Gundam: Battle Assault 2/HUD & UI
1) Character Name
The name of the current character in play. Player 1 is on the left, while Player 2 is on the right.
2) Health
This gauge displays your remaining health. The length of a health bar is directly related to the total health you have for your current mech. Once your health total reaches 0, you lose a stock and enter an overheat state. Your stocks of health appear as extra health bar borders behind your current health bar as well as based on the color of your health bar. When all stocks are depleted, the match ends.
Stock | Color | Lifebar |
5 | Purple | ![]() |
4 | Blue | ![]() |
3 | Green | ![]() |
2 | Yellow | ![]() |
1 | Orange | ![]() |
3) Super Stocks
These icons represent how many supers you have left. When you use a super, the red fades from the icon and it becomes empty. You have 3 supers per match and there's no way to restore them. Ball and v Gundam don't have these icons as they don't have a super.
4) Ammo
This number displays how much ammo you have left. Every characters' 26P projectile uses ammo, although the amount used varies. It starts at 500 and when it hits 0, you won't shoot anything from your 26P although the character will still perform the full animation. Master does not use ammo.
5) Boost Gauge
This meter displays how much boost you have left. Boost is used to perform Thrust Jumps, Dodges, Shields, and activate Vernier Mode. After doing an action that costs it, it will start to regenerate after a cooldown. Vernier Mode requires full boost and slowly depletes it. You can do up to 3 boost actions before having to regenerate it.
6) Timer
Each round has a set time limit. If the timer reaches 0, the winner is the player with the highest stock total. If stock totals are equal, the winner is the player with the highest health. If health is identical, the match ends in a draw.
7) Pilot Portrait
Display of the Mobile Suit pilot. Player 1 is on the left, player 2 is on the right. These add nothing to gameplay and can be turned off in the options menu.