Well, the point, as stated, is that they want(ed) people to use OD more as a ‘reversal’ but it was really hard because if you pushed the buttons at the wrong time, you’d get a burst, so basically no one did that except on the odd wakeup. So I don’t think there’s anything wrong with it ‘philosophically’ but the implementation as it stands is a problem.
People say I’m overreacting when I say this, but GCOD could potentially be WORSE than X-Factor guard cancel, namely because
- Some characters can at least snapback in umvc3 which you can’t do here.
- You can do OD more than once.
Not saying it’s worsse than x-factor, just that it’s approaching a level of it though.
I dunno, I kinda have to disagree with it, because if I’m blocking a bunch of someone’s quick pressure in the corner and I hit ABCD, then I do it BECAUSE I want to Burst, not because I want to try and punish them with Overdrive. Like, we should still be allowed that option.
People really honestly burst in that situation? I feel like I hardly EVER see people bursting when not being hit.
It’s a situation thing, really. If you can time it right to get them the hell off of you with it when you don’t have a reversal move available to give yourself needed time and space to set up offensive and defensive options, I don’t see it as a bad thing. Obviously it can be baited, but so can just about anything to some degree.
Sure, but the question, for me, is: Why would you not just block and try to get away some other way, and then use your burst if they hit you? Unless you’re super low on health or you think they’re immediately going to go into an OD combo or something, there’s no reason to burst while blocking instead of trying to escape and then bursting if you get hit.
There’s a bunch of situations fighting characters like Kokonoe, Azrael, Carl, Litchi, and Tager (at least if you’re Noel), that the longer you let yourself be in there, and the more they can try and set up (less so for Azrael, but it’s still not fun), then the worse it’ll be in the long run. And I’d rather burst before I’m in the middle of getting combo’d and losing a chunk of health.
I… still don’t really see the difference between bursting after the first hit and bursting during blockstun though. Sorry.
Just, uh…I guess for an example, think of it as getting Tager off of you before you get 720’d when you’re using a character where most of your normals he can just go through unaffected.
Tager is a good example, though also a difficult one, since he’s probably not doing a lot of stuff to put you in blockstun before the 720 - since he doesn’t want it to be purple, so there’s a high chance you’re going to get accidental overdrive regardless if you’re doing it there.
So
if you use A+B+C+D while guarding you’ll get Over Drive Raid
but
if you’re getting hit you’ll just get burst
ok I think I get it
That is my understanding, yes.
It’s not clear to me if Over Drive Raid is in any way different from standard Overdrive.
Good, there are still people here. It was hard to find this section…
I bought a used copy of cont. shift the other day. I was rather impressed so I went ahead and bought Chrono Phantasma.
I should let you know now, CP is entirely different than CS in a lot of ways. It’s faster and has some different mechanics in it, but you should enjoy it since it’s a really good game.
That gives me a good reason to keep both then (I should probably take it back and get extended though?). I mainly checked out the fighting styles and the A.I. How much faster? Could you give me a comparison?
Uh…I think the typical thought was like 30% faster? If I had to guess I’d say somewhere between Persona 4 Arena and Guilty Gear Accent Core? However, I don’t really play much Accent Core at all, so I could be mistaken.
Ugh; Don’t go making up meaningless numbers. The game isn’t even ACTUALLY faster, it just has less hitstop, so things seem to happen more quickly when you are hitting your opponent - everyone actually moves at the same speed. The so-called “speed change” is basically just a “let’s make it harder to do good hitconfirms” change.
No point keeping both… Characters tend to change pretty drastically from version to version, so you’ll end up confusing yourself. Just stick to CP.
It’s not so much “making up numbers” as it is that that’s around what most people I talk to say it feels like.
But the game runs at the same speed, so that number is made up. It doesn’t matter WHO made it up. It’s meaningless.
The only thing ‘faster’ about the game is reduced hitstop.