Oh Hasbro you and your silly renaming system.
Disclaimer: After enough testing I managed to work this out. This theory is still very experimental and therefore differing results can be pretty much guaranteed. Only constructive criticism please, no slander. If this is something that only seems to work for me for whatever reason, then I'll accept it and this thread can die. In no way am I trying to make a top-tier combo, I am simply trying to point out that Fusion has some use in the metagame today through serving the purpose of its predecessor Beyblade.
Since I received my Fusion Hades yesterday, I decided to test a bit. It sucked for defense, but because Round Shell MS was my waifu I decided to keep going. Then I remembered the greatest usage of Rubber Weight Core back during HMS: It was the ultimate Wolborg MS killer; the only guaranteed and risk-free combo capable of cleanly annihilating Wolborg MS. So why not apply a similar concept to MFB, where stamina is strong?
The most basic requirement of this idea is that Fusion must, MUST, only contact with the rubber. The metal part acts like a slightly heavier Dark with higher attack and recoil. The rubber's smooth sides and etched top, however, make for a powerful force to be reckoned with. Thus, the mode must be correct and there must be a significant difference in height. Now, I'm not talking like TH220 to 230, or even 200 to 230. I'm talking differences of around 5mm or more, like 195 to 145 or 145 to 230.
Now, while Fusion hold an advantage over Round Shell in its ability to change height and tip, the major problem with Fusion is that no one single Fusion combo can take down stamina as a whole, unlike Round Shell's massive wall of rubber. Believe me, I tried. CH120 and AD145 fail against opposing AD145, B : D (no TH170, sorry, but my B : D is a 6 minute mold) and 230 fall to opposing 230. However, when the difference in height is in the correct range and the rubber is appropriately placed, it will always be a relatively close battle which Fusion will win almost 100% of the time.
There is one major ability that a person must master to achieve the 90-100% for each combo, and that is launching straight in the center. This sounds stupid, but because stamina combos on Defense-series tips (B : D included) have a tendency to move around a lot, this can be a problem for Fusion. You don't want any angle and you want as little motion as possible. Fusion's chances of winning depend on how often it has control of the center and for how long it has it. When Fusion has control of the center of the stadium, it force the opposing stamina bey to grind against the rubber and increases the chances of the opponent going off-balance. However, the same goes for Fusion, and even using a wobble-free bottom like SWD only makes it worse.
(I'd love to post a video but I can't, so if someone understands what I'm talking about then a video recording would be greatly appreciated. Just shoot me a PM and if it's right and is good quality I'll post it here.)
So, the trick is to launch directly into the center and then quickly tap the opponent's stamina type outwards. Launch directly at the center angled slightly towards you, and pull hard but not so wild as to move the launcher. This should cause Fusion to start making a small flower pattern in the center while the opponent is either banking, running around or doing the same thing (last one is most dangerous for Fusion). If they're banking or running around, Fusion should be able to move enough eventually to tap them and force itself in the center along with the opponent surrounding it. If they do the same thing as you, then the stronger launch wins. This took me a hour to get correct, and though it seems simple getting that desired launch at usual power takes a little bit of effort.
Now, the point of these Fusion combos is to mimic Round Shell MS' purpose from the HMS line of Beyblades. The rubber on Fusion drains the spin of the opponent, preferably more so than it does to itself. This causes the bey to lose spin faster and, when combined with the rubber wall's effect, get forced down where it starts to move aggressively off-balance and eventually spin out. By employing the technique to keep Fusion in the center, just like the original Round Shell did on its Semi Flat tip, and maintaining the height differences (because Round Shell was a carping tower), Fusion acts the same way and defeats the corresponding stamina types with ease.
After enough testing, I came up with 2 successful combos:
MF-H Fusion Hades (Defense Mode) CH120WD
and
(MF-H) Fusion Hades (Balance Mode) B : D
Now, I don't have a TH170 yet, so I'd appreciate if someone tested (appropriately) TH220D against the same combos as the B : D and TH170D in Defense Mode against the CH120 combos.
Equipment:
Clear BB-10
Beylauncher R BB-32 Blue version w/ Launcher Rubber used
No Grip
Fusion shot first for 10 rounds, then switched order for next 10
Appropriate launch used for Fusion, opponents banked/straight shot
MF-H Fusion Hades (Defense Mode) CH120WD vs. Duo Uranus (Stamina Mode) 230D
Fusion: 18/20 (18 OS's)
Duo: 2/20 (2 OS's)
3 draws redone
Fusion Win %: 90%
Close battles each time. Fusion would most often throw Duo off balance because the designs on top of the rubber were enough to hit Duo and imbalance it. Duo would sometimes throw Fusion out of the center however and screw it over royally.
