Well, the effects of Overdrive are character-specific and enhances their Drive attacks in some way. I’d say more “Super Mode” than straight-up “Comeback Mechanic” though it can be applied in that way (due to Overdrive being more effective the lower your health is).
Besides, didn’t all versions of BlazBlue have a comeback mechanic anyway? (Automatic Heat gain when your health is low enough)
I like GG more as a game, but BB has more characters that I like/enjoy playing, plus it has good online and more people that I can play (locally and online)… still love GG but yeah BB has more plus points for me atm.
I’m totally fine with both co-existing and even P4A as well, doesnt have to be just one game >__>
I will say though, the thought of the music in that possibility for a game is awesome. But that being said, it kind of goes against the typical rules of a “vs” thing. Well, except for King of Fighters which came about through a “Fatal Fury vs Art of Fighting” concept.
Sounds like you have OD wrong - or at least, that’s not how it’s being used much right now. The problem with using OD for a “comeback” is that using OD consumes your burst, which is in many cases the only thing between you and death.
The only think “comeback” about OD is the fact that it lasts longer at lower health - which makes sense, because bursts become more valuable as you become lower on health, so if it didn’t scale, it would pretty much never be used towards the end of the round. Even as it is, I see more players hitting it near the beginning of the round for a “resource boost” (Hakumen players in particular) than using it to try to finish a round, and still less as a “comeback”; The small number of times I’ve seen someone try to use it as a comeback mechanic, it generally wasn’t enough.
So, do you have any reason to believe it’s a “comeback mechanic” other than just theoryfighting?
At first I thought it was just a comeback mechanic aswell, but so far it’s not bad at all. But we’ll have to see how it’ll evolve over time.
I’m still not sure how I feel about bursts/OD being replenishable over time instead of a max of 2 bursts.
Also another thing about OD: It stops the timer.
I saw a video today with someone trying to win via timeout. With only 4 secs left the other guy freezes the timer by activating OD and steals the win.
Hazama already has my vote as the “broken top tier character” for this game, since all of his damage seems to have gone up since EX. His one weakness, which was crap midscreen damage without meter, is completely gone and now he does like 3k from random crud midscreen with his stupid j.C loop. Lame.
Hakumen is probably still going to be S tier from what I can tell (is Arcsys breaking the pattern?), Hazama’s midscreen damage is lol, Valky’s probably going to move down a tier or two, Jin looks even better, Tsubaki is now viable, etc.
Extend - Hakumen, Valky, and Ragna were the S tiers.
CS2 - Makoto was S tier.
CS1 - Bang and Litchi were the S tiers.
Calamity Trigger - I think Nu-13 and Rachel were the S tiers.
I’m really blown away with Hazama. Why do they never, ever tone that bastard down? He’s be incredibly strong in every version, and now that everyone else got nerfs (Bar Tao?) He arguably got buffs?
Incredibly strong full-screen mobility
Can pressure from anywhere on the screen
Amazing Normals (Fucking 3C Nigga)
Strong Zoning game
Meterless DP
Crossups
Jayoku Houtenjin. The must ridiculously good super in the game.
Safe overheads that you can combo after (6A + 214D-A)
Command Dash that goes through you and can be cancelled at anytime
Better Midscreen damage + RELAUNCHES
Full Screen Projectile punish
New Command grab super
Meterless Throw invulnerable Command grab
Backthrow wallbounces Midscreen into a full 214D-C combo.
Wasn’t his meter gain toned down though? I’m pretty sure that he got some nerfs too as I remember my friend (a Hazama main) complaining about it.
Anyways, Hazama doesn’t get me too salty.
Salt for me is getting raped by hotaru on wake-up. Salt for me is getting bitch slapped by tsubaki while attempting to wolf dash out of the corner. Salt for me is getting hit out of konig wolf because of a j.C with retarded horizontal range. Salt for me is getting anti-air by a cheap 6A that can be used in combos and pressure strings. Salt for me is getting frame trapped by a super that does 5.5k and is unblockable. Salt for me is yukikaze. Salt for me is a godlike j.B and j.2C. Salt for me is a character that gains meter by doing absolutely nothing. Salt for me is counter’s that start-up in 1 frame. Salt for me is a 6B anti-low. Salt for me is a TK’able j.D. Salt for me is Renka’s 120% proration and + frames on block. Salt for me is raw zentetsu’s damage.