Hey, you're right, we usually used RF on stuff like Earth to create what we called "anti-Attack". I feel like, looking back, the name is quite ridiculous. Defense is anti-Attack. Attack is anti-Defense. This was also at a time where RSF and RF had not quite made it onto the scene, and CS wasn't really viewed as a great Defense option yet. I'm pretty sure we were still using stuff like C145WB. We also considered using more worn-out, docile RF's too. Taller tracks were a fair bit later, the idea more or less died because of RSF and RS doing what we wanted "anti-Attack" to do, grip the stadium on a smooth wheel. As for moderately aggressive wheels (all of MFB is Smash btw), I guess people did use Burn too? But really, that's just off-meta Attack, since it is just a weaker Attack option.
Anyway, when it comes to Burst, I honestly believe the standard stadium puts in far too much work for this, or Defense in general, to ever matter. It's no wonder why people get away with using straight up stamina drivers without too much concern for Attackers. The overbearing guard and small width of pockets make using Attackers not nearly as consistent as they otherwise would be in older-style stadiums. I don't mean to say Attack is useless, but it is heavily nerfed in that stadium, and it is evident from TT's lack of legitimate Defense-oriented parts or beys that they don't see a need for staunch Defense beys.
Why build something like Tempest + Xtreme' or Destroy' to (ideally) thwart Attackers on the same kinds of Driver, when a Stamina type may fare just as well, and will certainly outspin the Attacker if it doesn't get hit into the pocket and stop spinning/hit the floor? I'll test out something like this later today, and post tests here, but the nature of the stadium makes me believe something like this is redundant since Stamina and Defense/"anti-Attack" would have a similar likelihood of being knocked out, but certainly not the same chance of OS'ing the Attacker. This is also not accounting for stuff like Rage + Zone'+Z/Drift, which will almost certainly OS an Xtreme' or Destroy' based opponent.
Edit: As promised, I'm back after doing a bit of testing. Because you brought up Tempest, I put Lucifer II on it (Solomon not yet in my possession) to see how it would do. I did a fair amount only 10 rounds each, these were all quickly done so forgive the fact they are not incredibly thorough. And I hope the formatting of the parts is correct, though I think even if it isn't you'll understand which parts I'm using.
Firstly I wanted to see if any of the more aggressive Drivers had a serious change in performance vs. an attacker.
Spoiler, I ended up going with Quick' later on out of preference.
Tempest Lucifer II Xtreme' 2B vs. Rage Diabolos II (looks cooler than Helios II, don't @ me) Xtreme' 3A
Tempest: 6 Wins (2 KO, 4 OS)
Rage: 4 Wins (4 KO)
Tempest WR: 60%
Tempest Lucifer II Hunter' 2B vs. Rage Diabolos II Xtreme' 3A
Tempest: 5 Wins (2 KO, 3 OS)
Rage: 5 Wins (4 KO)
Tempest WR: 50%
Tempest Lucifer II Xceed+X 2B vs. Rage Diabolos II Xtreme' 3A
Tempest: 4 Wins (4OS)
Rage: 6 Wins (6 KO)
Tempest WR: 40%
Tempest Lucifer II Quick' 2B vs. Rage Diabolos II Xtreme' 3A
Tempest: 5 Wins (2 KO, 3 OS)
Rage: 5 Wins (5 KO)
Tempest WR: 50%
You could technically say Xtreme' did the best, but the sample size was small to hasten the process and they all, except for Xceed'+X, did roughly the same. Xceed'+X didn't seem too hot on this set up at all. Also, there was a lack of draws here. I recall just one, on double Xtreme', a double KO.
This may seem promising, but that might be a little deceiving. I took out the aggressive Driver and put in Xtend+, which I consider to be one of the easier Drivers to KO.
