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Fox's laser and stale-move

Virgule

Smash Cadet
Joined
Nov 18, 2014
Messages
42
Location
Paris, France
NNID
virgule222
Hey people,
After watching Leffen's melee video about how the laser reset the stale-move negation quite efficiently in melee (https://www.youtube.com/watch?v=STR214XUsEU) i wanted to test it out in sm4sh to see how much it applies and how it would change our gameplan during matches.

How i did the test :
  • Stage : BF Omega
  • Opponent : charizard (bigger hitboxes)
  • Mode : smash, stocks (as training does not influence stale-moves)
As Leffen did in melee i staled my Nair(sweetspot) to the maximum to see how much % i can do with 5 Nair fully staled.
This is how the Nair stale in sm4sh :
Nair (Sweetspot) staling : 9% (fresh) > 8% > 8% > 7% > 6% > 6 % >6% >5% (fully staled)
  • So with a fully staled Nair, 5 Nair = 5%*5 =25 %

Then i used the laser to unstale a bit the Nair and see the % difference. Here are the results :
:4fox:
  • With one laser (max distance so 1%) : 6% + 6% + 6% >+5% + 5% = 28%
We get +1% with the laser's hit and + 2% with the stale-negation.
Note : I managed to get 29% a few times don't really know why i guess it's because % are not round.
:4fox::4fox:
  • With two laser(s) (max distance so 2%) : 6%+ 6%+ 6%+ 6% + 6%+ 6% = 32%
We get +2% with the lasers' hit and +5% with the stale-negation.
:4fox::4fox::4fox:
  • With three laser (max distance so 3%): 7 %+ 7 %+ 7 %+ 7 %+ 7 %+ 6% = 35%
We get +3% with the laser's hit and + 7% with the stale-negation.


Conclusion :
As expected lasers unstale moves like in melee and help us getting extra % during matches.
Now for the big question : How does it apply to our gameplan?

In sm4sh the laser's endlag hurts us pretty badly and ,as we can't really abuse them, this unstaling thing might seems a little harder to pull off efficiently. In fact i do not think it's in our interest to laser specifically to unstale moves, there will almost always be a better option than that. Not counting the fact that we don't use Nair everytime so the Stale won't be so important during matches.
This is not a big changing thing because fox should already use laser from time to time (if the match up let us do it) no matter what imo : to rack up damages, force the opponent etc. But i really think that those extra % are something to remember especially in sm4sh where a few % can mean a potential kill.

Overall it's just optimization. So yeah, that's basically it. A lot of talk for almost nothing new but hey, TheMoreYouKnow!

Extra notes :
> Sometimes the % changed by 1 i don't know if it's bad manipulation or the fact that some % are not round.
> Pummels unstale moves too but are far less efficient than laser.
> Will certainly edit this post and correct the mistakes in it later (soon tm)
 
Last edited:

EndlessRain

Smash Journeyman
Joined
Oct 12, 2014
Messages
354
Location
Co. Dublin (Ireland)
NNID
TheBlindMan
3DS FC
1693-1682-5689
There are nine slots in the stale move "queue". So after nine nairs it looks like this:
1. Nair
2. Nair
3. Nair
4. Nair
5. Nair
6. Nair
7. Nair
8. Nair
9. Nair
Fire the laser five times and it becomes
1. Laser
2. Laser
3. Laser
4. Laser
5. Laser
6. Nair
7. Nair
8. Nair
9. Nair
Land four shots and BAM
1. Laser
2. Laser
3. Laser
4. Laser
5. Laser
6. Laser
7. Laser
8. Laser
9. Laser
No more stale nair.
Moves stale more the more times they appear in the queue, and the closer to #1 they are (#1 being the most recently used move). So lasers reset staling by taking up space in the queue and moving the other moves to the back.
Our grab pummel is great for this as well, it's really fast and who the hell cares if your 1% per hit grab-only attack gets weaker?
 
Last edited:

Virgule

Smash Cadet
Joined
Nov 18, 2014
Messages
42
Location
Paris, France
NNID
virgule222
Well, thanks a lot for the clearer informations about this mechanic. I must say i feel a little dumb as i didn't checked for someting like this in the first place.
At least those little experiments helped me understand ( and i hope sharing it helped others too) at wich point laser is still an important part of our game even through the nerfs. Those extra % really can be important sometimes.

Our grab pummel is great for this as well, it's really fast and who the hell cares if your 1% per hit grab-only attack gets weaker?
I may need to retest this but it didn't seems like one pummel = one slot of this stale move queue. do we know if it's the case or something else ?
 

EndlessRain

Smash Journeyman
Joined
Oct 12, 2014
Messages
354
Location
Co. Dublin (Ireland)
NNID
TheBlindMan
3DS FC
1693-1682-5689
Honestly, I didn't even bother checking to see if it is still counted at all in this game. I believe there is something like a cooldown period after each pummel during which additional pummels are not added to the queue. But like I said, I haven't tested this myself.
 
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