Editing Stale-move negation

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While the damage reduction caused by stale-move negation is nearly the same in ''Brawl'' as in ''Melee'', the calculation of knockback in ''Melee'' ignores it (for non-projectiles), while ''Brawl'' does not. As the damage of a hitbox is a main component in the knockback formula, this results in a much more severe drop in the knockback of a stale attack.
While the damage reduction caused by stale-move negation is nearly the same in ''Brawl'' as in ''Melee'', the calculation of knockback in ''Melee'' ignores it (for non-projectiles), while ''Brawl'' does not. As the damage of a hitbox is a main component in the knockback formula, this results in a much more severe drop in the knockback of a stale attack.


The much more severe stale-move negation in ''Brawl'' has had a mixed reception among the competitive fanbase. Those who support the severe stale-move negation argue that it adds more strategy and depth to the game, giving importance to "saving finishers" until the opponent is in the KO range, while rewarding those who plan the use of their attacks appropriately, and punishing those who rely on their KO attacks to rack up damage. Detractors argue that it allows some attacks to [[combo]] into themselves much more effectively than they should, resulting in them being [[broken|overly powerful]] damage rackers at low percents. This has been the primary cause of some [[counter (matchup)|hard counter matchups]], with the most notorious examples of such attacks being {{SSBB|Pikachu}}'s [[down throw]] and {{SSBB|Sheik}}'s [[forward tilt]]. Furthermore, the severe stale-move negation is sometimes argued to unfairly punish characters with fewer reliable KO options, such as {{SSBB|Samus}} and {{SSBB|R.O.B.}}, as their most powerful moves will generally be used too often to allow them to use them as KO options.
The much more severe stale-move negation in ''Brawl'' has had a mixed reception among the competitive fanbase. Those who support the severe stale-move negation argue that it adds more strategy and depth to the game, giving importance to "saving finishers" until the opponent is in the KO range, while rewarding those who plan the use of their attacks appropriately, and punishing those who rely on their KO attacks to rack up damage. Detractors argue that it allows some attacks to [[combo]] into themselves much more effectively than they should, resulting in them being [[broken|overly powerful]] damage rackers at low percents. This has been the primary cause of some [[counter (matchup)|hard counter matchups]], with the most notorious examples of such attacks being {{SSBB|Pikachu}}'s [[down throw]] and {{SSBB|Sheik}}'s [[forward tilt]]. Furthermore, the severe stale-move negation is sometimes argued to unfairly punish characters with fewer reliable KO options, such as {{SSBB|Samus}} and {{SSBB|R.O.B.}}, as their most powerful moves will often be used too often to allow them to use them as KO options.


Some [[mod]]s of ''Brawl'' alter stale-move negation, with the developers often having similar sentiments as opponents of ''Brawl's'' native stale-move negation. Some reduce its powers to varying degrees, while others remove it altogether.
Some [[mod]]s of ''Brawl'' alter stale-move negation, with the developers often having similar sentiments as opponents of ''Brawl's'' native stale-move negation. Some reduce its powers to varying degrees, while others remove it altogether.

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