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Messages - Rhetco

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31
Creative Conundrum / Re: Mega Touhous
« on: December 01, 2013, 08:58:42 PM »
Mega Suwako
No stat , typing, or ability changes.

Learns Silver Wind and extrasensory

Yes please

32
Creative Conundrum / Re: Mega Touhous
« on: November 22, 2013, 01:02:04 AM »
Mega Speed Aya
Flying/Wind
Ability: Speed Boost

255 speed

no other stats

33
ROM Hacks + General Discussion / Re: Shiny Puppet Gallery
« on: November 04, 2013, 10:44:47 PM »
I guess I might as well post this here









rip in peas you glorious bastard ;_;7

34
Shoddy Touhoumon Info/Discussion / Re: *tease*
« on: October 27, 2013, 04:01:42 PM »
FISH LADY

35
I like the idea of having "standard" follow JP official, while having stuff like the TD cast in their own tier. It would be good for experimenting, and if it doesn't work out, it'll be easier to go back to what we have now than if we made another server. It's certainly worth a try, in my opinion.

36
ROM Hacks + General Discussion / Re: Regis in Touhou Emerald?
« on: September 18, 2013, 05:37:07 PM »
To be more specific, AdMeiling replaces Relicanth and SFlandre replaces Wailord. None of the Regi replacements have suicide moves, so you don't have to worry about that.
Meilings are common enough that she should be easy to find.
Flandre hunting is best done on Victory Road; she's much more common on VR's second floor than she is in the Safari Zone.

37
Movesets / Re: [WIP] Speed Flandre
« on: August 31, 2013, 09:29:46 PM »
Weaknesses:
Steel, Faith, Heart, Earth and Water.

This is incorrect. Fire resists Steel, so SFlan isn't weak to it.
The other four are correct though.

38
Movesets / Re: Please read before posting a thread in this section.
« on: August 27, 2013, 07:33:27 AM »
What sort of push would I have to make in order to get links to the puppet's wiki page to be mandatory or at least standard in each analysis?

That isn't half bad of an idea. I'll go do that for the sets I've written.
Also I guess we could go pester Doesnt and Shanks to do that for the sets written by people who vanished form shoddy.

39
Movesets / Re: List of Analyses
« on: August 26, 2013, 12:02:52 PM »
I don't really see the point in making sets for Chibi forms. We rarely ever play LC, so not only would it be hard to test viability, but the sets that actually manage to get written would never see any use.

40
Movesets / Shingyoku-F
« on: August 17, 2013, 04:45:17 AM »

Shingyoku-F  (wiki)

Type: Faith/Fire
Ability: Pressure

HP: 80
Atk: 45
Def: 100
Sp.Atk: 100
Sp.Def: 170
Spd: 45

It isn't an overstatement to say that Shingyoku-F has amazing special bulk. Not only does she have the 3rd highest Special Defense in the game, but she also gets Calm Mind, allowing her to wall a huge amount of puppets, should she be given a chance to set up. Depending on the investment you give her, Shingyoku's Special Defense can reach up to 723 after a single Calm Mind, and when paired with her decent 100 Special Attack, she does a very good job of taking damage while dealing damage. Her physical bulk may seem lack-luster in comparison, but with good team support Shingyoku-F can lead to easy wins.

However, it isn't easy for her to sweep. First of all, She doesn't have any reliable recovery. Pain Split and Rest are the only moves Shingyoku learns that let her heal, and she doesn't even get Sleep Talk to compliment the latter. Second of all, Shingyoku is really slow. She's so slow that even Yuuka out-speeds her,  which is silly. Also, she's a Fire type with only decent Defense in a game full of Earthquakes. That tends to be bad as well.


Special Wall/Attacker
Item: Leftovers
Ability: Pressure
Nature: Bold or Calm
Evs: 248 HP/252 Def/8 SDef if Bold,
        248 HP/252 SDef/8 Def if Calm
-Calm Mind
-Extrasensory
-Flamethrower/Fire Blast
-Pain Split/Rest

Before I say anything else, I first want to talk about Shingyoku's Nature and EV spread.
This spread can be a big deal depending on your team, and how you want her to play. Bold is for if you want Shingyoku to be capable of taking a physical hit when in dangerous situations, while Calm is for if you strictly want her to take special hits, and be damn good at it.
To hopefully make this decision a bit easier for you, I've compiled far more than necessary a decent amount of damage calculations.
Please note that all opposing puppets in these calculations have 252 EVs in their respective attacking stats.

