Each character has a different amount of health, see each character's page for their values or see the System Data for a table to compare across all characters.
The health bar in BBCF is slightly misleading; it's not exactly linear, it's denser near the end to give the effect that a player is barely surviving a "fatal" blow, and thus more dramatic. A good rule of thumb is to look at the section of the health bar gets thicker; that's where the health bar gets denser.
The Heat Gauge is like a traditional "super meter" in other fighting games. Heat is used to perform Rapid Cancels, Distortions Drives, Counter Assaults, etc. The Heat Gauge resets to empty at the start of each round so it's best to use all your Heat before the round is over if you can.
|Opponent getting hit||Scaled Damage * 0.72|
|Getting hit||Scaled Damage * 0.4|
|Opponent blocking attack||Base Damage * 0.18|
|Normal blocking attack||Base Damage * 0.1|
|Instant blocking attack||(Base Damage * 0.2) + 100|
- Heat Gauge is 10,000 units, so 100 units = 1 Heat
- Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
- Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units)
- Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker
- Using Barrier does not affect Heat Gain
- Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block
- Note: Formula for hitting opponent is suspected to be Scaled Damage * 1.2 * Character Combo Rate
- Everyone has Combo Rate 60% in this iteration. The only exception is for Hakumen when he is in the Mugen state, where it drops to 30%.
Based on this, we can note some basic facts:
- Heat gained from hitting the opponent/getting hit is directly proportional to damage. Thus you can approximate the amount of Heat you and the opponent have gained based on how much damage a combo does, though rounding errors make this inexact.
- As a few quick rules of thumb, dealing 2000 damage will earn 14 Heat, while taking 2000 damage will earn 8 Heat.
- Instant Blocking many individual attacks gives a lot of Heat. This is especially useful in long predictable blockstrings, giving you more resources to retaliate with in the future.
- Some moves ignore the formula and build a specific amount of Heat (Which can be different for each player), usually none. For example, Tager's Gadget Finger builds 5 Heat for Tager, even though it only does 100 damage. Terumi's Drives build significant amounts of Heat for him while the opponent gains nothing from being hit by those moves. All moves that consume heat to use will also generate none for the attacker, but generate heat as normal for the defender.
Heat Gauge Cooldown
After performing an ability that consumes the Heat Gauge (such as Rapid Cancels, Crush Triggers, and Jin's D Special Attacks), you will gain 75% less heat and auto heat gain will stop for a set amount of time (usually 180F). The time during hitstop and super flash count towards this as well, making "longer" moves less affected.
Some attacks have shorter or longer cooldowns, such as Hakumen's Kishuu (30F) and Mugen (360F).
Automatic Heat Gain
When your health bar is under 35%, you will slowly gain Heat automatically. Hakumen's meter will gain at a faster rate when he goes under 35% health. The Heat Gauge will continually pulse after you reach 35% health.
Auto Heat Gain is temporarily disabled (usually for 180F) after using an attack that costs Heat like Crush Trigger and supers.
The Barrier Gauge is used whenever you Barrier Block. Barrier Blocking is highly useful in defensive situations because it allows players to block air unblockable attacks, prevent chip damage, and prevent Guard Crushes.
When the Barrier Gauge is emptied, then the gauge becomes greyed out, Barrier Block is disabled, and the character enters Danger State. During this time, barrier will be regenerated, but the bar will be dark red and unusable until it has completely restored, ending danger state. Entering overdrive will re-enable the use of whatever barrier you have regenerated and end danger state.
Getting Negative Penalty completely drains the Barrier Gauge and prevents it regenerating until it is over, forcing Danger State for much longer than normal!
When the Burst Gauge is full, you gain access to two options: Overdrive and Burst.
You start the match with a full Burst Gauge and it's status carries over between rounds, so Bursting at the end of a round means you will start the next round with an empty Burst Gauge. Ending a round while overdrive is active will end overdrive and set the Burst gauge to 30% full.
The number in the middle of the Burst Gauge is an approximate percentage (in 10% increments) of how full the gauge is. Though no exact formula for how the Burst Gauge fills is known, empirical testing has shown the following:
- The Burst Gauge slowly fills over time. At maximum health, A completely empty burst takes 10,000F frames to refill
- This rate increases with lower health, doubling overall at minimum health
- Active Flow multiplies the rate gained by 4 while it lasts.
- After using Burst, there is a cooldown penalty that reduces the amount gained from all actions for ??F.
- The Burst Gauge also fills each time you get hit, The burst frames gained is equal to the damage dealt divided by three. (So a move that deals 1200 damage will give the same amount of burst as waiting for 400F at full health.) This gain is not affected by Active Flow.
Press +++ while in a Neutral State to activate Overdrive. The activation animation is fully invincible and your character will enter a temporarily powered up state where their attacks gain additonal properties; typically their Drive-related abilities become stronger and their Distortion drives deal more damage. After Overdrive ends (or the round ends while in Overdrive), the Burst Gauge will start 30% filled.
More details on Overdrive can be found here.
Press +++ while in hitstun to Burst. Bursts are often used as a defensive tool to interrupt the opponent's combo or offensive momentum. Bursting consumes an entire Burst Gauge. More information on Bursts can be found here.
There is a hidden meter for Active Flow. Many actions build Active Flow, but only certain actions can actually trigger Active Flow.
In order to get Active Flow you must reach 1000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round.
|Pressing An Attack Button||No||1p|
This means missing in neutral or during a combo. Move must have active frames to count.
Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage.
|Counter Hit||Yes||85p + 50p|
|Fatal Counter Hit||Yes||85p + 100p|
Applies to all hits during a combo
|Moving Forward||No||Distance Value x0.5p|
|Opponent Getting Negative Penalty||Yes||1000p|
|Blocking Standing Overhead||No||85p|
Applies to grounded overheads only
|Instant Blocking||No||3p + 1p|
|Barrier||No||3p + 1p|
|Instant Barrier||No||3p + 1p + 1p|
|Using Attribute Invul Successfully||No||100p|
Anything that makes the blue/white invul circle appear and the opponent's active frames go through it. Ex: backdashing through an attack, using a DP through an attack, using head invuln against a jump in, etc.
Locks out Active Flow for the rest of the round
|Active Flow Ends||No||-999999p|
Locks out Active Flow for the rest of the round
|Spending 25 Heat||No||50p|
|Successful Guard Break||Yes||250p|
Because spending 25 meter gets you 50p already, getting a successful guard break with Crush Trigger nets you 300p
|Spending 50 Heat (Rapid/Super)||No||100p|
|Spending 100 Heat (Astral)||No||200p|
|During OD||No||x2 multiplier (stacks)|
|During <35% HP||No||x2 multiplier (stacks)|