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RicePigeon

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Posts posted by RicePigeon

  1. Celebi's been a decent OU Pokemon for the past 3 generations straight, though, even with its typing.

     

    Anyways, just gonna post this little tourney idea for anyone whose interested:

     

    Hoenn Conformed

    • Only Pokemon evolution lines belonging to National Pokedex #s 252-386 are allowed
    • 4v4 Doubles Format, with best 2 out of 3 battles determining the winner
    • Single Elimination Tournament with 8 people (may increase to 16 if enough are interested)
    • Participants will be required to post battle video codes to confirm their wins/losses
    • Only Pokemon and movesets/items that are natively available in-game in Pokemon X & Y and Friend Safari are allowed, meaning anything from Pokemon Bank or Events are not allowed.
    • Sleep Clause will be in effect
    • The ability Moody is banned
    • The move Dark Void is banned (nothing that's allowed learns it anyway, so hah)
    • Duplicate Items are allowed
    • Winner will receive a 5 IV Pokemon of their choice, as long as said Pokemon can be bred.

    Just for reference, here is the list of Pokemon that will be allowed. Bold will indicate Pokemon with a Mega Evolution while Italics indicate a Pokemon that is allowed due to being part of an evolutionary line native to Hoenn:

    • Mightyena
    • Linoone
    • Beautifly
    • Dustox
    • Ludicolo
    • Shiftry
    • Swellow
    • Pelipper
    • Gardevoir
    • Gallade
    • Masquerain
    • Breloom
    • Ninjask
    • Shedinja
    • Exploud
    • Hariyama
    • Azumarill
    • Probopass
    • Delcatty
    • Sableye
    • Mawile
    • Aggron
    • Medicham
    • Manectric
    • Plusle
    • Minun
    • Volbeat
    • Illumise
    • Roserade
    • Swalot
    • Sharpedo
    • Wailord
    • Camerupt
    • Torkoal
    • Grumpig
    • Spinda
    • Flygon
    • Cacturne
    • Altaria
    • Zangoose
    • Seviper
    • Lunatone
    • Solrock
    • Whiscash
    • Crawdaunt
    • Cradily
    • Armaldo
    • Keckleon
    • Banette
    • Dusknoir
    • Tropius
    • Chimecho
    • Absol
    • Wobbuffet
    • Glalie
    • Froslass
    • Huntail
    • Gorebyss
    • Relicanth
    • Luvdisc
    • Salamence
    • Metagross
  2. Oh really? Have at you, then:

     

     

    Ability: Conservationist

    Consumable held items may be used once more before being consumed.

     

    Conservationist + Belly Drum + Salac Berry

    Conservationist + White Herb + Draco Meteor/Overheat/Leaf Storm

    Conservationist + Air Balloon

    Conservationist + Focus Sash + Roost/Recover/Slack Off

    Conservationist + Rest + Chesto Berry

    Conservationist + Type resist Berries

    Conservationist + Red Card

    Conservationist + Eject Button

    Conservationist + Weakness Policy

     

    shit, the possibilities...

  3. Posted Image

    Link: http://ricepigeon.webs.com

    Changelogs:

    Yukari Yakumo changes


    =======================================
    12/25/13 - Version 2013.12.25
    =======================================

    Changes from Version 2013.12.20

    Added 12/21/13:
     - BUGFIX: Grounded attacks now force Yukari to face player 2.
     - Illusion Rift: Invincibility frames on all versions extended by 4 frames.
     - Zen Temple Butterfly: X version startup invincibility extended by 1 frame.
     - Boundary "Quadruple Border"" Startup invincibility extended by 2 frames.

    =======================================
    12/20/13 - Version 2013.12.20
    =======================================

    Changes from Version 2013.12.19

    Added 12/20/13:
      - Fixed Knockdown animation issue on Abandoned Line "Trip to the Old Station"
      - Magic Eye "Laplace's Demon": Now performs Hard Knockdown
      - Magic Eye "Laplace's Demon": Can now be performed in midair.

