Melty Blood: Type Lumina will be receiving alterations to the battle system including changes fans have been asking for.
The major update is releasing a major update that will change many gameplay mechanics before the one-year anniversary.
French-Bread states the plan is to adjust the various systems to increase the level of freedom, movement, and character distinction.
Melty Blood: Type Lumina has the label of an anime fighter, which has certain characteristics. Such characteristics include long combos and fast movement options including dashes and air dashes. Other examples of anime fighters include Blazblue, Guilty Gear, and Dragon Ball FighterZ.
The systems that French-Bread plans to update include
Battle System Adjustment
- General Adjustments to increase the level of freedom and allow a more personalized experience
- Various system control improvements
- Adjustments to highlight character distinctions
- Added new moves for characters
- Keep existing combos usable, and adjust the combo system to allow for new combo creation
Combos
Combos are going to see adjustments to allow more player freedom and add even more combos to the game.
- Make combos with Specials and other easier to use, enabling previously-impossible combos
- Adjustments have been made to make combos using jump attacks easier
- Display combo damage in versus battles Make gauge buildup visible in Training Mode
- Enable changes of Rapid Beat input method It also enable modes that allow A+B, turning off the function, and turning off the function only for Aerial versions in addition to the traditional settings
Rapid Beat is the game’s auto combo system, players can now opt for turning it off completely.
Dash and Aerial Dashes
One of the major changes to the movement system is how fast a character can move after dashing.
- Reduce time until moves or Guard are available after Dashing on the ground
- Shorten landing recovery for Aerial Dash
- During the fall of an Aerial Dash, it is possible to guard in the air
Shields
Shields were controversial due to strong they were and too easy to counter attacks safely. They will be seeing a nerf with the new update.
- Re-examine Frame values, such as increasing Recovery, and weaken.
- Reduce Moon Icon gain on successful Shield from two to one
- Moon Icons will now gradually deplete when Shield is held
- Remove landing recovery when jump attacks are Shielded
- Make Mid Attack Blowback Edge B and C unblockable by Crouching Shield (Fatal Counter)
- Make Blowback Edge Forced Release unblockable by Crouching Shield
- Standing Shield against mid Crouching B or C attacks, and Crouching Shield against Standing B or C attacks will now fail and convert to a special Guard
- When converted to Guard, Shield Counters cannot be used, the character will take chip damage, and they will lose another Moon Icon (for two total)
Neutralizations
- Neutralization is now prevented when hit with a standard move from the back.
- Neutralization has been made less likely for powerful moves like Invincible Skills and EX Specials
Moon Drive and Moon Skills
The Moon Drive and Moon Skills are a mechanic that relies on the Moon Gauge, a resource that allows the usage of Moon Drive and Moon Skills.
- Remove throw invincibility from Moon Drive
- Allow repeated Aerial Dashes in the same direction in Moon Drive. *Consecutive aerial dashes in the same direction are not allowed
- Adjustment to make it easier to increase the number of magic circuits when activating moon skills by eliminating the limit on the number of magic circuits to be increased
*Only major adjustments are excerpted
Game Mode Improvements
Other improvements will apply to Rank and Player Matches, and Replay Mode
Rank Matches
- Allow selection of “Player Match” during the time between KO and victory screen
- Added “Pause waiting” to pause menu during Training Mode waiting
- Fixed frequent matching errors when opening the standard pause menu to start matching
Player Matches
- Enable shifting to Spectator mode by pressing “pass” even when there are no players waiting to fight
- Improved animations on results screen for spectators after battles
Network Mode
- Make ranks more finely divided, and improve ease of matching at player skill levels. Example: “C” > “C4” / “C3” / “C2” / “C1” / etc.
- Revised rank gain calculations for improved playability
- Added higher “EX” rank above “S+”
- Improved rank change animations
- Improved search function for better matching in general
Replay Mode
- Added “Slow Motion,” “Frame-by-Frame,” “Pause,” and “rewind” functions
- Added “Next Round” and Previous Round” jump functions
The developers are certainly listening to their fan base for making these changes. Even at Evo 2022 top 8 for Melty Blood: Type Lumina, player Jose “ScrawtVermillion” Ballestero even wore a shirt that read “Nerf Shield Please.” on stage.
Stay Connected
You can find more pieces like “Planned Battle System Adjustments for Melty Blood: Type Lumina“ you can ‘Like’ The Game Haus on Facebook and ‘Follow’ us on Twitter for more sports and esports articles from other great TGH writers along with Alex!
“From Our Haus to Yours”
1 Comment
Pingback: New Melty Blood: Type Lumina Gameplay Trailer For Neco-Arc