Bold
TAya Adamant Brave Bird
142-168 (39.01 - 46.15%) -- guaranteed 3HKO

Chen Jolly Double Edge
236-278 (64.83 - 76.37%) -- guaranteed 2HKO

Chen Jolly Heat Claw
198-234 (54.39 - 64.28%) -- guaranteed 2HKO

SYoumu Jolly Shadow Dance
121-144 (33.24 - 39.56%) -- 21.83% chance to 3HKO

AdCirno Jolly Ice Ball
103-123 (28.29 - 33.79%) -- possible 4HKO

AdCirno Jolly Ice Ball +1
154-183 (42.3 - 50.27%) -- guaranteed 3HKO

SKomachi Jolly Waterfall
84-100 (23.07 - 27.47%) -- possible 5HKO

SKomachi Jolly Waterfall +2
168-198 (46.15 - 54.39%) -- 5.86% chance to 2HKO

AFlandre Adamant Thrash
237-280 (65.1 - 76.92%) -- guaranteed 2HKO

Tensoku Impish Earthquake
140-166 (38.46 - 45.6%) -- guaranteed 3HKO

Tensoku Impish Explosion
348-410 (95.6 - 112.63%) -- 75% chance to OHKO


Yumemi Timid Luster Purge
240-284 (65.93 - 78.02%) -- guaranteed 2HKO

Yumemi Timid Mana Burst
180-212 (49.45 - 58.24%) -- 66.02% chance to 2HKO

Dark Alice Timid Luster Purge
260-308 (71.42 - 84.61%) -- guaranteed 2HKO

Dark Alice Timid Mana Burst
198-234 (54.39 - 64.28%) -- guaranteed 2HKO

AdYukari Modest Draco Meteor
150-177 (41.2 - 48.62%) -- guaranteed 3HKO

AdYukari Modest Draco Meteor +2
297-351 (81.59 - 96.42%) -- guaranteed 2HKO

AUtsuho Timid Energy Ball
101-119 (27.74 - 32.69%) -- possible 4HKO

AUtsuho Timid Air Slash
94-112 (25.82 - 30.76%) -- possible 4HKO

TToyohime Modest Earth Power
204-242 (56.04 - 66.48%) -- guaranteed 2HKO

Rikako Timid Psycho Boost
312-368 (85.71 - 101.09%) -- 6.25% chance to OHKO

Rikako Timid Mana Burst
204-240 (56.04 - 65.93%) -- guaranteed 2HKO

ARin Timid Binding Voice
156-186 (42.85 - 51.09%) -- guaranteed 3HKO

APatchouli Modest Mana Burst
158-188 (43.4 - 51.64%) -- guaranteed 3HKO


AFTER CALM MIND

Yumemi Timid Luster Purge
162-192 (44.5 - 52.74%) -- guaranteed 3HKO

Yumemi Timid Mana Burst
120-144 (32.96 - 39.56%) -- 18.51% chance to 3HKO

Dark Alice Timid Luster Purge
174-206 (47.8 - 56.59%) -- 35.16% chance to 2HKO

Dark Alice Timid Mana Burst
132-156 (36.26 - 42.85%) -- 96.68% chance to 3HKO

AdYukari Modest Draco Meteor
100-118 (27.47 - 32.41%) -- possible 4HKO

AdYukari Modest Draco Meteor +2
198-234 (54.39 - 64.28%) -- guaranteed 2HKO

AUtsuho Timid Energy Ball
68-80 (18.68 - 21.97%) -- possible 6HKO

AUtsuho Timid Air Slash
63-75 (17.3 - 20.6%) -- possible 7HKO

TToyohime Modest Earth Power
134-162 (36.81 - 44.5%) -- 99.93% chance to 3HKO

Rikako Timid Psycho Boost
206-246 (56.59 - 67.58%) -- guaranteed 2HKO

Rikako Timid Mana Burst
134-162 (36.81 - 44.5%) -- 99.93% chance to 3HKO

ARin Timid Binding Voice
104-126 (28.57 - 34.61%) -- possible 4HKO

APatchouli Modest Mana Burst
106-126 (29.12 - 34.61%) -- possible 4HKO
Calm
TAya Adamant Brave Bird
196-232 (53.84 - 63.73%) -- guaranteed 2HKO