    =======================================
    12/19/13 - Version 2013.12.19
    =======================================

    Changes from Version 2013.12.17

    Added 12/19/13:
      - 2z: Now performs Hard Knockdown.
      - Shikigami "Ran Yakumo": Now performs Hard Knockdown
      - Boundary "Quadruple Border": Now performs Hard Knockdown
      - Abandoned Line "Trip to the Old Station": Now performs Hard Knockdown

    =======================================
    12/17/13 - Version 2013.12.17
    =======================================

    Changes from Version 6.0

    Added 09/22/13:
      - Removed Spellcards:
      "Boundary of Mind & Foot"
      Splitter "Flesh Dismantler"
      Fantasy Nest "Nest of Fireflies"
      Shikigami Sign "Yakumo Triple Assault"
      - System overhauled
      - New cornerpush and damage dampening systems implemented
      - Spellcard selection removed
      - Standing Jab redone.
    Added 10/01/13:
      - Normals redone: Cr Jab, St Medium
      - Gap on Standing Medium now pauses on hit. Gap is now colored white.
    Added 10/05/13:
      - Normals redone: St Strong, Cr Medium
      - New Command Normal: Fwd + Y (overhead)
    Added 10/06/13:
      - New j.5x (old j.5z), animation timing adjusted
      - j.5y reverted back to pre-2010.11.21 version. Hitbox and timings adjusted.
      - New Command Normal: Air Down + Y (j.2y)
      - New 2z (old 6y), animation timing adjusted
      - Z versions of specials no longer require power to use
      - Zen Temple Butterfly: X version now has upper body invincibility.
      - Zen Temple Butterfly: Z version now goes horizontally forward. No longer fires a projectile.
      - Zen Temple Butterfly: all versions hitboxes & frame data adjusted.
    Added 10/13/13:
      - New Command Normal: 3z (old 2z). Animation timings and hitboxes adjusted.
      - 3z: no longer knocks down on hit. Can no longer be jump cancelled.
      - New 236 special: Urashima's Box
      - j.5x no longer groundslams on hit.
      - New j.5z (old j.5y), no longer wallslams on hit.
    Added 10/19/13:
      - Specials Removed: Illusionary Rift (temporary), Bound to the Grave (permanent)
      - Ride the Waves, Fight the Ocean, and Gazing Eye no longer give Yukari projectile invincibility. Command changed to QCB.
      - Animation timing adjusted on all 3 QCB specials.
      - Yukari can now have up to 2 Gazing Eyes on screen at the same time.
      - Gazing Eye's eye now has a minimum startup time of 14 ticks before projectile can fire.
      - Hitbox size on Gazing Eye projectiles doubled.
      - Absolute velocity of Gazing Eye projectiles decreased.
      - Base damage of Gazing Eye projectiles increased.
      - Gazing Eye projectiles no longer knock down grounded opponents.
      - Gazing Eye projectiles now give power back on hit.
      - Gazing Eye projectiles bonus damage from gap projectile storage decreased to 5% per projectile (20% -> 5%)
      - Ride the Waves: fixed bug where 2 projectiles would sometimes be added
      - Ride the Waves: Gap's projectile maximum capacity decreased to 10. (15 -> 10).
      - Fight the Ocean: Gap now always fires a minimum of 3 projectiles.
      - Fight the Ocean: Maximum number of projectiles reduced to 13 (15 -> 13).
      - Fight the Ocean: Projectiles can now be destroyed by other projectiles.
      - Fight the Ocean: Animation timing adjusted.
      - Short Hop removed.
    Added 10/26/13:
      - Illusionary Rift reimplemented, Command changed to B,D,DB (421)
      - Illusionary Rift: Startup sequence redone
      - Illusionary Rift: X version changed (old Y version). Animation timing adjusted.
      - Illusionary Rift: New Y version. Hits low.
      - Illusionary Rift: X and Y versions now cross up opponent if performed at point blank.
      - Illusionary Rift: Z version can now only be blocked high. Animation timing adjusted.
    Added 11/03/13:
      - New Special: Maxwell's Demon: F,DF,D,DB,B (63214)
      - Shikigami "Chen": Command changed to D,DF,F,D,DF,F + x (236236x)
      - Shikigami "Chen": Animation and timings adjusted. Chen now knocks down on hit.
      - Shikigami "Chen": Summon & Bounce sounds replaced.
      - Shikigami "Ran Yakumo": Command changed to D,DF,F,D,DF,F + y or z (236236y and 236236z)
      - Shikigami "Ran Yakumo": Now a level 1 super. Damage reduced.
      - Shikigami "Ran Yakumo": Y version now causes Ran to automatically start spinning at half screen. Z version at full screen.
      - Shikigami "Ran Yakumo": No longer moves backwards to chase opponent.
