Gravedig because I have some actual numbers from testing, done by doing 100 pairs of tests for each number of arests stacked(the maximum is 5 in 2.0a exe).MS Excel Sheet containing my results, using 200 pairs of results.
Ordered from top to bottom:
2 arests: 57% / 43% (so is it really 50-50 or 60-40? I don't know, but Nya says its 50%)
3 arests: 28% / 26.5% / 45.5%
4 arests: 11% / 10.5% / 28.5% / 50%
5 arests: 9% / 6.5% / 9.5% / 23% / 52%
As you can see from the pattern, it seems that LF2 is heavily biased towards the bottomost arest, followed by the 2nd lowest arest.
I can't really tell the odds of the remaining arests since I can't go beyond 5 arests in the 2.0a exe (in the old 1.9 exe, you could go up to 10 itrs), but the 2nd arest from the top seems to have consistently lower chances of happening than the 1st arest or the 3rd arest, while 1st & 3rd appear identical.
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Also, as a bonus, a bit of info on stacking arest & vrest:
arest+vrest+vrest = both arest & 1st vrest hit, but only the end effect of the 1st vrest is visibly shown. The hitspark seems to be bugged however.
vrest+arest+vrest = only the arest and the 2nd vrest will hit.
This demonstrates two things:
a) arest is always checked first BEFORE vrest, and then it goes down from there.
b) Any vrest below the arest is then subsequently checked from top to bottom. Take the first one that can hit, ignore the others.
It should also be noted that you can use arest+vrest to consistently cause an injury bounce the same way that using Rudolf's D>A or Bat's D^J can do so.
Hope that helps.
Method for getting the numbers (Click to View)
Ordered from top to bottom:
2 arests: 57% / 43% (so is it really 50-50 or 60-40? I don't know, but Nya says its 50%)
3 arests: 28% / 26.5% / 45.5%
4 arests: 11% / 10.5% / 28.5% / 50%
5 arests: 9% / 6.5% / 9.5% / 23% / 52%
As you can see from the pattern, it seems that LF2 is heavily biased towards the bottomost arest, followed by the 2nd lowest arest.
I can't really tell the odds of the remaining arests since I can't go beyond 5 arests in the 2.0a exe (in the old 1.9 exe, you could go up to 10 itrs), but the 2nd arest from the top seems to have consistently lower chances of happening than the 1st arest or the 3rd arest, while 1st & 3rd appear identical.
----
Also, as a bonus, a bit of info on stacking arest & vrest:
arest+vrest+vrest = both arest & 1st vrest hit, but only the end effect of the 1st vrest is visibly shown. The hitspark seems to be bugged however.
vrest+arest+vrest = only the arest and the 2nd vrest will hit.
This demonstrates two things:
a) arest is always checked first BEFORE vrest, and then it goes down from there.
b) Any vrest below the arest is then subsequently checked from top to bottom. Take the first one that can hit, ignore the others.
It should also be noted that you can use arest+vrest to consistently cause an injury bounce the same way that using Rudolf's D>A or Bat's D^J can do so.
Hope that helps.
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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