Power-- This is your Fatigue gauge
Base-- This is your powerlevel, whatever it may be. Power and HP changed based on this.
HP-- This is your Health. Works in a similar fashion to the Power gauge.
Power/Base/HP
Stats will be gauged such as 5000/5000/5000, with the first number being
the Battle Power Gauge, the second being your Base Powerlevel, and third
being Health Points Gauge. Super forms boost the battle power based on
your pl base, with your hp multiplying by the transformations
multiplicative. If you were down to 3000/5000/2750 and transformed to super saiyan, your gauges look like 50000/5000/27500. After it wore off, if you took damage,
it'd be that number divided by the multiplicative, you'd be back from
50000/5000/13000 to 3000/5000/1300.
Power Gauge
Each post in combat lowers your power by 10%, boosted or not. Techniques use current battle power as their base. Using a Super move in combat decreases your power by 10% extra, while using a finisher takes off an additional 20%. Note that Multiple supers and finishers may be used in a post, but will count as however many times you used; i.e. two finishers would be the posts' 10% plus 20% for first finisher and 20% for second finisher-- 50% fatigue in total in one post. Once the power hits 0, the fighter falls to the ground and is knocked out-- no more fighting for them-- meaning you must have at least some power left in order to flee or power up. If a transformed state hits where the power was before the transformation, they will revert. If the fighter is out of combat, they'll gain 20% per post, bringing their power back up to max-- If you're unconscious at the end of your post, your next post can be used only for getting back up, but you can't do anything during it. The post after that, you'll have 60% of your Power back.
HP Gauge
Unblocked Normal hits from an enemy will take away 2% from the hp gauge, based on the user's current Power. Normal hits include punches, kicks, and ki blasts. If it's blocked, it'll take 1% from the hp gauge, and 2% from the fatigue gauge. A dodge would decrease the fatigue gauge by 4%.
Unblocked charged hit from an enemy will take away 5% from the hp gauge, based on the users current power. Normal hit, but power include kicks, punches, and ki blasts. If it's blocked it'll take 3% from the hp gauge, and 3% from the fatigue gauge. A dodge would decrease the fatigue gauge by 5%
Collision with a building, ground, mountain, tree, another fighter will be an addition 3% added to what would have been taken off otherwise (I.e, a punch that sends you into a building would take off 8%)
Super move will take off 10% of the PL of the users attack as hp damage, 4% if blocked, with a 6% decrease to the fatigue gauge. 8% decrease from fatigue if dodged.
Finisher move will do 25% of the PL of the users attack as hp damage, 11% if blocked, with a 14% decrease to the fatigue gauge. 18% decrease to fatigue if dodged.
Senzu fully restore HP and power, plus an extra 10% boost to HP and power for the battle only
Once health reaches zero, the player is dead. As long as the player as at least one HP and one Power, they can use a senzu or try to flee. (Note that the saiyan near death recovery only counts if their HP falls below 5% of their base.)