      - Border Sign "Quadruple Barrier": Animation & Timings redone. Vacuum effect removed.
      - Border Sign "Quadruple Barrier": No longer projectile invincible during entire state. Startup invincibility added.
      - Border Sign "Quadruple Barrier": Command changed to D,DB,B,D,DB,DB + x/y/z (214214x, y, or z)
    Added 11/04/13:
      - Cancel system updated. Specials can now be super cancelled.
    Added 11/05/13:
      - Removed unused sprites
      - Zen Temple Butterfly: Fixed bug where damage scaling was not being applied correctly.
      - Zen Temple Butterfly: Edge width extended during active frames.
      - Gazing Eye: Eye shots now inflict 90% damage scaling on hit.
      - Magic Eye "Laplace's Demon": Animation renewed. Command changed to D,DB,B,D,DB,B, x+y or x+z or y+z.
      - Magic Eye "Laplace's Demon": Gap placement is now relative to Yukari's position rather than screen position.
      - Magic Eye "Laplace's Demon": Gaps now vary in size.
      - Magic Eye "Laplace's Demon": Eye shots now inflict 92% damage scaling on hit.
    Added 11/06/13:
      - BUGFIX: 5y is no longer an overhead.
      - Hittime on Aerial 2y increased.
      - Ride the Waves: Now absorbs Hyper/Super projectiles.
      - Ride the Waves: Fixed bug where certain non-helper projectiles would not be absorbed.
      - Maxwell's Demon: power gain on whiff and hit increased.
      - Gazing Eye: Eye now fires after opponent has been burned/frozen by Maxwell's Demon.
      - Magic Eye "Laplace's Demon": Eyes now fire after opponent has been burned/frozen by Maxwell's Demon.
    Added 11/08/13:
      - Abandoned Line "Trip to the Old Station": Behavior changed to that of SWR & Soku. Now hits max 3 times.
      - Abandoned Line "Trip to the Old Station": No longer applies or affected by damage dampening.
      - Abandoned Line "Trip to the Old Station": Yukari is no longer invincible during active frames.
      - Abandoned Line "Trip to the Old Station": Command changed to D,DF,F,D,DF,F + x+y+z
      - Improved negative edge detection on level 2 and 3 super commands based on Messatsu's code.
      - Super Portrait Added to level 2 & 3 supers.
      - Dash & Air Dash behaviors adjusted.
    Added 11/09/13:
      - Wall Teleport (B,B in corner) added. Similar to old QCB+x.
      - Back and Forward Throws adjusted. Can now be Throw Teched.
      - Throws now drop opponent further away from Yukari and closer to the ground.
    Added 11/14/13:
      - Added special intro against Lie Meiling (requires both character updates otherwise normal intros will occur instead).
      - Fixed layer issues with Gazing Eye and Laplace's demon.
      - BUGFIX: Laplace's Demon and Gazing Eye now deplete gap meter properly.
      - Laplace's Demon: base damage per hit reduced.
    Added 11/24/13:
      - Color separated eye color from hair. PCB purple eyed Yukari now the default palette.
    Added 11/28/13:
      - Additional color separation on hat and shoes.
      - Revised palettes: pal 1: Purple-eyed Yukari
      pal 2: Ran
      pal 3: Chen
      pal 4: Classic Yukari (Perfect Cherry Blossom)
      pal 5: Yuuka
      pal 6: Remilia
      pal 7: Yellow-eyed Yukari (IaMP Default)
      pal 8: Kogasa
      pal 9: Peach
    Added 11/30/13:
      - Maxwell's Demon: Horizontal range increased.
      - Getup from knockdown animation timings reduced. Yukari now gets up much faster.
    Added 12/01/13:
      - English voice & Taunts added.
      - Fixed bug in Aerial Illusionary Rift where Yukari would become stuck in standing state in midair.
      - Fixed bug regarding palettes. Palettes should now function properly.
      - Renewed bounce from hitting ground animation.
    Added 12/02/13:
      - Streamlined victory quotes. Each character now has minimum of 3 specific winquotes.
    Added 12/07/13:
      - 3 Additional palettes added
      - Preliminary AI added
      - Urashima's Box: fixed bug where chip damage would not be applied correctly.
    Added 12/08/13:
      - AI Adjustments
      - Laplace's Demon: Base damage per projectile reduced.
    Added 12/15/12:
      - AI adjustments
      - Zen Temple Butterfly: X version now has full invincibility on startup.
      - Zen Temple Butterfly: Y version now has upper body invincibility on startup.
      - Zen Temple Butterfly: Y version startup time increased by 1 frame.
      - Zen Temple Butterfly: Z version startup time increased by 2 frames.
      - Abandoned Line "Trip to the Old Station": Command added to readme.
      - Abandoned Line "Trip to the Old Station": Invincibility during active frames restored.




