Stale-move negation: Difference between revisions

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Connecting with a move will immediately affect it; later hitboxes of a multi-hit move will be affected by the new staleness value if earlier hitboxes connect. For example, if the first hit of the [[Mario Tornado]] connects, the rest of the hits will be one level more stale. As a result, the finishing hit of multi-hit moves can only connect as fresh if none of the set-up hits connect. As this behaviour does not make much sense, and does not seem to appear in any other ''Smash'' game, it is believed that it is unintentional.
Connecting with a move will immediately affect it; later hitboxes of a multi-hit move will be affected by the new staleness value if earlier hitboxes connect. For example, if the first hit of the [[Mario Tornado]] connects, the rest of the hits will be one level more stale. As a result, the finishing hit of multi-hit moves can only connect as fresh if none of the set-up hits connect. As this behaviour does not make much sense, and does not seem to appear in any other ''Smash'' game, it is believed that it is unintentional.


If a move is [[interrupt]]ed with itself, all but the first instance of the move will not deal the correct amount of reduced damage. The move is put into the queue for each time it hits, but the attack doesn't decrease in damage (beyond the first, as if it is a multi-hit move as above) until the character enters a different action. Several moves (such as most [[down tilt]]s and several neutral attacks) are specifically guarded against this bug, so they do stale properly when interrupted with themselves.
If a move is [[interrupt]]ed with itself, all but the first instance of the move will not deal the correct amount of reduced damage. This is because the character never enters a different action, so the game sees the sequence of linked moves as instead being one long move with multiple hits. As a result, the move will only stale once, and all hits after the first will be that one level more stale. Several moves (such as most [[down tilt]]s and several neutral attacks) are specifically guarded against this bug, so they do stale as expected when interrupted with themselves.


If a move shoots multiple projectiles, such as [[Blaster (Fox)|Fox's Blaster]], each projectile fired will have its staleness set to the move's staleness at the time it is fired. If one projectile deals damage, the move will be added to the queue, but the rest of the projectiles that exist at the time will only "re-update" their staleness if their hitbox changes. For example, if the first Blaster shot connects, the second Blaster shot will still deal fresh damage - until it changes from the clean hitbox to the late hitbox, which updates its staleness to the new value. In addition, if a move shoots multiple projectiles, only one projectile produced per animation can count in the queue. For example, Fox's Blaster will count every shot because he shoots one laser every time the animation loops, while Bowser shoots multiple chunks of [[Fire Breath]] per loop, so only a portion of them contribute to the queue.
If a move shoots multiple projectiles, such as [[Blaster (Fox)|Fox's Blaster]], each projectile fired will have its staleness set to the move's staleness at the time it is fired. If one projectile deals damage, the move will be added to the queue, but the rest of the projectiles that exist at the time will only "re-update" their staleness if their hitbox changes. For example, if the first Blaster shot connects, the second Blaster shot will still deal fresh damage - until it changes from the clean hitbox to the late hitbox, which updates its staleness to the new value. In addition, if a move shoots multiple projectiles, only one projectile produced per animation can count in the queue. For example, Fox's Blaster will count every shot because he shoots one laser every time the animation loops, while Bowser shoots multiple chunks of [[Fire Breath]] per loop, so only a portion of them contribute to the queue.