GGST/HUD: Difference between revisions

From Dustloop Wiki
mNo edit summary
(9 intermediate revisions by 4 users not shown)
Line 8: Line 8:
=== '''2)''' [[GGST/Damage#Guts and Defense Ratings|Life Gauge]] ===
=== '''2)''' [[GGST/Damage#Guts and Defense Ratings|Life Gauge]] ===
----
----
This gauge displays your remaining life. If your life drops below 30% of the Life Gauge, your remaining life will turn orange. If the gauge is depleted, the round or match will end.
This gauge displays your remaining life. If your life drops below 30% of the Life Gauge, your remaining life will turn orange. If the gauge is depleted, the round or match will end.


=== '''3)''' [[GGST/Gauges#Burst Gauge|Burst Gauge]] ===
=== '''3)''' [[GGST/Gauges#Burst Gauge|Burst Gauge]] ===
----
----
This gauge is consumed when the Psych Burst is used, but can be regained over time and by getting hit. You start the match with the gauge full. See [[GGST/Gauges#Burst Gauge|here]] for more info.
This gauge is required for [[GGST/Offense#Wild Assault|Wild Assaults]], [[GGST/Defense#Deflect Shield|Deflect Shields]], and [[GGST/Defense#Psych Bursts|Psych Bursts]]. Burst can be regained over time and by getting hit. You start the match with the gauge full. See [[GGST/Gauges#Burst Gauge|here]] for more info.


=== '''4)''' [[GGST/Gauges#Tension Gauge|Tension Gauge]] ===
=== '''4)''' [[GGST/Gauges#Tension Gauge|Tension Gauge]] ===
----
----
This gauge is required for Overdrives, Roman Cancels, and Faultless Defense. Tension is gained by hitting an opponent, blocking or getting hit by an attack, by walking, running, jumping, or air dashing towards the opponent, and other methods. See [[GGST/Gauges#Tension Gauge|here]] for more info.
This gauge is required for [[GGST/Defense#Faultless Defense|Faultless Defense]], [[GGST/Movement#Roman Cancels|Roman Cancels]], and [[GGST/Offense#Overdrives|Overdrives]]. Tension is gained by hitting an opponent, blocking or getting hit by an attack, by walking, running, jumping, or air dashing towards the opponent, and other methods. See [[GGST/Gauges#Tension Gauge|here]] for more info.


=== '''5)''' [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] ===
=== '''5)''' [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] ===
Line 31: Line 31:


=== '''8)''' Unique Gauges ===
=== '''8)''' Unique Gauges ===
----
Unique character-specific gauges will appear here.
Unique character-specific gauges will appear here.
----


'''Zato:'''
'''Zato:'''
Line 54: Line 54:
'''Chaos:'''
'''Chaos:'''
[[File:GGST_Happy_Chaos_Concentration_and_Ammo_Gauge.png|left|thumb|250px|Concentration Gauge]]
[[File:GGST_Happy_Chaos_Concentration_and_Ammo_Gauge.png|left|thumb|250px|Concentration Gauge]]
<br style="clear:both;">
'''Sin:'''
[[File:GGST_Sin_Stamina_Gauge_Full.png|left|thumb|250px|Stamina Gauge]]
<br style="clear:both;">
'''Asuka:'''
[[File:GGST_Asuka_R_Mana_Gauge.png|left|thumb|250px|Mana Gauge]]
[[File:GGST_Asuka_R_Spells.png|left|thumb|250px|Spells]]
<br style="clear:both;">
'''A.B.A:'''
[[File:GGST_A.B.A_Jealousy_Gauge.png|left|thumb|250px|Jealousy Gauge]]
<br style="clear:both;">
<br style="clear:both;">


=== [[GGST/Gauges#Negative Penalty|Negative Penalty]] ===
=== [[GGST/Gauges#Negative Penalty|Negative Penalty]] ===
----
----
[[File:GGST_Danger.png|250px]]
[[File:GGST_Negative.png|250px]]
[[File:GGST_Negative.png|250px]]


If a player acts passively for an extended period of time, they will be afflicted with the Negative Penalty state. When this happens, your Tension Gauge will rapidly decrease for a short duration. The message indicating this ailment appears in the corner of the screen next to your character portrait. When a player is close to being put into this state, the system message "DANGER" will appear to warn them.
If a player acts passively for an extended period of time, they will be afflicted with the Negative Penalty state. When a player is close to being put into this state, the system message "DANGER" will appear to warn them, and their Tension Gauge will slowly drain. If they continue to act passively, the system message "NEGATIVE" will appear, and their Tension and Burst Gauge will be completely emptied.


=== [[GGST/Gauges#Positive Bonus|Positive Bonus]] ===
=== [[GGST/Gauges#Positive Bonus|Positive Bonus]] ===
Line 66: Line 80:
[[File:GGST_Positive.png|250px]]
[[File:GGST_Positive.png|250px]]


After breaking the wall and causing an Area Shift, the aggressor will be rewarded with the Positive Bonus state. When this happens, your Tension Gauge will rapidly increase for a short duration. The message indicating this power-up appears in the corner of the screen next to your character portrait.
After causing an Area Shift, landing a Gold Burst or maxing out Tension Balance, the aggressor will be rewarded with the Positive Bonus state. When this happens, their Tension and Burst Gauge will increase on their own for a short duration and they will be rewarded with extra Tension for performing further aggressive actions, such as attacking and moving towards their opponent. The message indicating this power-up appears in the corner of the screen next to the character portrait of the person receiving the buff.


