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(Jan. 30, 2019  9:14 PM)DeceasedCrab Wrote: [ -> ]I'm wondering what makes X' and Hn' so special. Can you briefly explain it?

They have softer rubber and a gold spring that makes them more burst Resistance
And what does the softer rubber do to the speed of wear, friction, and stability?
(Jan. 30, 2019  9:24 PM)DeceasedCrab Wrote: [ -> ]And what does the softer rubber do to the speed of wear, friction, and stability?

It makes it faster and makes it wear faster and the stability is normal
(Jan. 30, 2019  9:00 PM)Kei Wrote: [ -> ]
(Jan. 25, 2019  12:36 AM)AirKingNeo Wrote: [ -> ]It shouldn't be allowed in the meta because it warps the game around it and reduces part diversity. If Bearing on left/dual spin did not exist, we could let Sr and CzS be allowed to mode change without a problem. Attack and defense would both become more meta relevant since neither could just auto lose to opposite spin bearing.

Bearing wasn't really relevant on its appearance. Beys were lighter and easier to burst back then. We had the option of a left spin attack type, which we don't really have right now. Attack became useless because they got completely outclassed by hS, aH, and rP. We had Sr.0L.Br as a counter to aH and rP. Then we saw dumb stuff like rP using Bearing with the passive meta, proof that attack was a dead type and the meta was in a terrible spot.

Bearing is the type of part that shouldn't ever be meta viable because its weakness should make it easy to beat. Whenever it is meta, that weakness doesn't exist, which shows there's a problem.

The Driver is not the problem; dual-spin mode change is. Even if it was deemed illegal only for Bearing, it would still be a powerful ability on many other Drivers. Back when I was in Japan in September/October 2018 for instance they weren't only using things like Sr on Bearing; they also use it on Ωcta, Atomic, Xtend Plus and so forth. You're allowed to mode change in Japan with Sr and that was really the only reason it was  still relevant; because the mode change ability is just so strong.

People were apprehensive about Bearing upon release because of the weak spring, so the next best thing in terms of LAD at the time–Destroy–took on a prominent role (Destroy was also cheaper to obtain). However, to say Bearing "wasn't really relevant on its appearance" is untrue. Here are a few tournaments from the months following its release where it made an appearance in the Top 3 Winning combos:

https://worldbeyblade.org/Thread-Winning...pid1409165
https://worldbeyblade.org/Thread-Winning...pid1409451
https://worldbeyblade.org/Thread-Winning...pid1414380
https://worldbeyblade.org/Thread-Winning...pid1417351

Usage only trended upwards as the months went on after this.

Attack became increasingly useless after the release of hS, aH, and rP ... until they released X'. nL and bL Hn' and X' can take care of hS Br pretty easily, for instance. Something like 超V X' also has a chance if you can shoot well (it's harder of course, but certainly not an auto-lose). The weakness is there. It's just a matter of whether people want to exploit it or not (which most don't because they aren't confident enough with Attack, or because they don't have Hn' or X').

If anything, for the WBO I would say the problem lies in the first stage where it can be difficult to justify going for Attack against random opponents that you have no information on. But it is a viable choice for people you have more experience with. Final Stage Deck Format is another story entirely; the diversity of that format quells any of the issues Attack might have because you can build your deck around countering multiple different types of Beyblades.

Except with layers like 超V, 超S, and maybe 超A, there are multiple offensive options to take care of Sr even if it can change modes on drivers like Atomic and Xtend+ because the layer is light enough. I can't really comment on Octa since I don't have much information on how that part works other than it adds weight. We also have to note that Japan (at least to my knowledge) doesn't have a mode change clause that would allow only 1 mode change of Sr and 超S. This could be a different story for allowing mode changes on Hasbro's Sr-S3.

Even after the release of X' and Hn', there were very few tops that used attack types. Things like nL and bL are exclusive counters to beat out hS on Br and Sr on anything, but using that layer in almost any other circumstance, such as the popular hS on Ds and other layers like rP and aH, would make the combo nearly void.

