Urgh, I wish I didn't have to double post here so often but so few people post here, gah! Once again, I'm confident this is notable enough.
I was chatting to Train, and he bought up less conventional attack styles, including force smash. I realised I've never really given force smash much attention in plastics. It's usable in HMS and I wouldn't be surprised if Zero-G produced a worthwhile setup, but there are relatively few parts for plastics, and little information on those that there are.
Anyway, our discussion motivated me to investigate it and "try to make it work dammit", and, to my surprise, I found success where I really didn't expect it.
Okay, I've been playing with force smash for the better part of two hours now.
Sorry for the length, but I want to include everything I tried:
The main issue with force smash is that if you don't get the RPM high enough you're going to get uppered by everything else (as the slopes on your underside have the same effect as the opponent having upper attack slopes). So, centred weight is the go.
Next, part selection: I tried the inverted Upper Attack SP first, requiring a left spin setup. The massive problem with them is that they're too low. Whilst tall setups like Driger F or Wolborg 2's shafts in Wolborg's Casings do get it up there, both preclude the use of an HMC, you want a rubber tip for recoil control and Wolborg 2's tip just isn't aggressive enough (as it's not fully fixed in place). Had some moderate success with AR: Wing Upper WD: (6) Heavy SG: Left SG Bearing Ver w/ SG Bearing Ver 2 Shaft, SP: Upper Attack (inverted) BB: Customize Grip Base, but generally not reliable enough.
The other issue with this is that because of the recoil inherent in force smash with contact points on the underside, really good stamina is basically out of the picture, so for zombies, you gotta net that KO, which can be harder than it sounds.
I scrapped that and moved onto ARs. Now, the two ARs that I felt had the shape required for force smash only had it in left spin, Gigars and Driger V2's AR's. Both of these AR's have recoil issues in left (or both directions in the case of Gigars). Neither had enough stamina to outspin enough things for me to be satisfied, and neither had the smash to KO anything much more than 10bBistool. Tried a couple of setups, mainly Left HMC+CGB+Defense Ring (least obtrusive SP), and 10 Heavy, but yeah, nothing notable occured.
That said, tere was one AR I hadn't really considered because it's slopes aren't long or angled much, but heck, I figured I should give it a go. It's also the only one with force smash slopes in Right Spin. Dranzer G's Recoil-Tastic AR. Honestly, I have never liked it, I expected a lot from it when I first tried it and all it delivered was a load of recoil and little more.
So, swapped the SG to neo right and got started, and you know what? It actually works! It's aggressive enough to net KO's against zombies
(though I'm yet to try weak launching) (there may be a sweet spot between not getting KO'd and not getting OS'd for the zombie but I'm yet to find it!
), and forces compacts and other stuff to scrape the floor.
What's even better is that it seems to work just fine with Wide Defense as well, allowing for a bit more regular smash to deal with zombies (which are almost entirely immune to force smash) without sacrificing much defense, as well as providing a boost to stamina.
Of course, no attacker is without its defensive nemesis: Defensive Zombies are a huge problem, as they will outspin you, and you only have a small chance of KOing them (generally has to be OHKO).
As for the other defenders: Weight Based Defenders are taken care of in true force smash style. Wolborg 4 Combos, that depends on the WD. The 10 Balance variant is relatively easy to KO because of the height. The Wide Defence Variant is a larger threat, as it is significantly harder to KO. My advice there is practice tornado stalling with CGB (as it's surprisingly difficult to stop it self-KOing or making contact instead). Wolborg 4 has some weakness to that tactic (I assume because it doesn't maintain RPM that well, but I'm not 100% sure), and you can net outspins with fairly decent regularity.
Oh, and a couple more things about the AR:
Dranzer G's AR is called Wing Survivor and that is amongst the most inappropriate names of any plastic part (falling just short of Hasbro's infamous first version of Driger V's Base), this AR has a buttload of recoil and very limited survival ability, though the force smash it has does help that.
A warning: if you want to stop this beyblade (or any bey with this AR) while it's still spinning at relatively high RPM, either use padding or be careful to not touch the AR. It is amongst the more damaging AR's of the plastics gen, quite similar to Cross Griffon and as such carries the same warnings, while its recoil makes it less likely to break other beyblades, your hands and tornado attack stadia are much softer and as such should be protected.
So, here we go:
Plastics Force Smash Combo!
AR: Wing Survivor (Dranzer G)
WD: Wide Defense/10 Heavy
SG: Neo Right SG (Heavy Metal Core)
SP: Defense Ring (Voltaic Ape)
BB: Customize Grip Base (Dragoon V2)
Defense Ring stays out of the way and has the best LAD of any SP I have (everything but twin guard), everything else has been fully discussed.
Definitely part intensive. If Ariel 2's base weren't so fragile, being able to use an HMC with that tip at that height would make this combination extremely dangerous competitively (though from what I've seen so far it is VERY viable anyway).
Oh, seeing as height wasn't a bad thing for this I also tried Dragoon GT's CEW on a Left Customize EG and Normal Base (Wolborg 4/Rock Bison), alongside 10 Heavy, for Driger V2 and Gigars AR's. Unsurprisingly it sucked.