Editing Stale-move negation
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===Specifics in ''Ultimate''=== | ===Specifics in ''Ultimate''=== | ||
In ''Ultimate'', | In ''Ultimate'', moves now stale when they hit a shield; in previous games the queue remained unchanged upon hitting a shield. Moves that stale on shield have the reductor in their queue position reduced to 0.85x, meaning that hitting shields is 15% less punishing on a move's final damage reduction for that spot in the queue.<ref>https://twitter.com/Meshima_/status/1078340842169950208</ref> | ||
In addition, the {{SSBU|Ice Climbers}} behave differently in that Nana now affects the shared queue. Popo updates the queue when the [[freeze frame]]s from his attack expire, while Nana reads the queue when her attack hits. As a result, if Nana hits during Popo's freeze frames, she will share the same staleness level; if she hits after the freeze frames are over, her move will be one level more stale. Oddly, Nana does not read the queue at all if Popo hits before she acts, which means her first neutral attack will always deal base damage unless she hits alone. This oddity does not occur for item swings. | In addition, the {{SSBU|Ice Climbers}} behave differently in that Nana now affects the shared queue. Popo updates the queue when the [[freeze frame]]s from his attack expire, while Nana reads the queue when her attack hits. As a result, if Nana hits during Popo's freeze frames, she will share the same staleness level; if she hits after the freeze frames are over, her move will be one level more stale. Oddly, Nana does not read the queue at all if Popo hits before she acts, which means her first neutral attack will always deal base damage unless she hits alone. This oddity does not occur for item swings. |