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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+4)*15/8)</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.

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