Absorbing hits with Focus Attacks at low life

A great find and job. Thanks!

Ah, okay, making more sense now. All the 68’s, 71’s, 89’s, etc are bad numbers for working math >X). Is there a way to guarantee 100 life points left? If there were a way, it’d be much easier to identify all damage values and their affect.

Good find though, by the way. I was always curious about it. As an Elf player, I tend to tostada press FTW, and it’s a good move to focus. I always assume it’ll kill, but never does.

EDIT: Also, it looks like that mystery percent could likely be about 10 points. According to the examples, it’d fit… more data would be needed = .

How does multi armor hits fit into this, like Elf’s EX run? Does the same thing apply or is there a different formula?

I’d also count EX armor to this. The finer math is maybe different, but I’m pretty sure to have survived Rog punches while EX backdashing while near-death.

Happened to me once out of several thousand matches, the guy focused his life to 0% while I glee’d for a second, let loose the tendenitis grip, then got KO’d.

Was a nice moment for sure.

Shogun17 - Nice find man and… SICK avatar. Rydia ftw!

People didn’t know about this? Shit, I would’ve posted about it already if I had known haha.

After doing some more testing, this is indeed how it works. Any damage that would reduce you below 0 is instead taken off the life you could regain, but with no damage scaling (i.e. 100% damage instead of 75%).

Here are some more data points that converge much closer to the border. I’ve added in the unscaled column, which tells how much damage the LeftOver will do at 100% instead of 75%. If Unscaled > StartLife, then you die. If Unscaled <= StartLife, then you live.



StartLife | Damage | LeftOver | Unscaled | Result
____38____|___68___|___-30____|___-40____| dies
____41____|___68___|___-27____|___-36____| lives
____58____|___98___|___-40____|___-53____| lives
____58____|__105___|___-47____|___-62____| dies
____60____|__105___|___-45____|___-60____| lives

It appears that the negative amount is always rounded up (i.e. the decimal is simply dropped - e.g. -66.9 = -66), and that you are still alive if you have exactly 0 life. I went back and applied that model to all the data I’d taken so far and everything fits. Thanks for the help SJMSA!

nice find man!

Nice work!

I used to think that the players were just being lucky when absorbing hits at very low health but your explanation makes more sense.
It would be great if someone with wiki editing skills could update the SRK wiki with this info.

I’ve noticed this for awhile too, but was to lazy to think more than a second about it once it happened.

Fill that mans rep bar.

Still didn’t understand it too well, but good stuff nonetheless.

Gonna try to read it later tonight see if I get a grip of it lol.