MELTY BLOOD: TWI-LUMINA marks the latest installment in the Melty Blood fighting game series, a spin-off that draws characters from TYPE-MOON’s visual novel Tsukihime. It serves as the successor to 2021’s MELTY BLOOD: TYPE LUMINA, which was based on the Tsukihime -A piece of blue glass moon- remake. In anticipation of its release next April, an early demo and media session were conducted for the game at Tokyo Game Show 2026. This piece covers the new systems experienced in the demo, details on the new “Grand Scenario Mode” unveiled during the session, and a brief Q&A with the developers.

The new Act Mode and evolved Rapid Beats
Commencing with the demo, the most significant system additions are Act Mode and the Lumina Gauge. Act Mode is a fresh input method introduced for the first time in Twi-Lumina. The game’s traditional input scheme has been rebranded as “Duel Mode” to differentiate between the two. Act Mode essentially offers simplified controls, enabling one-button special moves, dashes, auto combos, and more.
The operation of one-button special moves is fairly standard: you can execute command specials by combining a directional input with the special-move button. For instance, a special move with a quarter-circle-forward command can be performed by pressing the special-move button while holding neutral, whereas one with a DP motion can be executed by pressing the button while holding forward.
A notable observation during the demo was the ability to still perform special moves using their traditional commands while in Act Mode. Importantly, there was a distinct damage disparity between one-button inputs and traditional commands. This wasn’t based on visual observation of health bar changes, but rather on the in-game combo damage display clearly indicating that one-button special moves dealt approximately 10 percent less damage (though these specifications may be subject to change in the final release).

Moving on to the auto-combo system. The original game already featured an auto-combo feature known as Rapid Beat, but this has been expanded in Act Mode. Specifically, Act Mode allows the use of three types of Rapid Beats by repeatedly pressing the A, B, or C buttons.
The A-button Rapid Beat remains unchanged from the previous game, automatically performing an aerial combo after launching the opponent and concluding with an air throw. The B-button Rapid Beat transitions into the Gauntlet mechanic, a new system that will be discussed in further detail later.
When employed during a combo, Gauntlet transforms into a combo-part version with an extended untechable period. Since this Rapid Beat “loops” once it transitions into Gauntlet, continuously pressing the B button effectively results in a looping combo that persists with Gauntlet enders as long as the player has Lumina Gauge remaining.
Lastly, the C-button Rapid Beat shifts into a path that culminates in an Arc Drive, or a super. Given the ability to switch between the three types of Rapid Beats during a combo, it is feasible to, for example, confirm a ↓+A low attack connection, switch to repeatedly pressing B to carry the combo through Gauntlet, and then switch to C to conclude with an Arc Drive.

The Lumina Gauge replaces the Moon Gauge
Finally, the Lumina Gauge. Displayed beneath the health gauge as a series of connected stars, this is a new system that takes the place of the Moon Gauge from Type Lumina. The Lumina Gauge fills up through specific actions. Once full, performing an action that consumes Lumina Gauge will cause the player to enter a “break” state. In this state, the player cannot execute any actions that consume Lumina Gauge, while incoming damage also appears to increase.
The Lumina Gauge generally diminishes when you land attacks on the opponent, with an Arc Drive causing a particularly significant decrease. It seems you’ll need to carefully manage both the Lumina Gauge and Magic Circuit while utilizing powerful system mechanics that increase the Lumina Gauge, all while avoiding a break state.
Incidentally, although the Moon Gauge itself has been removed, Moon Drive skills remain and are one of the actions that increase the Lumina Gauge.

Gauntlet feels a bit like Street Fighter 6’s Drive Impact
As mentioned earlier, Gauntlet has also been introduced as a new system mechanic that increases the Lumina Gauge. Activated by pressing A+C simultaneously, Gauntlet is a rushing overhead attack with armor from the very beginning of its startup. It can be used to retaliate while absorbing an opponent’s attack, while a Gauntlet performed after the opponent’s can lead to a kind of “Gauntlet counter.” If it hits an opponent near the corner, it can also wall splat them and lead into a combo. For players familiar with Street Fighter 6, its overall feel is quite similar to Drive Impact. However, there are some important differences: Gauntlet cannot be followed up into a combo when it hits in the middle of the screen, and although it is an overhead attack, it can still be blocked.
As briefly mentioned in the explanation of Rapid Beats, Gauntlet also changes properties when used during a combo. It becomes an attack with a long untechable period that launches the opponent, allowing it to function as a combo extender at the cost of Lumina Gauge. The demo also allowed us to try out the new character Len and introduced some adjustments to existing characters, including an additional special move for Shiki, as well as changes that allow certain special moves to be used without spending Arc Drive. However, it was challenging to cover everything within the 15-minute demo session, and there is a good chance some specifications will change in the final version.

The Grand Scenario Mode penned by Kinoko Nasu
The Grand Scenario Mode – one of Twi-Lumina’s major new features – was also detailed during a media session separate from the demo. This is essentially the game’s story mode, featuring a scenario newly written by Kinoko Nasu.


