... Why does everyone always go to Beyblade Wikia ? All the information is here, and for Zero-G, it was here first.
Ask a question, get an answer! #2
@Boxhead: no idea what you're talking about, lots of reinforced edges and Galaxy and R2F are two separate parts.
I'd bank on it being upward smash, Earth Virgo, even with BS, is too heavy for midnight to lift.
Yes, defense mode would probably make more sense if you're after pure equalisation/taking hits, but if you want to KO stuff, Attack.
This is going to be wordy, you may want to read it a few times to make sure you process everything:
No, *effective* Upper Attack only requires the lift (the 'upper' portion) (some consider that the only opponent, but just lifting something is stupid and pointless if you don't use the 0 resistance to KO it), and then smash in any direction, it doesn't have to be upward smash, more often, in plastics at least, it's normal smash.
It doesn't have to be a big smash to get the opponent out as they have basically no defense once lifted. There is one combo in plastics, if you read the wolborg 2 rewrite draft, that uses upward smash after it lifts the opponent, basically making the lifting slopes, once the opponent is lifted, the smash provider too (well, I lie, it's not the lifting slope, it's the entire beyblade becoming the "smash point", but the slopes are generally the part in contact), mixing upper attack and a little, often upwards smash (sometimes normal smash too), to create more efficient upper in opposite spin. There's a full description in that thread. It blurs the lines, but still relies on lifting the opponent before KOing.
Destabilizers aren't a thing, destabilisation is a side effect of being lower than your opponent and hitting them from underneath, though sloped parts do this better in all generations (see triple wing in plastics for example). Destabilising is just ineffective upper attack, really, just sort of lifting the opponent up the slope but either not being able to lift them off the surface (thus, just throwing them a little off balance), or lifting them a little and then not doing anything with it (i.e. lacking the smash follow up), having the same effect. More commonly the former.
Upward smash is smashing with an angled surface, causing the opponent to move up and at an angle. There's no physical "lifting" involved, which is the key difference. There aren't any parts to do this properly in plastics, and IDK about HMS. The key difference is that there is no focus on lifting, which, it appears, is due to the extremely short contact time of MFB.
I'll probably be able to properly work out why once I have my HMS, they should be the final key to this puzzle. Yeah, I don't have the full understanding yet, but I will soon.
(Feb. 26, 2012 11:25 PM)LeonTempestXIII Wrote:(Feb. 26, 2012 4:26 PM)th!nk Wrote: You would need to tell me the tracks and tips if you want a full explanation. Midnight has some minor degree of upper attack, it's just too light to do it against basically every MFB ever. Perhaps inferno is particularly weak to it, being so light. Anyway, Upward Smash is a decent way to overcome grip (it's one of the reasons Lightning did quite well against it), so it could very easily just be that. Upward Smash is smashing opponents in an upwards direction with an angled hit.Midnight Bull 125SF vs...
Upper Attack *is* possible in MFB, under extreme conditions, it is just simply not practical or useful in MFB, for whatever reason (weight, weight distribution, rpm, part shapes etc). The closest thing you see is destabilisation, which is caused by the same things.
The movement thing, IIRC is based on the way the tip moves against the surface, propelling you around in the opposite direction.
It's actually modes of perseus, but counter is almost always more useful because it exposes more metal, allowing for more consistent smash attack. The Attack CW is really good for this reason. Still, in less aggressive combinations, defense mode may be better, as it is less aggressive.
•Inferno Byxis CH120 (145 mode) RS (gently worn)
•Inferno Sagitario 145S
•Earth Virgo GB145BS
•Flame Byxis 230WD
Granted, this was a Hasbro stadium, so SF here is more effective.
Before anyone calls me a fool for using Hasbro, stadium has no impact on the smash attack of the bey.
Now, for Perseus, if I wanted to use spin equalization, would't defense mode be the better option? (for oppisite spin battles only)
Now, just to confirm, Upper Attack can only exist if Upward Smash takes place, but Upward Smash does not alwas result in Upper Attack?
Another thing, Upper Attack and Uppward Smash are only used effectively when used with destabalizers, right?
I'd bank on it being upward smash, Earth Virgo, even with BS, is too heavy for midnight to lift.
Yes, defense mode would probably make more sense if you're after pure equalisation/taking hits, but if you want to KO stuff, Attack.
This is going to be wordy, you may want to read it a few times to make sure you process everything:
No, *effective* Upper Attack only requires the lift (the 'upper' portion) (some consider that the only opponent, but just lifting something is stupid and pointless if you don't use the 0 resistance to KO it), and then smash in any direction, it doesn't have to be upward smash, more often, in plastics at least, it's normal smash.