    Alice Margatroid Changes


    ==========================================
    Version 2013.12.25
    ==========================================

    Changes from Version 2013.09.28:

    Added 12/24/13:
     - Projectiles no longer cause combo counter to reset.
     - 5x damage increased (30 -> 35).
     - 5y startup time decreased by 1 frame.
     - 4z damage increased (70 -> 80).
     - 4y knockback reduced.
     - Doll Arrangement X and Y versions (421x and 421y) properties switched.
     - Doll Arrangement X version (421x) startup time now 11f.
     - Doll Arrangement Y and Z versions (421y and 421z) startup times reduced by 2f.
     - Doll Arrangement all versions now hit mid.
     - Following moves now induce Untechable Knockdown:
       - 2z and 3z
       - Forward & Backward throw
       - Curse Sign "Shanghai Doll"
       - Demonic Control "Return Inanimate"
       - Testing "Goliath Doll"



    Reimu Hakurei Changes:


    ===================================
    12/25/13 - Version 2013.12.25
    ===================================

    Changes from Version 2013.07.06:

    Added 12/25/13:
     - Improved Negative Edge detection on Lv 3 super.
     - Ascension Kick: Startup invincibility extended by 1 frame on all versions.
     - 4y: Now has complete invincibility to projectiles.
     - 4y: Hitbox size increased.
     - Divine Arts "Omnidirectional Demon Binding Circle": Startup time reduced by 2f.
     - Divine Arts "Omnidirectional Demon Binding Circle": Startup invincibility increased by 5f.
     - Divine Arts "Omnidirectional Demon Binding Circle": Damage reduced (275->259).
     - AirThrow added.
     - Following Attacks now perform Untechable Knockdown:
       - 2z
       - Border Sign "Cautionary Barrier"
       - Divine Arts "Omnidirectional Demon Binding Circle"
       - Divine Spirit "Fantasy Seal"



    Lie Meiling changes


    =======================================
    12/19/13 - Version 2013.12.19
    =======================================

    Changes from Version 2013.12.17

    Added 12/19/13:
      - 2z: Now performs Hard Knockdown
      - Youkai Flip (Slide): Now performs Hard Knockdown
      - Colorless "Dichromatic Spark": Now performs Hard Knockdown
      - Strike Sign "Roc's Fist": Now performs Hard Knockdown
      - Piercing Heaven "Youkai Armageddon": Now performs Hard Knockdown

    ==========================================
    12/17/13 - Version 2013.12.17
    ==========================================

    Changes from version 2013.04.27

    - Can now only perform groundbounce once during a combo (applies to Axe Kick Z)
    - Trip Guard added to landing state from jump
    - Landing state from jump now regains control after 2 ticks
    - Landing state from jump now resets X velocity to 0.
    - Resolved issue with corner 5X reset psuedo-infinite.
    - Improved throw permission detection
    - Added winquotes for Reimu_RP and other Reimus by various authors.
    - Minimum damage scaling on supers reduced to 10%
    - s.5Y can now be done after a dash (BUGFIX)
    - j.2Y Divekick: Fixed bug that would allow divekick to be done from immediately leaving the ground
    - Four Star Sword: Hitstun reduced on hit and block.
    - Axe Kick: Juggle potential reduced on all versions.
    - Axe Kick: Command now takes priority over Ultraviolet Flip's command.
    - Axe Kick: Z version damage reduced: 140->120.
    - Axe Kick: Z version groundbounce no longer deals 5 additional damage.
    - Raging Youkai "Hell's Instantaneous Murder": Implemented a new safeguard against move hitting opponents in cases where it shouldnt.