Chen Jolly Double Edge
326-386 (89.56 - 106.04%) -- 37.5% chance to OHKO

Chen Jolly Heat Claw
270-320 (74.17 - 87.91%) -- guaranteed 2HKO

SYoumu Jolly Shadow Dance
169-199 (46.42 - 54.67%) -- 9.38% chance to 2HKO

AdCirno Jolly Ice Ball
144-169 (39.56 - 46.42%) -- guaranteed 3HKO

AdCirno Jolly Ice Ball +1
213-252 (58.51 - 69.23%) -- guaranteed 2HKO

SKomachi Jolly Waterfall
117-138 (32.14 - 37.91%) -- 0.71% chance to 3HKO

SKomachi Jolly Waterfall +2
231-273 (63.46 - 75%) -- guaranteed 2HKO

AFlandre Adamant Thrash
328-387 (90.1 - 106.31%) -- 37.5% chance to OHKO

Tensoku Impish Earthquake
194-230 (53.29 - 63.18%) -- guaranteed 2HKO

Tensoku Impish Explosion
483-569 (132.69 - 156.31%) -- guaranteed OHKO


Yumemi Timid Luster Purge
186-222 (51.09 - 60.98%) -- 92.58% chance to 2HKO

Yumemi Timid Mana Burst
140-168 (38.46 - 46.15%) -- guaranteed 3HKO

Dark Alice Timid Luster Purge
204-242 (56.04 - 66.48%) -- guaranteed 2HKO

Dark Alice Timid Mana Burst
152-182 (41.75 - 50%) -- guaranteed 3HKO

AdYukari Modest Draco Meteor
117-138 (32.14 - 37.91%) -- 0.71% chance to 3HKO

AdYukari Modest Draco Meteor +2
232-274 (63.73 - 75.27%) -- guaranteed 2HKO

AUtsuho Timid Energy Ball
79-93 (21.7 - 25.54%) -- possible 5HKO

AUtsuho Timid Air Slash
75-88 (20.6 - 24.17%) -- possible 6HKO

TToyohime Modest Earth Power
158-188 (43.4 - 51.64%) -- guaranteed 3HKO

Rikako Timid Psycho Boost
242-288 (66.48 - 79.12%) -- guaranteed 2HKO

Rikako Timid Mana Burst
158-188 (43.4 - 51.64%) -- guaranteed 3HKO

ARin Timid Binding Voice
122-146 (33.51 - 40.1%) -- 38.43% chance to 3HKO

APatchouli Modest Mana Burst
124-148 (34.06 - 40.65%) -- 55.81% chance to 3HKO


AFTER CALM MIND

Yumemi Timid Luster Purge
126-150 (34.61 - 41.2%) -- 70.17% chance to 3HKO

Yumemi Timid Mana Burst
96-114 (26.37 - 31.31%) -- possible 4HKO

Dark Alice Timid Luster Purge
134-162 (36.81 - 44.5%) -- 99.93% chance to 3HKO

Dark Alice Timid Mana Burst
102-122 (28.02 - 33.51%) -- possible 4HKO

AdYukari Modest Draco Meteor
78-93 (21.42 - 25.54%) -- possible 5HKO

AdYukari Modest Draco Meteor +2
156-184 (42.85 - 50.54%) -- guaranteed 3HKO

AUtsuho Timid Energy Ball
53-63 (14.56 - 17.3%) -- 9HKO at best

AUtsuho Timid Air Slash
51-60 (14.01 - 16.48%) -- 9HKO at best

TToyohime Modest Earth Power
108-128 (29.67 - 35.16%) -- guaranteed 4HKO

Rikako Timid Psycho Boost
164-194 (45.05 - 53.29%) -- 1.17% chance to 2HKO

Rikako Timid Mana Burst
104-126 (28.57 - 34.61%) -- possible 4HKO

ARin Timid Binding Voice
84-98 (23.07 - 26.92%) -- possible 5HKO

APatchouli Modest Mana Burst
84-100 (23.07 - 27.47%) -- possible 5HKO

Calm Mind is Shingyoku's best friend. I know that I've said this before, but it's important enough that it deserves saying again. Extrasensory and Flamethrower/Fire Blast are your STABs, and most efficient ways of attacking. Flamethrower is better if you want Shingyoku to stay in for a long time, while Fire Blast is for hitting hard on a predicted switch, then getting the hell out. (Or not; depends on what is sent out) The reliability of your recovery move depends on what set you're running. If you run the slightly more situational Calm set, Rest can be a life saver due to it taking off statuses like Toxic, which is a huge deal for Shingyoku; however, it can also put you in danger since opponents can send in physical Beast/Earth/Reason types while you are sleeping. Pain Split is nice since it damages enemies and heals you at the same time, but can be even more situational than Rest since it only works if your enemy is healthier than you are.


