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 | [[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. |