Skip to article frontmatterSkip to article content
Site not loading correctly?

This may be due to an incorrect BASE_URL configuration. See the MyST Documentation for reference.

Stale Moves

Summary

How the queue works

At the start of a match every move is fresh. When a move connects with an opponent, with a shield, or with anything else that can take damage, it’s added to the front of that character’s 9-slot queue. Each new move pushes older entries back until they fall off the end, so using other moves “refreshes” a stale one.

Damage calculation

A move’s reduction is the sum of the reductors for every queue slot it occupies:

Queue position

Reductor

1

0.09

2

0.08545

3

0.07635

4

0.0679

5

0.05945

6

0.05035

7

0.04255

8

0.03345

9

0.025

All 9 slots

0.5305

State

Damage multiplier

Fresh (not in the queue)

1.05×

Stale

1 − sum of reductors for occupied slots

Fully stale (all 9 slots)

0.4695×

Slot filled by a shield hit

That slot’s reductor × 0.85

Worked example: a move sitting in positions 1, 2 and 6 gets 0.09 + 0.08545 + 0.05035 = 0.2258 reduction, so its next hit deals 77.42% of base damage.

The freshness bonus is usually too small to matter. The exception the wiki notes is a fresh move being hit back by a fresh counter.

Effect on knockback

Ultimate keeps Smash 4’s knockback handling. When staleness feeds into the knockback formula, only 30% of the staleness modifier (the reduction or the freshness bonus) is applied. So stale KO moves lose much less knockback than damage, and rage usually covers the rest. You generally don’t need to “save” a KO move the way Brawl players had to.

Derived: at full staleness, the damage value used for knockback is about 1 − 0.3 × 0.5305 ≈ 0.84×, while the damage actually dealt is 0.4695×.

What enters the queue

Anything that enters the queue both gets staled itself and pushes every other move one slot back, which refreshes them. Anything that doesn’t enter the queue always deals the same damage and can’t refresh anything.

Action

Enters queue?

Notes

Grab (the catch itself)

No (derived)

Deals no damage, and only moves that deal damage are queued. Not stated explicitly by a source.

Pummel

Yes, one entry per pummel

The main tool for refreshing stale moves. Each pummel adds one slot.

Throws

Yes, one entry per throw

Each direction is a separate move, so alternating throws avoids staling one throw.

Grab release

No

Never stales

Jab (hit 1 / 2 / 3)

Yes

Used as a refresh tool. Whether each jab hit counts as a separate entry is unverified.

Rapid jab (flurry attack) and its finisher

Yes

Unverified how the looping hits count (one entry, or one per hit). Lab it before relying on it.

Hitting a shield (including a perfect shield)

Yes, at 0.85× that slot’s reductor

Ultimate only. Pressuring shields stales your moves.

Hitting a damageable object

Yes

Eg Wii Fit Trainer’s Header hitting her own soccer ball refreshes other moves without touching the opponent.

Whiffs

No

A move has to connect.

Taunts

No

Except Kazuya’s side taunt (Demon’s Wrath), which does stale.

Recoil damage

No

—

Items (thrown, shot, or character-generated like Link’s Remote Bomb)

No

Except swinging a battering item (Beam Sword, Home-Run Bat, etc.), which stales as its own action.

Refreshing stale moves

Each new queue entry pushes a stale move one slot further back. Derived from the reductor table, the damage multiplier after N other entries:

Other entries since

Fully staled move (was in all 9 slots)

Move used 3× in a row

0

0.47×

0.75×

1

0.56×

0.77×

2

0.64×

0.80×

3

0.72×

0.82×

4

0.79×

0.85×

5

0.85×

0.87×

6

0.90×

0.90×

7

0.94×

0.94×

8

0.975×

0.975×

9

1.05× (fresh)

1.05× (fresh)

Ways to add entries quickly:

Method

Entries

Trade-off

Pummel before throwing

1 per pummel

Every extra pummel gives the opponent more time to mash out.

Vary your throws

1 per throw

Avoids staling one throw. Doesn’t refresh as fast as pummels.

Jab (on hit or on shield)

1+ per jab string

Jab on shield counts, at 0.85×, which only affects how stale jab itself gets.

Pummel → throw → jab

About 3–5

A recommended routine from King K. Rool’s wiki page to “almost completely refresh” the queue between stocks.

A KO resets your whole queue, so refreshing matters most late in a stock, when your KO moves are stale.

Lab test: verify what enters the queue

Training Mode, Stale Moves ON, CPU standing still:

  1. Land the move being tested (eg jab 1) and note its damage. That’s the fresh value.

  2. Land it 3 more times. Its damage should drop each time.

  3. Do the refresh action being tested (eg 3 pummels, one rapid jab string), then land the move again.

  4. Compare the damage with the refresh table above. The number of rows it moved up is the number of entries the action added.

Modes and training mode

Character-specific notes

Character

Queue behavior

Pokémon Trainer

Squirtle, Ivysaur and Charizard share one queue. Switching doesn’t reset it.

Pyra / Mythra

Share one queue.

Ice Climbers

Share one queue that both climbers affect (details below).

Little Mac

Affected by staling more than most characters, since his weak aerials leave little more than half his moveset in regular use. His pummel refreshes quickly: 1.0%, hitbox frame 1, interruptible frame 6. His jab is 3 hits plus a rapid jab.

Ice Climbers detail: Popo updates the queue when his attack’s freeze frames end, and Nana reads it when her attack hits. If Nana connects during Popo’s freeze frames she uses the same staleness; if she connects after, her move is one level more stale. If Popo hits before Nana acts, Nana doesn’t read the queue at all, so her first jab deals base damage unless she hits alone.

Practical takeaways

These are interpretations of the mechanics above, not claims from the source.

Sources