Bearing is countered by attack, so attack sucking and Bearing being too good (as it's weaknesses are negated) aren't issues created by each other. It's the fact that in a poor meta where Bearing can be used greedily (like on rP), attack is only viable just to counter Bearing. It creates are very annoying triangle format where Bearing beats Atomic/Eternal, Atomic/Eternal (in the specific meta that was pre 超V) beats attack types, and attack beats Bearing, except attack only beats Bearing reliably if it can match spin direction. Sure, 超V is a remedy to attack being useless, but you still have the issue that Bearing can beat out everything as long as it is the opposite spin direction of its opponent. This is where a layer like 超S and Sr have to suffer since they use Bearing too efficiently. Plus with the meta having more viable layers like 超V, 超S, 超A, and aK (my bets are on Dead Armor on Revive Phoenix being banned), it's harder to use a niche counter to left spin Bearing like nL and bL. Pretty much only 超S on Ds will be able to beat opposite spin Bearing reliably.

Even if 超S would be too strong being able to mode change, Sr is been power crept enough by now that letting it mode change, even with Bearing, would not break the meta.
(Jan. 30, 2019  6:25 PM)marutti Wrote: [ -> ]
(Jan. 30, 2019  3:48 PM)Zipzap Wrote: [ -> ]What age do you have to be to enter a tournament?

In Japan only 6~12 years old kid can join tournament

Isnt there like a group B for older bladers or something?
(Jan. 30, 2019  9:14 PM)DeceasedCrab Wrote: [ -> ]I'm wondering what makes X' and Hn' so special. Can you briefly explain it?

Xtreme Dash:
- Softer rubber (tighter, more sustained potential flower pattern when banked and moves faster, but unfortunately wears faster)
- Tighter spring (basically does not ever burst, and it's virtually impossible when combining it with the burst stoppers of new layers like 超V)

Hunter Dash:
- Pretty sure the rubber on this one is actually the same as regular Hn?
- Tighter spring

For Xtreme Dash, the movement and pattern it can produce is sublime. Everything combines to make the hits it can dish out a lot stronger or more easily achievable than those you could maybe get with regular Xtreme. The tighter spring also removes the self-bursting worry that plagued Burst attackers from the beginning of the series.

Hunter Dash rubber and movement wise is the same as the original I think, but the tighter spring is enough to make it viable because against things like Bearing you don't always need the most speed, but just the ability to launch hard and not worry. It (and X') brought Nightmare Longinus in particular back from the dead because the main issue it had previously as time went on was its tendency to self-burst against the new Cho-Z Beyblades.

(Jan. 30, 2019  9:48 PM)AirKingNeo Wrote: [ -> ]Except with layers like 超V, 超S, and maybe 超A, there are multiple offensive options to take care of Sr even if it can change modes on drivers like Atomic and Xtend+ because the layer is light enough. I can't really comment on Octa since I don't have much information on how that part works other than it adds weight. We also have to note that Japan (at least to my knowledge) doesn't have a mode change clause that would allow only 1 mode change of Sr and 超S. This could be a different story for allowing mode changes on Hasbro's Sr-S3.

People would probably use 超S instead of Sr if it was allowed to change modes currently. Still not amazing defensively, but better than Sr probably. I only mentioned Sr since it was relevant to my anecdote from Sept/Oct 2018.

However, the issue is that even though it may be vulnerable to Attack even on Drivers other than Bearing, it still would allow you to effectively counter the vast majority of combos in the game with little risk involved. For example, right now if you pick Archer Hercules Revolve and come up against Hell Salamander Destroy, tough luck. But if you can use 超S Revolve and mode change is allowed, switch to left spin and you're golden. No fear at all. You can also switch to the opposite spin direction of any attackers you run in to, which will make things harder for them.

That being said, Sr being able to mode change would still be powerful for similar stamina reasons even if it can be beaten more easily by attack. If we were to consider allowing it for Sr specifically, we'd have to see some test results.

(Jan. 30, 2019  9:48 PM)AirKingNeo Wrote: [ -> ]Even after the release of X' and Hn', there were very few tops that used attack types.

What's not so important is the number used as there is availability (and quick wear for X') issues involved which lower their potential usage (as well as the fact that Attack types in general require more practice and people were–rightfully so–probably biased against Attack in Burst for a while given how bad it was last summer) and ultimately skew any statistics we try to create. This factor has to be considered.

What is important is the objective fact that Attack was made viable again with the release of those parts.

