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[Smash 4] Stale-Move Negation

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[Smash 4] Stale-Move Negation Empty [Smash 4] Stale-Move Negation

Post by Flint Wed Jan 06, 2016 10:00 pm

This is a mechanic that exists in EVERY Smash game although because they're all a little different from each other, I'm going to cover how Stale-Move Negation works first in Smash 4. Let us begin.


There is a mechanic in Smash 4 called "Stale-Move Negation" or "Staling" for short. This mechanic weakens moves damage and knockback the more it's used.


[Smash 4] Stale-Move Negation DRUUTT9


Everytime you hit your opponent, that move will be recorded on a hidden list, and this record the same moves in this list. And everytime it does get recorded, it gets a tiny bit weaker. This list holds 9 slots on it. If you do 10 moves, the oldest move is removed and the removed move will be a little bit stronger next time you use it. Moves are fresh when they have not been used and gain a x1.05 freshness multiplier bonus.


[Smash 4] Stale-Move Negation Ob3SOcU


In this scenario with Sheik, the next time she uses a F-throw, it will be a more stronger. As previously said, staleness affects the knockback of moves if they have become very stale.


[Smash 4] Stale-Move Negation YaQxJKz


As such, you should avoid using kill moves when they have no chance of killing your opponent, they will just get weaker and you will have a harder time killing with them when it really matters.


[Smash 4] Stale-Move Negation 151G1iS


As bad as staleness sounds, it can be used to your advantage if you know how to do so. Reduced knockback means more combo potential, if a grab becomes more stale. Grab to aerial combos stop connecting at around kill percentage. The more stale a throw is, the higher chance it can connect with a fatal aerial.


[Smash 4] Stale-Move Negation ErxRyiy


Another way to use staleness to your advantage is to use weak moves on structures that can stale your moves, so that the list is filled with unimportant moves and your stronger moves become fresh again.


[Smash 4] Stale-Move Negation 8W8WRPI


Now to go over a few facts about staleness:

1. Moves do not become stale just by performing them. It has to hit an enemy.
2. Moves do not become stale in training mode.
3. Moves do not become stale if you hit shields, invincible opponents, counters or if they clash with projectiles or other moves.
4. They DO become stale if it hits a character with super armor or heavy armor.
5. Hitting multiple targets with the same move will only stale the move once. No matter how many times it hits, if it's performed once, it only takes 1 spot in the staleness list.
6. Projectiles that can be thrown like items (Example: Peach's Turnip) don't become stale.
7. Projectiles that can become stale only become stale if they hit, they do not become stale if they get reflected.
8. Damaging yourself with your own moves (Megaman's sticky bomb or Duck Hunt Dog's can) will not become stale.
9. Reflectors' abilities to reflect do not become stale. Although the damage it does when the reflector hits your opponent can become stale.
10. Taunts never become stale.


The following objects WILL stale your moves if you hit them:

-The balloons from Smashville and Town & City
-The ducks from the Duck Hunt stage
-The statues from Castle Siege
-Wario's Bike
-Link's and Toon Link's bombs
-Wii Fit Trainer's Ball
-ROB's Gyro
-Pac-Man's Fruits and food ball from his side-B
-Bowser Jr.'s Mini Koopa
-The object from Greninja's counter
-Sheik's grenade
-Luma, even if you don't hit Rosalina.


The following objects will NOT stale your moves if you hit them:

-Villager's Tree, Balloons, and Rocket
-Olimar's pikmin
-Zelda's Knight
-Link and Toon Link's Shield
-Pit and Dark Pit's reflector
-Duck Hunt Dog's can, cowboys or frisbees
-Dedede's Gordo
-Pac-Man's hydrant

Credit to BeefySmashDoods for this info.

If you have any criticisms, questions, or confusions I'd like to hear them.
Flint
Flint
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