Editing Stale-move negation

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Moves are only affected by stale-move negation if they connect with an opponent or other object that can take damage, such as a [[crate]]. They also do not stale if they hit a [[shield]], except in ''[[Super Smash Bros. Ultimate]]''.
Moves are only affected by stale-move negation if they connect with an opponent or other object that can take damage, such as a [[crate]]. They also do not stale if they hit a [[shield]], except in ''[[Super Smash Bros. Ultimate]]''.


The purpose of stale-move negation is to discourage players from using the same attack repeatedly or over-frequently, and encourage the utilization of a character's entire moveset. However, each game in the ''Super Smash Bros.'' series handles stale-move negation differently, albeit significantly more so from the original game to ''Melee''.
The purpose of stale-move negation is to discourage players from using the same attack repeatedly or over-frequently, and encourage the utilization of a character's entire moveset (although it seems like most ness mains just can’t seem to miss that side b no matter how stale it is). However, each game in the ''Super Smash Bros.'' series handles stale-move negation differently, albeit significantly more so from the original game to ''Melee''.


Stale-move negation is applied to the whole attack rather than individual hitboxes. As such, landing the [[sourspot|weak hitbox]] will weaken all hitboxes in the attack just as landing the [[sweetspot|strongest hitbox]] would. Similarly, any variation of the same [[special move]] counts as the same move; for example, [[Giant Punch]] shares the same staleness regardless of its charge level, or whether it is used on the ground or in the air. Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration. Prior to ''SSB4'', [[item]]s are also affected by stale-move negation, even if the player drops the item they're holding and picks up a different one of the same.
Stale-move negation is applied to the whole attack rather than individual hitboxes. As such, landing the [[sourspot|weak hitbox]] will weaken all hitboxes in the attack just as landing the [[sweetspot|strongest hitbox]] would. Similarly, any variation of the same [[special move]] counts as the same move; for example, [[Giant Punch]] shares the same staleness regardless of its charge level, or whether it is used on the ground or in the air. Moves that are counter-attacks or absorbers do not take the stale-move negation of the incoming attack into consideration. Prior to ''SSB4'', [[item]]s are also affected by stale-move negation, even if the player drops the item they're holding and picks up a different one of the same.

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