View Full Version : Melty Blood

February 16th, 2007, 2:17 PM
Yep, I've returned from the dead, though I doubt anyone cares much. Meh.

Copy pasta'd from Wikipedia.


Melty Blood (メルティブラッド, Meruti Buraddo?) is a Japanese dōjin 2D fighting game, developed by TYPE-MOON and French-Bread (known as Watanabe Seisakujo prior to 2003), and is a spin-off to TYPE-MOON's visual novel game Tsukihime. It was chosen as one of the nine games that were to be played at the popular fighting game tournament Tougeki.

It has also been adapted into a manga series, featuring art by Takeru Kirishima and serialized in the CompAce magazine, which has been published 2005.

Melty Blood was originally released in December 2002 on the PC, with an expansion patch, Re-ACT, being released two years later in May 2004, and later another expansion, ReACT Final Tuned, released later. An arcade and PS2 port, Melty Blood: Act Cadenza, has also been released.




The first revision to the game, entitled Melty Blood ReACT, fixed numerous balance and infinite-combo issues in the original, made some changes to the game's mechanics, and added several new characters, though only two are playable.

Satsuki Yumizuka

ReAct, Final Tuned


Supposedly the final revision in this series, Final Tuned is an expansion to ReAct that brings over several new features (designed to allow the game to be configured to resemble the gameplay of Cadenza).

The most notable of these features are-

The inclusion of a new analog-friendly controller setup
New pad config options that let you assign previously combo-only moves to individual buttons
The ability to alter and adjust most of the game's internal variables (via new interface options)
Four new colors for each player as well as a wide variety of combo/power/timing/gameplay tweaks, and slightly updated animations.

Act Cadenza

Melty Blood: Act Cadenza, is an arcade port of Melty blood to the NAOMI system by Ecole.

It features new characters, new gameplay mechanics and a re-organized storyline. On August 8th 2006 a port of Act Cadenza to the Sony PlayStation 2 was released, marketing for the game was done by Ecole. However, it was not a straight port, as it included several balancing changes and revisions to the gameplay.

The characters introduced in Act Cadenza are:

Aoko Aozaki
Kishima Kouma
Neco-Arc Chaos
Along with various gameplay changes, Other notable differences in Act Cadenza are:

New Artwork for character portraits
New background scenarios
New Special effects
New animation.

Act Cadenza Ver. B


As of Melty Blood Act Cadenza and Final Tuned, there are 23 playable characters.

Akiha Tohno
Aoko Aozaki
Vermillion Akiha (called Kurenaisekisyu Akiha before Act Cadenza)
Arcueid Brunestud
Red Arcueid (Called Warcueid before Act Cadenza)
Hisui & Kohaku
Kishima Kouma
Miyako Arima
Neco Arc
Neco Chaos
Nrvnqsr (Nero) Chaos
Satsuki Yumizuka
Shiki Tohno
Shiki Nanaya
Sion Eltnam Atlasia
Sion TATARI (called Vampire Sion before Act Cadenza)
White Len

In the original Melty Blood, only six of these characters were available to be played, with eight more being unlockable through story-mode. However, in a later update released for the game (the 'Nero' patch), all the characters are available from the start. The reasons for this are slightly unclear; they appear to be the result of a legal snafu where TYPE-MOON mistakenly thought they would no longer be allowed to produce updates/patches, and thus made a 'last patch' which unlocked the characters as a sort of gift for the fans. Whatever the reason, TYPE-MOON has left these characters available throughout all subsequent releases. In addition, Aoko and Kouma were both added to the game as of Act Cadenza, although Aoko was a boss in previous versions. Act Cadenza also changed the given names of several characters.


Melty Blood makes use of widely used concepts in fighting games such as cancels (canceling an attack before its animation ends, then beginning another, allowing for more complex and damaging combos) chain combos (normal moves that can be linked without the use of cancels) and the use of power bars (called Magic Circuits in-game). Magic Circuits serve more purposes than just allowing the execution of special moves. Chain combos are much easier to perform in comparison to other games, In addition it also brings several interesting features to the concept of shielding (similar to Street Fighter III's "parrying", Garou: Mark of the Wolves' "just defense," and the Guilty Gear series' "instant blocking") into the game.

Shielding in Melty Blood serves various purposes. It makes it possible to cancel an opponent's attack completely, it gives the player the possibility to trigger Last Arcs, in addition there are several shield specific moves, it should be noted that unlike many of the games mentioned above, shielding is assigned to a specific button. The features of shielding vary in each of the revisions of Melty blood.

Magic circuits, as stated before, work as the super meter in melty blood. They present a variety of modes that allow different gameplay mechanics, such as recovering health or make it possible to activate devastating attacks. like many other features, each revision of the game modifies some aspects of the Magic Circuit.

Simultaneous impacts: A canceling move, where if 2 characters hit each other at the same time they will nullify each other out, however the counter-attacks array that can be performed is very limited. This mechanic is handled similarly in Guilty Gear.

Dash shielding: In Melty Blood some dash animations have a certain number of defense frames, if the opponent attacks the character while these certain frames are active, his/her attack is cancelled.

Aerial recovery: Another feature often used in many fighting games, this can only be performed once your character has been thrown into the air and is falling towards the ground by tapping any button, by doing so the character will recover his/her standing animation and grant temporary invulnerability, mostly used to prevent an opponent from comboing.

Tactical recovery: Performed by pressing any directional button other than down as soon as your character falls to the floor. This makes the player's character quickly recover when knocked down to the ground. It is usually to the player's advantage to do this in professional level play where laying down can give the opponent a chance to get close and start a wake-up game (A tactic that involves making your opponent guess what you're going to do when they get up from the floor). Also widely used to recover with little or no damage from attacks like throws.


For those people who don't understand Japanese, Revolve Translations has been working on translating the games of the Tsukihime universe. As of this writing, the complete script of Melty Blood has been fully translated, scripting and image editing will begin shortly after Tsukihime's English translation patch is released. So far a patch has been made available for Melty Blood that translates the intitial setup screen and main menu into English (it does not, however, translate any of the story-mode dialog). The online manual has also been translated and is available to view in your browser.

Some Characters in the Tsukihime universe.


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