GGST/HUD: Difference between revisions

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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.
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 Gauge ===
=== '''8)''' Unique Gauges ===
----
----
For any character that requires a gauge for their unique mechanic, it will be placed here.  
'''Nagoryuki:'''
<br>
Blood Gauge
<br>
[[File:GGST_Nagoriyuki_BloodrageGauge.png]]
<br>
 
'''Zato:'''
<br>
Eddie Gauge
<br>
[[File:GGST_Full Eddie Gauge.png|150px|Full Eddie Gauge image]]
<br>
Full Eddie Gauge
<br><br>
[[File:GGST_White Eddie Gauge.png|150px|White Eddie Gauge image]]
<br>
White Eddie Gauge
<br><br>
[[File:GGST_Red Eddie Gauge.png|150px|Red Eddie Gauge image]]
<br>
Red Eddie Gauge
 
=== [[GGST/Gauges#Negative|Negative Penalty]] ===
=== [[GGST/Gauges#Negative|Negative Penalty]] ===
----
----

Revision as of 21:55, 19 July 2021

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 approximately 20% of the Life Gauge and you return to neutral, or if your life drops below approximately 10% of the Life Gauge, your remaining life will start to flash. If the gauge is depleted, the round or match will end.

3) 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.

4) 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 Gauges 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. Gauge is empty, leading to much higher damage when it is decently filled. Once the gauge reaches above 50% it will turn a brighter shade of pink, and any incoming attack will automatically be a Counter Hit if it connects.

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


Nagoryuki:
Blood Gauge
GGST Nagoriyuki BloodrageGauge.png

Zato:
Eddie Gauge
Full Eddie Gauge image
Full Eddie Gauge

White Eddie Gauge image
White Eddie Gauge

Red Eddie Gauge image
Red Eddie Gauge

Negative Penalty


File:GGST Danger Icon.png File:GGST Negative Penalty.png

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 above the Tension Gauge. When a player is close to being put into this state, the System message "DANGER" will appear to warn them.

Positive Bonus


File:GGST Positive Bonus.png

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 above the player's character portrait.

Combo Counter


File:GGST ComboCounter.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 or Black Beat combos are indicated by the lines on the combo counter turning purple.

System Text


File:GGST Systemtexts.png

Various texts will appear on the edges of the screen, relating to any interactions that occur.

Navigation

Template:Navbar-GGST