=== Combo Counter ===
=== Combo Counter ===
Line 76: Line 90:
=== System Text ===
=== System Text ===
----
----
[[File:GGST_Systemtexts.png|250px]]
<gallery mode=packed-hover heights=200px style="text-align:center">
File:GGST_Punish_Hud.png|Punish
File:GGST_Reversal.png|Reversal
File:GGST_Regular_CounterHit.png|Regular Counter Hit
File:GGST_Big_CounterHit.png|Large Counter Hit
</gallery>
 
Various other text will appear on the screen, relating to other interactions that may occur.
* "Punish" appearing indicates that the player hit their opponent during the recovery of a move thus [[GGST/Defense#Punish|punishing]] them for using said move.
* "REVERSAL" appearing indicates that the player input a [[GGST/Offense#Special Moves|special move]] or [[GGST/Offense#Overdrives|Overdrive]] as soon as they recovered.
* "Counter" appearing usually indicates that the player hit their opponent before the recovery of a move, landing them a [[GGST/Attack Attributes#Counter Hit|Counter Hit]]. Certain moves are also counted as being in Counter Hit state during their recovery, such as whiffed [[GGST/Offense#Throws|throws]], non-attacking [[GGST/Offense#Special Moves|specials]] such as projectiles, and {{keyword|DP}}s.
* "COUNTER!" appearing indicates that, similar to the previous text, the player landed a [[GGST/Attack Attributes#Counter Hit|Counter Hit]]. This text specifically appears when a Counter Hit is scored using a grounded {{Prompt|GGST|H}} normal, {{Ni|2}}{{Prompt|GGST|D}} and certain specials.


Various texts will appear on the edges of the screen, relating to any interactions that occur.
==Navigation==
==Navigation==
{{#lst:GGST/Navigation}}
{{GGST/Navigation}}

Revision as of 16:02, 26 March 2024

GGST HUD.jpg

1) Character Portrait


The portrait of the current character in play. Player 1 is on the left, while Player 2 is on the right. In online matches, your PSN/Steam ID is located beneath this portrait.

2) Life Gauge


This gauge displays your remaining life. If your life drops below 30% of the Life Gauge, your remaining life will turn orange. If the gauge is depleted, the round or match will end.

3) Burst Gauge


This gauge is required for Wild Assaults, Deflect Shields, and Psych Bursts. Burst can be regained over time and by getting hit. You start the match with the gauge full. See here for more info.

4) Tension Gauge


This gauge is required for Faultless Defense, Roman Cancels, and Overdrives. Tension is gained by hitting an opponent, blocking or getting hit by an attack, by walking, running, jumping, or air dashing towards the opponent, and other methods. See here for more info.

5) R.I.S.C. Level


This gauge increases each time you block your opponent's attacks and decreases when you are hit. Damage scaling in combos does not start until the R.I.S.C. Level is empty, leading to much higher damage when it is decently filled. Once the gauge reaches 100% it will turn red and display a warning sign, and any incoming attack will automatically be a Counter Hit if it connects. See here for more info.

6) Timer


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.

7) Round Counter


Each round you win will be tallied up here. If a player wins a round, the opposing player's heart will turn gray. These can be interpreted as lives. Once all of a player's hearts are gray, the other player wins the game.

8) Unique Gauges


Unique character-specific gauges will appear here.

Zato:

Full Eddie Gauge
White Eddie Gauge
Red Eddie Gauge


Nagoriyuki:

Blood Gauge


Goldlewis:

Security Level Gauge


Jack-O':

Servant Gauge


Chaos:

Concentration Gauge


Sin:

Stamina Gauge


Asuka:

Mana Gauge
Spells


A.B.A:

Jealousy Gauge


Negative Penalty


GGST Danger.png GGST Negative.png

If a player acts passively for an extended period of time, they will be afflicted with the Negative Penalty state. When a player is close to being put into this state, the system message "DANGER" will appear to warn them, and their Tension Gauge will slowly drain. If they continue to act passively, the system message "NEGATIVE" will appear, and their Tension and Burst Gauge will be completely emptied.

Positive Bonus


GGST Positive.png

After causing an Area Shift, landing a Gold Burst or maxing out Tension Balance, the aggressor will be rewarded with the Positive Bonus state. When this happens, their Tension and Burst Gauge will increase on their own for a short duration and they will be rewarded with extra Tension for performing further aggressive actions, such as attacking and moving towards their opponent. The message indicating this power-up appears in the corner of the screen next to the character portrait of the person receiving the buff.

Combo Counter


GGST Invalid Combo.png

Indicates the number of hits dealt in the current combo. The size of the text becomes larger as the counter increases. The numbers become much larger for a moment before fading once the combo ends. Invalid combos are indicated by the number on the combo counter darkening and the red lines turning purple.

System Text


Various other text will appear on the screen, relating to other interactions that may occur.

  • "Punish" appearing indicates that the player hit their opponent during the recovery of a move thus punishing them for using said move.
  • "REVERSAL" appearing indicates that the player input a special move or Overdrive as soon as they recovered.
  • "Counter" appearing usually indicates that the player hit their opponent before the recovery of a move, landing them a Counter Hit. Certain moves are also counted as being in Counter Hit state during their recovery, such as whiffed throws, non-attacking specials such as projectiles, and DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s.
  • "COUNTER!" appearing indicates that, similar to the previous text, the player landed a Counter Hit. This text specifically appears when a Counter Hit is scored using a grounded H normal, 2D and certain specials.

Navigation

Systems Pages
Application & Advanced Information
Archived Information