namely [[Transform]], [[Pokémon Change]], [[Zero Laser]] and [[Power Suit Samus]] will reset the queue. Also, in Melee, stale-move negation ignores knockback, only affecting the damage dealt, where in ''Brawl'' and ''3DS/Wii U'' it affects both. Also in ''Brawl'', i<span>tems are also affected by stale-move negation, even if the item being held is dropped and another one of the same is picked up.</span>
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Testing to determine the stale-move negation effect in ''Brawl'' initially confused players, as the effect is not applied in ''Brawl''<nowiki>'</nowiki>s [[Training mode]], the confusion stemming from the fact that is was applied in the training modes of the previous games. In fact, it isn't applied in almost all the '''1P''' modes in ''Brawl'', the only exception being the [[Home-Run Contest]].
   
 
Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration.
 
Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration.
   
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== Stale-Move Negation on Objects ==
Items are also affected by SMN in the same way, even if you drop the item you're holding and pick up a different one of the same.
 
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Attacking some objects will add the character's moves to queue, while hitting others don't.
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=== Objects that affect Stale-Move Negation ===
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* The ducks from [[Duck Hunt (stage)|Duck Hunt]] stage.
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* The balloons from [[Smashville]] and [[Town and City]].
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* The statues from [[Castle Siege]].
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* The fleshy blob from [[Brinstar]].
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* [[Peach (SSBWU/3DS)|Peach]]'s [[Vegetable|Vegetables]].
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* [[Luma]] (even if [[Rosalina & Luma (SSBWU/3DS)|Rosalina]] is not hit by the move).
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* [[Bowser Jr. (SSBWU/3DS)|Bowser Jr.]]'s [[Mechakoopa]].
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* [[Wario Bike]].
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* [[Link (SSBWU/3DS)|Link]] and [[Toon Link (SSBWU/3DS)|Toon Link]]'s [[Bomb (Link)|Bombs]].
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* [[Sheik (SSBWU/3DS)|Sheik]]'s [[Burst Grenade]].
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* The wooden log/doll from [[Greninja (SSBWU/3DS)|Greninja]]'s [[Substitute]].
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* [[Wii Fit Trainer (SSBWU/3DS)|Wii Fit Trainer]]'s [[Header]].
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* [[R.O.B. (SSBWU/3DS)|R.O.B.]]'s [[Gyro]].
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* [[Pac-Man (SSBWU/3DS)|Pac-Man]]'s [[Bonus Fruit]] and [[Power Pellet]].
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=== Objects that '''does not''' affect Stale-Move Negation ===
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* <span>Link and Toon Link's Hylian Shield.</span>
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* [[Zelda (SSBWU/3DS)|Zelda]]'s Phantom from [[Phantom Slash]].
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* [[Villager (SSBWU/3DS)|Villager]]'s fully grown tree from [[Timber]], balloons from [[Balloon Trip]] and [[Lloid Rocket]].
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* [[King Dedede]]'s [[Gordo Throw|Gordos]].
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* [[Olimar (SSBWU/3DS)|Olimar]]'s Pikmin.
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* [[Pit (SSBWU/3DS)|Pit]] and [[Dark Pit (SSBWU/3DS)|Dark Pit]]'s [[Guardian Orbitars]].
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* Duck Hunt's explosive can from [[Trick Shot]], frisbee from [[Clay Shooting]] and the [[Wild Gunman]].
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* Pac-Man's [[Fire Hydrant]].
   
== Moves that Stale-Move Negation does not affect==
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==Moves that Stale-Move Negation '''does not''' affect==
   
For some reason, certain moves aren't affected by stale-move negation:
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The following moves are not affected by stale-move negation:
   
*All self-damage:
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*All self-damaging moves (only when dealing damage to the self).
 
