We want to pose this question to the community:
How does the community feel about Gattyaki or sniping as a tactic in Beyblade?
Here is how Gattyaki is described and performed according to our Beyblade Wiki:
Note: Upon further investigation, this definition is not entirely accurate historically.
The goal of Gattyaki is not to land on top of your opponent, but to get a one-hit KO with the momentum of your shot. This can be with both Beyblades in the air, on the floor, or a combination of both.
Although extremely difficult to execute, achieving a mid-air hit has a higher chance of KOing the opponent due to their lack of friction with the stadium floor.
For the purpose of this discussion, we've included the existing most popular definition, but will be using the above clarified definition which includes the possibility for mid-air snipes.
The term "Gattyaki" was introduced to the international community by Beholder, the webmaster of Beyblade Damashii. This was an influential website for international players seeking information about competitive play in the early 2000s.
We are unsure of whether the term was coined by him, other Japanese players, or by Takara themselves.
Throughout 2020, we have been working to craft a new and more precise, universal set of definitions for Play Area and Knocked-Out for the game of Beyblade in its entirety. This means all systems and stadiums.
The discussion around this has largely taken place both internally among WBO Staff and in this public discussion thread.
This new set of definitions for Play Area and Knocked-Out is nearing completion, however the way in which Gattyaki interacts with it (or doesn't) is one of the final pieces we'd like to resolve.
As such, going into this it is important to understand the concept of the "Primary Play Area", which will be included in this update when it is finalized.
Some of the details in our final implementation may vary, but for those unfamiliar with the PPA concept please check out this BeyBase article for an overview:
Latest Play Area/KO Definition DRAFT
For reference, see our latest draft for these definitions below. These are from before Gattyaki was questioned internally.
Please note that this definition is still a work in progress and subject to further changes. When implemented offically, it will be announced in the News Forum and added to the official WBO rulebooks.
Here is a list of key elements highlighting the top arguments for and against permitting Gattyaki:
1. WBO/BBA vs. WBBA Rule Discrepancies
Gattyaki has been part of the WBO and its predecessors–such as Off the Chain–since the early 2000s.
During the plastics and HMS generations, Gattyaki was legal in Takara's BBA events.
During the Metal Fight Beyblade Generation, Hasbro produced a video promoting the technique:
Landing on an opponent’s Beyblade at launch or hitting them in mid-air to prevent the opponent from touching the floor the stadium is part of the game and has been seemingly since its inception.
However, from an official standpoint this has changed in the minds of Takara-Tomy:
Gattyaki is not allowed in the WBBA since it was formed during Metal Fight Beyblade. The battle starts when both Beyblades hit the stadium floor in the WBBA. The WBBA does not consider Gattyaki part of the game.
(If anyone has the exact translation of the rule(s) related to this from Takara-Tomy, please share.)
That being said, we are not the WBBA, so as has always been the case, we don’t necessarily have to follow their rules. We look to them for guidance, but are not necessarily beholden to them. Our community exists in a different context.
So it is a question of which direction do we feel as a community is fundamentally correct for the game of Beyblade?
For the first time in our history we are taking the time to properly and deeply assess every aspect of what it means to be "in-play" during a Beyblade match, so we can chart our own course.
2. Giving Chance to Win Unfavourable Matchups Or Not?
Gattyaki allows a player a chance to win very unfavorable match ups because it allows a combo that is at a severe disadvantage to have a chance to win.
However, this begs the question: if a player chooses to use a Beyblade that has no chance to KO the opponent, should we give the player an intentionally executable way of KOing the opponent?
3. Timing & Launching Skills vs. Incentive to Push Limits
Players with timing and launching skills within the parameters permitted by the WBO rules can earn the win with Gattyaki in spite of a bad pick or bad luck.
It promotes greater depth in launch techniques in Beyblade as a result.
That said, while performing Gattyaki the performer is incentivized to launch as late as possible and often directly over opponent’s Beyblade.
Because it is difficult to perform, this makes it more likely for someone to launch late and go past their half of the launch space.
Although judges are expected to carefully observe all aspects of a battle and some level of difficulty with certain situations is inevitable under any ruleset, it is not always easy for the judge to catch these types of infractions.
4. Countering Gattyaki
There are ways to counter Gattyaki. Especially after observing the attempt one time, it is easy to adjust your launch position at the last second to avoid much chance it in the next.
