Winning Combinations at WBO Organized Play Events

Winning combos for Pick 3, Choose attack:

First: Broyeeto:
Chaos.Heavy.HighXtend+' (Both)

Second: RED NINJA 0829:
Orpheus O2.Gravity .Absorb-S (First)
Odin.Knuckle.Trans' (Both)
Dranzer Flame.Heavy.Assault-QD+Kick (Final)

Third: bladekid:
Dranzer Flame.Gravity.Assault-QD+Kick (First)
Yegdrion.Heavy.Yard-S (Both)

This was a fun tournament, but it kinda showed the brokenness of HXt+'. Getting First whist only using one combo against really good players trying to counter it is very concerning. Even with my Y.H.Yr-S, I couldn't consistently outspin in, which is quite no Bueno.
(Mar. 29, 2022  7:10 PM)bladekid Wrote: Winning combos for Pick 3, Choose attack:

First: Broyeeto:
Chaos.Heavy.HighXtend+' (Both)

Second: RED NINJA 0829:
Orpheus O2.Gravity .Absorb-S (First)
Odin.Knuckle.Trans' (Both)
Dranzer Flame.Heavy.Assault-QD+Kick (Final)

Third: bladekid:
Dranzer Flame.Gravity.Assault-QD+Kick (First)
Yegdrion.Heavy.Yard-S (Both)

This was a fun tournament, but it kinda showed the brokenness of HXt+'. Getting First whist only using one combo against really good players trying to counter it is very concerning. Even with my Y.H.Yr-S, I couldn't consistently outspin in, which is quite no Bueno.

I would like to think there is at least one good thing to this - it shows how extensive experimentation and testing (including testing variations in launch) can produce impressive tournament results, that the testing we do here on the forums is an important companion to our competitive play. While broyeeto and I did want to demonstrate that HXt+' might be too much for the format (and I do not particularly like its presence in classic myself), the main point was to show a little of how it used to be around here - a little bit of testing making a lot of chaos.
(Mar. 29, 2022  7:10 PM)bladekid Wrote: Winning combos for Pick 3, Choose attack:

First: Broyeeto:
Chaos.Heavy.HighXtend+' (Both)

Second: RED NINJA 0829:
Orpheus O2.Gravity .Absorb-S (First)
Odin.Knuckle.Trans' (Both)
Dranzer Flame.Heavy.Assault-QD+Kick (Final)

Third: bladekid:
Dranzer Flame.Gravity.Assault-QD+Kick (First)
Yegdrion.Heavy.Yard-S (Both)

This was a fun tournament, but it kinda showed the brokenness of HXt+'. Getting First whist only using one combo against really good players trying to counter it is very concerning. Even with my Y.H.Yr-S, I couldn't consistently outspin in, which is quite no Bueno.
Enlighten me on Orpheus (I'd say O2, but thats Obelisk Odin). I never hear about it much.
(Mar. 30, 2022  12:24 PM)p0l1w4g06 Wrote:
(Mar. 29, 2022  7:10 PM)bladekid Wrote: Winning combos for Pick 3, Choose attack:

First: Broyeeto:
Chaos.Heavy.HighXtend+' (Both)

Second: RED NINJA 0829:
Orpheus O2.Gravity .Absorb-S (First)
Odin.Knuckle.Trans' (Both)
Dranzer Flame.Heavy.Assault-QD+Kick (Final)

Third: bladekid:
Dranzer Flame.Gravity.Assault-QD+Kick (First)
Yegdrion.Heavy.Yard-S (Both)

This was a fun tournament, but it kinda showed the brokenness of HXt+'. Getting First whist only using one combo against really good players trying to counter it is very concerning. Even with my Y.H.Yr-S, I couldn't consistently outspin in, which is quite no Bueno.
Enlighten me on Orpheus (I'd say O2, but thats Obelisk Odin). I never hear about it much.
It's a pretty versatile layer with decent stamina but amazing destabilization, decent burst defence but amazing KO defense, and an enigma which totally reverses the driver MU chart
(Mar. 19, 2022  4:47 PM)Shindog Wrote: I think one thing to consider is that there are lots of high LAD drivers. Lots and lots of top tier LAD options now.  Because of that,

1) the variant driver rule hurts KO attackers more because they have less top tier options

2) since there are lots and lots of top tier LAD drivers, LAD drivers are not safe from each other in LAD matches.  I have recorded this following video in the follow ways:
-not much skill involved.  I tilt or not tilt and launch light or moderate to high moderate depending on the situation.
-I tried my best to launch pretty much the same way each round most of the time
-I am not trying to show what I can do or anyone else can do.  I am only hoping to see if the tools are there for someone skilled to do it.  
-no cuts, no edits, straight through.  

UπR.Lg.X’-9 (low mode) vs VLn.Ov.HXt+’-0 (low mode)
https://youtu.be/Fmqn1GU_wZI

Is the above really less safe against LAD than LAD vs LAD?
Also, I am one of the few who prefer savior over ultimate.  I think I am bad with Ultimate. Push comes to shove, I personally don’t like either tbh and would only use them reluctantly.  I would use them because of odds tho.  The tools seem to be there to me.
Just to piggyback off of what Shindog said here,  there are a lot of LAD Drivers now, all with their own different kinds of interactions with each other that can be more or less favorable in same or opposite spin. As the number of viable LAD options increases, their individual viability decreases as they become less safe against each other.

People will test Attack against one LAD combo, and another LAD combo against that LAD combo, and get 50% winrates for each (or worse for Attack, depending on skill level) and, seeing as the LAD combo is easier to use than the attacker, come to the totally reasonable conclusion that the LAD combo as the better option, but what they aren't looking at is the overall composite score of the combo.

Sure, the attacker will only get 50% against that one LAD combo... but it also gets 50% against the other LAD combo, and 50% against yet another, since they're all just on plastic tips anyways. In that sense,  it becomes a coin toss against the entire LAD meta rather than just a specific subset of the LAD meta. On top of that,  Attack is a practiceable skill, so with enough of that, you have a combo that doesn't really care about what spin direction, or how much LAD the opponent has, since it's going to KO them anyways.

This was, at least, the thought process I had hoped most players would arrive at when confronted with P3C1. Without any one dominant LAD combo, they wouldn't risk picking the wrong driver or spin direction between LAD combos and instead go the route of player agency and choose an attacker with a good chance against all of them. This would eventually necessitate the need for defense, giving representation to the three supposed primary types of Beyblade, and from there players would develop all sorts of weird balancey combos in an attempt to get the edge over multiple types of opponent, or something.
(Mar. 23, 2022  4:46 PM)th!nk Wrote:
(Mar. 23, 2022  4:16 PM)CrisisCrusher07 Wrote: Agreed. We tested out P3C1 for the first time in our area and there were so many opposite spin match ups it was terrible.
Yeah I honestly feel like p3c1 might be directly worse than single bey? As much as 3v3 has some significant accessibility issues, it is probably my favourite for burst.
So I'm a little disappointed and confused to hear that this was the case, especially coming off a tournament where the final match featued a triple Xtreme deck? Were people not picking Attack during P3C1 or were they just not even putting it in their deck and it was just "garbage in, garbage out" for lack of a better term? Since I'm the one that came up with the format, I'm interested in feedback - do you think the P3C1 format is just in the early stages of the process, or does the process not actually exist?

As for incentivizing Attack with 2 point KOs (and 1 point self-KOs), since that was brought up recently as well, I definitely support it and quite frankly disagree with the reasons why it isn't the standard in WBO Deck. Supposedly, making contact KOs worth 2 points actually punishes Attack usage because supposedly, attackers will self-KO after grazing an opponent more often than they KO the opponent. Imo, this can be chalked up to poor launching and negativity bias, because with how much people complain about how hard it is to KO in the Burst Stadium in the first place, it wouldn't make any sense for KOing something unintentionally to be easier than KOing something intentionally.
(Apr. 01, 2022  12:03 AM)Wombat Wrote:
(Mar. 19, 2022  4:47 PM)Shindog Wrote: I think one thing to consider is that there are lots of high LAD drivers. Lots and lots of top tier LAD options now.  Because of that,

1) the variant driver rule hurts KO attackers more because they have less top tier options

2) since there are lots and lots of top tier LAD drivers, LAD drivers are not safe from each other in LAD matches.  I have recorded this following video in the follow ways:
-not much skill involved.  I tilt or not tilt and launch light or moderate to high moderate depending on the situation.
-I tried my best to launch pretty much the same way each round most of the time
-I am not trying to show what I can do or anyone else can do.  I am only hoping to see if the tools are there for someone skilled to do it.  
-no cuts, no edits, straight through.  

UπR.Lg.X’-9 (low mode) vs VLn.Ov.HXt+’-0 (low mode)
https://youtu.be/Fmqn1GU_wZI

Is the above really less safe against LAD than LAD vs LAD?
Also, I am one of the few who prefer savior over ultimate.  I think I am bad with Ultimate. Push comes to shove, I personally don’t like either tbh and would only use them reluctantly.  I would use them because of odds tho.  The tools seem to be there to me.
Just to piggyback off of what Shindog said here,  there are a lot of LAD Drivers now, all with their own different kinds of interactions with each other that can be more or less favorable in same or opposite spin. As the number of viable LAD options increases, their individual viability decreases as they become less safe against each other.

People will test Attack against one LAD combo, and another LAD combo against that LAD combo, and get 50% winrates for each (or worse for Attack, depending on skill level) and, seeing as the LAD combo is easier to use than the attacker, come to the totally reasonable conclusion that the LAD combo as the better option, but what they aren't looking at is the overall composite score of the combo.

Sure, the attacker will only get 50% against that one LAD combo... but it also gets 50% against the other LAD combo, and 50% against yet another, since they're all just on plastic tips anyways. In that sense,  it becomes a coin toss against the entire LAD meta rather than just a specific subset of the LAD meta. On top of that,  Attack is a practiceable skill, so with enough of that, you have a combo that doesn't really care about what spin direction, or how much LAD the opponent has, since it's going to KO them anyways.

This was, at least, the thought process I had hoped most players would arrive at when confronted with P3C1. Without any one dominant LAD combo, they wouldn't risk picking the wrong driver or spin direction between LAD combos and instead go the route of player agency and choose an attacker with a good chance against all of them. This would eventually necessitate the need for defense, giving representation to the three supposed primary types of Beyblade, and from there players would develop all sorts of weird balancey combos in an attempt to get the edge over multiple types of opponent, or something.
(Mar. 23, 2022  4:46 PM)th!nk Wrote: Yeah I honestly feel like p3c1 might be directly worse than single bey? As much as 3v3 has some significant accessibility issues, it is probably my favourite for burst.
So I'm a little disappointed and confused to hear that this was the case, especially coming off a tournament where the final match featued a triple Xtreme deck? Were people not picking Attack during P3C1 or were they just not even putting it in their deck and it was just "garbage in, garbage out" for lack of a better term? Since I'm the one that came up with the format, I'm interested in feedback - do you think the P3C1 format is just in the early stages of the process, or does the process not actually exist?

As for incentivizing Attack with 2 point KOs (and 1 point self-KOs), since that was brought up recently as well, I definitely support it and quite frankly disagree with the reasons why it isn't the standard in WBO Deck. Supposedly, making contact KOs worth 2 points actually punishes Attack usage because supposedly, attackers will self-KO after grazing an opponent more often than they KO the opponent. Imo, this can be chalked up to poor launching and negativity bias, because with how much people complain about how hard it is to KO in the Burst Stadium in the first place, it wouldn't make any sense for KOing something unintentionally to be easier than KOing something intentionally.

No offense meant haha, perhaps it is mostly a fault in my lens - unfortunately to me it just seems like once you make 3 fairly general picks, there is then a big bias towards experience during selecting from the three, and you have more info to work with (or the opponent is using a smaller subset of possible opponents) which means you don't have to account for as much. I guess if I really consider it more I can glimpse the idea that "well I know they aren't using dedicated defense" or the like but to me... With the lack of data you have going into single bey, that's where I would expect people to be most likely to select a less directional choice (ie attack). 
I know they don't, but I'm not sure I see how p3c1 changes that (keeping in mind the triple Xtreme was the result of a bet, cool as it is) - in single bey I feel like picking a directional combo like drift is riskier against opponents who only have one stamina counter vs in p3c1. In terms of accessibility also I guess I feel it's worse than single bey because single bey you can switch parts between your larger pool of possibilities, and if you can only make one good combo at a time then it's a big giveaway to the opponent which combo you will use. This is a fault of No Shared Parts rulings more than p3c1 mind. 
Maybe the potential just hasn't eventuated yet.

As for 2pt KO in deck, I agree - I feel like the tap-self KO is a lot less common than self-ko straight let alone tap-KO, I don't think that's a good reason to not pursue it. The same degree the stadium may interfere with KOs is the same degree it stops self-KOs after all.
(Apr. 01, 2022  12:03 AM)Wombat Wrote: So I'm a little disappointed and confused to hear that this was the case, especially coming off a tournament where the final match featued a triple Xtreme deck? Were people not picking Attack during P3C1 or were they just not even putting it in their deck and it was just "garbage in, garbage out" for lack of a better term? Since I'm the one that came up with the format, I'm interested in feedback - do you think the P3C1 format is just in the early stages of the process, or does the process not actually exist?

As for incentivizing Attack with 2 point KOs (and 1 point self-KOs), since that was brought up recently as well, I definitely support it and quite frankly disagree with the reasons why it isn't the standard in WBO Deck. Supposedly, making contact KOs worth 2 points actually punishes Attack usage because supposedly, attackers will self-KO after grazing an opponent more often than they KO the opponent. Imo, this can be chalked up to poor launching and negativity bias, because with how much people complain about how hard it is to KO in the Burst Stadium in the first place, it wouldn't make any sense for KOing something unintentionally to be easier than KOing something intentionally.

So during this past tournament where we opted to try and use P3C1 we found that a lot of players were still going with very safe and standard Defense-Stamina Hybrid combos. However, just having these types of combos in some of our decks was not the case. My last round in Swiss I played against DeceasedCrab and from our previous battles he knew how prone I am to using Stamina Beys. He built his P3C1 deck with double Drift in order to have a good 50/50 shot at picking the right spin direction for an easy LAD match up. Well what he wasn’t expecting from me was that I had been practicing my launching with attack type drivers all week since the tournament before that in Virginia. So I had opted to use the 1 attack combo in my Deck which was Guilty Fafnir Karma Jolt’-6. This made the choice of whatever combo he would pick pretty useless. It was a different strategy all together. One that both me and geetster99 had talked about. We built our decks with the 1 attack combo and the 2 Defense-Stamina Hybrid combos (one in each direction) to force our opponents into using certain beys. It was a pretty well thought out strategy, just like our strategy for the Deck we both used in the top cut. We designed that to force our opponents into corners and make things go more into our favor. So P3C1 is definitely a better format for the higher skilled Blader. They will probably win more often than a BK randy. I just think that for the average Blader 3v3 is the best format to use so that way more people come back to play at the next event.

As for the 2pt KOs for WBO Deck format. I 100% agree and think they need to be implemented back into standard. It would definitely be more inviting for a Blader like myself to keep practicing my attack drivers as well as use attack more in WBO Deck. It might not help attack in the Swiss rounds. But definitely in WBO deck.
I have played 2 pt KOs in 5G and 3on3 to 3 points in first stage.  This strongly incentivize attack in first stage.  Usually you will see attack combo in position 1 or 2.  This is what we saw in the WBBA when they were still playing in the burst standard stadium as well.
Now, are more matches going to be over in under a minute?  Yes.  Will more players feel like they didn’t even get a chance to react?  Probably.  Will people play attack?  Yes. Will people like it in the WBO?  My guess is no.  I personally don’t mind.
Just asking, is there any attack tip that's not rubber based that's good? I originally wanted to ask X' alternatives, but then people use Hn', Qc' and Jl', makes it look like Rubber=Attack now...
(Apr. 01, 2022  5:01 AM)p0l1w4g06 Wrote: Just asking, is there any attack tip that's not rubber based that's good? I originally wanted to ask X' alternatives, but then people use Hn', Qc' and Jl', makes it look like Rubber=Attack now...

The primary Attack tips have been rubber flats for two decades, this is not a new thing... The new thing is actually plastic tips which traditionally have been avoided for being worse than rubber or metal in most ways. 
Anything not rubber sacrifices rotational and directional recoil control as well as ability to hold a flower pattern in exchange for greater stamina - if it achieves outspins using this it does tend towards an aggressive balance combo. If it doesn't... Then it's just a bad attack combo that is sacrificing the benefits of rubber tips, usually just because people find them too hard to control (as CrisisCrusher07 has shown, this just means more practice is needed). Traditionally we do allow things like MFB's Metal Flat, Plastics SG Metal Flat Base (Gaia Dragoon V Version), HMS' Metal Flat Core to sit on the council of Attack type tips, but we do not grant them the rank of master. The Rubber Flat is a tradition stretching back to Grip Attacker in plastics (though it was a lot riskier prior to the late-in-the-series Tornado Attack Stadium being released), after all.

Of course, that is in good stadiums. In Hasbro and even say the DB stadium, attack is a bit odd and usually has to do balance-esque things to survive.
The meta game is also too LAD centric, which is an issue.
(Apr. 01, 2022  1:41 PM)p0l1w4g06 Wrote: The meta game is also too LAD centric, which is an issue.

It is and it isn't. At the end of the day you have to ask if the game itself is LAD centric or are the players LAD centric?
(Apr. 01, 2022  5:13 PM)CrisisCrusher07 Wrote:
(Apr. 01, 2022  1:41 PM)p0l1w4g06 Wrote: The meta game is also too LAD centric, which is an issue.

It is and it isn't. At the end of the day you have to ask if the game itself is LAD centric or are the players LAD centric?

I feel like its the new players who like using lad just because its easier. Because when you start getting into more experienced players then they would prob have a mix of both
Beyblade is like investing.  You see the numbers and you can look at the history.  When it comes down to it, the decision you make as to what to actually play comes down to emotions (aka human frailty Dallas Cowboys Fans) for most people, not always the numbers.  This is okay tho.  It’s part of the game and life really, and it’s great and very normal.
[Image: 20220402-183630.jpg]

Winning combinations for Dynamite Battle 2 The Legend Of Curly's Bey 4-2-22. This was a burst standard event in Beaverton Oregon.

1st. Zektor
Roar Longinus Giga Drift 0 (final stage)
Prominence Valkyrie Nexus+S (fixed) Mobius 2 (final stage)
Devil Perseus F-gear Over Bearing' 9 (both)
Vanish Longinus Over Bearing' 9 (first stage)

2nd. Jake Jones
Dynamite Valkyrie F-gear Over Zone'+Z 9 (both)
Vanish Longinus Giga Bearing' 0 (final stage)
Greatest Rapheal Wheel Drift (final stage)

3rd. ItzMJ
Vanish Fafnir Giga Zone'+Z 0 (both)
Dynamite Valkyrie F-gear Over Bearing' 3 (both)
Guilty Fafnir Nexus+S Xtreme' 2 (final stage)

4th. Keeganhake2013
Greatest Rapheal Over High Xtend+ (both)

(If I got any details wrong please message me and I will fix it)
What a "Swaying" World
Zero G Format
La Mirada, California. April 2nd 2022

1st Shindog
MSF Balro Balro E230 GCF
MSF Wyvang Wyvang AD145 GF
MSF-H Killerken Dragoon B:D
MF-H Scythe Cancer SA165 BWD
MSF-H Reviser Dragoon SA165 BWD (Deck format)
MF-H Duo Cygnus B:D (Deck format)

2nd PhoenixHaven
MF-H Duo Cygnus B:D
MSF-H Killerken Dragoon SA165 EWD
Revizer Begirados GB145 RDF
MSF Balor Balor E230 MB

3rd Virtuous Circle
MF-H Duo Cancer B:D
MSF-H Killerken Dragoon B:D
MSF-H Killerken Dragoon BD145 RDF (Deck format)
Genbull Genbull E230 MB
MF Scythe Cancer SA165 BWD
(Apr. 03, 2022  3:00 AM)Zektor Wrote: [Image: 20220402-183630.jpg]

Winning combinations for Dynamite Battle 2 The Legend Of Curly's Bey 4-2-22. This was a burst standard event in Beaverton Oregon.

1st. Zektor
Roar Longinus Giga Drift 0 (final stage)
Prominence Valkyrie Nexus+S (fixed) Mobius 2 (final stage)
Devil Perseus F-gear Over Bearing' 9 (both)
Vanish Longinus Over Bearing' 9 (first stage)

2nd. Jake Jones
Dynamite Valkyrie F-gear Over Zone'+Z 9 (both)
Vanish Longinus Giga Bearing' 0 (final stage)
Greatest Rapheal Wheel Drift (final stage)

3rd. ItzMJ
Vanish Fafnir Giga Zone'+Z 0 (both)
Dynamite Valkyrie F-gear Giga Bearing' 3 (both)
Guilty Fafnir Nexus+S Xtreme' 2 (final stage)

4th. Keeganhake2013
Greatest Rapheal Over High Xtend+ (both)

(If I got any details wrong please message me and I will fix it)

This is gonna be the weird question but did this tournaments name come from a movie called City Slickers 2?
(Apr. 03, 2022  3:00 AM)Zektor Wrote: [Image: 20220402-183630.jpg]

Winning combinations for Dynamite Battle 2 The Legend Of Curly's Bey 4-2-22. This was a burst standard event in Beaverton Oregon.

1st. Zektor
Roar Longinus Giga Drift 0 (final stage)
Prominence Valkyrie Nexus+S (fixed) Mobius 2 (final stage)
Devil Perseus F-gear Over Bearing' 9 (both)
Vanish Longinus Over Bearing' 9 (first stage)

2nd. Jake Jones
Dynamite Valkyrie F-gear Over Zone'+Z 9 (both)
Vanish Longinus Giga Bearing' 0 (final stage)
Greatest Rapheal Wheel Drift (final stage)

3rd. ItzMJ
Vanish Fafnir Giga Zone'+Z 0 (both)
Dynamite Valkyrie F-gear Giga Bearing' 3 (both)
Guilty Fafnir Nexus+S Xtreme' 2 (final stage)

4th. Keeganhake2013
Greatest Rapheal Over High Xtend+ (both)

(If I got any details wrong please message me and I will fix it)

I've got some serious respect to the 4th Placer. He got 4th Place with a Greatest Raphael stock, he'll go down as an inspiration and as a Hero to me. But seriously, nice job everyone and I hope you had fun.
(Apr. 03, 2022  5:09 AM)CrisisCrusher07 Wrote: This is gonna be the weird question but did this tournaments name come from a movie called City Slickers 2?

Yes. To quote DC: "someone put a curse on a beyblade forcing it to roam the earth in search of curlys gold"
(Apr. 03, 2022  6:26 AM)Zektor Wrote:
(Apr. 03, 2022  5:09 AM)CrisisCrusher07 Wrote: This is gonna be the weird question but did this tournaments name come from a movie called City Slickers 2?

Yes. To quote DC: "someone put a curse on a beyblade forcing it to roam the earth in search of curlys gold"

Lol. I honestly just don’t know many people that have seen that movie.
(Apr. 01, 2022  1:14 AM)th!nk Wrote: No offense meant haha, perhaps it is mostly a fault in my lens - unfortunately to me it just seems like once you make 3 fairly general picks, there is then a big bias towards experience during selecting from the three, and you have more info to work with (or the opponent is using a smaller subset of possible opponents) which means you don't have to account for as much. I guess if I really consider it more I can glimpse the idea that "well I know they aren't using dedicated defense" or the like but to me... With the lack of data you have going into single bey, that's where I would expect people to be most likely to select a less directional choice (ie attack). 

I know they don't, but I'm not sure I see how p3c1 changes that (keeping in mind the triple Xtreme was the result of a bet, cool as it is) - in single bey I feel like picking a directional combo like drift is riskier against opponents who only have one stamina counter vs in p3c1. In terms of accessibility also I guess I feel it's worse than single bey because single bey you can switch parts between your larger pool of possibilities, and if you can only make one good combo at a time then it's a big giveaway to the opponent which combo you will use. This is a fault of No Shared Parts rulings more than p3c1 mind. 
Maybe the potential just hasn't eventuated yet.

Oh no, I wasn't offended at all, just a little surprised that P3C1 wasn't really working as intended, and trying to figure out why.

I don't really have like a well structured paragraph as a response, so this is just my general thought/replies on 1v1 vs P3C1 in this situation:
-Bias towards experience: could this be chalked up to lack of testing/exploration or practice with attack? If so, is that anything that can be fixed or even incentivized (outside of the reward of performing well at tournaments ofc)?
-Risk: Imo every selection is riskier in 1v1, just because you don't have any concrete info on what your opponent might use. When you play a directional combo, like Drift, or Atomic, in P3C1, you are making that pick with confidence, you have determined that it is has the best chance to win against whatever of the 3 combos the opponent might use, so of course it wouldn't feel as risky as making that choice without knowing what the opponent could use. This should follow for Attack as well.

Can't really argue about the accessibility - a 3 combo format will always be less accessible than a 1 combo format - and I also don't like the No Shared Parts ruling, but that's an argument that's been had several times over Burst's history and has always ended in favor of its existence, so idk if I can really help out there either.

(Apr. 01, 2022  2:29 AM)CrisisCrusher07 Wrote: So during this past tournament where we opted to try and use P3C1 we found that a lot of players were still going with very safe and standard Defense-Stamina Hybrid combos. However, just having these types of combos in some of our decks was not the case. My last round in Swiss I played against DeceasedCrab and from our previous battles he knew how prone I am to using Stamina Beys. He built his P3C1 deck with double Drift in order to have a good 50/50 shot at picking the right spin direction for an easy LAD match up. Well what he wasn’t expecting from me was that I had been practicing my launching with attack type drivers all week since the tournament before that in Virginia. So I had opted to use the 1 attack combo in my Deck which was Guilty Fafnir Karma Jolt’-6. This made the choice of whatever combo he would pick pretty useless. It was a different strategy all together. One that both me and geetster99 had talked about. We built our decks with the 1 attack combo and the 2 Defense-Stamina Hybrid combos (one in each direction) to force our opponents into using certain beys. It was a pretty well thought out strategy, just like our strategy for the Deck we both used in the top cut. We designed that to force our opponents into corners and make things go more into our favor. So P3C1 is definitely a better format for the higher skilled Blader. They will probably win more often than a BK randy. I just think that for the average Blader 3v3 is the best format to use so that way more people come back to play at the next event.

When we first drafted the ruleset for this, the most common expected deck was double max LAD and 1 Attacker, which even at the most bare-bones of combo diversity is a deck that encourages attack use due to the LAD combos having an unoptimal matchup spread. So it's cool to see this strategy developed and applied successfully in real life. Did you feel as if it was more or less risky than just using a LAD combo yourself, since it looks like you switched back to an all Stamina deck for the top 8? Do you feel as if more people would try this strategy after becoming frustrated with LAD matches, and that P3C1 gives them more of an opportunity to do so?

(Apr. 01, 2022  5:13 PM)CrisisCrusher07 Wrote:
(Apr. 01, 2022  1:41 PM)p0l1w4g06 Wrote: The meta game is also too LAD centric, which is an issue.

It is and it isn't. At the end of the day you have to ask if the game itself is LAD centric or are the players LAD centric?

I know these are both kind of meant as one-off posts, but they are related to an issue that I've conceptualized a while ago that imo is most apparent in the Burst Limited Format (and MFB Standard too I guess): the LAD Floor, which is the minimum amount of LAD a combo can have to be viable in a dual-spin format. Normally Attack is what sets this floor, as the traditional way to defeat attack is to remain intact in the stadium and OS them, meaning you need at minimum enough LAD as a Defense combo to do this (which is why Kp' combos do not use a Frame).

However, the release of the Destroy' Driver has set the LAD Floor for Attack too high - which is something that as a MFB player I still have trouble coming to terms with. Jaggy with LAD is not only a competitive Attack Driver by the definition of Burst players, but it also has more LAD (and sometimes more Stamina, depending on the combo) than defensive Drivers like Kp' or U', and it even has more LAD than a same spin Stamina Driver like Atomic, meaning that Defense, and sometimes even Stamina. cannot defeat Ds' Attack by OS. Fortunately, Ds' isn't broken by any means - there are a lot of Drivers with more LAD than it now, and it's still quite weak to being KOed by a rubber-tipped Attacker, but it's still a middle option between the two that can defeat either under the right conditions.

I don't think Ds' is the only culprit though - the culture of combo optimization over technique or counterplay (which heavily favors Stamina/LAD) that Burst has is definitely one as well. I also think the way TT designed the Burst mechanic doesn't particularly work well with dual spin, and as a result, Burst players have developed an over-reliance on LAD as a functional (burst) Defense/Stamina hybrid. It doesn't help that TT themselves seem to be leaning into this, but then again, it's their game - maybe I'm wrong for wanting to play it like MFB.
(Apr. 03, 2022  11:04 PM)Wombat Wrote:
(Apr. 01, 2022  2:29 AM)CrisisCrusher07 Wrote: So during this past tournament where we opted to try and use P3C1 we found that a lot of players were still going with very safe and standard Defense-Stamina Hybrid combos. However, just having these types of combos in some of our decks was not the case. My last round in Swiss I played against DeceasedCrab and from our previous battles he knew how prone I am to using Stamina Beys. He built his P3C1 deck with double Drift in order to have a good 50/50 shot at picking the right spin direction for an easy LAD match up. Well what he wasn’t expecting from me was that I had been practicing my launching with attack type drivers all week since the tournament before that in Virginia. So I had opted to use the 1 attack combo in my Deck which was Guilty Fafnir Karma Jolt’-6. This made the choice of whatever combo he would pick pretty useless. It was a different strategy all together. One that both me and geetster99 had talked about. We built our decks with the 1 attack combo and the 2 Defense-Stamina Hybrid combos (one in each direction) to force our opponents into using certain beys. It was a pretty well thought out strategy, just like our strategy for the Deck we both used in the top cut. We designed that to force our opponents into corners and make things go more into our favor. So P3C1 is definitely a better format for the higher skilled Blader. They will probably win more often than a BK randy. I just think that for the average  Blader 3v3 is the best format to use so that way more people come back to play at the next event.

When we first drafted the ruleset for this, the most common expected deck was double max LAD and 1 Attacker, which even at the most bare-bones of combo diversity is a deck that encourages attack use due to the LAD combos having an unoptimal matchup spread. So it's cool to see this strategy developed and applied successfully in real life. Did you feel as if it was more or less risky than just using a LAD combo yourself, since it looks like you switched back to an all Stamina deck for the top 8? Do you feel as if more people would try this strategy after becoming frustrated with LAD matches, and that P3C1 gives them more of an opportunity to do so?
So the strategy itself worked out well and I feel like the reason the 1 attacker worked out so well is simply because everyone is using such high LAD combos. A skilled Blader does have a good chance to defend against an attack type, because they will know what key spots to sin their launch for in the stadium compared to a non skilled Blader. Either way attack right now is in such a weird place where when it works, it works fantastically! However, when it fails, it fails hard. Most of my matches in swiss were won with combos on Bearing’ or High Xtend+’. I only opted for the attacker if I saw a double drift deck because no matter what they chose I would either KO it or hit it so hard the drift would start wigging out and either flop over or self KO.

When we got to Deck format me and Geetster opted to use a different deck (different by 1 bey.) because of the LAD combos we knew we would see the most. We decided on World Giga Drift as a combo to use against the different Prominence combos you see on Mobius or drift. The tournament before that Prominence nexus+s Mobius dominated the top 8. It walled attackers and completely destroyed left spin beys in such a way that not even a combo using drift did any good. So after I tested the world at home and found it had a much better match up against the prominence combos we decided on that. It allowed us to make our opponents think that they had a good match up against it with Prominence when they didn’t, and by the time the realized it, it was to late.
(Apr. 03, 2022  11:26 PM)CrisisCrusher07 Wrote:
(Apr. 03, 2022  11:04 PM)Wombat Wrote: When we first drafted the ruleset for this, the most common expected deck was double max LAD and 1 Attacker, which even at the most bare-bones of combo diversity is a deck that encourages attack use due to the LAD combos having an unoptimal matchup spread. So it's cool to see this strategy developed and applied successfully in real life. Did you feel as if it was more or less risky than just using a LAD combo yourself, since it looks like you switched back to an all Stamina deck for the top 8? Do you feel as if more people would try this strategy after becoming frustrated with LAD matches, and that P3C1 gives them more of an opportunity to do so?
So the strategy itself worked out well and I feel like the reason the 1 attacker worked out so well is simply because everyone is using such high LAD combos. A skilled Blader does have a good chance to defend against an attack type, because they will know key spots to launch for in the stadium compared to a non skilled Blader. Either way attack right now is in sick a weird place where when it works, it works fantastically! However, when it fails, it fails hard. Most of my matches in swiss were won with combos on Bearing’ or High Xtend+’. I only opted for the attacker if I saw a double drift deck because no matter what they chose I would either KO it or hit it so hard the drift would start wigging out and either flop over or self KO.

When we got to Deck format me and Geetster opted to use a different deck (different by 1 bey.) because of the LAD combos we knew we would see the most. We going d World Giga Drift to be a great combo against the different Prominence combos you see on Mobius or drift. The tournament before that Prominence nexus+s Mobius dominated the top 8. It walled attackers and sat in such a way that nothing that was being used on drift in opposite spin did any good. So after I tested the world at home and found it had a much better match up against the prominence combos we decided on that. It allowed us to make our opponents think that they had a good match up against it with Prominence when they didn’t, and by the time the realized it, it was to late.

That's really neat, I like the "surprise" gut punch of the combo including luring them into a false sense of security via an overlooked part. Very clever. 

Wombat, I'll get back to your post later, it was super interesting and I need to give it proper consideration before replying 😅
(Apr. 03, 2022  3:00 AM)Zektor Wrote: [Image: 20220402-183630.jpg]

4th. Keeganhake2013
Greatest Rapheal Over High Xtend+ (both)

(If I got any details wrong please message me and I will fix it)
Always love to see stock combos doing well
Chaos Theory - Burst Classic
Plantation, FL 4/10/22

1st: Zach216
Victory Valkyrie Knuckle Jolt’
Dark Deathscyther Yell Orbit
Jormuntor J2 Armed Revolve Speed Metal

2nd: SupaDav03
Doomscizor D2 Yell Orbit
Wyvern Gravity Zone’
Jormuntor J2 Heavy Absorb-S

3rd: Nate725
Doomscizor D2 Yell Orbit
Jormuntor J2 Gravity Revolve
Odin Heavy High Xtend+’