*Recoil damage.
**A [[Judge]] number 1 always does 12% to [[Mr. Game and Watch (SSBB)|Mr. Game and Watch]] (only in ''Brawl'')
 
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*[[Grab Air|Grab Aerials]] prior to the versions for the Nintendo 3DS and Wii U: Link's Clawshot, Toon Link's Hookshot, Samus' Grapple Beam, Lucas' Rope Snake.
**A fully charged [[Flare Blade]] always does 10% to [[Roy (SSBM)|Roy]]
 
 
**<span>The </span>[[Clawshot]]<span> used in mid-air (always '''4%''' first hit, '''6%''' second hit if spaced correctly).</span>
**A fully charged [[Eruption]] always does 10% to [[Ike (SSBB)|Ike]]
 
 
**<span>The </span>[[Hookshot]]<span> used in mid-air (always '''4%''').</span>
**A fully charged [[Jet Hammer]] always does 1% every second to [[King Dedede (SSBB)|King Dedede]] until you reach 150%
 
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**<span>The </span>[[Grapple Beam]]<span> used in mid-air (always '''4%''', always '''7%''' if tipped).</span>
**Crashing into something while using [[Diddy Kong (SSBB)|Diddy Kong]]'s [[Rocketbarrel Boost]] always does 5% to Diddy
 
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*These <span>will not stale but still take a spot in the queue:</span>
**[[Donkey Kong (SSBM)|Donkey Kong]]'s [[Throw|Cargo Throw]] always does 10% to his victim (only in ''Melee'')
 
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**Link and Toon Link's Bombs.
**Every electric attack does 1%-4% to [[Pichu (SSBM)|Pichu]]
 
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**Peach's Vegetables.
**[[Hoop damage]]
 
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**[[Diddy Kong (SSBWU/3DS)|Diddy Kong]]'s [[Peanut Popgun]]<span>.</span>
*[[Snake (SSBB)|Snake]]'s [[Hand Grenade]]'s explosion (always 12%-13%)
 
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**Pac-Man's Bonus Fruit.
*[[Donkey Kong (SSBB)|Donkey Kong]]'s Cargo Throw (always 6%) (only in ''Brawl'')
 
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*Reflecting Attacks (I.e reflecting projectiles and landing a hit with said projectile will not stale the reflected projectile, or the reflection strength of said reflecting move, however they do stale when directly damaging opponents via hitboxes, such as Fox's Reflector hitbox or Lucas's [[PSI Magnet]] hitbox).
*[[Donkey Kong (SSBB)|Donkey Kong]]'s [[Forward Throw]] (always 8%) (only in ''Brawl'')
 
 
*[[Donkey Kong (SSBM)|Donkey Kong]]'s [[Throw|Cargo Throw]] always does '''10%''' to his victim (only in ''Melee'').
*The [[Clawshot]] used in mid-air (always 4% first hit, 6% second hit if angled correctly)
 
 
*[[Donkey Kong (SSBB)|Donkey Kong]]'s Cargo Throw (always '''6%''' - only in ''Brawl'').
*The [[Hookshot]] used in mid-air (always 4%)
 
*The [[Grapple Beam]] used in mid-air (always 4%, always 7% if tipped)
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*[[Donkey Kong (SSBB)|Donkey Kong]]'s [[Forward Throw]] (always '''8%''' - only in ''Brawl'').
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s [[Neutral Air]]. (always 10%)
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*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s [[Neutral Air|Neutral Air Attack]] (always '''10%''' - only in ''Brawl'').
*[[Luigi (SSBB)|Luigi]]'s [[Taunt|Down Taunt]] (always 1%, in ''[[SSB]]'' and ''[[SSBM]]'', always 2% in ''[[SSBB]]'')
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*[[Luigi (SSBB)|Luigi]]'s [[Taunt|Down Taunt]] (always '''1%''' in [[Super Smash Bros.]], and [[Super Smash Bros. Melee|Melee]], and always '''2%''' in [[Super Smash Bros. Brawl|Brawl]] and onwards).
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*[[Greninja]]'s [[Taunt|Up Taunt]].
*All non-damaging moves, such as [[FLUDD]] or the [[push]] effect from [[Mr. Game & Watch]]'s Up aerial.
 
