Editing Stale-move negation

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{{SSBM|Zelda}} and {{SSBM|Sheik}} also share one staleness queue. The queue is not reset on [[Transform]], so for example Zelda's up air is always as equally stale as Sheik's.
{{SSBM|Zelda}} and {{SSBM|Sheik}} also share one staleness queue. The queue is not reset on [[Transform]], so for example Zelda's up air is always as equally stale as Sheik's.


[[Reflect]]ed projectiles (whether by moves that reflect or by [[powershield]]ing) contribute to the staleness queue, applying to the defender's queue based on the projectile's move type (e.g. reflecting a Charge Shot will stale the defender's neutral special if it hits).
[[Reflect]]ed projectiles do not contribute to the staleness queue, but [[powershield]]ed ones do, applying to the shielder's queue based on the projectile's move type (e.g. powershielding a Charge Shot will stale the shielder's neutral special).


Staleness is ignored when playing on debug level 3 or greater. Using the Reset option in training mode does not reset the queue.
Staleness is ignored when playing on debug level 3 or greater. Using the Reset option in training mode does not reset the queue.

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