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Basically, I was testing some things for Cider in a clean rom, and I stumbled upon an interesting event.

Say an enemy deals 80 damage to you when you touch it suitless. Also say that you have 140 energy, and 5 energy in reserves.

You get hit once, go down to 60 energy. Get hit again, and you should die right (60+5<80)? Well, instead, you're left with the 5 energy from the reserve. It's kinda like a built in pause abuse, the triggering of the reserves stops the leftover damage. Note this only works with enemies/spikes; heat/lava/acid will still kill you.
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There's just one problem with that.
The energy going into your tanks eats up your invincibility frames.
Lets say you have 1 second (60 frames) of invincibility, and for simplicity's sake, 1 energy per frame is restored from reserves when you hit 0 energy.
You have 50 energy and 5 in reserve. You take 120 damage from an enemy and your reserve tank restores 5 energy with about 11/12's of a second of invincibility.
Another scenario, You have 5 energy and 61 in reserve. You take 120 damage from an enemy and your reserve tank restores 61 energy, but you get hit and die the second it finishes because you have no invincibility frames.
That might be the case, but energy transfers in much faster than your invincibility gets eaten up. With only a few energy in reserve, it allows you to essentially ignore a hit.