MA-22 Jiraiya MS
Initial Release: Start of Winter 2004, Booster MA-22 (Black)
Additional Releases: Hasbro's "Bearing Survivor" Starter (Black), Random Booster ACT 5 (Red)
Bit Protector - "Large Type"
Should be noted that BP Size Type on initial release is not consistent for every cycle of production or re-release. Being reproduced the following year could mean a different BP Size Type for a given Beyblade. In Jiraiya MS' case, it is unlikely it is anything but Large Type, since HMS wasn't in production long enough after its initial release to be re-released.
Attack Ring (AR)
Jiraiya Blade, ~22g.
Symmetrical, heavy, and a very powerful Attack-oriented AR.
Performs similarly well in left-spin as it does in right-spin surprisingly. Considerable amount of Rotational Smash to it that can make for spectacular knockouts.
Similar explosive power to other top-tier Attack ARs, though just like Metal Upper, it is missing just a touch of consistency.
Considering the RC it comes with, it is a miracle that the AR wasn't heavily nerfed, it is very uncommon for a Beyblade to have competitively viable parts from top to bottom.
Only downside, again much like Metal Upper, is that Jiraiya Blade performs noticeably worse on a worn Grip Flat Core RC. This means anything at that speed or below will not make Jiraiya Blade as impressive or effective. This is mostly only an issue against the most difficult Attack matchups, and elsewhere this drop-off will be less meaningful.
On a mint Grip Flat Core, or a Grip Flat Core (Ultimate Version) in general, Jiraiya Blade can be used with incredible success.
Best Potential Combo:
AR: Jiraiya Blade (Either Spin)
Game Plan: Firstly, it should be known this CWD choice is only particularly necessary in difficult matchups. and elsewhere something like Circle Heavy or CWD Defense Ring should do the job. Secondly, your game plan is to flower pattern this Attack combo in any which way you prefer, Sliding/Catapult or Banking, and watch things fly away in spectacular fashion. Jiraiya Blade is a powerful AR with potent Rotational Smash Attack.
Weight Disk (WD)
CWD Free Cross, ~17g.
May look aesthetically pleasing to some, but it adds little value to a Beyblade competitively.
On its own it is roughly 2g, with a shape that while may provide unobstructed AR contact, does almost nothing different that any other CWD could not do.
Best Possible Combo:
AR: Samurai Upper (Right-Spin)
WD: CWD Free Cross
Game Plan: Using Free Cross here over something like CWD Defense Ring isn't going to radically change the performance of the the rest of the parts, so it is technically fine and viable. Had CWD Defense Ring not come with a heavier metal CWD part, perhaps Free Cross or other similarly sized CWD would have seen more use. At the very least, on Attack types, where majority of the plastic components of the CWD do not make a huge impact on their own and are mostly there for added weight and stability. Use this combo just as you would any other Samurai Upper combo, and flower pattern your way to victory as best as you can.
Running Core (RC)
Bearing Core 2, ~4g.
The main "gimmick" of Jiraiya MS is a Bearing Core with a rubber tip instead of all-plastic. Unlike the other gimmicks in the specialty series, this is an already well established style of part in Beyblade, going back to Wolborg 2.
You can read more about the comparison between Bearing Core and Bearing Core 2 on the Running Core Variations page.
Highly important competitive part, equally if not more important than the original Bearing Core, considering that the HMS meta has become almost entirely focused on Attacker usage.
Just like Bearing Core, 2 features a plastic casing for a set of bearings, but the shaft leads to a relatively hard rubber tip that is slightly taller than the original's plastic tip.
Very good survivability in terms of both spin time endurance as well as the ability to stay inside of a stadium. The rubber grip provided works wonders for the Bearing Core design, single-handedly bringing Defense to the HMS meta. Prior to its introduction there simply was no legitimate form of Defense.
When mint, this tip is naturally more pointed at the end, meaning the spin time is quite good, but it cannot stay in the stadium quite as well as it does when worn down a bit.
Bearing Core 2's potential is truly released when the tip is worn down.
The first reason is its ability to grip the stadium and stay in play is much better when worn as there is a wider surface area to generate friction compared to the more pointed design early on.
The second reason is that wearing it down also makes it a lot more aggressive, and you may be able to produce some great results on a top tier Balance combo, the only of its kind in HMS. Because it can be launched more aggressively when worn, the part becomes much more versatile, and a legitimate threat to Stamina types that would otherwise have it beat in endurance alone.
Best Possible Combo:
AR: Samurai Upper (Right-Spin)
RC: Bearing Core 2 (Aggressive)
AR: Metal Ape (Right-Spin)
RC: Bearing Core 2
Game Plan: Here we have two very distinct combos that use the same RC. In the first combo, your aim is to launch Samurai Upper aggressively against essentially every matchup, as you will likely be able to out-spin if not knock-out a majority of the competition with great consistency. In the second combo's case, its role is as a wall-styled Defense combo. Its only function is to stay in the stadium, and while Metal Ape may be able to score a knock-out on some lighter or more recoil-laden Stamina combos, you shouldn't expect to perform that great outside of the Attack matchup. If you find yourself against a Stamina type, take advantage of Metal Ape and launch aggressively if at all possible.