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In fighting games, proration is a numerical value given to a certain attack that shows what [percentage] 'damage penalty' you get for using the attack in a combo. [For example], let's say you have attack A with 100% proration and attack B with 80% proration, and both can combo into each other interchangeably. Chaining A->B will have no effect on the damage output by attack B because attack A has 100% proration. However, chaining B->A will have an effect on the damage output by A; B has 80% proration, so attack A will only do 80% damage in this combo. Proration effects can also be stacked, which is the [reason why] button-mashing comboers often find themselves doing very little damage near the end of their string of attacks.
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