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(Adjusted rebound frames formula in Melee (based on reverse engineering code), previous approximation produced 19 frames at 24 dmg, where 20 happens ingame. Added Dr. Mario specific rebound length formula for melee.) |
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===Rebound=== | ===Rebound=== | ||
Rebound refers to the usual outcome when two different [[hitbox]]es connect without one having priority over the other. The outcome is the animations of both attacks are interrupted and both fighters are briefly caught in a unique "rebound" animation where neither can perform any action until the animation is finished. The length of the animation increases proportionately to the damage the hitbox would have dealt. This means the fighter that performed the weaker attack would get out of rebound before the other and have frame advantage. The calculation for rebound duration depends on the game, but "R" always means rebound frames and "d" always means damage dealt. In [[Melee]], the calculation is <code>R= | Rebound refers to the usual outcome when two different [[hitbox]]es connect without one having priority over the other. The outcome is the animations of both attacks are interrupted and both fighters are briefly caught in a unique "rebound" animation where neither can perform any action until the animation is finished. The length of the animation increases proportionately to the damage the hitbox would have dealt. This means the fighter that performed the weaker attack would get out of rebound before the other and have frame advantage. The calculation for rebound duration depends on the game, but "R" always means rebound frames and "d" always means damage dealt, rounded down. In [[Melee]], the calculation is roughly <code>R=Roundup(0.559*(d+10))</code>, except for Dr. Mario, for which it is <code>R=Roundup(0.615*(d+10))</code> instead. In [[Smash 4]], the calculation is <code>R=Floor((d*15/8)+7.5)</code>. | ||
==Exceptions to normal priority== | ==Exceptions to normal priority== |
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