1) Character Portrait
The portrait of the current character in play. Player 1 (1P) side has a red background behind the portrait, and Player 2 (2P) side has a blue background behind the portrait.
2) Life Gauge
This gauge displays your remaining life. If your life drops below approximately 20% of the Life Gauge and you return to neutral, or if your life drops below approximately 10% of the Life Gauge, your remaining life will start to flash. In this state, your Overdrives gain a significant boost in damage, denoted by the message "HELL FIRE!!". However, if the game is on match point, your opponent can combo into their Instant Kill.
3) Burst Gauge
This gauge is consumed by Psych Bursts and Burst Overdrives, but is regained over time or whenever your opponent hits your character. You start the match with the gauge full. After using a Psych Burst, the flame icon next to the text "BURST" will turn blue and gradually fill up. An X appears over your character when you attempt to burst when the gauge is unusable.
This gauge is required for Overdrives, Dead Angle Attacks, Roman Cancels and Blitz Shields. It increases as you move towards the opponent, perform an offensive action or are taunted by the opponent, and fills to max if you hit the opponent with a gold Burst.
This increases each time you block your opponent's attacks and decreases when you are hit. Once the gauge reaches a certain amount, any incoming attack will automatically be a Counter Hit if it connects.
6) Negative Penalty
If you keep acting passively, the message "NEGATIVE PENALTY" will appear above the Tension Gauge. When this happens, your Tension Gauge will be reduced to zero and your Tension Gain rate will be decreased for a short period of time. Take caution when the message warning "DANGER" appears as you are getting close to being put into Negative Penalty.
Each round has a set time limit. If the timer reaches zero, then the character with the most life calculated by percentage is the winner of the round.
8) Round Counter
Each round you win will be tallied up here. Usually matches are decided by best of 3 rounds, but this can be adjusted in the game's settings.
The combo counter. Notice that during an invalid combo the combo counter turns black and the which hit was invalid is shown at the bottom right (notice the small 3).