    ADDED 07/06/13:
      Throw command changed to Y+Z and Back+Y+Z
      Dash/Airdash shortcut changed to Back+A and Fwd+A
      Strike Sign "Roc's Fist": 1st hit now juggles opponent.
      Can no longer cross up opponent in corner situations where crossup is not possible
      Effects on 6Z no longer misalign when hitting cornered opponent
      Hitvelocities on most normals reduced
      2Z no longer activates Mugen's built in defenceup values
    ADDED 07/17/13:
      Aura Effect renewed.
    ADDED 09/11/13:
      Ashura Warp command changed to F,D,DF+x+y+z and B,D,DB+x+y+z. Fakeout version removed.
      Youkai Flip command changed to B,D,DB+x/y/z
      NEW SPECIAL: Black Dragon Rising (F,D,DF+x/y/z)
    Added 11/14/13:
      Added special intro against Yukari Yakumo (requires both character updates otherwise normal intros will occur instead)
    Added 11/18/13:
      - Monochrome Hurricane: ground X & Y versions redone. X version now hits once, Y version twice.
      - Monochrome Hurricane: all ground versions now travel horizontally.
    Added 11/20/13:
      - Monochrome Hurricane: ground Z version revamped. Now hits up to 4 times.
      - Monochrome Hurricane: 1st hit of Y and Z versions can be super cancelled into ground supers.
    Added 11/23/13:
      - Monochrome Hurricane: Air Versions revamped.
      - Improved negative edge detection on Asura Warp and Youkai Armageddon.
      - Raging Youkai: Alternate command added (x,x,B,y,z). Properties differ between two versions.
    Added 11/28/13:
      - Hitboxes slightly adjusted.
      - Throws adjusted. Throws no longer cause wallslam.
      - Four-star Sword: Number of projectiles decreased to 2 (formerly 3).
      - Four-star Sword: Damage per projectile increased to 25 (formerly 15).
      - Black Dragon Rising: Startup invincibility removed on Z version.
      - Axe Kick: Z version startup time reduced by 2 frames (now 25, formerly 27).
      - Colorless "Dichromatic Spark": Ground version startup time reduced by 1 frame (now 11, formerly 12).
    Added 11/30/13:
      - Cropped unused sprites and palettes.
      - Youkai Flip: X followup now causes groundbounce on counterhit.
    Added 12/05/13:
      - New Palettes added
      - Removed unused sprites. SFF file changed to SFFv2.
    Added 12/09/13:
      - Hitboxes on normals extended slightly.
    Added 12/12/13:
      - Preliminary AI added.
    Added 12/14/13:
      - Throws now cause untechable Knockdown.
    Added 12/15/13:
      - Combos involving Seven Star Sword and Four Star Sword no longer cause the combo counter to reset.
      - Made note in readme of previously undocumented ability to cancel Youkai Flip into Four Star Sword.
      - Axe Kick: X and Y versions no longer reset opponent when hitting OTG.
    Added 12/16/13:
      - AI no longer guards as frequently.
    Added 12/17/13:
      - Getup from Knockdown animation time increased by 7 frames.



    Sakuya Izayoi changes


    =======================================
    12/19/13 - Version 2013.12.19
    =======================================

    Changes from Version 2013.12.17

    Added 12/19/13:
      - 2z: Now performs Hard Knockdown
      - Illusion Sign "Killing Doll": Now performs Hard Knockdown
      - Wound Sign "Inscribe Red Soul": Now performs Hard Knockdown

    =====================================
    12/17/13 - Version 2013.12.17
    =====================================

    Changes from Version 2013.09.28:

    Added 11/09/13:
      - BUGFIX: Fixed missing animation issue on Throw Techs.
      - BUGFIX: Improved Negative Edge detection on Sakuya's World and Vanishing Everything.
    Added 12/17/13:
      - Throws now cause untechable knockdown.
      - Getup from Knockdown animation time reduced by 8 frames.
      - Horizontal range on 5x and 2z hitboxes extended.
      - Slightly altered input command handling for supers.
      - Wound Sign "Inscribed Red Soul": Horizontal hitbox back length shortened. Now harder to cross up opponents with.

  4. Scratch what I said about Foul Play until December 27th, since I forgot it the only way Umbreon can get it it through Gen 5 move tutor. And Grass usually has perfect synergy with Water and Fire (not to mention Leafeon has physical bulk as well).

