BatFan/HUD

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BATFAN-HUD.png

1) Character Portrait


The portrait of the current character in play. Player 1 (1P) side is on the left, and Player 2 (2P) is on the right. These portraits serve as a visual indicator of combo potential, as when the character is struck by an attack they will either flash a red or blue color. When the portrait flashes red it is known as Red Hit and it is possible to continue hitting them in a combo or juggle. When the portrait flashes blue it is known as Blue Hit and it is impossible to hit them any more until they have landed on the ground and recovered.

2) HP Gauge


This gauge displays how much health each player has out of their maximum health. Under the gauge, tucked close to their character portrait, is their current health represented as a numeric value.

3) 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.

4) Round Counter


Each player has a tracker next to their portrait which counts the number of rounds they have won out of the number of games which are needed to win the match. Each round won is indicated by a symbol. Rounds that need to be won in order to win the match are indicated by small empty diamonds in the same region of the screen.

5) System Text


Battle Fantasia will display messages on screen which describe certain actions relating to a given player. Messages will appear under the portrait that corresponds to which player a given character belongs to. These messages show total damage done when a combo ends, when a counter hit or G-Counter happens, when a move is performed as a reversal, and even character specific messages like when Watson levels down after a knockdown.

6) Combo Counter


This counter tracks the number of hits in a given combo.

7) Damage Value


A numeric value showing the exact amount of damage that has been done to an opponent per attack. This happens both for attacks that land and chip damage on blocked specials or supers.

8) MP Gauge


This gauge is required for Super Special Moves and activating Heat Up. It increases as you attack your opponent (both on hit and on block), as you take damage from your opponent’s attacks, and successful use of Gatchi Match/Gatchi Drive. You can build a maximum of 3 MP gauges.

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