Other Options
  Will o Wisp - Wisp is a great way to deal with physical attackers, meaning it can help out with one of Shingyoku's biggest issues. With proper predicting, you can burn the opponent when they switch in. It's arguable that you could get one of her team mates to use this for her, but it serves as a nice addition nonetheless.
  Shadow Ball - Despite being her only usable coverage on Reason types, it isn't incredibly useful. I ran this move for months and it rarely served any good purpose. However, it can help her deal with the occasional Reason/Faith type, since they resist both of your STABs.
  Substitute - Another option for when you expect the opponent to switch. It can be useful for letting you properly choose which move to use. Just don't expect it to block out Toxic or anything - you're still one of the slowest puppets around.
  Spite - While not usually the best move, Spite's 3-6 PP decrease range (including the PP required to use the attack) gets buffed to a nice 4-7 when using Shingyoku, due to Pressure. This can be amazing for when trying to stall puppets who were blessed with reliable recovery, as well as ruining the PP of puppets trying to smash you with big attacks. If you can decide on which move to get replaced, then go ahead and try it.


Team Support
Keeping Shingyoku healthy is one of the biggest issues with her. Keeping her at high HP is important, but she's so slow that she's bound to take lots of hits. Fortunately, team-support is a thing that exists, so you should probably give it a try.
  Spinners - Incredibly useful, as that 25% damage caused by spikes puts Shingyoku at a severe disadvantage. DHina and DMeiling can be useful due to their high Defense stats which compliment Shingyoku, but you may want to go for something that doesn't share a weakness to Reason, like Kogasa.
  Clerics - As I mentioned before, Toxic is a huge deal for Shingyokus that don't run Rest. Getting Toxic off Shingyoku is vital to her success. TYuuka tends to work well, since she can use Aromatherapy along with Leech Seed for Shingyoku & company to abuse.
  Spikes - Gives Shingyoku a nice edge to her attacks. Shingyoku with +1 Sp.Atk can 2HKO Calm DDaiyousei with Fire Blast after one layer of Spikes, and can 2HKO her with Flamethrower after three layers of Spikes. They also let her make quick waste of Yumemi, who just barely manages to bulk out Flamethrower when Spikes aren't set. Sakuya and Mamizou are great spike setters, since they can also disable opponents with accurate freezes and sleep. (Respectively)
  Star, HStar and HNazrin can all pass over Barrier to Shingyoku, which can give her a much needed edge on her Defense. Calm Shingyoku can take three Earthquakes from Jolly ASuwako after Barrier, and four Earthquakes after two Barriers. This works especially well when running Rest, since it can be used to stall out the opponent's PP. (Which is easy because oh hey Pressure)