  5. I'm sure Rice is on another level compared to me. He's competitive and all that :P

     

    The battle you had with Noob tells me otherwise. I think you might have a fair chance against me, especially considering you have a Reuniclus.

     

    Anyway, Noob, another observation I made was that your team tends to lean towards special attacks, and not so much physical attacks outside of Flareon. If your Flareon has Guts, I'd probably go for Toxic Orb and Facade, otherwise a Choice Band set might work to at least give it some wallbreaking potential. Since it looks like you're going for Eevee themed team, Leafeon might suit your fancy, especially since it can outspeed Tyranitar and hit it hard on the physical side.

     

    Oh and your Umbreon would do wonders with Taunt over Psychic to shut down Pokemon that try to set up on it like Skarmory. Foul Play over Dark Pulse would be a nice option too.

     

    I need to battle Rice more.

    As soon as I get that Ferroseed from him. :V

     

    Just got an impish Onix to breed with so give it some time... you'll have it this week.

  6. Grass Knot on Espeon against Tyranitar is still a risky move, since you still only kill it in 4 hits while Tyranitar gets the KO with Crunch.

     

    Also, Aqua Ring generally isnt that great of a move since it locks you unable to switch, as evidenced in that battle. Wish with Protect would generally be a much more effective move, plus gives your team healing support. Its an egg move, but I have plenty of Eevees with Wish if you want me to hook you up with one.

     

    Now to just wait for Matt to get online so I can battle him :p

  7. Battle with noob:

     

    K85W-WWWW-WWW3-NL8X

     

    Couple of questionable plays there. Would have made more sense to switch in Jolteon against Skarmory instead of keeping Umbreon in, despite the flinchhax. Also Tyranitar in sandstorm is gonna take very little damage from a non-stab Dazzling Geam, just keep that in mind.

  8. Mega Aggron probably wont be enough to make the OU cut. It has no form of recovery outside of Rest, forcing it to use Sleep Talk as well just to keep up. Even with max SpDef investment, special attacks are still an issue for it, not to mention it also takes away from its massive physical bulk, which can mean the difference between a 2HKO and a 3HKO. Even with max defense investment to tank hits, Mega Aggron's offensive presence becomes severely hampered, so it won't be able to do much back. The best it can do is some kind of Adamant set with max HP and the rest split between its attack and defense, running Dragon Tail, Iron Head/Heavy Slam, Rest, and Sleep Talk, makes for an effective set especially with entry hazards.

     

    Not saying MegaAggron isnt any good, it just has its own flaws that hold it back. At best it'll be high UU.

  9. What about Special Attack? Mega Lucario can still have high Special Attack and can still easily take out Mega Kangaskhan in one blow with Aura Sphere if the defender wasn't EV trained for Sp. Def. You're right about the defenses Mega Lucario have because 2 Earthquakes/Brick Breaks/Fire Punches/Low Kicks are enough to defeat it.

     

    Where are you getting these damage calculations from? +2 Earthquake from MegaKangaskhan is a clear OHKO on MegaLucario:

     

    252(+2) MegaKangaskhan Earthquake vs 0 HP / 0 Def MegaLucario:

    472~556 + 243~286 (715~842) (254.45%~299.64%)

     

    In other news:

     

    New patch

    Here's the QR code

    Posted Image

     

    RIP Battle Analyzer, you will NOT be missed.

  10. Theres also Sableye, Cofagrigus, Eviolite Dusclops, Rocky Helmet Ferrothorn, and Rocky Helmet Rough Skin Garchomp, all of which are shaky checks at best and all of which require you to sacrifice the Pokemon every time MegaKangaskhan gets the stat boost. In fact, the mere fact that this thing is forcing people to use Rocky Helmet at all is just plain ridiculous, as Ferrothorn drastically loses its defensive capabilities without Leftovers and Garchomp loses the extra damage from Life Orb, Choice Band, and Garchompinite that makes them both effective Pokemon. Essentially, youre giving up these two Pokemon's capabilities to wall/attack over 10+ Pokemon SOLELY because of MegaKangaskhan.

