Please elaborate.
Blitz collisions work great for things like keeping a car from falling through the ground or other movable-to-immovable object collisions. But if, say, you have two cars and want them to collide and bounce realistically off each other, Blitz collisions don't do as well.
The way Blitz collisions work, one object runs into another and stops cold (or slides around it). This dynamically changes the position of the moving object, but doesn't change the object it just ran into. Since the change in relative positions of objects are a big part of how Verlet physics work, you end up with one object bouncing off the other as if the other object had infinite mass.
On the other hand, if you handle collisions mathematically (i.e. "Oops, particle A is too close to particle B, I need to push them apart"), you can change the positions of both particles simultaneously, which makes them bounce off each other in a more realistic fashion. On the down side, this method is a lot more work since it requires you to keep track of which particle is getting too close to which other particle. If you only have two or three moving items, it's not so bad. If you're throwing around ten thousand bouncing constructs, however, it gets a little complicated.