But if we want to talk numbers: in spite of the above issues, while the overall number of rubber-based attack users among top three finishers since they were released is somewhat low, 66% (10/15) of tournaments I was able to find data for (starting from Sept 2018 - Now) had at least one rubber-based attacker included. Combos which aren't viable never make it into the winning combinations list that much.

Attack could be better, but it's legitimately viable nevertheless right now in the right hands.

Maybe Attack would be better if left-spin didn't exist, but it does and is a fundamental aspect of the game players need to adapt to. So it's not going anywhere (except maybe in Burst Classic haha, but certainly not in the main format). Assuming you would lose against a left-spin Beyblade using a right-spin Attacker (which might not happen), the existence of left-spin doesn't also eradicate all of the other uses that it has against right-spin Beyblades. There's a lot more right-spin Beyblades out there than left-spin. If someone has a deck of rP, aH, and hS that's still 2/3 Beyblades my right-spin attacker would likely have a strong chance against.

(Jan. 30, 2019  9:48 PM)AirKingNeo Wrote: [ -> ]Things like nL and bL are exclusive counters to beat out hS on Br and Sr on anything, but using that layer in almost any other circumstance, such as the popular hS on Ds and other layers like rP and aH, would make the combo nearly void.

nL and bL would have a chance against hS Ds for sure. And being able to basically lock your opponent out of using the top LAD left-spinning combo in the game during Deck Format by having one of them in your deck can be extremely powerful, I would say.

But of course, you wouldn't use them against right spin haha
Reply the fallowing:


1. Have you ever thought of making an original burst bey? If so, describe what the whole thing (Top, middle, Frame, Tip, Ability, Name, etc.) would be.

press the hidden thing for the rules of this question
and would you want it to be in the anime?
Mine is: (Top) Caynox single layer, but with dual rotation and a wider god chip; (Middle) well, it's hard to explain so, watch this video https://youtu.be/GXUxGn3Je18 to figure out what I mean; (Frame) A frame that goes on the inside of a metal and acts and looks like the Jerk middle's plastic; and (Tip) a tip that is iorn but has a VERY sharp cone shape on the metal part. The bey's gimmick is not only dual rotation, but it can supposedly switch form each time it hits the center (Ik it's illogical, but it's my imagination... please understand...)


2. Have you thought of making an original launcher for the burst series? If so, what would it be like?
Mine would be called "The Scorpion Stinger" because its very thick ripchord that is bent upwards (instead of twisting to the right like the other ripchords) acts like a stinging mechanism on the launch. The launcher would have velcro on the top so it could wit on any braclet that is made out of cloth-like fibers or rope. This launcher, like the sling chock launcher, is NOT compatable with any of the grip add-ons. One last thing about it, the shape resembles a P for Professional


3. Which blader are you like? Just flat out answer, no explanation needed Wink


What is your favorite Top, Middle, Frame and tip in the burst? If you're a metal saga fan, what is your favorite (I did some research, sorry) Energy ring, Fusion Wheel, Spin track and Performance tip? (Facebolts don't count, seeing as the only metal facebolts are Sagitarrio and L-Drago I believe)? Now that you've answered that, would you EVER put these 3 (or 4 for Metal Saga fans) in the combo? And one last add-on with it, would you want it to be a diffrent category?


4. If you were to made your own world team (ex: BC Sol from Spain, AS Gallus from France, SB Rios from Brazil) What would the team's combo (out of exsisting parts) be?
press the button for the rules for this one
Mine is "The Trident" from Barbados. The combos are: Triton (O2, Heavy, Iorn) Shiva (F4, Tripple , Reebot) and Trishula (S3, 5Star, Bearing)
If you couln't tell, I took two name ideas from Hindu gods... I'm Protestant Christan though...


