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Yeah it's pretty vague. I'm kinda crappy at fighting games so I'm not the best to say, but I liked Melty partly as it was easy to run (I had a crappy laptop and was comfy lying in bed using the keyboard to play) and the combos are quite easy especially compared to things like Guilty Gear. I think another advantage as well is how quick the lobby system is for the game so you can get through matches very very quick.
The other fighting games I played a decent bit were DOA5 and MK9, but both have quite low barriers to entry in terms of combos. I played Guilty Gear Xrd a fair bit too but was always a huge noob and combos on that game are far harder. I'd say Skullgirls is sorta a similar niche to Melty in that it's very easy to run and seems to be easy in terms of the basics, but I guess I just preferred the Melty art style/aesthetic (I like the Fate series a lot too, which is also Type/Moon). Melty is genuinely my favourite fighting game.
In general though Melty is known for air dashes being a heavy (main?) part of the neutral game. This tutorial covers the basics far better than I can (as I don't know all the basics) https://www.youtube.com/watch?v=yKPJWNZ8Idw . The discord server for the Community Edition is also quite friendly and people don't mind giving tips/are willing to play vs new players even if they end up winning 20-0 easily. Community Edition also has better netcode than 95% of fighters.
Yes. Melty Blood characters come from the visual novel Tsukhime and the order in which to see everything for the story would be: Tsukhime -> Melty Blood ReACT: Final Tuned -> Melty Blood Actress Again Current Code. Melty Blood takes part on the nonexistent heroine route for Satsuki Yumizuka from Tsukihime.
Tsukihime has a sequel visual novel called Kagetsu Tohya which I'm planning on playing but haven't yet so I'm not 100% sure if it's the case but I've heard that it doesn't really tie into Melty Blood story wise and the only thing you'd miss is the introduction of a couple characters that show up in Melty Blood but that's all. Again, not 100% sure on that information.
There's also Melty Blood Act Cadenza which I'm really not too sure about because I've heard many different things about it, such as it having no story and not being relevant to the Melty Blood timeline story. However, I've also heard that some of the character arcade endings tie directly into some character stories in Actress Again Current Code. So I'm not too sure what to make of it, as I'm still in the process of playing ReACT Final Tuned right now and don't know if I'll play Act Cadenza.
Anyways, it all really depends on what you want to do. If you just wanna play the Melty Blood story then you'd probably want to go Tsukihime -> Melty Blood ReACT: Final Tuned -> (maybe Act Cadenza) -> Actress Again Current Code.
If you play Tsukihime and end up enjoying it and want to see everything then you'd want to go Tsukihime -> Tsukihime Plus Disc (this is just short stories and answers some unanswered questions in Tsukihime and gives some other info, you can find it all on youtube, it's not long) -> Kagetsu Tohya -> Melty Blood ReACT Final Tuned -> Melty Blood Act Cadenza (maybe) -> Melty Blood Actress Again Current Code, to get everything
You don't have to play Tsukihime if you don't want to but it'd just be a bit confusing as you wouldn't know who characters are, information about their abilities and what they are, relationships between characters, etc.
That's not a Melty Blood thing. The presence/importance of air dashes is pretty much a universal thing for most anime fighting games.
But the big difference apart from the air neutral game is probably the reverse beat input system like in Under Night In-Birth as well, it's a French Bread fighting game thing. In guilty gear, blazblue and many others you have to go from light to heavy attacks to combo, in reverse beat you can go light to heavy heavy to light, whatever as long as you dont press the same button twice so that is what I assume the earlier poster meant when they said melty blood is a sandbox and other FCs are corridor shooters? Also a big emphasis on shielding/perfect blocking.
Oh and finally each fighter has 3... modes I guess you could say: full moon, half moon and crescent moon, which change a LOT about the fighter's moveset making them play quite differently.