It doesn't have to be a big smash to get the opponent out as they have basically no defense once lifted. There is one combo in plastics, if you read the wolborg 2 rewrite draft, that uses upward smash after it lifts the opponent, basically making the lifting slopes, once the opponent is lifted, the smash provider too (well, I lie, it's not the lifting slope, it's the entire beyblade becoming the "smash point", but the slopes are generally the part in contact), mixing upper attack and a little, often upwards smash (sometimes normal smash too), to create more efficient upper in opposite spin. There's a full description in that thread. It blurs the lines, but still relies on lifting the opponent before KOing.
Destabilizers aren't a thing, destabilisation is a side effect of being lower than your opponent and hitting them from underneath, though sloped parts do this better in all generations (see triple wing in plastics for example). Destabilising is just ineffective upper attack, really, just sort of lifting the opponent up the slope but either not being able to lift them off the surface (thus, just throwing them a little off balance), or lifting them a little and then not doing anything with it (i.e. lacking the smash follow up), having the same effect. More commonly the former.
Upward smash is smashing with an angled surface, causing the opponent to move up and at an angle. There's no physical "lifting" involved, which is the key difference. There aren't any parts to do this properly in plastics, and IDK about HMS. The key difference is that there is no focus on lifting, which, it appears, is due to the extremely short contact time of MFB.
I'll probably be able to properly work out why once I have my HMS, they should be the final key to this puzzle. Yeah, I don't have the full understanding yet, but I will soon.
(Feb. 27, 2012 5:18 AM)PunkBlader Wrote:(Feb. 27, 2012 4:22 AM)Boxhead Wrote:(Feb. 26, 2012 11:01 PM)Boxhead Wrote: Is it normal to have a hasbro Galaxy without the reinforced edges on the R2F?
Someone please answer my question
What do you mean by reinforced? Can you provide a picture, I have no idea what you are talking about.
Hasbro has began reinforcing their Bottoms by adding a little extra plastic around the area where it connects to the Track. It makes it a little less prone to breakage.
@Boxhead:
It's perfectly normal to have a regular R2F. Hasbro began reinforcing the Bottoms sometime after the early releases of Metal Masters, so you probably just got one of the earlier ones.
Does anyone remember the top tier list before all the 4D beyblades?
(Feb. 27, 2012 2:48 AM)Kai-V Wrote: ... Why does everyone always go to Beyblade Wikia ? All the information is here, and for Zero-G, it was here first.
I guess it's cause, when they search it up on the net, Beyblade Wikia is basically the first thing that comes up, and it takes a bit longer to search through WBO.
(Feb. 27, 2012 11:36 AM)Cheeseburger Wrote: Does anyone remember the top tier list before all the 4D beyblades?
We should honestly keep a list of Ex-top-tier beyblades. It should have been something like:
Attack
MF Lightning L Drago 90/CH120/BD145 RF/R2F/LRF
MF Gravity Perseus 90/CH120/D125/R145 RF/R2F/LRF
Defense
MF/MF-H Basalt Aquario/Bull/Kerbecs BD145/GB145/230 CS/RS/RSF
MF/MF-H Libra BD145/GB145/230 CS/RS/RSF
MF/MF-H Earth Aquario/Bull/Kerbecs BD145/GB145/230 CS/RS/RSF
Stamina
Basalt Kerbecs/Aquario 90/100/AD145/230D/WD/SD/EWD *(other cw's were listed. The CW guide in my signature will show you how to orient it for taller tracks. On Low Tracks, IIRC aquario was much better)
Hell Kerbecs BD145WD/D/SD/EWD
Earth Bull/Aquario/Cancer 85/90/100/AD145/230 D/WD/SD/EWD
Burn Bull/Aquario/Cancer 85/90/100/AD145/230 D/WD/SD/EWD
Balance
(MF) Hell Kerbecs BD145CS (generally better at everything than the WD version)
Few extra things that could have gone there:
MF MLD CH120XF (the metagame was basically just MF-H Basalt Kerbecs 230/BD145CS, it destroys both if you can use it). The Gravity version was decent but not *as* good.
MF-H Basalt Kerbecs 230WF/MF (mainly used to counter MF MLD CH120XF and MF LLD BD145LRF, the latter was the most popular attack combo, but yeah ehhhhh, weak launch ltsc's against it and it struggles. Anyway, this combo was pretty darned good).
MF-H Hell Kerbecs 230CS (it was a competitive balance combo, won a few tourneys)
MF(-H) Gravity Perseus BD145MF (find the thread, but it was boss)
MF Libra BD145MF - Never got the recognition it deserved.
