Metal Fight Beyblade - Bottom List
The Bottom Ball’s tip is, as its name suggests, shaped like a ball. This hemispherical shape provides a large area for the Bottom to make contact with the Stadium floor; hence increasing friction and making it more difficult to knockout. B’s shape also makes it likely to stay in the central areas of the Stadium, hence maximizing the customization’s distance from the Stadium exits. B is therefore suitable for defensive purposes, although has been outclassed with the release of WB. One advantage it holds over Wide Ball is that it has more Stamina, and does not require a weakened launch; B can be used if WB is not available.
WB: Wide Ball
WB is essentially B, with a larger spherical surface, hence “wide”. As a result, it is seen as an improvement over B in terms of Defensive qualities. This is because of the greater surface area in contact with the Stadium floor at any one time. However, because of this wider contact area, the Bottom also causes more movement compared to B. This is disadvantageous when facing an Attack type, because the Defense customization is closer to the Stadium exits, hence increasing the likelihood of a KO. To prevent this, many launch WB-based customizations at about 60-70% power, meaning that the Beyblade itself stays in the centre, while retaining the defensive qualities of WB.
This is a Defense Bottom, which acts as a wider version of a Sharp tip. When hit by an opponent, a Beyblade with this Bottom will have lessened recoil and will recover from attacks more efficiently than a Sharp Tip. However, while recovering, the Defense Bottom will cause the Beyblade to lose some stamina, caused by the added friction.
- Weight: 0.5 grams
Just as the Semi-Flat Bottom has a sharper tip than Flat, so too does Semi-Defense when compared to Defense. Before the release of SD, D was the absolute best Stamina Bottom available, but SD quickly took over the top spot.
SD is not able to wobble as much as D, so for defensive purposes, D should still be chosen over SD if you are trying to add some Stamina to your Defense custom. That being said, WD would be a better choice than D for that situation, and also arguably for Stamina as well because with the even wider tip. With it, it is allowed to circle the stadium in some situations when it is on a larger angle towards the end of a battle, thus outspinning D or SD based opponents. However, sometimes this does not happen, and SD easily knocks over the wobbling WD custom before it topples over itself.
It really comes down to personal preference when deciding whether to use SD or WD because they are so closely matched. For pure Stamina it impossible to tell which would win a given match, but WD would prepare you for more situations by being able to take hits better than SD. Test both and decide for yourself which one works best for what you are trying to do.
WD: Wide Defense
Wide Defense, as its name implies is the widest of the “Defense” series of Bottoms (D, SD, and now WD). This brings numerous advantages, but also some disadvantages when compared to the other “Defense” Bottoms. Because of its massive width that reaches the edge of the Bottom's perimeter, it is able to wobble at a significantly larger angle for a longer period of time than D or SD, and at a much lower spin rate. This can be advantageous in many battles, particularly those between two Stamina types when they are about to topple over; however, if you happen to have a weaker shot than your opponent who is using something such as Virgo DF145SD, WDs low spin rate towards the end of the battle will make it extremely easy for the opponent to knock it completely over. This low spin rate towards the end of the battle is created because in the process of wobbling at such a large angle, more friction is made with the stadium floor, thus decreasing its Stamina. This is all avoidable however if your shot is at least as powerful as your opponent, as the extra time it is able to spin on an angle will allow you to narrowly outspin your D or SD based opponent.
WD has significant defensive capabilities as well, but because it still uses a form of sharp tip, its friction with the stadium floor is decreased, which as a result makes it easier to knock around than something like WB which has much more friction with the stadium floor. WD does of course offer superior Stamina to WB which in rare cases would be an advantage, but WB more often than not has enough Stamina to outlast Attack types.
The Sharp Bottom offers very little movement and as such provides no attack potential. The pointed tip allows for very little friction between the Bottom and the stadium surface, which helps prevent the loss of spin velocity. However, due to the fine nature of the tip, the Bottom is easily knocked off balance, and hence is outclassed by superior alternatives such as D or SD.
BS: Ball Sharp
BSs performance is quite similar to that of S. BS offers very little movement and as such gives no Attack potential. The pointed tip allows for very little friction between the Bottom and the stadium surface, which helps prevent the loss of spin velocity. BS has decent Stamina, but because the tip is so fine, it experiences the same balance issues that S does. Both D and SD are much better choices.