MF-H Fusion Hades (Defense Mode) CH145WD vs. Duo Uranus (Stamina Mode) 230D
Fusion: 19/20 (19 OS's)
Duo: 1/20 (1 OS)
2 draws redone
Fusion Win %: 95
Same as before, but less random Fusion butthurt. These battles are long and boring, so it's a good thing the Olympics Soccer Channel was actively showing the games today.
MF-H Fusion Hades (Defense Mode) CH120WD vs. Phantom Orion (Stamina Mode) 230D
Fusion: 17/20 (17 OS's)
Phantom: 3/20 (3 OS's)
6 draws redone
Fusion Win %: 85%
This was noticeably more difficult for Fusion to win. Though it just managed to win multiple times, I think this result could have easily been a large majority win for Phantom as well. The patterns underneath Phantom, as compared to the smooth bottom of Duo, created problems for Fusion when it came to staying in constant contact in the center.
MF-H Fusion Hades (Defense Mode) CH145WD vs. Phantom Orion (Stamina Mode) 230D
Fusion: 15/20 (15 OS's)
Phantom: 5/20 (4 OS's, 1 KO)
5 draws redone
Fusion Win %: 75%
I decided to count the freak KO that happened, but it probably would've been 80% in Fusion's favor. It was actually worse at 145 height lol. The patterns made more contact and threw Fusion easily out of the center, but thankfully Fusion was able to hold on often. Again, this could've easily gone either way.
Fusion Hades (Balance Mode) B : D vs. Phantom Orion (Stamina Mode) AD145WD
Fusion: 20/20 (20 OS's)
Phantom: 0/20
Fusion Win %: 100%
Woot woot utter destruction. This matchup was incredibly effective for Fusion. No interfering patterns so all that was left was protrusions that didn't affect the rubber at all. Phantom got force smashed and shut down completely, unlike the 230 matchup.
Fusion Hades (Balance Mode) B : D vs. Duo Uranus (Stamina Mode) AD145WD
Fusion: 16/20 (16 OS's)
Duo: 4/20 (4 OS's)
Fusion Win %: 80%
This acted more like the Phantom matchup. Duo did better in this version and worse in the 230 version, I don't know why yet. Duo was able to force Fusion down into its precession and then make it lose all spin, therefore winning by OS.
Again I'd really appreciate it if someone could test with TH170D in the heights and matchups requested earlier.
Make sure you read the disclaimer before you start complaining about different results. I'm personally very, very happy to see that Round Shell's unique properties in battle can be replicated, even if less effectively, in MFB.
Disclaimer: After enough testing I managed to work this out. This theory is still very experimental and therefore differing results can be pretty much guaranteed. Only constructive criticism please, no slander. If this is something that only seems to work for me for whatever reason, then I'll accept it and this thread can die. In no way am I trying to make a top-tier combo, I am simply trying to point out that Fusion has some use in the metagame today through serving the purpose of its predecessor Beyblade.
Since I received my Fusion Hades yesterday, I decided to test a bit. It sucked for defense, but because Round Shell MS was my waifu I decided to keep going. Then I remembered the greatest usage of Rubber Weight Core back during HMS: It was the ultimate Wolborg MS killer; the only guaranteed and risk-free combo capable of cleanly annihilating Wolborg MS. So why not apply a similar concept to MFB, where stamina is strong?
The most basic requirement of this idea is that Fusion must, MUST, only contact with the rubber. The metal part acts like a slightly heavier Dark with higher attack and recoil. The rubber's smooth sides and etched top, however, make for a powerful force to be reckoned with. Thus, the mode must be correct and there must be a significant difference in height. Now, I'm not talking like TH220 to 230, or even 200 to 230. I'm talking differences of around 5mm or more, like 195 to 145 or 145 to 230.
Now, while Fusion hold an advantage over Round Shell in its ability to change height and tip, the major problem with Fusion is that no one single Fusion combo can take down stamina as a whole, unlike Round Shell's massive wall of rubber. Believe me, I tried. CH120 and AD145 fail against opposing AD145, B : D (no TH170, sorry, but my B : D is a 6 minute mold) and 230 fall to opposing 230. However, when the difference in height is in the correct range and the rubber is appropriately placed, it will always be a relatively close battle which Fusion will win almost 100% of the time.
There is one major ability that a person must master to achieve the 90-100% for each combo, and that is launching straight in the center. This sounds stupid, but because stamina combos on Defense-series tips (B : D included) have a tendency to move around a lot, this can be a problem for Fusion. You don't want any angle and you want as little motion as possible. Fusion's chances of winning depend on how often it has control of the center and for how long it has it. When Fusion has control of the center of the stadium, it force the opposing stamina bey to grind against the rubber and increases the chances of the opponent going off-balance. However, the same goes for Fusion, and even using a wobble-free bottom like SWD only makes it worse.