Players are responsible not only for their Beyblade, but for their launch technique.
Removing a component of the game which encourages thoughtful and skillful launch techniques for both players threatens to reduce active battle strategy in a game which already is heavily predicated on preparation.
You can argue that one way to counter Gattyaki is Gattyaki, though. Is Beyblade a game where players should being trying to snipe each other out of the air? Is this common enough to be a concern? If it is, was, or became common, should it be a concern?
5. Intention vs. Overcoming Odds
Should matchups be played as "intended" on the stadium floor?
Gattyaki can feel like a desperate attempt to win a bad matchup. Building, tuning, picking, and piloting a combo requires skill and strategy.
However, is desperation bad? Do we want players to never feel desperate?
Gattyaki adds an additional layer of strategy and skill. It holds the potential to break the pattern of certain victory or defeat for those who are skilled (and lucky) enough to execute and be successful with it.
Players shouldn't ever feel completely helpless. An incentive or technique–even a sometimes desperate one like Gattyaki–should exist which allows them to play the match to win.
So, what should be protected?
The "intention" of how certain matchups should play out on the stadium floor or launch techniques–like Gattyaki–which allow a player to invoke their will in the heat of the moment and have a chance of defying the odds?
6. High Risk, High Reward of Gattyaki vs. Viability of Traditional Attack
Gattyaki is high risk, high reward.
It takes a lot of skill and/or luck to perform a successful Gattyaki. It is not easy to be successful.
However, traditional attack types which aim to score a KO, Burst, or separation from the stadium floor (for the most part) are currently very much viable in most, if not all, of our formats.
Formats are generally designed with making attack types viable in mind. Attack is possibly less risk and the same reward and still quite exciting to play.
7. Start of Round: After "Shoot!" or When Both Beyblades Touch the Stadium Floor?
In the current WBO rulebooks, the start of a round is defined as:
This suggests that the round begins as soon as the Beyblade leaves the launcher.
This makes Gattyaki legitimate, as long as the additional launching parameters are obeyed.
There is a proposal counter to this however, which suggests that the round would begin when both Beyblades touched the surface of the stadium. Similar to how the WBBA operates. Contact before that would void the round.
Most of the time, Beyblades are going to at least appear to be battling on the stadium floor. The idea is that the surface of the stadium is an easily discernible starting point for the battle.
Once the Beyblades have touched the stadium floor, they can be allowed to jump up and KO opponents while suspended in the air.
This has the potential to work, but would definitively rule out scenarios like the one seen at 1:38 in this video:
In this battle, Flare (Red) lands on top of and KOs B3 (Black) first, then touches the stadium floor. But Flare actually touches the floor first before B3 would be ruled KOed.
It can be argued that this can be too hard to discern and that we should eliminate scenarios which may necessitate recording, though.
It is also worth mentioning that requiring Beyblades to touch the stadium floor first to begin the round would render rounds where Beyblades touch each other in mid-air or one touches the other before touching the floor and do not have a win condition inflicted to either of them invalid. Unless this is explicitly outlined as an exception.
8. The Play Area as a "Space" vs. "Surface"
The above is contrary to the intention of the Primary Play Area concept to date.
Beyblades are bouncing off the stadium floor constantly.
In our current definition of the Play Area, it is defined as a "space" and not a "surface" in order to allow for this and Gattyaki.
Conceptually, this space would end past the 30cm above the stadium which is allowed for players to launch from in WBO rules.
9. The Inherent Physical Harm Danger of Gattyaki or Lack Thereof
Gattyaki is not highly dangerous, performing something like Gattyaki does increase the likelihood to hit your opponent with your Beyblade.
10. Taking Inspiration from Various Beigoma Play Styles
Beigoma, the inspiration for Beyblade can be played in a way where the entire point of the game is to snipe and KO. One Beigoma is launched first and a second one is launched later to try to snipe the first one.
This can be seen here:
Beigoma is however commonly played with both Beigoma being launched at the same time into the playing surface. In this game mode, out spin is also a win condition. This can be seen here:
11. Distinguishing Sliding Shoot from Gattyaki
If rules were implemented to discourage or ban Gattyaki-like techniques or movements, it could become difficult to discern when someone is trying to execute a sliding shoot versus Gattyaki.
