Stale-move negation

Stale-Move Negation is an element present in Super Smash Flash 2, as well as every other Super Smash Bros. game, first added in v0.6. Whenever the player lands an attack, the strength of said move is lowered. The more times a certain attack hits, the weaker it will be. This is meant to encourage the player to use and explore the character's whole moveset instead of relying and overusing the same attacks.

To calculate the staleness of any move a queue is used. Whenever the player lands an attack, it is added to this queue; up to nine moves can be in it during a match. The most recently used moves will have a larger damage penalty, while attacks performed more moves ago that are still on the queue will be barely affected. If an attack is not on the queue it's referred as being "fresh".

Any attack can be in the queue more than once and can even occupy all the spots; if this happens the move will do approximately 45% of its original damage.

When the same attack hits more than one character, it's added the same times to the queue to the number of players it hit, regardless of which hitbox of that move connected. Similarly, each hit of a multi-hit move will stale the attack, effectively making later hitboxes weaker. While this may seem as a drawback for this type of attacks, it can also help to unstale other moves by quickly filling the queue by just performing one attack. Finally, all charge leves of a smash attack share the same staleness.

Unique properties
Unlike regular attacks and the official games' special moves, in Super Smash Flash 2 special moves have some different mechanics to those described above:


 * Any non-projectile special move started while airbone counts as a different move to their grounded counterparts (they don't share the same staleness).
 * Unlike smash attacks, charge levels of any non-projectile chargeable special move will not share the same staleness.
 * Projectile special moves can only stale once per time thrown; if it's a multi-hit move or hits more than one opponent, it still will only be added once to the queue.

Items also have unique properties; while battering items do get stale (and share a universal staleness), any item when thrown will not be added to the queue and as such will always do the same damage. This also applies to items produced by characters themselves, such as 's bombs or 's turnips.