Hell was probably viable for attack, Hell Kerbecs BD145R2F or Hell Kerbecs 100R2F, but basalt BD145CS will still shut it down almost always.
EWD, and Aquario/Cancer for stamina weren't added but should have been in retrospect. GB145 was underpowered but pretty decent on Basalt. Earth was already pointless by then, there may have been some cruddy attackers on there but only those two are worth mentioning)
Basically, the metagame was dominated by MF-H Basalt Aquario BD145CS and 230CS.
(Feb. 27, 2012 11:36 AM)Cheeseburger Wrote: Does anyone remember the top tier list before all the 4D beyblades?
Mostly full of Maximum Series Beyblades.
BlackOutCannon Wrote:I guess it's cause, when they search it up on the net, Beyblade Wikia is basically the first thing that comes up, and it takes a bit longer to search through WBO.
Considering we also have a very easy Search function where you can look only for thread titles and everything, and that I do my best to keep all the essential information in the first post of each topic, there is not really any reason.
Better explanation: people aren't smart about finding good information.
what was the first beyblade evar?
You should use the in-line Search function for this topic to look for "first beyblade". That question was already asked.
Kai-V Well, the Wikia kinda has a format that I'm familiar with.... and it's in my bookmarks toolbar, but if it makes you happy I'll use Beywiki more often.
Does anyone know a website that you can watch mfb 4d episodes that are clear?
(Feb. 27, 2012 4:37 AM)th!nk Wrote:(Feb. 26, 2012 11:25 PM)LeonTempestXIII Wrote:(Feb. 26, 2012 4:26 PM)th!nk Wrote: You would need to tell me the tracks and tips if you want a full explanation. Midnight has some minor degree of upper attack, it's just too light to do it against basically every MFB ever. Perhaps inferno is particularly weak to it, being so light. Anyway, Upward Smash is a decent way to overcome grip (it's one of the reasons Lightning did quite well against it), so it could very easily just be that. Upward Smash is smashing opponents in an upwards direction with an angled hit.Midnight Bull 125SF vs...
Upper Attack *is* possible in MFB, under extreme conditions, it is just simply not practical or useful in MFB, for whatever reason (weight, weight distribution, rpm, part shapes etc). The closest thing you see is destabilisation, which is caused by the same things.
The movement thing, IIRC is based on the way the tip moves against the surface, propelling you around in the opposite direction.
It's actually modes of perseus, but counter is almost always more useful because it exposes more metal, allowing for more consistent smash attack. The Attack CW is really good for this reason. Still, in less aggressive combinations, defense mode may be better, as it is less aggressive.
•Inferno Byxis CH120 (145 mode) RS (gently worn)
•Inferno Sagitario 145S
•Earth Virgo GB145BS
•Flame Byxis 230WD
Granted, this was a Hasbro stadium, so SF here is more effective.
Before anyone calls me a fool for using Hasbro, stadium has no impact on the smash attack of the bey.
Now, for Perseus, if I wanted to use spin equalization, would't defense mode be the better option? (for oppisite spin battles only)
Now, just to confirm, Upper Attack can only exist if Upward Smash takes place, but Upward Smash does not alwas result in Upper Attack?
Another thing, Upper Attack and Uppward Smash are only used effectively when used with destabalizers, right?
I'd bank on it being upward smash, Earth Virgo, even with BS, is too heavy for midnight to lift.
Yes, defense mode would probably make more sense if you're after pure equalisation/taking hits, but if you want to KO stuff, Attack.
This is going to be wordy, you may want to read it a few times to make sure you process everything:
No, *effective* Upper Attack only requires the lift (the 'upper' portion) (some consider that the only opponent, but just lifting something is stupid and pointless if you don't use the 0 resistance to KO it), and then smash in any direction, it doesn't have to be upward smash, more often, in plastics at least, it's normal smash.
It doesn't have to be a big smash to get the opponent out as they have basically no defense once lifted. There is one combo in plastics, if you read the wolborg 2 rewrite draft, that uses upward smash after it lifts the opponent, basically making the lifting slopes, once the opponent is lifted, the smash provider too (well, I lie, it's not the lifting slope, it's the entire beyblade becoming the "smash point", but the slopes are generally the part in contact), mixing upper attack and a little, often upwards smash (sometimes normal smash too), to create more efficient upper in opposite spin. There's a full description in that thread. It blurs the lines, but still relies on lifting the opponent before KOing.