5. What do you think the best God/Turbo gimmick is and why?
If you don't know the gimmicks... this is going to suck on my part... press the botton for the gimmicks... I seperated them in Chronological order of their appearance in the anime... (I typed this after the whole list was finished: This took an entire hour, 35 minuetes and 45 seconds... my whole body felt very ached after this list, so please don't comment negativity about it... please............................................ Sagittario_Worried Crying )
button--->
Mine is Lepords because he is not only my second favotire bey (my 1st favorite is my cosdom mod) but he also can use his gimmick in many diffrent ways


6. What did you like better in Beys, Story and Personal Uniqueness: Beyblade original, Beyblade Shotgun Steel, Beyblade Metal Fusion, Beyblade Metal Masters, Beyblade Metal Fury, Beyblade Burst, Beyblade Burst Evolution, Beyblade Burst Turbo or Blader's stories on this website?
Mine for Beys and Story goes to Burst Evolution because it is the most clear, exiting and fun to watch in my opinion, however I would say originality goes to Metal Fusion because it just seemed like less items were re-cycled and/or refrenced...


and finnaly 7. Does this list stand out as better than my last posts? I'm trying to make all of my posts as clear as possible from now on so less critics would attack. This post will also be on Random Thoughts, Q and A and the whole gimmick section will be in the Wiki for both recognition and response numbers
Looking back on all the toy line series in burst, God Series was truly my favorite and in my opinion was the best. Cho Z so far is ok but I don't get that excited for releases anymore. Hopefully the next system is awesome
(Jan. 31, 2019  6:16 AM)KnightPro Wrote: [ -> ]Looking back on all the toy line series in burst, God Series was truly my favorite and in my opinion was the best. Cho Z so far is ok but I don't get that excited for releases anymore. Hopefully the next system is awesome

I'm kind of in the same boat. Not too interested in some of the Cho-Z Bey's.
(Jan. 31, 2019  5:26 AM)Kei Wrote: [ -> ]
(Jan. 30, 2019  9:48 PM)AirKingNeo Wrote: [ -> ]Except with layers like 超V, 超S, and maybe 超A, there are multiple offensive options to take care of Sr even if it can change modes on drivers like Atomic and Xtend+ because the layer is light enough. I can't really comment on Octa since I don't have much information on how that part works other than it adds weight. We also have to note that Japan (at least to my knowledge) doesn't have a mode change clause that would allow only 1 mode change of Sr and 超S. This could be a different story for allowing mode changes on Hasbro's Sr-S3.

People would probably use 超S instead of Sr if it was allowed to change modes currently. Still not amazing defensively, but better than Sr probably. I only mentioned Sr since it was relevant to my anecdote from Sept/Oct 2018.

However, the issue is that even though it may be vulnerable to Attack even on Drivers other than Bearing, it still would allow you to effectively counter the vast majority of combos in the game with little risk involved. For example, right now if you pick Archer Hercules Revolve and come up against Hell Salamander Destroy, tough luck. But if you can use 超S Revolve and mode change is allowed, switch to left spin and you're golden. No fear at all. You can also switch to the opposite spin direction of any attackers you run in to, which will make things harder for them.

That being said, Sr being able to mode change would still be powerful for similar stamina reasons even if it can be beaten more easily by attack. If we were to consider allowing it for Sr specifically, we'd have to see some test results.

I can agree that people probably wouldn't play Sr. People don't even really use it right now. I can test Sr vs every meta layer and combo I can think off when I can get another person with me, though none of the people I know have 超S, dP, and Proof yet.

You can't mode change twice with 超S, so once you'd change modes, your stuck there and can be countered.

(Jan. 31, 2019  5:26 AM)Kei Wrote: [ -> ]
(Jan. 30, 2019  9:48 PM)AirKingNeo Wrote: [ -> ]Even after the release of X' and Hn', there were very few tops that used attack types.

What's not so important is the number used as there is availability (and quick wear for X') issues involved which lower their potential usage (as well as the fact that Attack types in general require more practice and people were–rightfully so–probably biased against Attack in Burst for a while given how bad it was last summer) and ultimately skew any statistics we try to create. This factor has to be considered.

What is important is the objective fact that Attack was made viable again with the release of those parts.

But if we want to talk numbers: in spite of the above issues, while the overall number of rubber-based attack users among top three finishers since they were released is somewhat low, 66% (10/15) of tournaments I was able to find data for (starting from Sept 2018 - Now) had at least one rubber-based attacker included. Combos which aren't viable never make it into the winning combinations list that much.

Attack could be better, but it's legitimately viable nevertheless right now in the right hands.

