Taking 100% damage is enough damage taken to fill your meter completely.
Regarding dealing damage, it takes dealing 334% damage to fill your meter completely.
For taking damage, every < indicates about 10%, but at the beginning even taking 1% damage will fill one < bar.
It's difficult to explain so here's a illustration.
<<<<<<<<<<
This one green bar indicates that you've taken 1 to 9% damage toward your goal. Two would indicate you've taken 11-19% toward your goal of a KO punch. Seeing as taking damage fills up the gauge about 3 times faster than dealing damage does, this is a decent guide to being able to tell when you've got a KO punch.
When you have a KO punch stored, you can potentially keep it indefinitely. For a short time after storing a punch, you're unable to lose it, but after this grace period is up, any attack that send you into a tumble animation will cause you to lose the stored KO punch.
Regarding dealing damage, it takes dealing 334% damage to fill your meter completely.
For taking damage, every < indicates about 10%, but at the beginning even taking 1% damage will fill one < bar.
It's difficult to explain so here's a illustration.
<<<<<<<<<<
This one green bar indicates that you've taken 1 to 9% damage toward your goal. Two would indicate you've taken 11-19% toward your goal of a KO punch. Seeing as taking damage fills up the gauge about 3 times faster than dealing damage does, this is a decent guide to being able to tell when you've got a KO punch.
When you have a KO punch stored, you can potentially keep it indefinitely. For a short time after storing a punch, you're unable to lose it, but after this grace period is up, any attack that send you into a tumble animation will cause you to lose the stored KO punch.
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