Crimson Garuda 4-70TP
BX-38
Weight: 32.6g (LOW END) - 33g (HIGH END)
Design: A two sided somewhat sloped blade that extends down with large fins that extend up.
Variant / Echo: Croc Crunch is a variant/echo of that of Shark Edge.
Uses a variety of attack potential: Capable of both upper attack (launching Beyblades into the air) and smash attack (sending Beyblades into pockets).
Attack VS Attack performance: In an attack vs. attack (AVA) matchup, Croc Crunch can do alright, the issue that it has is the stamina it has and strong hits can either make or break for the match.
Attack VS Defense/Stamina: Croc Crunch is similar to Shark in performance it has slightly less upper attack than Shark but has solid smash attack they perform very similar.
Strengths:
Smash Attack: Croc Crunch has solid smash attack where it can KO opponents forward and is a decent attack blade.
Weaknesses:
Low Stamina: Fast and aggressive but has low stamina, depleting quickly over time.
Negative Recoil: However, it is susceptible to recoil, which can lead to rapid stamina depletion or failure to KO the opponent when used for attack combinations. An example can be if a blade just counters it too well like PhoenixWing the recoil can work against itself and it can lose via being KO'd (Over Finish) or Spin Finish via stamina loss.
Overall: Croc Crunch has similar aspects to Shark Edge where it is usable for attack it is not a must have but a welcome addition to anyones collection.
Gameplan: On setups with low height on any aggressive bit that can get speed, like Flat Taper, you must hard launch and aim to defeat your opponent quickly.
Combos:
Attack:
Croc Crunch 3-60/4-60/5-60/9-60 /7-60 Point/Flat/Low Flat/Taper/Rush/Low Rush
Weight: 6.2g
Design: 2-60 is a Ratchet that has two wide square contact points and at a low height.
Strengths:
Low Height: One of the lowest height ratchets, ideal for aggressive attack setups.
Impact: The large contact points can occasionally deliver massive hits.
Weakness:
Stamina: The 2-60 is off-balance, leading to constant wobbling that wastes stamina during battle.
Failure to Maintain X Dash: It struggles to maintain a consistent pattern in the stadium, which can disrupt the Xtreme Dash and cause it to slam against walls.
Burst Risk: Due to its wide square contact points, the 2-60 ratchet is prone to bursting. The high likelihood of making contact and triggering an explosion makes it vulnerable to wall collisions or even self-bursting in a pocket, rendering it less reliable in battle.
Overall: While there may be some situational benefits, you're better off using other 60-height ratchets like 3, 4, 5, or 9 sides for competitive play. This ratchet is better suited for collection rather than competitive use.
Weight: 2.3g
Design: Quake is a flat bit that is cut diagonally with one side with more exposed gears to cause a jumping motion in battle.
Strengths:
Strong Hits: If Used right Quake can actually deliver bit hits and KOs due the fast speed of how it's designed.
Burst Resistance: This bit has 80 Stats in Burst resistance, which makes it great to use due to minimal Burst risk.
Weaknesses:
Low Stamina: The Bit may not be ideal for battles that require endurance, as it lacks stamina. Stamina is essential for outlasting opponents in long battles. In the context of a battle if you get your hits at the start and don't miss you have nothing to worry about. However, with Quake, this issue is even greater as it barely has much stamina to begin with.
Vulnerability to self-KO: If the Bit is hard-launched and catches the stadium path, it can self-KO, which is a potential weakness. Control and technique are important when using this Bit. Especially with Quake you can easily self KO jumping into any of the stadium pockets.
Gameplan:
Flat launch or a somewhat tilted angle shoot: To maximize the effectiveness of this Bit, you can employ a flat launch or a slight angle to utilize the stadium's gimmicks and aim for knockouts.
Generally with Quake: You can do either flat shoot or tilt on case by case basis depending if you want to try to focus on the Xtreme Line to try and KO or try to destabilize and harm the opponent.
Overall: Quake is a bit that one should try to use competitively, while the randomness of jumping can be fun and potentially mastered to make it useful. For consistency's sake, you should not waste time trying to use it, and it should be for collection only.
Overall
Crimson Garuda offers decent value for what it is, especially for those looking to add an attack-oriented blade to their collection. The ratchet isn’t special, and Trans Point doesn’t shine consistently, but it can still hold its own. While it isn’t a high-priority purchase, it’s a welcome addition if you can get it, but you’re not missing out on much if you don’t.