Kurushii Report post Posted August 4, 2013 As many have stated before me, the article is making assumptions of a new system mechanic without any knowledge of how it works. A good chunk of the cast uses OD early in a match to build their character specific traits and help them start a stronger pressure/combo game. Very few can use it as a reversal tool. Majority of players use it (if they didn't use their burst already for defensive purposes earlier) as a tool to seal the opponents burst from use and extend their own combo to win a match. If you were on the losing side of a match you most likely already used your burst to stop your death, so OD wouldn't be an option. In the majority used situation, OD is more of a throw all your cards on the table and hope you can finish your combo, because if you don't you are out of a Burst and won't be able to get out of the opponents next attack if they can land it. Besides the rare exceptions of characters who benefit from it a lot, it's still far from being any form of comeback mechanic. Labeling "speed" as a factor for why air dashers don't succeed in territories outside of Japan is just incorrect. UMvC3, which is easily the most popular fg atm, is hands down faster. Many factors play a role in why air dasher fg's aren't higher in popularity but "speed" is not it. I see more Marvel players giving open arms to try BBCP when it comes out because of it's change of pace. If you wan't to blame companies for making "comeback mechanics" then throw that at Capcom. SF4 with Ultras, and MvC3 with X-Factors. Go play if you want a parry. I recommend checking out our wiki for information on Overdrive as it'll prove a much better ground to understanding the system mechanic. Overdrive: http://www.dustloop.com/wiki/index.php?title=Offense_(BBCP)#Overdrive Characters: http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma -Thread Closed- Share this post Link to post Share on other sites