Especially in something like the Burst Standard Type BeyStadium due to its cover versus the more open MFB Attack Type BeyStadium where you can more obviously demonstrate that you're trying to slide directly onto the stadium floor.
This could be a point of contention among players and contribute to difficulty for judges. Allowing for greater latitude in launch techniques helps to avoid this.
We would appreciate comments, thoughts, and your final take on Gattyaki.
Please feel free to share additional arguments and counter arguments. We will try to revisit this thread and add good ones to the opening post.
How does the community feel about Gattyaki or sniping as a tactic in Beyblade?
The Definition of "Gattyaki"
Here is how Gattyaki is described and performed according to our Beyblade Wiki:
Gattyaki – Beyblade Wiki Wrote:The purpose of this shooting technique is to land on top of your opponents Beyblade before yours has the chance to hit the stadium. Doing so will greatly reduce the endurance or KO the opposing Beyblade.
How to perform Gattyaki
To perform Gattyaki, you must hit the opponents Beyblade on an angle before yours hits the stadium floor. To do this, you must launch a split second after them. Normally, when the countdowns, “3..2..1.. Let it Rip!” or “3..2..1..Go Shoot!” are chanted, players launch their Beyblade at the R of Rip or the S of Shoot. For this shot, you need to shoot at the P of Rip, or the T of Shoot. If you launch any later than this, it will not be a legal launch. If successful, your Beyblade will land on top of your opponents, causing them to be KOed, or at the very least, lose a great deal of their endurance. This technique is most effective when using heavy customizations, such as compacts. The heavy weight of compacts is significant when performing Gattyaki because every extra gram of weight will add more force to the impact of your Beyblade when it hits. Or shoot at a different height so you can still shoot at the R at Rip or S at Shoot.
Gattyaki is very difficult to aim, and more often than not, you will end up missing. However, it should not be a problem for the rest of the battle unless something unexpected occurs. Don't worry you"ll get the hang of it. Even if you fail to perform this at the start of battle other extreme results may occur, like a bounce.
Note: Upon further investigation, this definition is not entirely accurate historically.
The goal of Gattyaki is not to land on top of your opponent, but to get a one-hit KO with the momentum of your shot. This can be with both Beyblades in the air, on the floor, or a combination of both.
Although extremely difficult to execute, achieving a mid-air hit has a higher chance of KOing the opponent due to their lack of friction with the stadium floor.
For the purpose of this discussion, we've included the existing most popular definition, but will be using the above clarified definition which includes the possibility for mid-air snipes.
Where did "Gattyaki" Come From?
The term "Gattyaki" was introduced to the international community by Beholder, the webmaster of Beyblade Damashii. This was an influential website for international players seeking information about competitive play in the early 2000s.
We are unsure of whether the term was coined by him, other Japanese players, or by Takara themselves.
The Relationship Between the Play Area, Knock-Outs, and Gattyaki
Throughout 2020, we have been working to craft a new and more precise, universal set of definitions for Play Area and Knocked-Out for the game of Beyblade in its entirety. This means all systems and stadiums.
The discussion around this has largely taken place both internally among WBO Staff and in this public discussion thread.
This new set of definitions for Play Area and Knocked-Out is nearing completion, however the way in which Gattyaki interacts with it (or doesn't) is one of the final pieces we'd like to resolve.
As such, going into this it is important to understand the concept of the "Primary Play Area", which will be included in this update when it is finalized.
Some of the details in our final implementation may vary, but for those unfamiliar with the PPA concept please check out this BeyBase article for an overview:
Latest Play Area/KO Definition DRAFT
For reference, see our latest draft for these definitions below. These are from before Gattyaki was questioned internally.
Please note that this definition is still a work in progress and subject to further changes. When implemented offically, it will be announced in the News Forum and added to the official WBO rulebooks.
Play Area/KO Definition DRAFT Wrote:Full Play Area Definition
The Play Area is divided into two distinct areas:
Primary Play Area (PPA)
The Primary Play Area is the space in the central area of a BeyStadium before the point at which any exits, pockets, walls, or stadium cover openings begin (if they exist).
Extended Play Area (EPA)
The Play Area can be extended under specific circumstances:
Some BeyStadiums have design features–such as pockets–outside of the centralized PPA that Beyblades can become trapped in or on permanently or temporarily.
