(Oct. 26, 2015 9:06 PM)Hammurabi8 Wrote: We don't understand any of the terminology, but I was hoping ya'll could help us out.
Hey, Travis, I just watched your video (great presentation!), but before I go into explaining anything, allow me to assuage one of your fears: no authentic Beyblades contain any lead! Most regular metal parts are actually made out some kind of zinc alloy, basically the same as die-cast model cars and other figures. In this post, I'll try to give you some info on the different types of Beyblades and answer your questions about how different types of Beyblades interact with each other.
To start, each part of the Beyblades from the Hybrid Wheel system of the Metal Fight Beyblade, or Beyblade: Metal Fusion/Masters/Fury to westerners, (commonly abbreviated 'MFB') generation has a name and serves a purpose:
Facebolt:
Clear Wheel:
- The part you called the "hat" in your presentation (lol) is where the prongs (the curved bits that hooks under the Clear Wheel) attach to the Beyblade to launch. These come in various colors with varying weights, but the differences they cause in performance are only minor.
Metal Wheel:
- The main area of contact between two Beyblades in a BeyBattle; these vary widely in weight and shape. Metal Wheels of the 4D series are comprised of at least two parts and have mode change gimmicks.
Track:
- The Track is the primary determinant of a Beyblade's height. Many Tracks feature unique gimmicks, such as mode changes, freely moving ball bearings, etc., most of which can affect the performance of a Beyblade.
Bottom:
- The tip of the Beyblade, as you mentioned, affects the top's spin time and motion. The core Bottom shapes upon which all others are derivative of are Flat, Sharp, Defense, and Ball. Variants of these Bottoms in metal and rubber affect their movement patterns, as do varying degrees of wear from repeated use.
4D Bottom:
- 4D Bottoms take the place of the Track and Bottom by combining them into one part. Most of them feature a mode changing gimmick, with the exception of Bearing Drive.
The name of a Beyblade depends on the name of its parts, which are ordered like this: [Metal Wheel] [Clear Wheel] [Track] [Bottom] or [Metal Wheel] [Clear Wheel] [4D Bottom]. For example, if you assembled all the parts of the Beyblade in your video, that combination would be called Storm Pegasus 105 HF.
Check out Beywiki's article on MFB's components if you want more details:
http://wiki.worldbeyblade.org/index.php?...ts_of_MFBs
(Oct. 26, 2015 9:06 PM)Hammurabi8 Wrote: As it stands we are trying to get down to what makes each of the three beyblade types good at what they do.
Here's a quick little guide to Beyblade classifications I wrote up based on each type's game objectives (aka how they're designed to win) I wrote up awhile back that should help. Below type descriptions are some example combinations that were either top-tier or still are from either our Standard or Limited MFB Formats.
(Jun. 27, 2015 1:56 AM)Angry Face Wrote: - Attack - Objective is to win by knocking out opponent
- Ex. MF/-H Lightning L-Drago CH120RF, MF-H Flash Escolpio AD145RF
- Stamina - Objective is to win by out-spinning opponent
- Ex. Duo Cygnus B:D, Phantom Cancer 230TB, Revizer Dragooon B:D
- Defense - Objective is not to be knocked out
- Ex. MSF-H Revizer Genbull BD145RB, MF-H Scythe Uranus 85RS
- Balance - Any combo that shares at least two of these objectives **
[...]
For example, Burn Cancer 85MF would be classified as a Stamina-Attack hybrid [Balance type] under this logic because its strategy is to go for a KO if unable to OS. And since winning by KO is more of a backup strategy, the combo leans more towards the Stamina type, resulting in "Stamina" coming before "Attack" in its classification.
** Classification of Balance types may look complicated, but I really don't think it is once you look at a combo's performance and goals. From there, it should fit into one of these categories.- Attack-Stamina hybrid: Primary objective is to KO; Secondary objective is to OS
- Ex. Phantom Cancer AD145RF, MF-H Flash Orion W145MF
- Stamina-Attack hybrid: Primary objective is to OS; Secondary objective is to KO
- Ex. Burn Cygnus 85MF, Phantom Cygnus 85MF, MF Meteo L-Drago II CH120XF
- Stamina-Defense hybrid: Primary objective is to OS; Secondary objective is to resist KO
- Ex. (MF/-H) Duo Cygnus TH170CS, (MF/-H) Libra TH170CS, Duo Cygnus 230MB, MSF/-H Killerken Dragooon BD145RDF
- Defense-Stamina hybrid: Primary objective is to resist KO; Secondary objective is to OS
- Ex. (MSF/-H) Genbull Genbull E230CS
- Defense-Attack hybrid: Primary objective is to resist KO; Secondary objective is to KO
- Ex. MF-H Basalt Kerbecs TR145RF
- Attack-Defense hybrid: Primary objective is to KO; Secondary objective is to resist KO
- Ex. MF-H Diablo Kerbecs BD145RF
- Pure Balance type: Achieves each objective nearly equally/Each strategy is equally viable
- Ex. MF/-H Hell Kerbecs BD145 [Boost Mode] CS, MSF/-H Wyvang Wyvang BD145RDF, MF-H Basalt Horogium TH170WF
(Oct. 26, 2015 9:06 PM)Hammurabi8 Wrote: Should an attack Beyblade be heavy or light?
