DBFZ/HUD: Difference between revisions

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DBFZ_SparkingTimer.png|When in Sparking state, the point character's portrait will flash when Sparking is about to end
DBFZ_SparkingTimer.png|When in Sparking state, the point character's portrait will flash when Sparking is about to end
DBFZ_AssistCooldown.png|After calling assists, the assist's portrait will be greyed out and the outline acts as a timer for when the character can be used again for assists or tag-ins.
DBFZ_AssistCooldown.png|After calling assists, the assist's portrait will be greyed out and the outline acts as a timer for when the character can be used again for assists or tag-ins.
DBFZ_AssistLocout.png|A Red X will appear on an assist's portrait when they can not be used for any action, including Ultimate Z Change.
DBFZ_AssistLockout.png|A Red X will appear on an assist's portrait when they can not be used for any action, including Ultimate Z Change.
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[[File:DBFZ_RecoverableHealth.png|thumb|]]
Each bar represents the health of one of your characters. The blue section represents recoverable health. When tagged out, the blue section will gradually [[DBFZ/Damage#Health|recover]] over time.
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=== '''3)''' [[DBFZ/Gauges#Sparking Icon|Sparking Icon]] ===
=== '''3)''' [[DBFZ/Gauges#Sparking Blast Icon|Sparking Blast Icon]] ===
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[[File:DBFZ_SparkingBlastIcon.png|thumb]]
The Sparking Blast Icon is located under your health gauge and indicates that you can use a Sparking Blast. The icon will glow brighter the fewer characters you have left alive on your team.
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=== '''4)''' [[DBFZ/Gauges#Ki Gauge|Ki Gauge]] ===
=== '''4)''' [[DBFZ/Gauges#Ki Gauge|Ki Gauge]] ===
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This gauge is required for Super Attacks, Vanish Attacks, Guard Cancels, and more. It increases as you move towards the opponent, or perform an offensive action. You can manually fill it by performing a [[DBFZ/Gauges#Ki Charge|Ki Charge]].
[[File:DBFZ_KiGauge.png|thumb|Max is 7]]
This gauge is required for Super Attacks, Vanish Attacks, Guard Cancels, and more. It increases as you move towards the opponent, or perform an offensive action. Each match starts with 0 Ki Gauge and the max is 7. You can manually fill it by performing a [[DBFZ/Gauges#Ki Charge|Ki Charge]].
<br style="clear:both;"/>


=== '''5)''' Timer ===
=== '''5)''' Timer and Advantage Gauge ===
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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.
[[File:DBFZ_Timer.png|thumb|]]
Each round has a set time limit (default is 300). If the timer reaches zero, then the character with the most life calculated by percentage is the winner of the round.
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=== '''6)''' Dragon Balls ===
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[[File:DBFZ_DragonBalls.png|thumb|]]
When you earn a Dragon Ball, collected Dragon Balls will appear at the bottom of the screen between the two player's Ki Gauges for a few seconds.
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=== Combo Counter===
=== Combo Counter===
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[[File:DBFZ_ComboCounter.png]]
[[File:DBFZ_invalidCombo.png]]


The combo counter. Notice that during an invalid combo the combo counter turns blue.
The combo counter. Notice that during an invalid combo the combo counter turns blue.
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{{Navbar-DBFZ}}
==Navigation==
[[Category:Dragon Ball FighterZ]]
{{#lst:DBFZ/Navigation}}
[[Category:Game HUD]]

Revision as of 09:05, 14 December 2021

DBFZ HUD.png


1) Character Portraits


Each character on your team will have their portrait shown here. The point character will be shown first, followed by character assigned to A1, then the character assigned to A2.

This displays a few additional pieces of info:

2) Life Gauge


DBFZ RecoverableHealth.png

Each bar represents the health of one of your characters. The blue section represents recoverable health. When tagged out, the blue section will gradually recover over time.

3) Sparking Blast Icon


DBFZ SparkingBlastIcon.png

The Sparking Blast Icon is located under your health gauge and indicates that you can use a Sparking Blast. The icon will glow brighter the fewer characters you have left alive on your team.

4) Ki Gauge


Max is 7

This gauge is required for Super Attacks, Vanish Attacks, Guard Cancels, and more. It increases as you move towards the opponent, or perform an offensive action. Each match starts with 0 Ki Gauge and the max is 7. You can manually fill it by performing a Ki Charge.

5) Timer and Advantage Gauge


DBFZ Timer.png

Each round has a set time limit (default is 300). If the timer reaches zero, then the character with the most life calculated by percentage is the winner of the round.

6) Dragon Balls


DBFZ DragonBalls.png

When you earn a Dragon Ball, collected Dragon Balls will appear at the bottom of the screen between the two player's Ki Gauges for a few seconds.

Combo Counter


DBFZ invalidCombo.png

The combo counter. Notice that during an invalid combo the combo counter turns blue.

Navigation

DBFZ/Navigation