     

    Now compare this to MegaLucario who, as OP and broken as some people claim it is, is much more manageable than MegaKangaskhan. Copypasta from the Guild thread:

     

    MegaLucario at least has its frailty and 4 moveslot syndrome to keep it in check. Taking swords dance Megacario into account: Running Close Combat, Bullet Punch, and Crunch? Stopped by Talonflame, Gliscor, and Therian Landorus. Running Close Combat, Bullet Punch, and Extremespeed? Stopped by Aegislash and Therian Landorus. Running Close Combat, Bullet Punch, and Ice Punch? Stopped by Aegislash, Chandelure, and Gyarados. Running Close Combat, Extremespeed, and Ice Punch? Stopped by Gengar, Aegislash, and Sableye. Running Close Combat, Ice Punch, and Crunch? Stopped by Talonflame and Mach Punch users. Not to mention certain scarfed Pokemon like Garchomp can survive a +2 Extremespeed or +2 Bullet Punch even with no HP or defense investment and revenge kill it. I know Scarfchomp useage has died down this gen but it should still be noted. Even with +2 Close Combat doing over 50% damage to Gliscor and Talonflame, Gliscor can both OHKO back after the defense drop and Talonflame can 2HKO at worst with Flare Blitz followed by Priority Brave Bird if MegaLuke is lacking XSpeed. Any way you look at it, you don't have anywhere NEAR this amount of luxury against MegaKangaskhan.

     

    Yes, MegaLucario does carry the moves necessary to take out all of the Pokemon that check/counter it, but he cannot run all of them at once without sacrificing Close Combat and/or Swords Dance, which makes him much easier to handle in those cases. Also, unlike MegaLucario, MegaKangaskhan is nowhere near as frail and can take a hit or two.

  11. Any MegaKangaskhan user who willingly leaves it in against a full health MegaLucario has no idea how to use MegaKangaskhan properly and is just asking for a loss. Conversely, any MegaLucario user who switches it in against a +2 MegaKangaskhan, let alone anything, hoping to take a resisted hit is also asking for a loss. Lucario is frail even with the Mega evolution and steel typing, which has so far been the only thing holding it back from suffering the same fate as MegaGengar and eventually MegaKangaskhan. The only effective way to switch MegaLucario in is after a KO or through a slower Volt Switch / U-turn user.

     

    and how exactly did a MegaKangaskhan get burned by a Flareon when it not only outspeeds Flareon, but also OHKOs with a +2 Return?

  12. in 95% of cases, having 6 IVs in all stats is pretty unnecessary (Blissey isn't going to be using physical attacks any time soon). 5 IVs is enough in most cases. You're only giving yourself extra work by aiming for that 1 in 32 chance of an extra max IV, since only a max of 5 IVs can be passed down at any time.

     

    Also, plenty of people would be willing to accept stuff with egg moves in exchange for spare dittos. Hell, even Pokemon with 2 or 3 max IV that you get as a side result of breeding are fair game. Only took me about 5 hours max just to get 4 Dittos with the IVs that I needed, and that was starting from scratch.

  13. It's still not as easy... yet. You need Perfect IV Dittos for that process to work very easily.

     

    A 6 IV Ditto isn't necessary at all. A minimum of 3 Dittos with 2 IVs each is more than enough, as long as you have the 5 IVs that you want to pass down. Offer stuff on gts for a level 21-30 Ditto and people will hook you up with a few spares to get you started. After that, its just your Everstone and Destiny Knot and a few round trips back and forth to Kiloude City.

  14. Well... I know PokeGen was one way to get perfect Pokemon within minutes but  a program to show your opponent's moves and Pokemon and what the other player selected!? Uh-uh! No! Not happening with me! Nintendo HAVE to do something about that! Now THAT'S what I call cheating! 

     

    They already disabled Ratings battles in Battle Spot, so they are aware of the issue. And quite honestly, Pokegen has become obsolete considering how easy it is to breed Pokemon with max IVs this gen. The only real uses I can see for it now is for Gen 3-5 legendaries and Pokemon that need Gen 3-5 move tutors.

  15. So for those of you who weren't already aware:

    http://gonintendo.com/?mode=viewstory&id=217885

     

    Basically an exploit was released a few weeks ago that allows you to set up your PC as a 3DS wifi hotspot and monitor all unencrypted traffic that goes in and out of your 3DS, including what decisions your opponent makes in wifi battles such as switching or what attacks they choose as they make them.

