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Turbo Spryzen S4 10 Jolt', known as Cho-Z Spriggan 10 Jolt' (超Zスプリガン・テン・ジョルトダッシュ, Chō Z Supurigan Ten Joruto Dasshu) in Japan, is an Attack Type Beyblade released as part of the Burst System as well as the Cho-Z Layer System. It was released as a CoroCoro Exclusive Booster in Japan in February 2019.

Energy Layer - Turbo Spryzen S4

Main article: Energy Layer - Turbo Spryzen S4

Hasbro's Turbo Spryzen S4 is a Balance Type Energy Layer that features a round design with large gaps and two heads, and a large double bladed axe that goes from the center to the perimeter. Like its predecessors, Turbo Spryzen S4 is a Dual-Spin Layer with two sets of slopes for Right-Spin and Left-Spin. Like other Dual-Spin Layers, its spin direction can be switched with a dedicated tool found on most Hasbro Launchers.

Unlike its predecessor Spryzen Requiem S3 and its Takara Tomy counterpart Cho-Z Spriggan, Turbo Spryzen S4 lacks metal in its design. However, like other Layers with the "Turbo" prefix, Turbo Spryzen S4 retains the anti-Bursting gimmick called "Turbo Awakening".

At high spin velocity, the centrifugal force activates a mechanism, revealing sub wings called the "Turbo Wings" and in turn extending "Burst Stopper" tabs in the grooves meant to fit the prongs of the Forge Disc. These Burst Stoppers then obstruct the Forge Disc, preventing the Combination from Bursting. Unlike Cho-Z Spriggan, these Burst Stoppers use weaker springs and are thus easier to activate but also push in, reducing the gimmick's effectiveness. The wings and tabs must be manually pushed in after every match to allow the gimmick to work as intended.

Due to the Layer's Dual-Spin nature, there are two sets of "Turbo Wings" and only one set will activate for each spin direction as the starting position of the Disc will obstruct the other set.

Recoil between the opponent and Turbo Spryzen S4 can be increased or reduced depending on the Layer's and the opponent's spin directions. Furthermore, Turbo Spryzen S4's points of contact are identical between Right-Spin and Left-Spin, creating little discernible difference between the two.

Turbo Spryzen S4 exhibits poor Attack potential due to the position of the "Turbo Wings". The "Turbo Wings" are positioned on top of the Layer, and due to the Layer's thickness, the blades rarely contact the opponent. Furthermore, when the "Turbo Awakening" gimmick is activated, the "Turbo Wings" cover up half of the gaps between the blades, further reducing Attack potential.

As such, 'Turbo Spryzen S4 is better suited for Spin-Equalization Combinations and it is recommended to set the Layer to the opposite spin direction to the opponent to maximize Defense and Stamina potential as there is too little recoil for Attack potential.

Turbo Spryzen S4's size makes it heavier than most other Hasbro Layers. At the time of writing, it is the second heaviest Hasbro Layer (excluding the Pro Series).

Unlike previous SlingShock System Layers and like other Layers with the "Turbo" prefix, Turbo Spryzen S4 is incompatible with a Level Chip.

Forge Disc - 10

Main article: Forge Disc - 10

10, like other even numbered Core Discs, is symmetrical and elliptical in shape in order to facilitate a Disc Frame. Each side features five protrusions, each molded into the shape of a "10". The protrusions extend further from the center more than other Core Discs which grants 10 high Outward Weight Distribution (OWD) and subsequent Stamina potential. Furthermore, the size of the protrusions makes 10 one of the heaviest Core Discs at the time of writing, heavier than 7 but less than 0, and grants an ideal weight distribution for Stamina Combinations. Its high Outward Weight Distribution (OWD) grants it not only the highest Stamina potential out of all other Core Discs, but its weight grants it high Attack and Defense potential. With the use of Frames, 10 can be used to great effect in any Combination.

Performance Tip - Jolt'

Main article: Performance Tip - Jolt'

Jolt' features a rubber flat tip with six spikes protruding outwards and towards the right, akin to a rubber version of Spiral. Unlike its predecessor, Jolt' features a much thicker spring in its locking mechanism, increasing Jolt''s Burst Resistance.

Due to the surface area to friction ratio, Jolt' will create a highly aggressive, and if launched with a Banking Shoot, somewhat easily controllable movement pattern. In terms of speed, the greater surface area given by the spikes makes Jolt' faster than Xtreme and as fast as Merge. Jolt'’s high speed allows for strong attacks and its high friction creates less chances of losing a Banking Pattern in battle, making it one of the better choices for Attack Combinations. Unlike Xtreme' and Hunter', Jolt' does not have softer rubber than Jolt, thus making Jolt' slower than Xtreme'.

However, Jolt' has two major weaknesses. Firstly, the high friction of the rubber means that Jolt' has incredibly low Stamina, furthermore, the light weight of early Burst System Combinations compared to previous Systems means that there is less inertia, exacerbating the Stamina issue further. Secondly, Jolt' will wear down with use. While this can create an initial benefit in speed from the tip fitting into the curvature of the Stadium, heavy use will decrease its aggression with little to no improvement to the tip's Stamina, meaning that multiple copies much be purchased in order to replace worn ones.

Jolt' is slightly shorter than most Tips, this reduction in height is meant to improve Attack potential by striking the opponent’s Layer from an upwards angle, creating Destabilization potential. However, the negligible difference between Jolt''s height and the height of most other Drivers mitigates the Destabilization potential.

The direction of Jolt'’s rubber spikes are meant to, in theory, create greater speeds in Left-Spin Combinations. In practice however, there is little discernible difference in movement speed between Left-Spin and Right-Spin.

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