Counters
  A full HP Shingyoku is an annoying Shingyoku, simply due to the fact that she refuses to be OHKO'd. For example, Adamant AYuugi's Earthquake has a 6% chance of OHKOing Bold Shingyoku, while the other 94% gives her a chance to do whatever the hell it is she's trying to do. (And it must be a damn good reason if she's staying in on AYuugi)
But with that said, any Earth type with at least 125 base Attack can OHKO her with banded Earthquake.
  She also tends to incapable of doing any impressive damage unless you let her set up, so any Super-Effective Physical hit is likely to 2HKO her, even if Bold, with no major damage done to your puppet. (Unless she hits a weakness) For this reason, Speed Rin with Flash Fire can make a solid counter for her, since Heat Claw does 56.04 - 66.48% of Shingyoku's health, and Extrasensory can't deal more than half without investment.
  Rest is useful for Shingyoku when she only has special attackers going at her, but it makes her easy bait for practically any physical attacker that can hit her for more than NFE damage, even if she's running Bold.
  Shingyoku has a huge problem keeping at high HP. She may be annoying when she first gets sent out, but due to her pathetic speed it's impossible for her to not take damage, and Toxic only makes her situation worse. Non-Rest Shingyokus are easy to ruin with Toxic, and Shingyokus that do run Rest can be baited into using it, which sets herself up for any physical attacker on your team.

41
Movesets / Re: Attack Sanae
« on: August 16, 2013, 01:15:33 AM »
She could try a TWave/Aqua Shower/Wish/Detect set, too. The idea would be to paralyze things, recover whatever damage you're facing, then use the high current HP to either Aqua Shower whatever before they hit you or Aqua Shower-ing the switch-in. It could surprisingly work, and hey, it's good for support: you've got paralysis, wish support and Detect scouting, and that Aqua Shower is bound to hurt.

That actually sounds pretty interesting. I'd like to see that in action.


...And don't forget about TSanae!

42
Congrats. Now get back to work, and no breaks ever.

43
Movesets / Re: Attack Sanae
« on: August 16, 2013, 12:48:50 AM »
Quote from: Naï
Did you place your priority on paralyzing things?

Like I mentioned myself earlier, the accuracy drop doesn't really do much if it's not stacked with paralysis.
She has to somehow paralyze things (possibly having to switch out and back in the process) before bothering with Muddy Water in the first place. The point is how that'd be done, and if it'd be worth doing. Otherwise, Aqua Shower/Surf are better options.


Of course I tried to paralyze things. How else is Attack Sanae going to out-speed Attack Mystia? (Though I'll admit that this is my fault. I should have mentioned that AMystia was paralyzed in my previous post.)

44
Movesets / Re: Attack Sanae
« on: August 15, 2013, 08:42:37 PM »
Alright, so I've used Nai's ASanae set a few times to see how it would work, and kept track of moments that I considered to be important.

In the first battle, she went up against a DKanako that lost 50% of it's health to Muddy Water, and had an accuracy drop. The DKanako then used Force Palm which managed to paralyze ASanae.
The DKanako then fainted due to Leech Seed and Toxic, which knocked off the remaining 15% of her health.
After doing calculations, I've learned that surf would have done around 60%, resulting in the exact same outcome. Aqua Shower would have OHKO'd since ASanae was above 80% health, and would have protected her from being paralyzed.

In the second battle, ASanae went up against an AMystia. Muddy Water took out 81% of it's health, and dropped AMystia's accuracy. She then retaliated with a Performance that knocked off 79% (since ASanae was affected by Heart's Eye earlier) of ASanae's HP, bringing her down to 6 HP.
This was another situation where Surf would have had the same outcome, but Aqua Shower would have OHKO'd, saving ASanae a ton of health.
HOWEVER, I feel I should mention that on the next turn she was hit by AChen's Heat Claw, which would have OHKO'd her no matter which move she had used on AMystia, meaning that all three of the moves would have lead to the same result.

In other tests ASanae didn't manage to do anything spectacular, and over all didn't feel as useful as her team mates.
With all this, as well as my past experiences using MW ASanae, I'd honestly say that Aqua Shower is the better choice, with Surf being an additional option if you don't think you can keep her healthy.

Now if you'll excuse me, I'm going to go hang myself or something because I hate making long forum posts and Shanks is already face-desking and we need to save his brain

45
Movesets / Re: Attack Sanae
« on: August 15, 2013, 05:06:03 PM »
As someone who actually used Muddy Water ASanae for a while, I can honestly say that it did not pull up it's weight.
There were almost no situations where Surf would not have been more useful.

Just because something gets Serene Grace doesn't mean that is has to abuse it. Attack Sanae is called Attack Sanae for a reason.
...besides, Tech Sanae is both faster and bulkier than Attack Sanae, so if you want to use a hax set, why not just use her?

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