Editing Stale-move negation

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Items went under another adjustment in ''Ultimate''. Items no longer enter the stale-move negation queue, making items unable to stale their damage or refresh other moves. The exception to this rule is attacking with battering items like [[Beam Sword]] or [[Home-Run Bat]], which do still count as "attacks" that are added to the stale queue as their own unique action. However, throwing a battering item does not affect the queue like any other item.
Items went under another adjustment in ''Ultimate''. Items no longer enter the stale-move negation queue, making items unable to stale their damage or refresh other moves. The exception to this rule is attacking with battering items like [[Beam Sword]] or [[Home-Run Bat]], which do still count as "attacks" that are added to the stale queue as their own unique action. However, throwing a battering item does not affect the queue like any other item.


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'', though 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.


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