Health Bar
Yellow life bar on the top of the screen indicates characters’ stamina. When that runs out the character lose the round. A portion of all inflicted damage is shown as a red segment of the life bar.
Interestingly, most characters' total health points and their visual representations in the health bar vary. For example, Ragna's health total is 10000, but when he visually has 20% health left on the health bar, he actually has 3000 points of life instead of 2000. Different characters have their health bars split at different points and in different ways, and some don't have this at all and their health bar is traditionally distributed.
Health point ratio is important because it has effect on Heat Gauge that regenerates when the character is below 20% health bar. However, in the event of a time-out, the game is decided on percentage of the remaining health bar instead of the total health point. That is the drawback of having a life bar that is denser towards the latter portion.
Here is the data:
Character | Total Health & Split | Health Ratio |
---|---|---|
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10000 (7000+3000) |
80:20 |
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11500 (5750+5750) |
50:50 |
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11000 (5500+5500) |
50:50 |
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13000 (9100+3900) |
80:20 |
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10500 (5250+5250) |
50:50 |
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11000 (5500+5500) |
50:50 |
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10500 (7350+3150) |
80:20 |
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11500 (7475+4025) |
75:25 |
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11000 (7700+3300) |
80:20 |
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9500 (6650+2850) |
80:20 |
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12000 (8400+3600) |
80:20 |
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10000 (6400+3600) |
80:20 |
Heat Gauge
Used to perform Distortion Drive, Rapid Cancel, etc. The Heat Gauge is all the way at the bottom of the screen. Whenever characters attack, the amount of Heat Gauge they are receiving is based on the formula: [Attack Damage x 1.05 x Heat Gain Rate] / 100
Characters receive small amount of Heat Gauge when they block, and a fixed 3% whenever they Instant Block successfully. When the character's health bar is below 20%, the Heat Gauge starts to increase passively.
Hakumen has a unique Heat Gauge. Other than it increases as he attacks, receives damage, or blocks, the heat gauge increase automatically regardless the health bar condition (twice the speed below 20% health bar). Once the gauge is full, it stores as a stock. Hakumen can hold 8 stocks in total.
List of Heat Gauge required moves:
- Distortion Drive (50%)
- Rapid Cancel (50%)
- Counter Assault (50%)
- Astral Heat (100%, plus other condition)
- Some of Jin's special moves (25%)
- All Hakumen's speical moves (Varies)
After using any of the aboves moves, your heat gauge will increase at 25% of it's normal speed for 200 frames afterward.
Here is the Heat Gauge Rate table:
Character | Heat Gain Rate |
---|---|
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70% |
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75% |
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75% |
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70% |
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70% |
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80% |
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80% |
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70% |
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70% |
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80% |
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30% |
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70% |
Barrier Gauge
10000 points total, a gauge that decreases when you use Barrier to defend. It regenerates 7 points per 10 frames if you stop using Barrier for 120 frames. When it reaches zero, that character enter Danger condition for 600 frames. During this time barrier gauge regenerate back to 5000 points then you can use Barrier again. Learn more about this gauge's usage in Barrier and Barrier Burst.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State