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*[[Snake]]'s [[Taunt]]s.
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Staleness is completely absent in "practice" modes like Training, the Online Practice Stage, and the testing area of Customization. It also does not affect matches initiated with ''Melee''<nowiki/>'s debug menu or the subspace emissary with the exception of the fighter unlock battles in the post game, due to them acting identically to the unlock battles initiated via regular play, where stale-move negation occurs as normal.
   
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== External Links ==
In [[Brawl+]] Stale Move Negation is non-existent. It was initially tried with lower levels than what is present in Brawl but in the end was removed completely. This meant that characters with limited kill options such as [[Sonic]] and [[Captain Olimar]] became better at landing KO's and that certain character's up-tilt moves, such as Kirby's (SSB) and Fox's (SSBM) could not be used repeatedly to rack up damage due to the decreasing knockback Stale-Move Negation causes.
 
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* [http://www.smashbros.com/wii/en_us/howto/technique/technique10.html Smash Bros. DOJO!! Quick Techniques]
[[Category:Techniques]]
 
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* [https://www.youtube.com/watch?v=Wis_25jQeew&app=desktop&ab_channel=BeefySmashDoods Stale-Move Negation by Beefy Smash Doods]
 
[[Category:Game Physics]]
 
[[Category:Game Physics]]
[[Category:Techniques (SSBB)]]
 

Revision as of 20:40, 2 May 2018

Stale-Move Negation, also known as Repetition Effect, or Staling, is a gameplay mechanic present in all installments of the Super Smash Bros. series. It refers to how certain moves will cause less damage and knockback if they are used repeatedly.

Overview

Series creator Masahiro Sakurai created the mechanic to the Super Smash Bros. series to encourage players to try different attacks out and use characters to their fullest potential instead of spamming. When a character uses an attack too many times, the damage and knockback goes down until it becomes less than half its original power. Using different attacks will reset the damage of the spammed attack(s) at about the same rate it was cut, while being KO'd resets all a character's moves. This is something to remember in the Home-Run contest, as some combos will get progressively weaker.

Characteristics of staling

  • Moves that have not yet been used are considered "fresh".
  • Moves will not stale by just being used; they only suffer this penalty when connecting with an opponent or an object that can take damage (such as the ducks from the Duck Hunt stage or balloons in Smashville).
  • A move will be staled applied to the whole attack rather than individual hitboxes. As such, landing the weak hitbox will weaken all hitboxes in the attack just as landing the strongest hitbox would.
  • Moves do not stale if they hit shields, invincible opponents, Counters/Absorbers or if they clash with projectiles or other moves.
    • However, moves do stale when hitting opponents under effects of Super or Heavy Armor.
  • Hitting multiple opponents with a single move will only stale it once.
  • Multi-hit attacks will only stale the move once, regardless of how many hits connect.
  • Any variation of the same Special Attack counts as the same move; for example, a Giant Punch shares the same staleness regardless of its charge level, or whether it's used on the ground or in the air.
  • Projectiles do not stale if they are reflected, absorbed or negated.

Manipulating the Staleness

Despite being generally considered a bad thing, staling moves can actually be used in the player's favor, mostly in Nintendo 3DS/Wii U version.

For example, some combo throws stop working after the opponent reaches a certain percentages, however, by staling the throws, therefore reducing their knockback, the player can combo at percentages that usually would not be possible. This is mostly useful for characters that have combo setups with potential K.O power (such as Palutena's Down Throw to Up Air Attack).

Players can also clear the queue by hitting opponents with less favored moves in order to refresh more useful and powerful attacks.

Tips to Prevent/Reduce Staling

  • Mix it up and use the character's full moveset: not only this will prevent moves from suffer heavy penalties from staling, but will also make the gameplay less obtuse and predictable.
  • Save Smash Attacks and other high knockback moves to be used only when the opponent is at kill percentage, that way the chances of scoring a K.O will be potentially higher.
    • With that in mind, avoid using Smash Attacks as punishing to rack quick damage; instead try to use combos that can deal or even surpass this damage.