These areas may only be considered as part of the Play Area if the Beyblade is spinning in or on them and can quickly return to the PPA.
A Beyblade cannot win in the EPA and must return to the PPA while spinning in order to remain in-play.
Full Knocked-Out Definition
A Beyblade is knocked-out when after being launched:
- It does not and cannot enter the Play Area OR
- It exits the Play Area while spinning and cannot return OR
- It stops spinning outside the Primary Play Area (PPA).
Knocked-Out Advanced Rulings
- If both Beyblades exit the PPA and do not return, a KO is awarded to the Beyblade that exited the stadium last.
- If both Beyblades exit the PPA simultaneously and neither returns while spinning, the round is declared a draw.
Key Information & Arguments For/Against Gattyaki
Here is a list of key elements highlighting the top arguments for and against permitting Gattyaki:
1. WBO/BBA vs. WBBA Rule Discrepancies
Gattyaki has been part of the WBO and its predecessors–such as Off the Chain–since the early 2000s.
During the plastics and HMS generations, Gattyaki was legal in Takara's BBA events.
During the Metal Fight Beyblade Generation, Hasbro produced a video promoting the technique:
Landing on an opponent’s Beyblade at launch or hitting them in mid-air to prevent the opponent from touching the floor the stadium is part of the game and has been seemingly since its inception.
However, from an official standpoint this has changed in the minds of Takara-Tomy:
Gattyaki is not allowed in the WBBA since it was formed during Metal Fight Beyblade. The battle starts when both Beyblades hit the stadium floor in the WBBA. The WBBA does not consider Gattyaki part of the game.
(If anyone has the exact translation of the rule(s) related to this from Takara-Tomy, please share.)
That being said, we are not the WBBA, so as has always been the case, we don’t necessarily have to follow their rules. We look to them for guidance, but are not necessarily beholden to them. Our community exists in a different context.
So it is a question of which direction do we feel as a community is fundamentally correct for the game of Beyblade?
For the first time in our history we are taking the time to properly and deeply assess every aspect of what it means to be "in-play" during a Beyblade match, so we can chart our own course.
2. Giving Chance to Win Unfavourable Matchups Or Not?
Gattyaki allows a player a chance to win very unfavorable match ups because it allows a combo that is at a severe disadvantage to have a chance to win.
However, this begs the question: if a player chooses to use a Beyblade that has no chance to KO the opponent, should we give the player an intentionally executable way of KOing the opponent?
3. Timing & Launching Skills vs. Incentive to Push Limits
Players with timing and launching skills within the parameters permitted by the WBO rules can earn the win with Gattyaki in spite of a bad pick or bad luck.
It promotes greater depth in launch techniques in Beyblade as a result.
That said, while performing Gattyaki the performer is incentivized to launch as late as possible and often directly over opponent’s Beyblade.
Because it is difficult to perform, this makes it more likely for someone to launch late and go past their half of the launch space.
Although judges are expected to carefully observe all aspects of a battle and some level of difficulty with certain situations is inevitable under any ruleset, it is not always easy for the judge to catch these types of infractions.
4. Countering Gattyaki
There are ways to counter Gattyaki. Especially after observing the attempt one time, it is easy to adjust your launch position at the last second to avoid much chance it in the next.
Players are responsible not only for their Beyblade, but for their launch technique.
Removing a component of the game which encourages thoughtful and skillful launch techniques for both players threatens to reduce active battle strategy in a game which already is heavily predicated on preparation.
You can argue that one way to counter Gattyaki is Gattyaki, though. Is Beyblade a game where players should being trying to snipe each other out of the air? Is this common enough to be a concern? If it is, was, or became common, should it be a concern?
5. Intention vs. Overcoming Odds
Should matchups be played as "intended" on the stadium floor?
Gattyaki can feel like a desperate attempt to win a bad matchup. Building, tuning, picking, and piloting a combo requires skill and strategy.
However, is desperation bad? Do we want players to never feel desperate?
Gattyaki adds an additional layer of strategy and skill. It holds the potential to break the pattern of certain victory or defeat for those who are skilled (and lucky) enough to execute and be successful with it.
Players shouldn't ever feel completely helpless. An incentive or technique–even a sometimes desperate one like Gattyaki–should exist which allows them to play the match to win.
So, what should be protected?
