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I hear there's a lot of complaints on the net code as the rollback is not really perfect but tolerable for most players. As the only company that perfected rollback and will continue to improve it has been Arcsys most of the time and their games being DBFZ, Strive, and DNF Duel with rollback implemented or soon to be. There's other games but we're talking about those the community plays the most.
Personally I think MBTL is worth sticking it out with as it has those roots of a true anime fighter with the freedom of expression in your character than the simplified stuff that came out lately. Most of the times no characters will play the same as there's a kit big enough to explore but daunting on new players. Dedicate yourself to its system mechanics and characters as you won't learn this over one weekend you'll have a blast with anyone you fight.
My two cents on the whole thing. Take it or leave it.
major difference is that melty blood is slightly more in the "traditional" fgc where there is meters, ex versions of that moves at the cost of meter (not time limited), etc.
You will have your auto combos like aaa or bbb or ccc etc. However, meltyblood you can vary it just a little bit.
A major thing to note is that melty blood is very mean with its hit stun. in fighting games depending on your first attack (light, medium or heavy) affects your scaling. In melty blood, there are infinites, but the scaling can get soo ridiculous you will eventually start doing 0 damage if you just try to chain them.
My only problem with melty blood is that despite there being more options on how you do a combo ie:
- punch kick punch
- punch low kick punch
- punch low kick medium kick
combo path does get very limited to a point where it may or may be restrictive.
Tldr, melty blood is very similar to granblue versus with an added traditional fighting game system. Melty blood is very easy to pick up and very entertaining to play casually. However, if you plan to go "hardcore" there isn't much to work with.
Melty Blood also has much more freedom of movement, since you have the ability to both air dash and double jump without landing back on the ground.
This game does not have infinites, because there is hitstun scaling that will likely cause the combo to end before around 16(?) attacks. As an airdasher-type fighting game though, its average combo length is longer than something like GBVS (which apparently has short combos unless you're at the corner).
If you know how to avoid the auto combo, you actually have a decent amount of options for combo routes in Melty Blood, it's just that the ease of doing the auto jump launcher makes it seem like your options are limited.
It is also worth noting that this game is getting a huge update patch on the 19th, which includes the ability to change how the auto combo activates (or you can even disable it, though that would not be advised), changes to some controversial mechanics (mostly the Shield), and apparently there will be more freedom in comboing, though we don't have details on that. (There will also be new free characters)
I've bought this game to people who don't really play fighting games and they enjoyed it. Seems singleplayer has plenty of content as well.
Granblue Versus has simple inputs that directly impact how often you can use attacks. Similarly there's the moon drive system in this game that has simple inputs and works off a completely different resource. Unlike Granblue, you can use your standard specials (fireballs, dragon punches, etc) whenever and however often you want if you do the motion inputs manually.
I think this game is very approachable for beginners and it should remain that way even after the patch.
I don't know how Tekken's combos are, but MBTL's combos aren't too long for an airdasher (at least right now), though there isn't a burst. It does generally take 3-4+ combos for a round to end though (as long as you don't get hit by a Last Arc, but that's not that common), which I believe is a higher average than most current 1v1 fighters.