In Super Smash Bros.

In the original Smash Bros., stale-move negation is more robust. Whenever a move is used more than once, it will deal 0.75x damage; however, using the move more than twice in a row will not incur stale it further. Hitting with different moves will progressively increase the power of the staled move over a sequence of three intermediate stages between "stale" and "fresh" before regaining full power again.

In Super Smash Bros. Melee, Brawl, and for Nintendo 3DS and Wii U

Starting from Super Smash Bros. Melee onwards, whenever a move connects, it goes into a hidden queue, or list, composed of nine slots. If the a move that is in the queue hits again, and it will become weaker in terms of damage and knockback based on two factors: how recently it was used and how often it is in the queue, meaning that moves that are for longer in the queue will be weaker than moves recently added. When a tenth move connects, it replaces the first one in queue and the process repeats itself every time a move hits. If a move is used ten times in a row, meaning the queue is filled with that single move, the damage will be 55% of its original power.

In Super Smash Bros. Brawl and 3DS/Wii Uif a move is not in the list of ten most recently used moves, it earns a freshness bonus of 1.05x damage - therefore very few attacks ever deal exactly the base damage value.

In Super Smash Bros. Melee and Brawl, using a mid-match transformation, namely Transform, Pokémon Change, Zero Laser and Power Suit Samus will reset the queue. Also, in Melee, stale-move negation ignores knockback, only affecting the damage dealt, where in Brawl and 3DS/Wii U it affects both. Also in Brawl, items are also affected by stale-move negation, even if the item being held is dropped and another one of the same is picked up.

Testing to determine the stale-move negation effect in Brawl initially confused players, as the effect is not applied in Brawl's Training mode, the confusion stemming from the fact that is was applied in the training modes of the previous games. In fact, it isn't applied in almost all the 1P modes in Brawl, the only exception being the Home-Run Contest.

Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration.

Stale-Move Negation on Objects

Attacking some objects will add the character's moves to queue, while hitting others don't.

Objects that affect Stale-Move Negation

Objects that does not affect Stale-Move Negation

Moves that Stale-Move Negation does not affect

The following moves are not affected by stale-move negation:

  • All self-damaging moves (only when dealing damage to the self).
  • Recoil damage.
  • Grab Aerials prior to the versions for the Nintendo 3DS and Wii U: Link's Clawshot, Toon Link's Hookshot, Samus' Grapple Beam, Lucas' Rope Snake.
    • The Clawshot used in mid-air (always 4% first hit, 6% second hit if spaced correctly).
    • The Hookshot used in mid-air (always 4%).
    • The Grapple Beam used in mid-air (always 4%, always 7% if tipped).
  • These will not stale but still take a spot in the queue:
  • Reflecting Attacks (I.e reflecting projectiles and landing a hit with said projectile will not stale the reflected projectile, or the reflection strength of said reflecting move, however they do stale when directly damaging opponents via hitboxes, such as Fox's Reflector hitbox or Lucas's PSI Magnet hitbox).
  • Donkey Kong's Cargo Throw always does 10% to his victim (only in Melee).
  • Donkey Kong's Cargo Throw (always 6% - only in Brawl).
  • Donkey Kong's Forward Throw (always 8% - only in Brawl).
  • Zero Suit Samus's Neutral Air Attack (always 10% - only in Brawl).
  • Luigi's Down Taunt (always 1% in Super Smash Bros., and Melee, and always 2% in Brawl and onwards).
  • Greninja's Up Taunt.
  • Snake's Taunts.

Staleness is completely absent in "practice" modes like Training, the Online Practice Stage, and the testing area of Customization. It also does not affect matches initiated with Melee's debug menu or the subspace emissary with the exception of the fighter unlock battles in the post game, due to them acting identically to the unlock battles initiated via regular play, where stale-move negation occurs as normal.

External Links