Hinokakera Chaotic Eclipse/HUD
Jump to navigation
Jump to search
Hud explanation
1. Health bar
2. Round Count
3. Guard Guage
4. Combo counter
5. Damage
6. Scaling
7. Counter
8. Offensive brake indicator
9. Brake guage
10. Technical/Assault groove indicator
11. Power guage
Meters
Health
. A standard green health meter at the top. When it empties, the character is "downed" and his or her opponent scores one win point, taking the round.
Guard
. Small blue bar below the health meter. . Depletes whenever the player blocks attacks using Normal guard. Once empty, the character is Guard Crushed, stunned and is unable to act for a brief period of time. . Guard meter receives twice as much damage if the character is suffering from a Negative Penalty. . Its regeneration is not affected by character's health or state, but it will slow down to a crawl as part of the Negative Penalty. It also pauses briefly on hit stop frames. . The meter instantly resets after the Guard Crush and at the start of a new round.
Power
. The big bar at the bottom, used for offensive moves like EXs and supers. . Full meter is worth 100 points. If the character is low on health, this limit automatically increases, all the way up to 150 (149 with 1% health, to be precise). If both characters are low on health, their Power meters may and will clash - when both have full bars, hitting an opponent will chip away at his or her Power meter, at the expense of getting less Power from attacks. This is also known as "Power Raid". . Hitting the opponent fills the bar, whiffing an attack does not. . No Power is given for getting hit by anything except an Interruptive Brake, which does give a small amount of Power. . Accumulated Power is carried between the rounds. Any excess is dismissed as per regenerated heatlh bar - 100 is the most Power character can carry into the 2nd or 3rd round.
Brake
. A small bar above the Power meter, spent on groove Forces, Overdrives and all sorts of Brake cancels. . Characters start every match with 50 Brake. Default maximum is 100, but, as character's health goes down, it increases, up to 120 points. . Brake recovery is automatic. Much like Brake limit, recovery speed is also tied to health points. Less health means faster recovery. . In certain situation the bar turns grey any accumulation halts - Brake cannot be used in any way while in this state. Accumulation also pauses on hit stop frames and when the character is unconscious. . After using the Reactive or Interruptive brake, accumulation is delayed for approximately 3 and 7 seconds respectively. . Brake meter is carried between the rounds.