Maybe Attack would be better if left-spin didn't exist, but it does and is a fundamental aspect of the game players need to adapt to. So it's not going anywhere (except maybe in Burst Classic haha, but certainly not in the main format). Assuming you would lose against a left-spin Beyblade using a right-spin Attacker (which might not happen), the existence of left-spin doesn't also eradicate all of the other uses that it has against right-spin Beyblades. There's a lot more right-spin Beyblades out there than left-spin. If someone has a deck of rP, aH, and hS that's still 2/3 Beyblades my right-spin attacker would likely have a strong chance against.

I can agree we'd see more attack had X' and Hn' not be such limited parts. Hopefully future releases help relieve of the availability of competitive attack drivers.
Wow. I honestly think, differing from the crowd, that Attack has gotten sort of, better. Now with the Burst gimmicks, the Attack types have a higher chance of bursting the opponent than any other type that there is. Now this doesn't completely apply with Cho-Z because it's way harder to burst (literally to the point of impossible due to CZ gimmick)
I think my big issue with Super Z relies on some of the more overpowered things like hS and aH. It's a really cool idea, but these two in particular give me too many vibes of Twisted Tempo and Hell Kerbecs and what they did to Metal Fight.

Revive Phoenix and now Dead Phoenix are just generally one of the neatest ways I've seen to implement the bursting gimmick though.
Most of them are but some of them could absolutely destroy your butt
I was messing around with parts currently viable for Classic, and I ended up trying X.Y.X' against G2.S.O (both TT). The results were kind of surprising, since G2 seemed a bit better than Driger/Wolborg for burst defense (and weight), but I wanted to know if anyone who has used the BSB remakes and/or Gaia has had similar results. X.Y.X' bursts more than expected, even with the good teeth and X'.

I tried the Xcalibur combo with Heavy and Gravity as well, but Yell provided some more LAD and some burst resistance over the other two due to CWD over OWD. This combo still gave the defense combos a pretty hard time, haha.
I'm actually impressed that we're in February already and we know absolutely nothing about the new season.
Fubuki should be the main character in the new season (4th season) with new look and a darker aggressive look.. I would be happy with the japanese 3rd season(chouzetsu) going into like a 2nd chapter like 6 months later from the last 3rd season episode.. and let like 25 different Cho Z beys come out.

Cho Z evolutions could include (Regulus Forneus Satan Fafnir Amaterios Jinnius Kukulcan) ?? + new beys?
Is it.possible to make a burst peformance tip, where the peformance tip lowers every click you get? Like diablo nemesis XGrin?
(Feb. 01, 2019  4:53 AM)DreamBlade Wrote: [ -> ]Is it.possible to make a burst peformance tip, where the peformance tip lowers every click you get? Like diablo nemesis XGrin?

The driver connects with only a plate, a spring, and the central column that locks things in place. It has no way to figure out how many times it's clicked beyond the angle of the layer in the column, which I'm not entirely sure would work out well given how small of a change that is. Even if this did work, you'd have to make it work for both left and right spin layers which grab ahold of the central column from the opposite side, making it really difficult to maintain compatibility for both spin directions or have the same effect for them. Wait a minute, I'm forgetting the spring exists in there. There's no way you can fit this sort of mechanism in the same place as the spring that holds the plate there to begin with.

Yeah, I don't believe this is possible. The only way I can see to figure out how close to bursting the layer is would block the spring, which is pretty much required for it to function at all.
Guys,how much does expand frame weigh and how is it best used?
I keep singing the metal fight 4d intro music. Help me.
Kerbeus K4 (Hasbros Guardian Kerbeus) is my new favorite Beyblade.
1. Hunter is really fun, especially the blue one from the RBV Driger (D-S.4V.Hn).

2. Does anybody have different spring tensions for the aH gimmick? The Tokai version's bows seemed slightly easier to pull out than the original.
Guys, do you ever prefer flash shoot over rush shoot for attack types?If so, when specifically?
(Feb. 02, 2019  10:38 AM)Ash_Ketchum_007 Wrote: [ -> ]Guys, do you ever prefer flash shoot over rush shoot for attack types?If so, when specifically?

Against another bey that goes around the stadium. Other than that, I use flash launch rush launch, and that works for me sometimes.
(Feb. 02, 2019  10:38 AM)Ash_Ketchum_007 Wrote: [ -> ]Guys, do you ever prefer flash shoot over rush shoot for attack types?If so, when specifically?

If i have a worn variable (which i do), i would prefer jet shoot. Its super risky, but hard counter for any type of bey.
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