Tempest Lucifer II Xtend+ 2B vs. Rage Diabolos II Xtreme' 3A
Tempest: 4 Wins (4 OS)
Rage: 6 Wins (6 KO)
Tempest WR: 40%
The only significant difference between this result and the other was that Tempest didn't deal with big hits as well, because of a lack of momentum and traction, but still, it performed well within the same ballpark thanks to the stadium. Definitely not an auto-lose matchup as a more stamina-oriented combo. With that in mind, Rage on Xtreme' is not even the more troublesome combo. Tempest is right spin, making it basically free food for Drift. So, could Tempest KO Rage on Drift before the eventual outspin?
Tempest Lucifer II Xtreme' 2B vs. Rage Diabolos II Drift 3A (Weak Launched)
Tempest: 1 Wins (1 KO)
Rage: 9 Wins (3 KO, 6 OS)
Tempest WR: 10%
Tempest Lucifer II Hunter' 2B vs. Rage Diabolos II Drift 3A (Weak Launched)
Tempest: 2 Wins (2 KO)
Rage: 9 Wins (3 KO, 6 OS)
Tempest WR: 20%
and just for comparison, here is the pure Stamina result:
Tempest Lucifer II Xtend+ 2B vs. Rage Diabolos II Drift 3A (Weak Launched)
Tempest: 1 Wins (1 KO)
Rage: 9 Wins (4 KO, 5 OS)
Tempest WR: 10%
Simply put, it was no contest. When Tempest landed big hits on Rage+Drift, it would at best make Rage hit the Tornado Ridge, but Rage would spin right back to the center instantly for a counter attack, resulting in a noticeable amount of KOs. You could potentially not weak launch Rage here, and Tornado Stall, but that is risky for the Rage user. There is no guarantee that Drift can stay in the stadium at high speeds while a rubber-based opponent wouldn't. Mind you, I'm weak launching but also banking. Yet, this isn't even the end. I know people also use Rage with Zone'+Z sometimes, so here is that:
Tempest Lucifer II Quick' 2B vs. Rage Diabolos II Zone'+Z 3A (Weak Launched)
Tempest: 3 Wins (3 KO)
Rage: 7 Wins (3 KO, 4 OS)
Tempest WR: 30%
Just to see, this is what happened when Zone'+Z wasn't weak launched and banked:
Tempest Lucifer II Quick' 2B vs. Rage Diabolos II Zone'+Z 3A
Tempest: 5 Wins (5 KO)
Rage: 5 Wins (2 KO, 3 OS)
Tempest WR: 50%
Just a slight edge when you weak launch an opposite spin beyblade, nothing we don't know.
To be clear, by this point I wasn't really sold on Tempest for this purpose. But, I did a bit more testing against Attackers other than Rage (I forgot stuff like Super or Brave, but I can do those later if requested). Technically these may no longer be seen as the tip-top. But still.
Tempest Lucifer II Quick' 2B vs. Judgement Diabolos Sting Xtreme'
Tempest: 5 Wins (4 KO, 1 OS)
Judgement: 5 Wins (5 OS)
Tempest WR: 50%
Tempest Lucifer II Quick' 2B vs. Zwei Diabolos Sting Xtreme'
Tempest: 6 Wins (4 KO, 2 OS)
Zwei: 4 Wins (4 OS)
Tempest WR: 60%
Not so bad, but do recall there is a weight and width difference that does a heckload of work here. Also, here's Drift doing Drift stuff:
Tempest Lucifer II Quick' 2B vs. Zwei Diabolos Sting Drift (Weak Launched)
Tempest: 2 Wins (2 KO)
Zwei: 8 Wins (2 KO, 6 OS)
Tempest WR: 20%
Anyway, by this point it became clear that while you can probably 50/50 with Tempest against full-on Attackers (not dissimilar to just doing a regular Stamina combo, mind you), left-spin and weak launching is just very strong. So. What happens when you use a left-spin beyblade that makes it impossible to weak launch into? You get something promising, yet not actually too surprising.
