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After the freeze frames are over, characters go through a unique rebound animation.
After the freeze frames are over, characters go through a unique rebound animation.


Prior to ''[[Super Smash Bros. Ultimate|Ultimate]]'', the length of the rebound animation increased proportionately to the damage each hitbox would have dealt. This meant that 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>.
Prior to ''[[Super Smash Bros. Ultimate|Ultimate]]'', the length of the rebound animation increased proportionately to the damage each hitbox would have dealt. This meant that 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>.


In Ultimate, the length of the rebound animation for both characters is based on the damage dealt by the stronger hitbox (again, regardless of whether the user of the stronger move is going through rebound or not). It uses the same formula as Smash 4, although the maximum rebound is 58 frames.
In ''Ultimate'', the length of the rebound animation for both characters is based on the damage dealt by the stronger hitbox (again, regardless of whether the user of the stronger move is going through rebound or not). It uses the same formula as ''Smash 4'', although the maximum rebound is 58 frames.


Overall, this means that, in Ultimate, if both characters go through rebound they will be actionable on the same frame. The exception is if one character clanked using an electric move; that character will be actionable a bit later than the opponent due to the extra freeze frames.
Overall, this means that, in ''Ultimate'', if both characters go through rebound they will be actionable on the same frame. The exception is if one character clanked using an electric move; that character will be actionable a bit later than the opponent due to the extra freeze frames.


If only one character goes through rebound, they will often be hit by the opponent's move as it continues. However, this is not necessarily the case if the original move was sufficiently disjointed or if the clank happens on the last frame of the opponent's hitbox. In that case the opponent will suffer the end lag of their attack whereas the character will suffer the freeze frames plus rebound animation, with the length of both based on the opponent's move.
If only one character goes through rebound, they will often be hit by the opponent's move as it continues. However, this is not necessarily the case if the original move was sufficiently disjointed or if the clank happens on the last frame of the opponent's hitbox. In that case the opponent will suffer the end lag of their attack whereas the character will suffer the freeze frames plus rebound animation, with the length of both based on the opponent's move.