Destabilizers aren't a thing, destabilisation is a side effect of being lower than your opponent and hitting them from underneath, though sloped parts do this better in all generations (see triple wing in plastics for example). Destabilising is just ineffective upper attack, really, just sort of lifting the opponent up the slope but either not being able to lift them off the surface (thus, just throwing them a little off balance), or lifting them a little and then not doing anything with it (i.e. lacking the smash follow up), having the same effect. More commonly the former.
Upward smash is smashing with an angled surface, causing the opponent to move up and at an angle. There's no physical "lifting" involved, which is the key difference. There aren't any parts to do this properly in plastics, and IDK about HMS. The key difference is that there is no focus on lifting, which, it appears, is due to the extremely short contact time of MFB.
I'll probably be able to properly work out why once I have my HMS, they should be the final key to this puzzle. Yeah, I don't have the full understanding yet, but I will soon.
Going back to the spin thing really quick, today I spun a coin in a clockwise direction on a wood surface, and it moved in a circular clockwise direction, so why is beyblade different?
Agian, to clarify, Upper Attack is simply the lifting of the bey. No Smash Attack is necisarily involved, an it normaly likened to a beyblade moving up a ramp. If smash is involved, it is not necisarily Upward Smash, as the bey willl be traveling "up the ramp", so it is likely that it is just normal smash.
Upward Smash refers to an exposed part facing in a general upwards direction on an angle, that when it makes contact with the opposing bey from below, will esentialy detabilize it, and sometimes result in the bey being lifted off the ground if enough recoil is produced. However, when lifting occurs with Upward Smash, this is not considered Upper Attack, as it is not traveling "up the ramp"(?) However because MFB is heavier than other series, and because contact time is minimal, it is unlikely that lifting from Upward Smash will occur. Unlike Upper Attack, which is only possible when the beys are in the same spin direction, Upward Smash is not limited in the same way, and like any smash attack, can be used in any situation, so long as the bey is capable of it from the start. Spin direction for Uppward Smash is irrelevant.
Is that about right?
As for Earh Virgo, it was lifted. Not high or as much as the lighter beys I used, granted, but liftend nonetheless. And seeing how Midnight is shaped, I would assume it was Upper Attack(?)
It's because of the angle of the stadium and the way that the bottoms make contact. Think about it like a wheel: If you have a rotating clockwise, it moves forward and vice versa. Now imagine that wheel being laid horizontal and running forward around a stadium. If you look at the wheel parallel to the stadium (aka aerial view), it is still moving clockwise, no? However, the rotation is counter-clockwise, as you have noticed. But looking at it parallel to the wheel, the wheel is still moving forward in the direction that it was originally moving in. This is just like the actual tip itself. If the tip is the wheel, the same principles will still apply. Watch, try rolling a wheel around your stadium and you will see what I mean. That small clockwise rotation is just simply working on the entire bey itself along with the tip, leading to clockwise rotation but counterclockwise movement.
A wheel moving foward on the ground would move counter-clockwise, no? Clockwise would be backwards. (think about a car)
Depends on the side you're looking from. Hubcap out would be clockwise, the inside would be counterclockwise. Since we are talking about beys from top down, hubcap out applies more.
I know that Zero-G Tips and Tracks are compatible with MFB.... will the faces and rings and wheels? I wanna Samurai Sagittario!
I'm having trouble doing sliding shoot with my beylaucher . Help?
We cannot do it for you... it just takes a lot of practice. It is harder than with a ripcord launcher, but it is most definitely possible. A launcher grip makes it considerably easier, if you do not yet have one of those - they are a solid investment.
A trivial question; many of the metal wheels in MFB are named after/based off of the concept of the astrological sign elementals (Water, Fire, Earth, Air) We have seen wheels like Burn, Flame, Torch, Inferno, Storm, Cyclone, Rock, Eath, just to name a few. We even have a few other names named after other concepts like light and shadow, and many other things, even electricity. However, out of of the 4 elemental signs I named, where are the names involved with the water sign? So many Earth, Fire and Air concepts, but no water? Are there any at all?
@th!nk: Not to be pushy, but if you could post a reply to my last inquery that would be grand, unless of course there is nothing to respond to, then never mind. I am just not sure is all =D
@th!nk: Not to be pushy, but if you could post a reply to my last inquery that would be grand, unless of course there is nothing to respond to, then never mind. I am just not sure is all =D
Thermal, hah.
Before I go off using my divine chimera and omega dragonis, are the metals wheels any good? I'm a bit worried about the paint chipping. And where can I find an English translation typed out of the magazine that comes with omega dragonis? Not a real English copy but a typed out translation, if there is one that is...