First, I tried World Spriggan Wheel Quick' 1S. Here is it against Rage+Drift:
World Spriggan Quick' 1S (Left) vs. Rage Diabolos II Drift 3A
World: 5 Wins (2 KO, 3 OS)
Rage: 5 Wins (3 KO, 2 Burst finishes)
World WR: 50%
Because this combo is a bit sensitive, as you can tell by the Bursts, I went with something a bit bulkier, and definitely more "anti-Attack" like the days of old. Libra CH120RF type vibes. Even though that was definitely not broken, FYI. Just good.
World Spriggan Quick' 2B (Left) vs. Rage Diabolos II Drift 3A
World: 8 Wins (3 KO, 5 OS)
Rage: 2 Wins (2 KO)
World WR: 80%
A pretty commanding victory. Drift can't get away with siphoning spin, and World's relatively low-recoil design makes it so that it won't be losing as much spin on hard impacts as Rage is, when it comes down to an endurance matchup. Here is the matchup with Rage + Xtreme'
World Spriggan Quick' 2B (Left) vs. Rage Diabolos II Xtreme' 3A
World: 7 Wins (3 KO, 4 OS)
Rage: 3 Wins (3 KO)
World WR: 70%
So, to no one's surprise, a same spin, lowish recoil beyblade with high-traction and high momentum is a viable enough strategy. Opposite spin is usually asking for trouble against Rage, and victory is by no means assured. So technically, if you wanted a sure-fire win against any Rage configuration, without the usual 50-50 on just about any stamina-based beyblade, left-spin World 2B on a rubber tip is a good option. It may be possible 2D works just as fine, but just make sure your Burst resistance is high enough, or you're basically back to 50-50 and may as well be using Xtend+.
Still not done, for whatever reason. How does World 2B do against stamina types, though? Well, it is a mixed bag. Similar to Earth or Libra on RF, you're basically capitalizing on the opponents recoil and your lack of it to generate KOs. Recoil is deliberately scarce on stamina types. Here is just about the easiest stamina type I could imagine being KO'd.
World Spriggan Quick' 2B (Left) vs. Tempest Lucifer II Xtend+ 2B
World: 7 Wins (7 KO)
Tempest: 3 Wins (3 OS)
World WR: 70%
Promising, since it wouldn't be too far off from Rage, in ideal scenarios. We can say it's a matchup where World is likely favoured. Here is a not so favoured match up with a bulkier stamina type you're probably more used to seeing, because it can take advantage of walls and its height to stay in the stadium:
World Spriggan Quick' 2B (Left) vs. World Spriggan Mobius 2D (Awakened, Right)
World 2B: 1 Wins (1 KO)
World 2D: 9 Wins (9 OS)
World WR: 10%
Not even close, since there wasn't a whole lot of recoil for 2B to take advantage of. World 2D took it to the cleaners. Finally, here is a comparison to Rage on a similar set up:
Rage Diabolos II Xtreme' 3A vs. World Spriggan Mobius 2D (Awakened, Right)
Rage: 4 (4 KO)
World: 6 (3 KO, 3 OS)
Rage WR: 40%
Really not that much better. All I can say is there were wall saves aplenty, making it from a Rage-favoured matchup into a World-favoured matchup. Rage got the pocket, World got the wall, 3 times. Which kind of goes back to my whole thing about the stadium nerfing Attackers, and the lack of the need for a legitimate defense type when this definitely competitive Stamina type is more than enough to "defend" against Rage. Probably the reason why people may opt for Drift or Zone'+Z on Rage, as it leaves less up to chance, just a battle of who gets the last extra rotation or two if no KO's are had.
So! All in all, Tempest kinda meh for this, World with same-spin gets the desired results you'd want for this strategy. I can't stay it is as viable as just going World Mobius and 2D, or even other straight up Stamina types. Reason being that you can 50-50, or sometimes 60-40 the pure Attacker matchup on Stamina types depending on launch or luck, while still being perfectly fine if you go up against another Stamina beyblade. This is not the case for something like World on Quick', which will more often than not run into a bulky Stamina type it cannot KO at all, an auto-lose matchup. It isn't an even trade-off, I think, to getting a decent, if not good, WR vs Attackers.