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==MP Gauge== | ==MP Gauge== | ||
This gauge displays a character's Mana Points (MP) | This gauge displays a character's Mana Points (MP). | ||
===Gaining MP=== | ===Gaining MP=== | ||
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===Spending MP=== | ===Spending MP=== | ||
Using [[DNFD/Offense#MP Skills|MP Skills]] costs MP. Different MP skills cost different amounts of MP. There is a brief delay before MP begins recovering after using an MP Skill, and this delay can be shortened by using an MP Skill's "technical" full motion input. | Using [[DNFD/Offense#MP Skills|MP Skills]] and [[DNFD/Defense#Guard Cancel|Guard Cancel]] costs MP. Different MP skills cost different amounts of MP, while Guard Cancels cost 100 MP. There is a brief delay before MP begins recovering after using an MP Skill, and this delay can be shortened by using an MP Skill's "technical" full motion input if it has one. MP Skills can be used as long as at least 1 MP is available, while Guard Cancels cannot be used without at least 100 MP. | ||
===Exhaustion=== | ===Exhaustion=== |
Revision as of 14:14, 30 June 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
HP Gauge
This gauge displays a character's Hit Points (HP), which when depleted causes that player to lose the round. Most moves will deal a portion of their damage as White Damage which can be recovered over time. The larger portion near the end of the gauge represents 30% of max HP, the point at which characters will activate Awakening.
MP Gauge
This gauge displays a character's Mana Points (MP).
Gaining MP
MP is restored naturally over time, by hitting with attacks that do not cost MP, and by using Conversion. Characters start each round with a maximum of 100 MP, which increases as they take damage up to a maximum of 200 MP at 30% of max health. MP is not restored when attacks are blocked. Different characters have different natural MP regeneration rates.
Spending MP
Using MP Skills and Guard Cancel costs MP. Different MP skills cost different amounts of MP, while Guard Cancels cost 100 MP. There is a brief delay before MP begins recovering after using an MP Skill, and this delay can be shortened by using an MP Skill's "technical" full motion input if it has one. MP Skills can be used as long as at least 1 MP is available, while Guard Cancels cannot be used without at least 100 MP.
Exhaustion
Using an MP Skill that reduces the MP Gauge to 0 or to an (invisible) negative amount will put the character in Exhaustion state. MP Skills are not usable while exhausted, and remain unavailable until MP recovers above 0.
Guard Gauge
This gauge depletes when attacks are blocked. If completely emptied, the character is Guard Crushed, temporarily leaving them vulnerable to attack.
Status Effects
Icons under the portraits represent various statuses affecting characters, ranging from Awakening Effect buffs when characters enter Awakening to unique buffs and debuffs used by certain characters.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •