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==Health Bar==
==Health Bar==
[[File:GBVS_HealthBar.png|left|thumb]]
[[File:GBVS_HealthBar.png|thumb]]
The health bar for each player is displayed at the top of the screen adjacent to the player's respective character portrait. The health bar is an abstraction for how many hits the player can take before being defeated. Damage which has recently been taken is displayed as red contents within the bar. Remaining health is displayed as green contents within the bar. When a player has 100% SB Gauge and is low on health, a player may use their [[GBVS/Offense#Super_Skybound_Arts|Super Skybound Art]]. When a player's health bar is completely depleted, that player loses.  
Each character has a different amount of health, see each character's page for their values or see the [[GBVS/Frame Data|System Data]] for a table to compare across all characters. Health bars in general are a bit deceiving due to [[GBVS/Damage#Guts|Guts]], which effectively makes the health bar "denser" near the end to give the effect that a player is barely surviving a "fatal" blow, and thus more dramatic.
 
When a player has 100% SB Gauge and is at 30% health or less, they gain access to their [[GBVS/Offense#Super_Skybound_Arts|Super Skybound Art]]. Their Health and Skybound Gauge will turn light blue to signify this.
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==SB Gauge==
 
[[File:GBVS_SBGauge.png|left|thumb]]
==Skybound Gauge==
The SB Gauge for each player is displayed at the top of the screen below the player's respective health bar. The SB Gauge will display what percentage to which it is filled. When a player has 100% SB Gauge and is low on health, a player may use their [[GBVS/Offense#Skybound_Arts|Skybound Art]] and [[GBVS/Offense#Super_Skybound_Arts|Super Skybound Art]]. A player can build their SB gauge by doing actions such as attacking, instant blocking, or advancing upon their opponent.  
[[File:GBVS_SBGauge.png|thumb]]
Attacking, blocking, and walking towards the opponent all gain Skybound Gauge. The Skybound Gauge is reset at the beginning of each round, so it's best to use it each round if possible.
When your Skybound Gauge reaches 50%, you gain access to both Tactical Move options, [[GBVS/Offense#Rush|Rush]] and [[GBVS/Defense#Backshift|Backshift]]. At 100%, you gain access to Skybound Arts and Super Skybound Arts, as well as a special [[GBVS/Offense#Overdrive|Overdrive]] state.
 
===Gaining Skybound Gauge===
To increase the Skybound Gauge, perform some type of offensive action. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Skybound Gauge will fill up.
 
Normal Attacks have a base Skybound Gauge gain on hit or block. Special Attacks have a base Skybound Gauge gain both on start-up, and upon touching the opponent on either hit or block.
 
{| class="wikitable"
|-
! Situation !! Formula
|-
| Opponent getting hit || ??
|-
| Getting hit || ??
|-
| Opponent blocking attack || ??
|-
| Blocking attack || ??
|-
| Walking Forward || ??
|-
|}
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==Cooldowns==
==Cooldowns==
[[File:GBVS_CooldownsGauge.png|left|thumb]]
[[File:GBVS_CooldownsGauge.png|thumb]]
The Cooldown Gauges for each player are displayed at the top of the screen below the player's respective SB Gauge. The Cooldowns Gauge consists of a number of square meters which each correspond to one special move for a given character. These meters indicate the current cooldown status of a character's special moves. When a special move is used, the gauge corresponding to that move will turn gray and will then proceed to fill with color from bottom to top. The filling of the gauge indicates how the cooldown timer counting down. When the gauge is completely filled again, the special move will become usable again.
When a Skill is used, the Skill will go into cooldown and can not be used until cooldown period passes. ALL VERSIONS of that skill (L/M/H) can not be used during cooldown. The corresponding icon for that Skill will turn gray and will slowly refill over time.
 
To find out the duration of each Skill's cooldown, refer to each characters' pages or go to [[GBVS/Frame_Data]] to check it. As a general rule, the H version of skills have a significantly long recovery, and the shortcut versions have longer cooldowns than their technical counterparts.
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==Navigation==
{{Navbar-GBVS}}
{{GBVS/Navigation}}
[[Category:Granblue Fantasy Versus]]

Latest revision as of 08:59, 13 January 2023

Health Bar

GBVS HealthBar.png

Each character has a different amount of health, see each character's page for their values or see the System Data for a table to compare across all characters. Health bars in general are a bit deceiving due to Guts, which effectively makes the health bar "denser" near the end to give the effect that a player is barely surviving a "fatal" blow, and thus more dramatic.

When a player has 100% SB Gauge and is at 30% health or less, they gain access to their Super Skybound Art. Their Health and Skybound Gauge will turn light blue to signify this.

Skybound Gauge

GBVS SBGauge.png

Attacking, blocking, and walking towards the opponent all gain Skybound Gauge. The Skybound Gauge is reset at the beginning of each round, so it's best to use it each round if possible. When your Skybound Gauge reaches 50%, you gain access to both Tactical Move options, Rush and Backshift. At 100%, you gain access to Skybound Arts and Super Skybound Arts, as well as a special Overdrive state.

Gaining Skybound Gauge

To increase the Skybound Gauge, perform some type of offensive action. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Skybound Gauge will fill up.

Normal Attacks have a base Skybound Gauge gain on hit or block. Special Attacks have a base Skybound Gauge gain both on start-up, and upon touching the opponent on either hit or block.

Situation Formula
Opponent getting hit ??
Getting hit ??
Opponent blocking attack ??
Blocking attack ??
Walking Forward ??


Cooldowns

GBVS CooldownsGauge.png

When a Skill is used, the Skill will go into cooldown and can not be used until cooldown period passes. ALL VERSIONS of that skill (L/M/H) can not be used during cooldown. The corresponding icon for that Skill will turn gray and will slowly refill over time.

To find out the duration of each Skill's cooldown, refer to each characters' pages or go to GBVS/Frame_Data to check it. As a general rule, the H version of skills have a significantly long recovery, and the shortcut versions have longer cooldowns than their technical counterparts.

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