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By the way, that's the Meat accessory I have there. What better way to show just how big of a ham you are than to put a big ham on your character's head?
IxDarkStormxii returns for more, I guess. I'm definitely up for more. I'm wondering how he plays this game, because he doesn't have any of the planets you'd unlock through Mission Mode. In any case, you can see that there are a LOT of planets I haven't yet covered. I plan to go through each planet at least once, either through Mission Mode, online matches like these, or other modes. This time, I chose Vubble, a planet that looks like a giant soap bubble.
The citizens of Vubble are known as Vubblies. Despite what the planet looks like (or maybe not), Vubble's oceans seem to be pretty soapy and cause giant bubbles. Vubblies skate upon the surface of these bubbles. I guess that means they're very light--their fairylike appearance and 10-centimeter height suggests that. You can see in the description that they loathe sharp things. I wonder how technology got around on Vubble when everyone is resentful of them.
Vubble may look like the most fragile planet ever, but it's not easily popped. Its horizontal ignitions are one of the most powerful in the game. (Not as powerful as Hevendor, but still VERY potent.) Vubble has 8 columns instead of the usual 9, making it easier to manage. It also has pretty cool music. You can just feel the cleanliness of Vubble and its soapiness in the audio. Vubble also resists garbage blocks better than Arod, whch might be surprising since bubbles are so light, them being mostly air.
Two disadvantages though: Vubble is an overall low scorer, its powerful ignitions leading to a hard time chaining; and vertical ignitions on Vubble do squat. If you try to do a vertical ignition, the Meteos burn out and never even leave the ground. This makes Vubble vulnerable to isolated tall columns on the far left and right of the playing field, as well as the Tempest Planet Impact, which usually forces vertical ignitions out of you by making columns disappear. Luckily, helping you is the abnormal frequency of Meteos. 62.89% of Meteos on Vubble are H2O Meteos, so you should have no trouble lining things up for horizontal ignitions.
Vubble's Planet Impact is Sentinel. I like to use it when I've sent garbage blocks over to my opponent, as garbage blocks that restore themselves during a Sentinel strike can manifest as any of the 12 Meteos types. It makes life difficult for the opponent, as they'd have trouble matching stuff up. It's otherwise easy if you're using Vubble, as they, too, can use the H2O Meteos you bring to them--but if you shuffle up the types with Sentinel, you'll give them a hard time.
Unlike the last match, I played a good pressure game with Vubble. By clearing Meteos at a rapid rate, I created a rapid onslaught of garbage blocks. I was behind at the beginning, but my opponent's columns got close to their carrying capacity, and I caught up in the end. (My opponent was using Ranbarumba. I'll get to that in a later video.)
Which brings me to my next point: Disconnection. Meteos Wars treats incomplete matches as if they never even started to begin with. They don't appear on your profile, and they don't appear on the online charts. This game apparently KNOWS if one person disconnected while the other one stayed on board, so why couldn't it give a win to the person who stayed and a loss for the person who didn't? I am almost certain IxDarkStormxii quit by being a sore loser--it happened right after I won ONE ROUND in a best 2 out of 3 match. I stuck by to let him win. Shouldn't he return the favor by not quitting on me? (Unless it was the worst-timed gotta-leave-now moment.)