BBCF/HUD

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BBCF Hud.png

1) Character Portrait[edit]


Your portrait will flash if you can Astral

Here is where you see the character you have selected, Player 1's character is displayed on the left, and Player 2's character is displayed on the right. Your portrait will flash if you can use your Astral Finish.

2) Life Gauge[edit]


Here is the character's health bar, each character has a different amount of health so damage to the character may result in different visual decrements of their respective health bar. When the character's health depletes to 0, that character (and the player controlling him/her) loses the round. If both characters' health reaches 0 at the same time, it is counted as a Double Down and the victory favors the losing player.

3) Heat Gauge[edit]


Here is the character's Heat Gauge. When you hit the opponent, take damage, Block and Instant Block attacks, your Heat Gauge will fill, when the gauge fills to certain amounts, you can perform actions that require heat such as Distortion Drive, Crush Trigger, and Counter Assault.

4) Barrier Gauge[edit]


Here is the character's Barrier Gauge, when using Barrier, you are provided added push-back when blocking attacks at the cost of 1 extra frame of block stun and the gradual depletion of your Barrier Gauge. When your Barrier Gauge depletes, you are put in Danger State and cannot use Barrier Block until the gauge refills to half full.

5) Burst Gauge[edit]


Your Burst Gauge. Consume a full Burst Gauge to perform Bursts and Overdrive. The number In the center is an approximate percentage (in 10% increments) for how full your Burst Gauge is. Active Flow status is also shown here.


6) Character Specific Gauge[edit]


If a character has any mechanic that requires their own gauge, this is where that gauge will appear (ex. Arakune's Curse Gauge, Relius' Ignis Gauge, Tager's Spark Bolt, etc), refer to the individual character's page to know what gauges they have and their requirements.

7) Timer[edit]


This is the timer, each round starts with 1 minute and 39 seconds (displayed on the timer as 99 seconds), when the timer reaches 0, the character with the most health (relative to health amount, not gauge size) wins. If both characters have the same health when the timer reaches zero, then the game is counted as a "Draw", Draw rounds are treated as "Double Down"s.

8) Round Counter[edit]


On default setting, every match is a best 2 out of 3 rounds, a player has to be the sole victor 2 rounds to be winner of the match. When you win a round, one dot below the timer will be covered by a red diamond icon, this shows you won a round. If both dots are covered with the red diamond icons, then you have won the match.

Combo Counter[edit]


BBInvalidCombo.png

  • The large red number shows how many hits are in this combo so far. This number will turn blue if the combo is invalid. The small yellow number to the right tells you which hit is invalid.
  • The small yellow numbers at the bottom shows the amount of damage done in this combo.

BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc