With the recent ban of mG,G3 and Sr many outclassed competitive combos (mostly due to the meta revolving around counters for the aforementioned parts) are being re-evaluated so I've decided to bring forth the case of gK.H.R
A short recap
GK:-
was at a time a reliable counter to all stamina and defence combos (breaking mG's rain of terror) the equivalent to the current meta's "dC on bearing" and much like dC it's greatest flaw is it's negligent burst resistance
OBSERVATIONS
I think the pattern for gK.H.R is mostly destabilizing based.
-if destabilized or launched at an angle it maintains the tilt perfectly and with little stamina loss due to (revolve's stable equilibrium and the fact that the free spinning ring is made from the same material as the central tip and has a larger surface area in contact with the stadium)and consistently infects opponent's, destabilizing them or forcing them into a spiral pattern (kills attack)and yet gK.H.R is near invincible in a destabilizing battle due to the perfection that is revolve along with gK's low recoil,shock absorbing layer
-in more stable battles gK is apparently on par with mG in roundness, has 12 teeth similar to eF (with less recoil) and excellent spin-equalization.Though it is mostly destabilized since it can maintain various angles of spin.
-the revolve driver also uses collisions to easily recover a stable spin.
-And if worse comes to worse it still has scary LAD
I don't have enough top-tier parts to test it competitively.But it consistently Out spins gZ on planet and reboot and it counters gZ's destabilizing/slam attacks.I can't get it to burst since I hardly ever hit it's layer's teeth so I suggest starting with a tilted/spiral launch against overpowered a track combos to avoid that first impact.
I'm interested to see how it does against :
1.dC on Revolve (which seems too similar)
2.aB combos (left-spin defence and a more recoil-heavy layer)
3.competitive attack combos (is the destabilizing suuficient to counter gK's low burstResistance)
Finally which is better to meet all these conditions gK.4M.R or gK.H.R
A short recap
GK:-
was at a time a reliable counter to all stamina and defence combos (breaking mG's rain of terror) the equivalent to the current meta's "dC on bearing" and much like dC it's greatest flaw is it's negligent burst resistance
OBSERVATIONS
I think the pattern for gK.H.R is mostly destabilizing based.
-if destabilized or launched at an angle it maintains the tilt perfectly and with little stamina loss due to (revolve's stable equilibrium and the fact that the free spinning ring is made from the same material as the central tip and has a larger surface area in contact with the stadium)and consistently infects opponent's, destabilizing them or forcing them into a spiral pattern (kills attack)and yet gK.H.R is near invincible in a destabilizing battle due to the perfection that is revolve along with gK's low recoil,shock absorbing layer
-in more stable battles gK is apparently on par with mG in roundness, has 12 teeth similar to eF (with less recoil) and excellent spin-equalization.Though it is mostly destabilized since it can maintain various angles of spin.
-the revolve driver also uses collisions to easily recover a stable spin.
-And if worse comes to worse it still has scary LAD
I don't have enough top-tier parts to test it competitively.But it consistently Out spins gZ on planet and reboot and it counters gZ's destabilizing/slam attacks.I can't get it to burst since I hardly ever hit it's layer's teeth so I suggest starting with a tilted/spiral launch against overpowered a track combos to avoid that first impact.
I'm interested to see how it does against :
1.dC on Revolve (which seems too similar)
2.aB combos (left-spin defence and a more recoil-heavy layer)
3.competitive attack combos (is the destabilizing suuficient to counter gK's low burstResistance)
Finally which is better to meet all these conditions gK.4M.R or gK.H.R