Finally deciding to post in this topic, here's a proposed update that's based on 1234beyblade's list
here:
Attack- Legend Spriggan 4/7 (Meteor) Xtreme/Variable
- (Metal God Chip) Sieg Xcalibur 7/4 Glaive/Meteor Atomic/Revolve/Ωcta
- (Metal God Chip) Twin Nemesis (Upper Mode) 7/4 (Glaive/Meteor)/Knuckle Accel/Zephyr/Iron
Got rid of the Burst/KO Split for now since at this point in time, most of the top-tier Attackers excel at both KOing and bursting opponents (like, sX is on a Burst Attack setup but still mainly KOs things). Maybe the need for this distinction will arise again at some point in the future, but for now I don't think it's as mandatory as it was during the Dual Layer era.
lS is pretty self-explanatory at this point, it has a pretty good shot at beating everything with a good Sliding Shoot. I included Sieg Xcalibur in only stationary/semi-mobile setups since according to most people it seems to perform better in those rather than on mobile setups. Ωcta was added as it's the heaviest Driver (though this might be a more balancey setup since it's probably also really hard to beat with Attack). Twin Nemesis doesn't have a whole lot of testing or tournament results, but from what I've heard from other competitive players and seen in footage of tournaments it seems to be a pretty solid mixed Attacker.
Things that need to be considered/looked into more:- Valkyrie (and possibly Roktavor) Burst Attack: capable of defeating Maximum Garuda (and therefore, also Guardian Kerbeus and Deathscyther), and also having a good chance against D2. Semi-mobile setups like Valkyrie/Roktavor Heavy/Knuckle/Armed/Down/7 Orbit/Weight/Needle would probably be more viable than pure stationary ones like Revolve or Yielding, just for a higher chance of hitting Atomic when it tries to stall you out.
- Galazy Zeus on Iron: Played a few rounds with this at the NYC events during free play and liked it for the most part - it's a pretty solid Mixed Attacker that is capable of bursting most opponents and is a lot safer to stall than the Atomic variant if you're up against something that you can't burst/can burst you (though it obviously loses to left spin more than Atomic does).
- Hunter: This needs to be tested more. Theoretically, due to its smaller surface area it holds advantages over Xtreme (less chance of self-bursting, higher chance of bursting the opponent, easier to control, slightly more Stamina) that would be useful in the current meta.
- 2Cross on Sieg Xcalibur: It lines up pretty well, but needs to be tested. (no one better say "if its not 4/7G/M it's not going to be as good and its not worth testing")
- Stationary/Semi-mobile lS (also lS on Iron): If it's that good at bursting things on Xtreme, it should only do better on a setup that's more equipped to burst the opponent.
- Planet/βite on sX: Needs testing. βite could work as a RB Attack-esque combo, and I think I remember @[Jimmyjazz39] saying Planet was decent?
- Merge/Trans: Both are kind of similar in that they would allow lS and sX to switch between stationary and mobile movement patterns, I'm just not sure how reliable they are anymore (especially Merge with the being unable to control the mode change).
Defense- (Metal God Chip) Alter Chronos 4/7Glaive Atomic/Unite/βite/Orbit
- (Metal God Chip) Maximum Garuda 4/7Glaive Orbit
Compared to other viable non-Attack Layers like mG, gK, and D2, aC seems to be the best choice vs Attack. Atomic would be used for more coverage vs left spin and sX as it has the precession and can stall out sX, while Orbit increases Burst Defense and can also stall out sX. Unite and βite might be needed for the extra KO Defense boost to beat lS on Xtreme or Variable, though.
mG Orbit was included as Defense since Orbit is used to reduce the chance of it bursting, though it doesn't outspin as many things and apparently doesn't beat all dF combos? I always thought mG was just so fat that it would outprecess any left spin combo, is that not the case?
Things that need to be considered/looked into more:- Gigant Gaia/Kreis Satan: Apparently these two are around the same in terms of Defensive power, but G2 has more Stamina? Are they more difficult to KO/Burst than Alter Chronos (which already gets outspun by Stamina combos as it is)?
- Ωcta: It's super heavy, which would make it hard to KO, but easy to burst. Is that weight a better/worse tradeoff than βite's grip (I would imagine Ωcta has better Stamina at the very least), and is Ωcta viable?
- Drain Fafnir on βite: How is βite's Precession? I would imagine between βite's grip and a weak launch dF βite would shut down a lot of right spin Attackers.
Stamina- Guardian Kerbeus/Deathscyther/Odin Ωuter/Gravity/Knuckle/Yell/Spread Revolve
- Dark Deathscyther Gravity/Ωuter/Yell 4/7Glaive/ Atomic
- (Metal God Chip) Drain Fafnir Ωuter/Yell Revolve
- (Metal God Chip) Drain Fafnir 4/7Glaive/Polish/Ωuter Atomic
gK.Ω.R has been shown to outspin Maximum Garuda on Atomic even if the mG user stalls. Deathscyther Revolve can also outspin mG Atomic, and Odin has similar Stamina to Deathscyther while also being more difficult to burst. D2 has been relegated to Stamina/Destabilization now that more defensive options like aC, mG, and bR exist, though Kei mentioned that it can outspin everything short of gK and mG (and also Deathscyther/Odin, but we knew that from before the ban). dF has two main setups that I think need to be listed separately - one that you use against right spin, and one that you use against opposing dF. Aside from Ωuter, Polish is still the best LAD Disk in that dF.P.At can outspin right spin 4/7G.At while dF.4/7G.At cannot. For that reason, I think it should still be included even if its same spin performance is lacking.
Although Ωuter is probably the objective best Disk for Stamina at the moment, it's so ridiculously hard to obtain that a few other options (that also get the job done) should probably be listed as well. Gravity has still a high amount of Stamina, though I'm not sure if it can beat 4/7G in same spin. Spread and Knuckle both have better Stamina than Heavy, and also offer some LAD and Burst Defense advantages respectively. Yell is mainly used against opposite spin.
Things that need to be considered/looked into more:- Defense on the Deathscyther/gK/Odin combos: These are designed to defeat Maximum Garuda, and Defense might be able to help it resist the destabilization from Atomic.
- Acid Anubis: Where does this thing stand in relation to Deathscyther/Odin/gK? IIRC it could also OS mG on Atomic, just not as consistently as gK could, meaning it's probably on the same level as Odin/Deathscyther...
- Iron: Probably a long shot since opposite spin is so prevalent nowadays, but could Iron be used in a Tornado Staller?
Balance- (Metal God Chip) Maximum Garuda 4/7Glaive/Ωuter Atomic
- (Metal God Chip) Galaxy Zeus 4/7Glaive Atomic/Orbit
- (Metal God Chip) Drain Fafnir 4/7Glaive/2Cross/Ωuter Ωcta
- Lost Longinus 4/7Glaive Hold/Orbit/Atomic
Pretty self explanatory, mG and dF are Defense/Stamina hybrids that also perform well against opposite spin, while L2 and gZ are more balancey as they also have some offensive capabilities. The super-heavy sX combo might also need to be moved here, since it's more of an Attack/Defense hybrid than a pure Attacker.
Calling all other active competitive players to post their thoughts on this list here: @[Kei] @[1234beyblade] @[Sniper] @[Yami] @[~Mana~] @[Basedsamuraij] @[ThaKingTai] @[Alta] @[JoJo [Jp0t]] @[Achi-baba] @[King Loofa] and probably a few others that I missed - is there any changes you think should be made to this or anything you disagree with?