ES: Eternal Sharp
Eternal Sharp features a free-spinning tip attached to a metal shaft which is held by the Bottom. The part was one of the most heavily anticipated parts in the MFB lineup when first announced, but ES is actually a hugely disappointing part in terms of performance.
Firstly, ES lacks a metal bearing, which would significantly reduce the friction between the free-spinning tip and the rest of the Bottom. All of the best free-spinning tips, notably Bearing Core, had NSK Shield bearings which allowed unhindered spin.
Secondly, the tip shape of ES is not conducive to optimum Stamina; the sharp nature of the Bottom means it is easily destabilized. As all Sharp tips do, Eternal Sharp also has trouble regaining balance, hence making this a poor choice for Stamina. That said, ES still remains superior to BS and S as Stamina Bottoms.
FS: Flat Sharp
FS features a flat tip with a smaller, sharper tip in the centre. As a result, when launched at a straight angle, the Beyblade spins on this sharp tip, with very little movement. However, when tilted, either from the contact of an opposing Beyblade or from the launch, the Bottom moves in an offensive pattern. However, it suffers from the same problems as other Balance Bottoms, in that the two qualities are compromised, resulting in mediocre performance in both fields.
The Flat Bottom has a flat tip, which gives it an offensive movement pattern. It is the equivalent of Flat Core (HMS) or SG Flat (Plastic).
This tip is Semi-Flat. It provides a semi-aggressive movement pattern. SF exhibits increased Defense over the Sharp and Defense Bottoms due to the increased friction. The downside is that Stamina is decreased and causes the Beyblade to move around more, exposing it to an Attack type. The trade-off in stamina for stability makes it inferior to SD and WD in terms of Stamina. Semi-Flat tip is usually used in Balance type Beyblades as it combines aspects of Attack, Defense and Stamina.
RF: Rubber Flat
RF, as its name implies has a flat, hard rubber tip, with a small indentation on the base of the tip. Its tip has just about the same width as WF, and is the second highest Bottom next to HF/S, which makes the shortest Track, 90, particularly useful in combination with this part.
By using its wide surface area and rubber material, the Bottom has a large amount of traction against the stadium floor, resulting in a such a fast and powerful attack pattern that it often renders itself useless by self-KOing the Beyblade it is being used on. Part of the blame for this problem can be put on the poor Tornado Ridge of the Attack Stadium, but the fact remains that RF was designed long after the release of the Attack Stadium, and should be able to maintain itself within it. To alleviate this problem it is recommended that you never use a brand new RF in any sort of competitive situation, as its likelihood of self-KOing is much higher; wear it down a little with some practice battles first. When this is done, the rapid movement of RF may subside slightly, but it becomes more controllable, and thus, more useful.
The use of rubber and the friction it creates with the stadium floor does lower its Stamina in comparison to plastic flat tips such as F and WF, but this is usually not a problem as an Attack types goal is to KO the other Beyblade, and it also helps reduce the recoil of violent wheels such as Sagittario.
Beyblade: Storm Pegasis 105RF
HF: Hole Flat
HF has a very similar movement speed to that of F, with the main difference being a slight Stamina improvement due to the hole in the middle of the tip. But, with this comes the detriment of even less grip to the stadium floor than F, and also increased fragility.
HF/S: Hole Flat/Sharp
HF/S is the tallest Bottom to date. HF/S’ gimmick is mode-change. The idea behind the mode-change is potent as it allows users to adapt their strategy between rounds, so that they can adjust their type to counter their opponents. The user is able to change the tip manually between Hole Flat, and Sharp, by rotating the lower portion of the Bottom:
- Sharp Mode:
There is balance problems associated with the Sharp Mode because of its height, and also just because it is a Sharp tip, which always have poor balance. There is no reason to choose this over Bottoms such as D, SD, or WD.
- Hole Flat Mode:
Compared to the original HF Bottom, the HF of HF/S is much wider to accommodate enough space for the Sharp Bottom to fit through when changed. It is just as wide as WF, and as a result, is one of the fastest moving Bottoms available aside from RF. Its usefulness in traditional low Attack customizations is somewhat hindered by it being the tallest Bottom released to date, but the speed is still there, so it does have use.
Currently there are no competitive customizations utilizing HF/S, but it is an interesting Bottom to experiment with.
Beyblade: Wind Aquario 100HF/S