Editing Stale-move negation

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Connecting with a move will immediately affect it; later hitboxes of a multi-hit move will be affected by the new staleness value if earlier hitboxes connect. For example, if the first hit of the [[Mario Tornado]] connects, the rest of the hits will be one level more stale. As a result, the finishing hit of multi-hit moves can only connect as fresh if none of the set-up hits connect. As this behaviour does not make much sense, and does not seem to appear in any other ''Smash'' game, it is believed that it is unintentional.
Connecting with a move will immediately affect it; later hitboxes of a multi-hit move will be affected by the new staleness value if earlier hitboxes connect. For example, if the first hit of the [[Mario Tornado]] connects, the rest of the hits will be one level more stale. As a result, the finishing hit of multi-hit moves can only connect as fresh if none of the set-up hits connect. As this behaviour does not make much sense, and does not seem to appear in any other ''Smash'' game, it is believed that it is unintentional.
If a move shoots multiple projectiles, such as [[Blaster (Fox)|Fox's Blaster]], each projectile fired will have its staleness set to the move's staleness at the time it is fired. If one projectile deals damage, the move will be added to the queue, but the rest of the projectiles that exist at the time will only "re-update" their staleness if their hitbox changes. For example, if the first Blaster shot connects, the second Blaster shot will still deal fresh damage - until it changes from the clean hitbox to the late hitbox, which updates its staleness to the new value. In addition, if a move shoots multiple projectiles, only one projectile produced per animation can count in the queue. For example, Fox's Blaster will count every shot because he shoots one laser every time the animation loops, while Bowser shoots multiple chunks of [[Fire Breath]] per loop, so only a portion of them contribute to the queue.


The {{SSBM|Ice Climbers}} share one staleness queue, which is affected by both climbers equally - for example, if both Popo and Nana hit their forward smash, the forward smash stales twice. As a result, their moves tend to stale faster and refresh faster. In addition, the queue resets when ''either'' of them is KO'd, meaning all Popo's moves are reset when Nana is lost.
The {{SSBM|Ice Climbers}} share one staleness queue, which is affected by both climbers equally - for example, if both Popo and Nana hit their forward smash, the forward smash stales twice. As a result, their moves tend to stale faster and refresh faster. In addition, the queue resets when ''either'' of them is KO'd, meaning all Popo's moves are reset when Nana is lost.
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Also unlike ''Melee'', ''Brawl'' protects later hitboxes of multi-hit moves from being staled while the move is in progress, fixing the bug that weakened the last hit of multi-hit moves. However, this created a new bug when 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.
Also unlike ''Melee'', ''Brawl'' protects later hitboxes of multi-hit moves from being staled while the move is in progress, fixing the bug that weakened the last hit of multi-hit moves. However, this created a new bug when 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.
In ''Brawl'', the staleness of a projectile is now attached to its existence as an object rather than to each hitbox, so simply changing from a clean hit to a late hit does not re-update it if an earlier shot connects. On the other hand, should a projectile self-delete and replace itself with something else (for example, when [[Thunder Jolt]] hits the ground the aerial ball is deleted and replaced with the grounded wave), its staleness value is re-updated.


The {{SSBB|Ice Climbers}} still share one staleness queue between them, but now only Popo has any effect on the queue, so Nana landing moves or being KO'd no longer interferes. 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.
The {{SSBB|Ice Climbers}} still share one staleness queue between them, but now only Popo has any effect on the queue, so Nana landing moves or being KO'd no longer interferes. 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.
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Otherwise, the staleness system is generally unchanged from ''SSB4'', but slightly stronger reductors have increased maximum staleness to 0.4695x. In addition, there is now an option in [[Training Mode]] to toggle stale moves (as well as [[rage]]) on and off, as opposed to previous games, where no such option was present. Moves will enter the queue even if the option is disabled, but will still deal their base damage in this case.
Otherwise, the staleness system is generally unchanged from ''SSB4'', but slightly stronger reductors have increased maximum staleness to 0.4695x. In addition, there is now an option in [[Training Mode]] to toggle stale moves (as well as [[rage]]) on and off, as opposed to previous games, where no such option was present. Moves will enter the queue even if the option is disabled, but will still deal their base damage in this case.
==Projectiles==
An unusual peculiarity of the stale-moves system is how it applies to [[projectile]]s. When a projectile is created, its staleness value is set based on the move's current staleness. This means that, if a second projectile is created before the first hits something, both projectiles will have the same staleness value. For example, firing a [[Blaster]] from long range will result in a series of beams onscreen at once, all with the same staleness value - once the first beam deals damage, the next to be fired will deal reduced damage, but the ones that already exist will not. Each shot that connects will count as one spot in the stale move queue. This behaviour exists in all five games.
The staleness of a projectile is attached to its existence as an object; simply changing hitboxes does not "re-update" their staleness. On the other hand, should a projectile self-delete and replace itself with something else (for example, when [[Thunder Jolt]] hits the ground the aerial ball is deleted and replaced with the grounded wave), its staleness value will be "re-updated". This behaviour is only confirmed in ''Brawl'' but is likely to manifest in the other games.


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