(I'd love to post a video but I can't, so if someone understands what I'm talking about then a video recording would be greatly appreciated. Just shoot me a PM and if it's right and is good quality I'll post it here.)
So, the trick is to launch directly into the center and then quickly tap the opponent's stamina type outwards. Launch directly at the center angled slightly towards you, and pull hard but not so wild as to move the launcher. This should cause Fusion to start making a small flower pattern in the center while the opponent is either banking, running around or doing the same thing (last one is most dangerous for Fusion). If they're banking or running around, Fusion should be able to move enough eventually to tap them and force itself in the center along with the opponent surrounding it. If they do the same thing as you, then the stronger launch wins. This took me a hour to get correct, and though it seems simple getting that desired launch at usual power takes a little bit of effort.
Now, the point of these Fusion combos is to mimic Round Shell MS' purpose from the HMS line of Beyblades. The rubber on Fusion drains the spin of the opponent, preferably more so than it does to itself. This causes the bey to lose spin faster and, when combined with the rubber wall's effect, get forced down where it starts to move aggressively off-balance and eventually spin out. By employing the technique to keep Fusion in the center, just like the original Round Shell did on its Semi Flat tip, and maintaining the height differences (because Round Shell was a carping tower), Fusion acts the same way and defeats the corresponding stamina types with ease.
After enough testing, I came up with 2 successful combos:
MF-H Fusion Hades (Defense Mode) CH120WD
and
(MF-H) Fusion Hades (Balance Mode) B : D
Now, I don't have a TH170 yet, so I'd appreciate if someone tested (appropriately) TH220D against the same combos as the B : D and TH170D in Defense Mode against the CH120 combos.
Equipment:
Clear BB-10
Beylauncher R BB-32 Blue version w/ Launcher Rubber used
No Grip
Fusion shot first for 10 rounds, then switched order for next 10
Appropriate launch used for Fusion, opponents banked/straight shot
MF-H Fusion Hades (Defense Mode) CH120WD vs. Duo Uranus (Stamina Mode) 230D
Fusion: 18/20 (18 OS's)
Duo: 2/20 (2 OS's)
3 draws redone
Fusion Win %: 90%
Close battles each time. Fusion would most often throw Duo off balance because the designs on top of the rubber were enough to hit Duo and imbalance it. Duo would sometimes throw Fusion out of the center however and screw it over royally.
MF-H Fusion Hades (Defense Mode) CH145WD vs. Duo Uranus (Stamina Mode) 230D
Fusion: 19/20 (19 OS's)
Duo: 1/20 (1 OS)
2 draws redone
Fusion Win %: 95
Same as before, but less random Fusion butthurt. These battles are long and boring, so it's a good thing the Olympics Soccer Channel was actively showing the games today.
MF-H Fusion Hades (Defense Mode) CH120WD vs. Phantom Orion (Stamina Mode) 230D
Fusion: 17/20 (17 OS's)
Phantom: 3/20 (3 OS's)
6 draws redone
Fusion Win %: 85%
This was noticeably more difficult for Fusion to win. Though it just managed to win multiple times, I think this result could have easily been a large majority win for Phantom as well. The patterns underneath Phantom, as compared to the smooth bottom of Duo, created problems for Fusion when it came to staying in constant contact in the center.
MF-H Fusion Hades (Defense Mode) CH145WD vs. Phantom Orion (Stamina Mode) 230D
Fusion: 15/20 (15 OS's)
Phantom: 5/20 (4 OS's, 1 KO)
5 draws redone
Fusion Win %: 75%
I decided to count the freak KO that happened, but it probably would've been 80% in Fusion's favor. It was actually worse at 145 height lol. The patterns made more contact and threw Fusion easily out of the center, but thankfully Fusion was able to hold on often. Again, this could've easily gone either way.
Fusion Hades (Balance Mode) B : D vs. Phantom Orion (Stamina Mode) AD145WD
Fusion: 20/20 (20 OS's)
Phantom: 0/20
Fusion Win %: 100%
Woot woot utter destruction. This matchup was incredibly effective for Fusion. No interfering patterns so all that was left was protrusions that didn't affect the rubber at all. Phantom got force smashed and shut down completely, unlike the 230 matchup.
Fusion Hades (Balance Mode) B : D vs. Duo Uranus (Stamina Mode) AD145WD
Fusion: 16/20 (16 OS's)
Duo: 4/20 (4 OS's)
Fusion Win %: 80%
This acted more like the Phantom matchup. Duo did better in this version and worse in the 230 version, I don't know why yet. Duo was able to force Fusion down into its precession and then make it lose all spin, therefore winning by OS.
Again I'd really appreciate it if someone could test with TH170D in the heights and matchups requested earlier.
Make sure you read the disclaimer before you start complaining about different results. I'm personally very, very happy to see that Round Shell's unique properties in battle can be replicated, even if less effectively, in MFB.