Apr. 14, 2020 3:23 PM
Apr. 14, 2020 3:25 PM
(Apr. 14, 2020 3:23 PM)Nitrogenic Wrote: [ -> ]Self explanatory. The only thing I see other then this are KO attack combos, depending on the stadium.
You just answered your own question.
Apr. 14, 2020 3:26 PM
(Apr. 14, 2020 3:23 PM)Nitrogenic Wrote: [ -> ]Self explanatory. The only thing I see other then this are KO attack combos, depending on the stadium.
kind of. This is because it is much easier to just outspin an opponent with a ton a LAD. Rather than "gambling" a knockout with an attack type. Though you can see a very good defense/same spin combo such as Lord spriggan 0/00 cross atomic.
Apr. 14, 2020 3:38 PM
(Apr. 14, 2020 3:23 PM)Nitrogenic Wrote: [ -> ]Self explanatory. The only thing I see other then this are KO attack combos, depending on the stadium.
I think you get the picture already lol.
Noawadays in the competitive meta here you're most likely going to see combos with either of these 2 win conditions:
-Outspin the opponent
-KO the opponent
in ChoZ I would totally agree that the meta is too stamina oriented, but GT has Zwei and Judge which gives attack combos a pretty good chance.
Apr. 14, 2020 11:49 PM
No, the meta is clearly not stamina oriented, at least with GT. I get your point with generations before that, where stamina combos were the main options, but GT offers so much diversity that it's impossible to just stick with a single combo type.
Even in ChoZ it was possible to get really good results with attack oriented combos, if enough time was spent perfecting a combo that worked well for that. Throwing parts together and hoping for the best is never a good idea, that's also why we saw so much stamina combos in the past, as they are the easiest to reproduce.
Just experiment, you'll be surprised with some parts when you find the right combo for them
Even in ChoZ it was possible to get really good results with attack oriented combos, if enough time was spent perfecting a combo that worked well for that. Throwing parts together and hoping for the best is never a good idea, that's also why we saw so much stamina combos in the past, as they are the easiest to reproduce.
Just experiment, you'll be surprised with some parts when you find the right combo for them
Apr. 15, 2020 12:20 AM
I think the meta is pretty balanced right now even if it doesn’t seem that way. I know I see a ton more stamina combos than anything else but I think that has more to do with how easy they are to use & not that stamina is so OP. It takes a lot more skill to win with attack combos.
I think that’s why you see a lot of people ride stamina combos in the early rounds of tournaments before being “forced“ to use attack in the final rounds.
I think that’s why you see a lot of people ride stamina combos in the early rounds of tournaments before being “forced“ to use attack in the final rounds.
Apr. 15, 2020 12:29 AM
Spoiler (Click to View)
Technically, the more accurate terms would be Defense/Stamina Hybrid and Mixed Attacker, but that's just me nitpicking. To be more clear, those two types of combos are the most common in the Qualifier rounds of a tournament. They also serve as safe picks for the Finals, but you also see pure Defense combos and some specific combo counters pop up in Finals in order to cover for the safe combo's weaknesses. The problem we had throughout most of Cho-Z was that the aggressive Layers they released had more of a reserved design while the Layers used for Defense/Stamina combos were too good at what they did. The metagame most likely won't focus on just Stamina Types in the future because we have great offensive picks such as Judgement Joker and Super Hyperion, while newer Defense and Stamina Beys are being made with extra recoil and weaker locking mechanisms. Sure, Balance Types could lean more towards the Defense/Stamina side and not have the drawback of a weakened locking mechanism, but TT has been trying to emphasize their aggressive nature lately. The only way I could see the metagame going back to what it was like in Cho-Z is if the average weight of a Layer goes up to something ridiculous like 40 grams and if there are a lot of round Layers with no viable replacement for Judgement Joker.
Apr. 15, 2020 1:00 AM
Yeah your right, and we are getting brave Valkyrie which will hopefully be a good contender. And possibly the new Longinus when we get more news in it
Apr. 15, 2020 2:48 AM
In all honesty, I would say we have a more attack orientated metagame today. Zwei and Judgement can pretty much KO anything, even opposite spin opponents. Lord, Master, and pP are used for the usual equalizers, but they don't really stand much of a chance in KO resistance.
Apr. 15, 2020 3:13 AM
Yeah, I hope it just doesn’t turn out like god, where we only had 2 viable attack types for competive. nightmare Longinus and seig xcalibur... maybe beat kukulcan to an extent and legend Spriggan if you count it when it’s use in an attack combo
Apr. 15, 2020 8:31 AM
It is mostly like you said for several reasons
1. Outspin is a way that have low risk. For attack types, no matter how powerful it is and how skillful the user is, it would be meaningless if it didn't hit opponent or it run out of stadium itself.
2. Stamina combos are usually compatible with certain level of defense performance, while it is always difficult for an attack combo to have good stamina. This means that a top-tier stamina combo not only can defeat defense and other stamina combos, but also have chances when battle with attack combos. However, When an attack combo could not defeat the opponent through its attack power, no matter due to the performance issue or just unluck, it just have no chance to win. This also increase the risk of using Attack combos
3. In Burst Series, the contact point on most beys are plastic, which is relatively soft and would absorb some of the impact when the beys hit each other. This also limit the effectiveness of Attack combos and make it safer to use Stamina Beys.
4. There are too many left-spin and dual-spin beys in Burst series that have good spin-equalization effects. This also make attack combos difficult to win, since when two beys are spin in opposite direction, the spin-steal would reduce some of the impact.
5. Due to the reasons above, it is not a safe choice to use attack combos. And since only few people use Attack combos, It is unnecessary to use extreme defense combos, and more people would focus on improving the stamina of their combos, which finally lead the meta mostly a stamina-determining thing.
1. Outspin is a way that have low risk. For attack types, no matter how powerful it is and how skillful the user is, it would be meaningless if it didn't hit opponent or it run out of stadium itself.
2. Stamina combos are usually compatible with certain level of defense performance, while it is always difficult for an attack combo to have good stamina. This means that a top-tier stamina combo not only can defeat defense and other stamina combos, but also have chances when battle with attack combos. However, When an attack combo could not defeat the opponent through its attack power, no matter due to the performance issue or just unluck, it just have no chance to win. This also increase the risk of using Attack combos
3. In Burst Series, the contact point on most beys are plastic, which is relatively soft and would absorb some of the impact when the beys hit each other. This also limit the effectiveness of Attack combos and make it safer to use Stamina Beys.
4. There are too many left-spin and dual-spin beys in Burst series that have good spin-equalization effects. This also make attack combos difficult to win, since when two beys are spin in opposite direction, the spin-steal would reduce some of the impact.
5. Due to the reasons above, it is not a safe choice to use attack combos. And since only few people use Attack combos, It is unnecessary to use extreme defense combos, and more people would focus on improving the stamina of their combos, which finally lead the meta mostly a stamina-determining thing.