TheFast
Smash Lord
Where did you hear that? if the game remembers only the last 9 than there is no way after 9 moves are used that it would remember that you have used that move? Im not saying, im wondering.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Huh?Where are you guys getting these results that support your statements from? I mean we're in 2009 and we still don't have a definitive answer on how stale moves work or what?
So you're saying that if you use Up Smash at the beginning of a stock, it will stay stale until you die, no matter how many other attacks you do? If you are, you're wrong. The game remembers the previous 9 moves you successfully land. Knockback and damage are decayed/refreshed simultaneously.Also, you cannever "fully" refresh a move in when you use it.
Its just a tad weaker if you've already used it once, regardless of how many moves you used after that.
They are kinda differentI think its this.
Ive herd both of these terms are they different?
Diminished Moves
Stales Moves
If they are not the same they could be what Sasukes talking about.
Oh I see, I misunderstood what he was saying. Does dying "fully refresh" moves?They are kinda different
What I got them to be was
Diminished-less % apon hit
Stale- Less knock back.
@Hue
Sasuke didn't mean that.
Its just that you can never fully refresh a move.
That means after you use it once its wont knockback like it did the frist time.
No matter what.
Even if you get off the stale moves list.
Yea it doesOh I see, I misunderstood what he was saying. Does dying "fully refresh" moves?
As you see, both values of knockback and % degrading are joined in this code where you direct modify percentage of decrease from overuse. The code that completely removes knockback & % loss is a one liner, meaning they're like...sharing the same address.Stale Move Ratio Modifier 6 lines (spunit262)
06FC0988 00000028
3D4CCCCD 3DCCCCCD
3DB851EC 3DA3D70A
3D8F5C29 3D75C28F
3D4CCCCD 3D23D70A
3CF5C28F 3CA3D70A
Brawl's default
***Individually mods stale move values
3/4 power stale system
06FC0988 00000028
3D4CCCCD 3D8CCCCD
3D6E147B 3D63D70A
3D428F5C 3D35C28F
3CF851EB 3CE3D70A
3C8CCCCC 3C63D70A
1/2 power stale system
06FC0988 00000028
3D4CCCCD 3D4CCCCD
3D23D70A 3D23D70A
3CF5C28F 3CF5C28F
3CA3D70A 3CA3D70A
3C23D70A 3C23D70A
__________________________________________________
Stale Move Ratio Modifier (EXPLANATION)
Brawl's default
06FC0988 00000028 Code initiation line (must be here)
fresh 3D4CCCCD 1 3DCCCCCD---- 5%(Fresh bonus when not in queue), 0.1
2 3DB851EC 3 3DA3D70A ---- 0.09, 0.08
4 3D8F5C29 5 3D75C28F----- 0.07, 0.06
6 3D4CCCCD 7 3D23D70A----- 0.05, 0.04
8 3CF5C28F 9 3CA3D70A ----0.03, 0.02
Green=Number in stale queue
So stale moves are:
Fresh (105%), 100%, 90%, 80%....20%
To make your own values use this
Hex converter
example:
10%=.1=3DCCCCCD
DO NOT EXCEED A FLOAT VALUE OF 0.1
They are related...just that we use different words to refer to different parts.But what Sasuke is saying doesn't make sense.
If they are different why is the code in Brawl+ not attribute to that? Instead it lets you modify the ratio for all stale move negation, as well as percent.
Which would mean they're related, not independent as suggested here.
As you see, both values of knockback and % degrading are joined in this code where you direct modify percentage of decrease from overuse. The code that completely removes knockback & % loss is a one liner, meaning they're like...sharing the same address.
You can see both are accounted for in the stale move critique. But their degration ratios are different, that's all, but they share the same address since the first line directs where to edit what.
So...I'm seriously confused. =/
Although if what you're saying is true Sasuke, Sakurai sucks.
Yes it doesThey dont have to be diffenent move Iron. By my results I "fully" refreshed a move in 9 jab attacks.
I did all the damage with jabs till 117% upsmash killed. 116% did not kill.
I did 9 upsmashs than did the rest in jabs till 117%. Upsmash and it killed.
If repeated moves don't count more than 1 on the stale list, how does anything diminish? <_<Yes it does
:D