Welcome to the Beyblade Theory Combos thread! This thread is about combos consisting of parts that in theory, they work one way, but in practice, they don't perform that way. The parts combined work together to achieve a certain effect in theory, but might or might not work in practice.
The rules of the thread:
Let me get this started! My prized theory combo is Twin Nemesis 0Turn Xtend! (tN.0T.Xt)
The theory behind this combo relies on the modes set, as well as launching style to determine how the battle will play out. So, in one instance, we have Spike Mode. Spike Mode relies on the layer in Smash Mode, the Frame in Attack Mode, and Xtend in Tall Mode. Because of the Fusion aspect of Xtend, you want to launch it to attack the opponent. The Smash Mode on Nemesis (smash attacks are boosted because of Xtend in Tall) will throw the opponent straight into your Turn frame which is in attack, thus "spiking" them (Hence, Spike Mode). In another example, we have Upper Wall. Upper Wall involves Nemesis in Upper Mode, Turn in Defense Mode, and Xtend in Short Mode. Because of the heavy weight of 0 and Turn, this bey will be hard to move (If you want, put a Metal God Chip on for even more weight). You want to launch it directly to take the center, and because of the Upper Mode on Nemesis, this bey will start to throw the enemy away from the center, resulting in either Stadium-Outs (or ring-outs for you Hasbro people) or chipping away at stamina to result in an Spin Finish (or Survivor for Hasbro). You can experiment with these modes, such as Smash-Defense-Tall for a true stamina chip combo, or Upper-Attack-Short in case the opponent tries to angle their launch to knock you around the center.
Anyways, I can't wait to see your theory combos!
The rules of the thread:
- If you state a combo, you must state the theory behind it. No just saying Sr.0B.Br.
- Do not state a meta competitive combo unless you have a theory behind it. (for example, pP.00W.Ω. If you just state that, it won't work here. But say the theory is something like, "This bey is an immovable wall in theory" then it's a-ok)
- Do not use free-spin as a mode, it doesn't work that way. Besides, if free-spin was a mode, a bey could have an infinite number of modes.
- Please do not hate on anybody's theory bey. Every theory is a good theory!
- Have fun!
Let me get this started! My prized theory combo is Twin Nemesis 0Turn Xtend! (tN.0T.Xt)
The theory behind this combo relies on the modes set, as well as launching style to determine how the battle will play out. So, in one instance, we have Spike Mode. Spike Mode relies on the layer in Smash Mode, the Frame in Attack Mode, and Xtend in Tall Mode. Because of the Fusion aspect of Xtend, you want to launch it to attack the opponent. The Smash Mode on Nemesis (smash attacks are boosted because of Xtend in Tall) will throw the opponent straight into your Turn frame which is in attack, thus "spiking" them (Hence, Spike Mode). In another example, we have Upper Wall. Upper Wall involves Nemesis in Upper Mode, Turn in Defense Mode, and Xtend in Short Mode. Because of the heavy weight of 0 and Turn, this bey will be hard to move (If you want, put a Metal God Chip on for even more weight). You want to launch it directly to take the center, and because of the Upper Mode on Nemesis, this bey will start to throw the enemy away from the center, resulting in either Stadium-Outs (or ring-outs for you Hasbro people) or chipping away at stamina to result in an Spin Finish (or Survivor for Hasbro). You can experiment with these modes, such as Smash-Defense-Tall for a true stamina chip combo, or Upper-Attack-Short in case the opponent tries to angle their launch to knock you around the center.
Anyways, I can't wait to see your theory combos!