The "intention" of how certain matchups should play out on the stadium floor or launch techniques–like Gattyaki–which allow a player to invoke their will in the heat of the moment and have a chance of defying the odds?
6. High Risk, High Reward of Gattyaki vs. Viability of Traditional Attack
Gattyaki is high risk, high reward.
It takes a lot of skill and/or luck to perform a successful Gattyaki. It is not easy to be successful.
However, traditional attack types which aim to score a KO, Burst, or separation from the stadium floor (for the most part) are currently very much viable in most, if not all, of our formats.
Formats are generally designed with making attack types viable in mind. Attack is possibly less risk and the same reward and still quite exciting to play.
7. Start of Round: After "Shoot!" or When Both Beyblades Touch the Stadium Floor?
In the current WBO rulebooks, the start of a round is defined as:
WBO Organized Play Rulebooks Wrote:A round begins with the call of “3–2–1 Go Shoot!”
- Both bladers must simultaneously launch their Beyblades as the word “shoot” is called.
- Keep your Launcher held within your half of the BeyStadium. Never attempt to obstruct your opponent’s launch.
- Launch your Beyblade from just above the opening in the BeyStadium’s barrier (30cm maximum from the stadium floor).
This suggests that the round begins as soon as the Beyblade leaves the launcher.
This makes Gattyaki legitimate, as long as the additional launching parameters are obeyed.
There is a proposal counter to this however, which suggests that the round would begin when both Beyblades touched the surface of the stadium. Similar to how the WBBA operates. Contact before that would void the round.
Most of the time, Beyblades are going to at least appear to be battling on the stadium floor. The idea is that the surface of the stadium is an easily discernible starting point for the battle.
Once the Beyblades have touched the stadium floor, they can be allowed to jump up and KO opponents while suspended in the air.
This has the potential to work, but would definitively rule out scenarios like the one seen at 1:38 in this video:
In this battle, Flare (Red) lands on top of and KOs B3 (Black) first, then touches the stadium floor. But Flare actually touches the floor first before B3 would be ruled KOed.
It can be argued that this can be too hard to discern and that we should eliminate scenarios which may necessitate recording, though.
It is also worth mentioning that requiring Beyblades to touch the stadium floor first to begin the round would render rounds where Beyblades touch each other in mid-air or one touches the other before touching the floor and do not have a win condition inflicted to either of them invalid. Unless this is explicitly outlined as an exception.
8. The Play Area as a "Space" vs. "Surface"
The above is contrary to the intention of the Primary Play Area concept to date.
Beyblades are bouncing off the stadium floor constantly.
In our current definition of the Play Area, it is defined as a "space" and not a "surface" in order to allow for this and Gattyaki.
Proposed Primary Play Area Definition Wrote:The Primary Play Area is the space in the central area of a BeyStadium before the point at which any exits, pockets, walls, or stadium cover openings begin (if they exist).
Conceptually, this space would end past the 30cm above the stadium which is allowed for players to launch from in WBO rules.
9. The Inherent Physical Harm Danger of Gattyaki or Lack Thereof
Gattyaki is not highly dangerous, performing something like Gattyaki does increase the likelihood to hit your opponent with your Beyblade.
10. Taking Inspiration from Various Beigoma Play Styles
Beigoma, the inspiration for Beyblade can be played in a way where the entire point of the game is to snipe and KO. One Beigoma is launched first and a second one is launched later to try to snipe the first one.
This can be seen here:
Beigoma is however commonly played with both Beigoma being launched at the same time into the playing surface. In this game mode, out spin is also a win condition. This can be seen here:
11. Distinguishing Sliding Shoot from Gattyaki
If rules were implemented to discourage or ban Gattyaki-like techniques or movements, it could become difficult to discern when someone is trying to execute a sliding shoot versus Gattyaki.
Especially in something like the Burst Standard Type BeyStadium due to its cover versus the more open MFB Attack Type BeyStadium where you can more obviously demonstrate that you're trying to slide directly onto the stadium floor.
This could be a point of contention among players and contribute to difficulty for judges. Allowing for greater latitude in launch techniques helps to avoid this.
What do you think?
We would appreciate comments, thoughts, and your final take on Gattyaki.
Please feel free to share additional arguments and counter arguments. We will try to revisit this thread and add good ones to the opening post.