1) Life Gauge
The amount of life a character has left. In MvC2, the life gauge's color gradient to pink, green, or blue at the end, depending on the assist selected.
Upon taking damage (but not chip damage) characters will be left with some red health. Red health will be healed slowly if the character switches out (by tagging, [DHCing], or even getting hit by a Snap Back), or when using certain assists. When an assist is healing, in addition to the red health slowly becoming regular life, there are also little sparkles as it fills. Snapped assists won't heal until the X over their health bar goes away. All red health is also *lost* when a character tags in or is snapped in, but not if they switched in from a DHC.
2) Team Members
Displays the other members on your team. Their health bar also gradients to either pink, green, or blue, depending on the selected assist. When a character is second or third in a team's list, they are available to be called as an assist and used in DHCs, THCs, and variable counters. When characters are defeated, they are removed from the list.
3) Hyper Meter
The amount of Hyper Meter you have built up. You can have up to 5 stocks, and you start every match with 1.
Some Hyper Combos (and even certain special moves, like [Rogue (MvC2)|Rogue]'s Power Drain!) power up a character for a certain amount of time. When this happens, the game displays a gauge directly above the Hyper Meter that indicates how much time is left before the effect ends.
4) Timer
The amount of time left in a match. Starts at 99 'marvel' seconds, but the seconds count down slower than real seconds, 1 in-game second is about 2 real life seconds. When the timer reaches zero, whoever has the highest life percentage total across their entire team will win the match.