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Major Edit

Okay so I did some MAJOR editing on this page. I added a brief summary, removed the "this needs work" message, removed second-person POV, rewrote several sentences and phrases to follow more to the standards of English, took out sentences that were unnecessary or false. Generally, the quality of this page has been increased. Comment on any of the changes. Add information for any of the battle systems that currently have none. --Imaginationac 02:45, 17 March 2007 (UTC)


If someone could rearrange this page similar to what we did for the Mystic Artes article, including the history of the LMBS and its evolution throughout the games, I'll love you forever. In whatever way necessary.

Alternatively, should we not have separate pages for each variant of the LMBS? Combining them all on one page makes for a very lengthy wall of text, if we were to describe each system in detail. The base LMBS article can be used to list which games featured which battle system, since quite a few use Condensed LMBS (not listed) or Flex-Range variants.

Yumemi Hoshino (talk) 21:26, 16 June 2009 (UTC)

Tales of VS battle system?

Does anyone know the name of VS battle system. User:Nathbud789 11:01, 31 January 2010 (UTC)

LMBS vs. gameplay mechanics

I've been meaning to make a topic about this for a while, since people tend to mix things up a lot. The LMBS is not all-encompassing, and its function does not include game-specific functions that make each game unique. These battle gameplay mechanics should not be considered part of the LMBS. The LMBS is just that, a reiteration of the Linear Motion Battle System with some gimmick attached to it to make it slightly different, and the extra game-specific stuffs are part of the game, not the LMBS.

For example:

3-Line LMBS - the LMBS gimmick is... 3 lines. obviously.

FG and RG are not LMBS-related (Rebirth only)
the enhancement system is not LMBS related (Rebirth only)

Aerial LMBS - the LMBS gimmick is the ability to use some (not all) artes in midair

Chain Capacity is not LMBS-related (Destiny PS2 + Graces + Keroro RPG only)

Flex Range LMBS - the LMBS gimmick is Free Run

FOF Changes are not LMBS-related (Abyss only)
Unison Attacks are not LMBS-related (Symphonia + RadiMai only)
Infinity Jam is not LMBS-related (Innocence + RadiMai 2 only)

Any function that relates to movement during battle on the linear plane between the player character and the target is part of LMBS. Any function that is related to battle gameplay, such as the ability to chain combos, guard/dash/backstep/double jump, or enter SBM/Over Limit/Awakening mode, is not a part of LMBS. These are part of the gameplay mechanics of the games themselves, and they shouldn't be listed on this article.

I'd have to completely redo the entire page to reflect all of this, but I just don't have the interest or time. These other functions would be better described on their own pages (ie. Elemental Grid, Over Limit, FOF Changes), and linked from the "Gameplay" section on the articles for each of the games. And now I realize that element and status ailment listings should be listed in the same "Gameplay" section, rather than on this page.

Byakuren Hijiri (talk) 17:21, January 31, 2010 (UTC)

Low Gravity on Destiny (PS2)

Yo! I'm new to this site (tho I've been using this wiki for years..) so I'm kinda scared to make an actual edit, but this part from the Tales of Destiny (Playstation 2) part may be a bit wrong:

-"but the Advanced Game option "Low Gravity" reduces the effects of gravity itself, reducing the falling speed of both enemies and allies to keep them in the air for a longer period of time"-

From playing Tales of Destiny PS2/Director's Cut for a few years (and also doing extensive testing) It seems that the "Low Gravity" option has no effect on falling speed, jump height and anything like that. The only effect I found out about it is that it increases launch power for both you and the enemy. What I mean by launch power is, for example: let's say you hit an enemy with grave (Leon); while normaly the enemy is launched 1/3 of the screen up, with "Low Gravity" the enemy is launched 1/2 screen up. If you jump to avoid an attack, you would hit the ground at the same time with and without "Low Gravity".

I've been playing Destiny DC for the past 3-4 years, so I don't remember if it was the same in the vanilla version. If you guys want some more concrete proof (get some video/gif, find out some formula, test multiple versions) I would be happy to hit up the lab again. :)

--VCentYT (talk) 04:03, April 10, 2017 (UTC)

You are more than welcome to add this information yourself, and if there are any problems, I will fix them.

Arosia (talk) 04:07, April 10, 2017 (UTC)

I did my edit, it sounds a bit awkward but I didn't change much from the original. By the way, where do you see recent Talk page edits? Or recent edits in general? I would gladly help to proof read some pages to see if everything is alright. Sorry if this isn't the place to talk about this ;( Still figuring out how all of this works.

--VCentYT (talk) 04:27, April 10, 2017 (UTC)

It's fine. Recent Changes can be found here, or by clicking the "Activity" link on the main page.

Arosia (talk) 04:39, April 10, 2017 (UTC)

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