(Dec. 20, 2011 2:32 PM)Janstarblast Wrote: Attack is short-lived, yet extremely deadly. Making use of this short-lived strength is what we call 'controlling attackers'.
No, what I'm saying is that the wall rebounds do indeed shorten the lifespan of the attacker's aggression. I know how attack types work in general.
(Dec. 20, 2011 2:32 PM)Janstarblast Wrote: A pseudo Flower Pattern created after rebounding from walls is BAD.
Yes and no. They do rebound with a lot of force.
(Dec. 20, 2011 2:32 PM)Janstarblast Wrote: If one can actually keep from touching the wall, and yet get a good flower pattern, then that's all what's needed.
In the magnestadium? As if!
Any attack type calm enough to avoid the walls will just tap itself to death against any good opponent.
(Dec. 20, 2011 2:32 PM)Janstarblast Wrote: Crashing into walls is extremely harmful for attackers
More so for the walls it seems...
(Dec. 20, 2011 2:32 PM)Janstarblast Wrote: Expecting a good attack thereafter, is pointless.
Expecting more than 2 or 3 is but that can be all it takes.
(Dec. 20, 2011 2:32 PM)Janstarblast Wrote: As for the magnestadium, I wonder how does it actually keep attackers in. Yes, plastic ones stay inside. But MFB beys cannot prevent themselves from being self-KOed. You probably know better than me, as the only attack tip I own is an LF, which is probably extremely tough to control in any stadium whatsoever.
Even with LF it stays in for me. So long as you launch well, the bey will already have started its circular motion by the time it reaches the outer edge, meaning that the ridge will hold it briefly, after which its natural motion will overcome the ridge and cause it to self-KO but, unless you're using R2F/LRF on the correct spin direction, Q or (presumably) WF/XF, the bey will hit the wall and rebound through the center before that can happen.
R2F/LRF and Q can also be controlled well enough to survive but it takes a lot of effort to do so (I don't know about WF/XF but they're likely just simpler versions of Q).