Summary¶
Each character has a queue of the last 9 moves that connected. The more times a move appears in the queue, and the more recently, the less damage it deals.
A move that isn’t in the queue at all is fresh and gets a 1.05× freshness bonus.
A fully staled move (all 9 slots) deals 0.4695× its base damage.
Hitting a shield stales the move (new in Ultimate). Shield hits count a bit less than real hits, at 0.85× the normal reduction for that slot. Perfect shields count too.
Whiffed moves don’t stale. Getting KO’d resets all your staleness.
Staleness has a much smaller effect on knockback than on damage, so KO moves stay viable even when stale.
Pummels and throws each take a queue slot (the grab itself likely doesn’t), so pummeling before a throw is the easiest way to refresh stale moves. 3 new entries take a fully staled move from
0.47×to0.72×(see Refreshing stale moves).
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.
Only connecting moves enter the queue. A move that misses, or hits nothing damageable, doesn’t stale.
Staleness applies to the whole move, not to individual hitboxes. Landing a sourspot stales the sweetspot too.
All versions of the same special move count as one move. For example, every charge level and both the ground and air versions of a chargeable special share one staleness value.
Counters and absorbers ignore the staleness of the attack they receive.
KO resets the queue for the player who was KO’d.
Damage calculation¶
A move’s reduction is the sum of the reductors for every queue slot it occupies:
Queue position | Reductor |
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All 9 slots |
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State | Damage multiplier |
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Fresh (not in the queue) |
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Stale |
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Fully stale (all 9 slots) |
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Slot filled by a shield hit | That slot’s reductor × |
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 | 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 |
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Ways to add entries quickly:
Method | Entries | Trade-off |
|---|---|---|
Pummel before throwing |
| Every extra pummel gives the opponent more time to mash out. |
Vary your throws |
| Avoids staling one throw. Doesn’t refresh as fast as pummels. |
Jab (on hit or on shield) |
| Jab on shield counts, at |
Pummel → throw → jab | About | 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:
Land the move being tested (eg jab 1) and note its damage. That’s the fresh value.
Land it 3 more times. Its damage should drop each time.
Do the refresh action being tested (eg 3 pummels, one rapid jab string), then land the move again.
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¶
Staling (and the freshness bonus) only applies in multiplayer matches and Home-Run Contest. In other single-player modes and the online practice stage, attacks deal base damage.
Training Mode has a Stale Moves toggle (next to the rage toggle). With the toggle off, moves still enter the queue but deal base damage.
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: |
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.
Pressuring shields now costs you: every shielded hit stales that move, just slightly less than a real hit.
Mixing up your moves in neutral keeps KO options fresh and gets the 1.05× bonus. But since staleness barely affects knockback, keeping moves fresh matters more for damage than for KO percent.
Little Mac: late in a stock, pummel 2–3 times on every grab before throwing. Mac’s pummel is fast, and each one pushes staled KO moves (eg smash attacks) back a slot.
Labbing: turn Stale Moves off in Training Mode when measuring damage or KO percents, so results match frame data and aren’t skewed by what you hit earlier. Turn it on when testing real combo or KO scenarios.
Sources
SmashWiki: Stale Moves — pulled 2026-09-29
Shield staling at
0.85×: Meshima datamine (Dec 2018, cited by the wiki; not re-verified)Pummels refresh moves: SmashWiki: Pummel, Zelda (SSBU) pummel, Lucario (SSBU) pummel, King K. Rool (SSBU) pummel — pulled 2026-09-30
Jab as a refresh tool: King K. Rool (SSBU) neutral attack — pulled 2026-09-30
Throws are separate entries: Terry (SSBU) forward throw — pulled 2026-09-30
Hitting an object stales/refreshes: Wii Fit Trainer (SSBU) — pulled 2026-09-30
Little Mac: Little Mac (SSBU), pummel, neutral attack — pulled 2026-09-30
Grab not entering the queue, per-hit jab counting, rapid jab counting: not sourced, lab to confirm