@fassFlash, there is a behaviour designed for HUDs, it's called Anchor. Personally, I've never really found it to be of much use when one can just use parallax, but it might be suited for particular applications - especially those that use multiple screen sizes and aspect ratios.
Anchor is not meant to be an alternative to parallaxing. It's for supporting multiple screensizes, to ensure your objects are positioned at the right place regardless of screensize. Read the manual entry for more info.
[quote=Manual]Objects using the Anchor behavior should also be played on a layer with its parallax set to 0, 0. Otherwise as the game scrolls the objects may "lag" behind the screen.[/quote]
@fassFlash It's... different. I say that I've never found a use for it because I've never actually had to use it. It seems to be designed for use on objects when your fullscreen mode is set to scale (just ordinary scale) and/or if you plan on supporting multiple screen sizes and aspect ratios. There it can be used to stretch UI elements to fill the correct width and/or height on your screen or hold them in place.