The best Attack types of this generation of Beyblade do use heavier Metal Wheels, but higher weights also benefit both Stamina and Defense types. Generally, the more mass your Beyblade has, the better its chances of staying in the arena, hence the popularity of Metal Faces. Increasing the friction between your Beyblade and the stadium by using a rubber tipped Bottom also further lowers the chances of your combination being knocked out of the arena. However, for anything to be gained in Beyblade, something must sacrificed, as in most things. What's gained in defensive properties requires a sacrifice of endurance due to the increased friction of a rubber Bottom. Metal Bottoms are the opposite; due to the reduced friction between the metal tip and the plastic stadium from that of between either plastic-on-plastic contact or rubber-on-plastic contact, endurance is increased at the cost of some defensive ability.
(Oct. 26, 2015 9:06 PM)Hammurabi8 Wrote: Should a stamina one be tall or short?
This is a very simple question with an absurdly complex answer, ha ha. Stamina types can be any height really, and spin left/counterclockwise or right/clockwise, but how and whether any particular combination will be successful depends entirely on three things: how its mass is distributed; its height in relation to its opponent; and the direction it's spinning in relation to its opponent.
The best Stamina Wheel produces the best flywheel effect, which requires the majority of its mass be distributed along its circumference. The two single best Right-Spin Stamina Wheels of MFB are the Japanese Duo and Phantom 4D Metal Wheels. They are both not only rather weighty at roughly 42g each, but also mostly circular (heck, Duo is actually a perfect, uninterrupted circle - the most ideal design possible for a Stamina part) with the majority of their masses being focused just at their edges (Phantom, like Duo, is comprised of two parts, but its core is made of plastic and weighs just 2g, which leaves 95% of its mass (the other 40g) in just its metal outer ring (hella flywheel - best in the game, actually)). Recoil is also a major factor in Beyblade, but that's just a consequence of how the imperfect circumferences of most parts interact.
Height is the next critical factor of Stamina. Barring Left-Spin, as the majority of Beyblades spin right/clockwise, there are three main sub-types or play styles within Right-Spin Stamina: Low Track Stamina Combos (abbreviated LTSC - includes Track heights between 85-125); Mid Track Stamina Combos (abbreviated MTSC - includes Track heights between 130-160 and all 4D Bottoms); and High Track Stamina Combos (abbreviated -you guessed it- HTSC and includes heights from 165 all the way up to the highest Track height, 230). To keep this case of interactions as simple as I can, I'll only describe it to you from a simpler time, 2011, when Track heights only existed from 85-135, 145, and 230, ha ha.
Back then, 145 MTSCs would typically beat 230 HTSCs because 145-height combos interacted with 230-height Stamina combos just right so that HTSCs were destabilized earlier, began wobbling sooner, and thus spun out sooner than the MTSCs. This was the same case between 145-height MTSCs and 85- and 90-height LTSCs; they simply consistently outspun MDSCs for the same reasons 145 Stamina beat 230 Stamina. The whole thing came full circle, though, as LTSCs weren't able to outspin 230-height HTSCs. This is for two reasons; due to LTSCs vs HTSCs making little to no metal-on-metal contact at all for the duration of their entire BeyBattles, (1) the region where the majority of the HTSCs' mass was focused never experienced any significant resistance other than against air, whereas (2) the primary areas where mass was focused on LTSCs were constantly spinning against the smooth, plastic track of the HTSCs. And of course, spinning against solid plastic will slow your Beyblade down much faster than it would spinning against air.
Lastly, and possibly the most complicated interaction between Stamina types, is that of oppositely rotating Stamina Beyblades. In these interactions, where the rotations of both Beyblades usually eventually equalize and feed off each other, winners are determined by three aspects: their efficiency at absorbing rotational kinetic energy, how low their centers of gravity are, and their abilities to precess at exceptionally low rotational velocities. If you'd like, I could go into each of these facets in great detail at another time, or maybe another member could explain it if you'd like.
Basically, though, playing Stamina is the most deceptively simple, complicated style of play in all of Beyblade.