Hello guys, I am new to this place and I am customizing parts (literally speaking hitting the attack ring with a hammer while its hot to shape the attack ring) to create a new beyblade. I'd like to know what purpose each part has. For example I know that if the weight disk is heavy it will bring out better attack and if the tip is flat, better attack yet. Can anyone please tell me how each part performs?
How do parts of a beyblade determine it's movements?
you shouldnt be modiflying your parts because it makes it illegal for wbo play.
but if you understand this and just wish to modify a beyblade for fun you should probley post this in this tread http://worldbeyblade.org/Thread-Homemade...+beyblades
but anyway purpose of each parts (plastics) are:
AR=Main point of contact,for an attack beyblade there is diff types such as smash,upper and force smash.
For deffence and stamina you would want around shape AR so there wont be much recoil when being hit.
WD=which is basicly how heavy your beyblade is heavyer weights help deffence,lighter WD's help attack and stamina combos
SG:which direction your beyblade will spin
BB:the botton which basicly determaines how your beyblade moves eg:flat corses agressive movements,free spining tips(with bearings) help stamina ect
basicly the same princapils are applied to HMS
as for MF there is
Clear wheel:decorative peices although some are usefull some more test are needed on these.
Metal wheelames as AR basicly
Track:the height of the beyblade eg for deffence and stamina types you would want a high track,smash attacks tend to be good with mid tracks and upper attack is good with low tracks.
Bottom:same as BB pretty much
but if you understand this and just wish to modify a beyblade for fun you should probley post this in this tread http://worldbeyblade.org/Thread-Homemade...+beyblades
but anyway purpose of each parts (plastics) are:
AR=Main point of contact,for an attack beyblade there is diff types such as smash,upper and force smash.
For deffence and stamina you would want around shape AR so there wont be much recoil when being hit.
WD=which is basicly how heavy your beyblade is heavyer weights help deffence,lighter WD's help attack and stamina combos
SG:which direction your beyblade will spin
BB:the botton which basicly determaines how your beyblade moves eg:flat corses agressive movements,free spining tips(with bearings) help stamina ect
basicly the same princapils are applied to HMS
as for MF there is
Clear wheel:decorative peices although some are usefull some more test are needed on these.
Metal wheelames as AR basicly
Track:the height of the beyblade eg for deffence and stamina types you would want a high track,smash attacks tend to be good with mid tracks and upper attack is good with low tracks.
Bottom:same as BB pretty much
First of all what your doing can't be used in legal play, and if you talking about plastics it's pretty much like this:
AR: Main contact point, also adds weight to the blade. (Some cases this isn't true)
WD: Increases all aspects of the blade. (attack, defence, endurance, balance). More weight equals more spin and harder attacks (usually).
SG: Determines what direction the blade spins. (clockwise or anticlockwise)
BB: Determines the spin pattern of the blade.
Tips:
Flat rubber= high friction, faster spin less stamina. (attack)
Circular shape= Moderate friction, moderate spin time, reasonable grip and low recoil. (defence)
Sharp tip= Least amount of friction, high spin time, low grip therefore high recoil. (endurance)
EDIT: Beaten.
AR: Main contact point, also adds weight to the blade. (Some cases this isn't true)
WD: Increases all aspects of the blade. (attack, defence, endurance, balance). More weight equals more spin and harder attacks (usually).
SG: Determines what direction the blade spins. (clockwise or anticlockwise)
BB: Determines the spin pattern of the blade.
Tips:
Flat rubber= high friction, faster spin less stamina. (attack)
Circular shape= Moderate friction, moderate spin time, reasonable grip and low recoil. (defence)
Sharp tip= Least amount of friction, high spin time, low grip therefore high recoil. (endurance)
EDIT: Beaten.
I understand that it's not legal and cannot be used in tournaments (I just want to battle some friends)
You two (Robsta and Dirge) think differently about Weight disks. Dirge thinks that if the weight disk is light then the attack will be high but Robsta thinks the opposite. I'd like to know what sort of weight disk will be suitable for an attack type beyblade.
Thanks for the great replies by the way, you helped me a lot in choosing the right parts to customize.
by the way, what do semi-flat tips do?
You two (Robsta and Dirge) think differently about Weight disks. Dirge thinks that if the weight disk is light then the attack will be high but Robsta thinks the opposite. I'd like to know what sort of weight disk will be suitable for an attack type beyblade.
Thanks for the great replies by the way, you helped me a lot in choosing the right parts to customize.
by the way, what do semi-flat tips do?
We also have a physics article, by the way. http://worldbeyblade.org/Thread-Physics
How does the attack ring have to be shaped in order to be able to perform different attacks (eg : smash attack, etc)? Does it have to be shaped upward (towards the sky) or downward (towards the beystadium) for smash attack?
It'd be a lot easier and better (asuming plastics) if you just made a tuned zombie, then all you'd ruin is two bearings, and it's probably be better than anything you could hammer out yourself.
(May. 29, 2010 3:51 PM)Ranul96 Wrote: I understand that it's not legal and cannot be used in tournaments (I just want to battle some friends)
You two (Robsta and Dirge) think differently about Weight disks. Dirge thinks that if the weight disk is light then the attack will be high but Robsta thinks the opposite. I'd like to know what sort of weight disk will be suitable for an attack type beyblade.
Thanks for the great replies by the way, you helped me a lot in choosing the right parts to customize.
More weight= higher spin velocity, therefore harder hits (Attack). A good example is a Baseball vs. a tennis ball. A baseball can be thrown a lot harder and longer than a tennis ball because of its weight.
Also if you look at all the top tier attack combos (most generations) you will see most of them use very heavy WDs/CWDs/Wheels.
(May. 30, 2010 2:23 AM)Robsta Wrote: More weight= higher spin velocity, therefore harder hits (Attack). A good example is a Baseball vs. a tennis ball. A baseball can be thrown a lot harder and longer than a tennis ball because of its weight.
Also if you look at all the top tier attack combos (most generations) you will see most of them use very heavy WDs/CWDs/Wheels.
It depends on where the weight is focused on. If the weight is focus on the circumference of the Bey, the Bey will have their Max Spin Velocity lowered, but the Bey will have more momentum and will hit harder (or in the case of defense types, be harder to move around).
If the weight is focus in the center of the Bey, then the Bey will spin faster but is easier to get interrupted.
Also, the more smaller in diameter the Beyblade, the higher the Spin Velocity is.
Let's say if 2 gears, one big one small (approx. half the size of the big one), were linked together.
When you turn the big gear one round (360 degrees), the smaller one which is linked to it might've already done 3 or more rounds.
So basically, the Plastic Beys which are bigger has lower spin velocity than smaller blades like MFB when launched with the same power.
If it's an attack type it will generally have a flat tip so that it moves over as much surface area as possible. I'm kind of rusty, but if I recall correctly it's not that all attack types should be light or all attack types should be heavy. It depends on the kind of attacker. Light weight discs are preferred on smash attackers because they rely more on speed. Heavy weight discs more suit Upper Attack types because they need higher spin velocity in order to lift opposing beyblades.