     

    Fortunately, some good samaritan has released this little fix to counter it until Nintendo fixes their shit implements wifi encryption into the 3ds:

    http://gbatemp.net/threads/pokemon-wi-fi-anti-cheat-battle-analyzer-jammer.358632/

  16. AAAAAAAHHHH!!!!! Dragon/Fairy!? Had a strong feeling they were gonna do something like that but for LATIAS!? She's just as OP as Latios in Mega Form!

     

    All calculations assume MegaLatias with full health with Multiscale active, Scizor with Technician, and Azumarill with Huge Power, both at level 100 with max IVs in all stats.

     

    Swords Dance:

    +2 252+ Atk Scizor Bullet Punch vs 0 HP 0 Def MegaLatias: 202~237 (66.78%~78.74%)

    +2 252+ Atk Scizor Bullet Punch vs 252 HP 0 Def MegaLatias: 202~237 (55.22%~65.11%)

    +2 252+ Atk Scizor Bullet Punch vs 252 HP 252 Def MegaLatias: 160~189 (43.96%~51.92%)

    +2 252+ Atk Scizor Bullet Punch vs 252 HP 252+ Def MegaLatias: 146~172 (40.11%~47.25%)

     

    Choice Band

    252+ Atk Choice Band Scizor Bullet Punch vs 0 HP 0 Def MegaLatias: 151~178 (50.17%~59.14%)

    252+ Atk Choice Band Scizor Bullet Punch vs 252 HP 0 Def MegaLatias: 151~178 (41.48%~48.90%)

    252+ Atk Choice Band Scizor Bullet Punch vs 252 HP 252 Def MegaLatias: 120~142 (32.97%~39.01%)

    252+ Atk Choice Band Scizor Bullet Punch vs 252 HP 252+ Def MegaLatias: 110~130 (30.22%~35.71%)

     

    252+ Atk Choice Band Azumarill Play Rough vs 0 HP 0 Def MegaLatias: 168~198 (55.81%~65.78%)

    252+ Atk Choice Band Azumarill Play Rough vs 252 HP 0 Def MegaLatias: 168-198 (46.15%~54.40%)

    252+ Atk Choice Band Azumarill Play Rough vs 252 HP 252 Def MegaLatias: 135~159 (37.09%~43.68%)

    252+ Atk Choice Band Azumarill Play Rough vs 252 HP 252+ Def MegaLatias: 122~144 (33.52%~39.56%)

     

    Yeah, MegaLatias is still gonna run from Scizor and Azumarill, even with the Multiscale. Still a frightening Pokemon though.

     

    EDIT: While I'm at it:

     

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 0 SpDef Multiscale Dragonite: 367~432 (95.08%~111.92%) Guaranteed OHKO after Stealth Rock

    252+ SpAtk MegaLatios Draco Meteor vs 252 HP 0 SpDef Multiscale Dragonite: 404~474 (104.15%~122.80%) Guaranteed OHKO

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 252+ SpDef Ferrothorn: 119~140 (33.81%~39.77%)

    252+ SpAtk MegaLatios Draco Meteor vs 252 HP 252+ SpDef Ferrothorn: 130~154 (36.93%~43.75%)

    252 SpAtk MegaLatios Psyshock vs 252 HP 0 Def Blissey: 1020~1200 (142.86%~168.07%) Guaranteed OHKO

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 252+ SpDef Skarmory: 164~194 (49.10%~58.08%)

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 252+ SpDef Jellicent: 255~300 (63.12%~74.26%)

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 252+ SpDef Tyranitar w/ Sand: 176~208 (43.56%~51.49%)

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 252+ SpDef Tyranitar w/ Sand & Assault Vest: 119~190 (29.46%~34.65%)

    252 SpAtk MegaLatios Draco Meteor vs 252 HP 0 SpDef MegaTyranitar w/ Sand: 210~248 (51.98%~61.39%)

  17. So Smealum leaked some information regarding MegaLatios and MegaLatias:

    MegaLatios: Dragon/Psychic w/ Adaptability
    80/80/110/180/110/140

    MegaLatias: Dragon/Fairy w/ Multiscale
    80/80/110/110/180/140

    Source:
    https://twitter.com/Parque_Compi
    http://www.smogon.com/forums/threads/latios-and-latias.3493226/

    Holy fucking shit...

    For the record, Draco Meteor from max investment MegaLatios hits Blissey for 55% damage minimum, and its Psyshock hits x1.1 as hard as MegaMewtwo Y's Psystrike with identical investment.

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