Editing Dodge staling

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{{ArticleIcons|ssbu=y|unofficial=y}}
{{ArticleIcons|ssbu=y|unofficial=y}}
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'''Dodge staling''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if [[spam]]med in a short amount of time.


'''Dodge staling''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if [[spam]]med in a short amount of time, [[nerf]]ing the strategy of abusing dodge [[intangibility]] to run away or stall for time.
The mechanic is named after [[stale-move negation]], though it is otherwise unrelated.
 
The mechanic is named after [[stale-move negation]], though it is otherwise unrelated. {{SSBU|Kazuya}}'s [[Crouch Dash]] has similar effects to dodge staling if used in succession.
 
Interestingly, {{SSBU|Bayonetta}}'s [[Bat Within]] is not affected by dodge staling, whereas {{SSBU|Mythra}}'s [[Foresight]] actually is; however, Foresight by itself does not contribute to the dodge staling queue.


==Details==
==Details==
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. This system reverts to level 0 after not dodging for a full second. Staled dodges grant less intangibility, while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. Staled dodges grant less [[intangibility]], while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.


{|class="wikitable"
{|class="wikitable"
|+Staled dodge data
|+Staled dodge animation speed
!rowspan="2"|Staleness!!colspan="3"|Animation speed!!Movement
!Staleness!!Sidestep!!Forward roll!!Back roll
|-
!Sidestep!!Forward roll!!Back roll!!{{rollover|Directional airdodge|This is a pattern throughout character-specific values, rather than a set of values itself.|y}}
|-
|-
!0
!0
|1.0||1.0||1.0||1.0
|1.0||1.0||1.0
|-
|-
!1
!1
|1.06||1.06||1.1||0.933
|1.06||1.06||1.1
|-
|-
!2
!2
|1.12||1.12||1.2||0.867
|1.12||1.12||1.2
|-
|-
!3
!3
|1.18||1.18||1.3||0.8
|1.18||1.18||1.3
|-
|-
!4
!4
|1.24||1.24||1.4||0.733
|1.24||1.24||1.4
|-
|-
!5
!5
|1.3||1.3||1.5||0.667
|1.3||1.3||1.5
|}
|}


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