Alright lads, I'm just gonna come out with it with my Phoenix Combo. Here we go: Dead Phoenix 13Expand αnchor (dP.13E.αn). I can already hear "well that's underwhelming", and yeah, kind of. But after watching a CrazyAries video/tweet (this one here:
https://twitter.com/CrazyAriesX/status/1...4277670912 if that doesn't work just scroll down), I devised this combo with this theory in mind: Use the Dead Stinger move consistently to hit yourself and ram into your opponent. So, The Dead Core is used here because it's lighter than the Revive Core and can move around quicker, the Dead Armor is used to pack more of a hit to yourself, 13 because of it's light and unbalanced nature (also looks nice), Expand just cause, and αnchor because it's obviously gotta be an attack type and move around, but with the rubber on αnchor, it can hit the Dead Armor more often and hit it hard. The only problem here would be consistency. It's nice and all to hit the opponent with the Dead Armor, but using the power from the Dead Armor to hit yourself then go into the opponent, you can deal a strong, devastating blow to cause either a burst or a ring out. Anyways, that's my Dead Phoenix combo.
(May. 02, 2019 1:48 PM)FuryWingsYT Wrote: Allow me to one-up you.
The 1 or 1' disk changes performance depending on its direction.
Therefore, CZ-S.1'T.Dm has a grand total of 384 modes.
Allow me to one-up
you good sir: This combo only seems to count the fully locked in modes of Dimension.
Not each individual click. Therefore, we could have WELL over 5-600 modes.
(Apr. 05, 2019 4:28 AM)SuperTheComic Wrote: aH.0C.Ab
The thing is, with aH’s Outward Weight Distribution, it would incorporate high stamina, but also heavy attacks, but the attacks I’ll get to later 0 is supposed to bolster the attack and { sort of } stop the bey from screwing itself over. Cross is supposed to add L-A-D inertia, albeit it also bolsters attack, but because you launch the bey at a steep angle, the opposite bey will sorta glide off the frame in the event of Disc-To-Layer contact. Absorb is kinda like a better Accel in this instance, because the whole combo is supposed to finish the battle quickly and not get screwed over by the Absorb Break gimmick, but rather it help you.
Haha, sorry to reply to this now of all times but how'd that go over in the tourney? >;)
Beyblade Theory Combos:
Twin Nemesis 0Turn Xtend
Geist Fafnir 7Wall Merge'
Dead Phoenix 13Expand αnchor
Buster Xcalibur 1'αngle Operate
Ace Valkyrie 10Dagger Reboot' Sen
Bloody Longinus 11 Tower
Geist Fafnir Nine Quest
The list will be updated
Now, for some words of wisdom from Nam (me),
- There is no such thing as a bad part... except for Blow, Blow' and Sword
- You dare not even put Impact in the same category as those above. Impact is the worst of the worst, not even worth the title "Bad Part"
- Theory combos might be unexpectedly good if you just give them a try or two.
- Theory is love, theory is life.