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At the heart of this game is a Rapid Beat autocombo system: any time you press one of the three attack buttons more than once, it chains into a pre-set combo. Of course, Melty Blood Type Lumina has plenty of concessions for newer players too.
On a hold, it becomes a grab which means you can totally force your opponent into guessing to shield or not when dealing with her. One of her supers is actually two supers, even, changing properties depending if you pressed or held the input. From dropping bombs to magical houseplants, the last thing you want is Kohaku to be knocking you down. The best example of this would be Kohaku, a setup character with incredible pressure.
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Heck, the fact that you get full mobility means you could, timed correctly, start your match already in the air, starting your assault on the enemy.Īnd that’s just the universal mechanics- lots of characters have their own gimmicks that you’ll have to learn even if you don’t play them, just by virtue of not wanting to be humiliated in some guy’s clip collection on YouTube.
That means even the start of the game is now a strict game of positioning yourself- do you want to move out of their range? Or try to get them closer to the corner. Unlike many fighting games that lock your position at the start of a game, you get full mobility at the start of Melty Blood Type Lumina. There’s also the game’s pre-round scramble. They’re also vulnerable to grabs, so you really want to be careful not to overuse your shield- a common mistake in the lower ranks of online is players who become overreliant on a low shield on wakeup, often eating 2-3 grabs before they get the hint that they’re being read like a book. Of course, shielding isn’t perfect- for one, they’re subject to the same high-low guess that regular blocking has to deal with. The run up corner shield, the best way to tell your opponent you know they’re mashing. On top of your regular block, your characters have an entire button dedicated to Shield- a counter button that lets you react in 3 ways after it connects, including a teleport that works regardless of your distance. You’re constantly making decisions against your opponent, thanks largely in part to the game’s Shield mechanic. Meanwhile Type Lumina instead feels like a game of Rock Paper Scissors Lizard Spock. The best way to describe it would be like this: Strive feels like a game of rock paper scissors, but everyone cheats. It’s a fast game, where characters treat the inherent rules of fighting games as more of suggestions. For people who might be used to Guilty Gear Strive’s more toned-down flavor of anime, you’d be surprised with Melty Blood Type Lumina.