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Topics - joshcja

Pages: 1 2 [3]
31
Movesets / Satori
« on: August 10, 2013, 06:33:21 PM »
http://thpp.supersanctuary.net/wiki/Satori

Type: Heart
Ability: Trace
Hp: 95
Atk: 60
Def: 80
SpAtk: 120
SpDf: 85
Spd: 90

Sometimes I think Satori really is hated (T_T), with a respectable 95/80/85 bulk and 120/90 omgsweeper offensive stats alongside monoheart typing, trace, and access to manabeam there's really no other reason that this little mind reader is as underused as she is.

Sub/Cm
Satori @ Salac Berry
Ability: Trace
EV's:252 SpAtk/252 Spd/4 SpDf
Nature: Modest (+ Spatk/- Atk)
-Substitute
-Calm Mind
-Mana burst
-Signal beam

Usage: After scouting and removing her counters, pop out this adorable little threat on a weak or resisted/immuned (trace <3) special attacker set up and roll over teams. Anyone who's played against this set knows just how terrifying this thing gets with a CM or two under its belt and after triggering salac satori out speeds + speed 140's.

Counters: Monoheart naturally walls manabeam, but monoheart also cant do much to satori unless they're packing energy ball so no worries, priority has to deal with substitute, ditto for status making all of the above checks to satori at best and speed bumps at worst. On the other hand phasers counter satori like no other...unless she's copied gatekeeper/soundproof. Yup, satori can bypass almost all of her counters with the right setup, thankfully she really only gets 1 shot at setting up with a single layer of spikes on the field and needs a few turns to get rolling so feel free to just bum rush her.

Dedicated counters: Ad Meiling, Suika, Physical D Mokou. These 3 are about as close as you get to hard stops to satori.

Support: Satori works well with just about any special hole puncher or thing that makes Yoshika want to roar. Magic stones cover pretty much all of her checks and obviously spikes are useful, wish support is an option for long games because satori lacks recovery but unless your playing against full stall its rarely needed.

Options: Are limited due to recollection being broken on shoddy, you can swap out mana burst for T bolt or ice beam to hit a few annoying mons (Z fairy) but thats about it. If your playing on cart she can run a nice all out attacker+transform set with psycho boost though.

32
Movesets / Helper Eirin
« on: July 12, 2013, 03:57:13 PM »
http://thpp.supersanctuary.net/wiki/Helper_Eirin


Miasma/Water

HP: 140
Atk: 70
Def: 90
Spd: 95
SpAtk:100
SpDef:55

Abilities: Natural cure/Synchronize

Why, dear god why, is this not on standard suspects? With a rockin physical body of 140/90 and an insane 95 speed H Eirin is an absolute monster stat wise with fantastic defensive and offensive typing and the movepool to back it all up. Oh and she has natural cure, but seriously, 95 speed, on a wall with 100 special attack.

Recommended set: (So many bad names I could give this, just make one up)

(No you dont get to look at Eirin again)
The Only Set

Helper Eirin @ Leftovers
Ability: Natural Cure
EV's:Def 252/ Spd 236/ SpAtk 22
Nature: Bold (+Def/-Atk)
-Aqua Shower/Hydro Pump
-Poison Bomb/Mana burst/Toxic/Hypnosis
-Recover
-Burn Powder

Usage: Attack Suwako is THREAT to so many things, Tailwinders are often running lum to avoid annoying burn. Sub CM flat out sets up on slower walls. Ya, fuck that noise, H Erin out speeds 90 base fully invested with no plus speed nature as well as +Speed base speed 80 puppets with the given EV's. H Erin can then proceed to OHKO anything weak to aqua shower/Hydro pump or simply burn stall them out with her Yoshika level physical bulk. Swapping her in is pretty damn easy given her messload of resistances (6 in total) and neutral hits. P bomb covers the ever annoying star forms and D Kayuga, mana burst hits Sara who can otherwise set up on poor Eirins face with her own crazy bulk (Inb4fanfic) and Hypnosis wrecks havoc on the special attackers your opponent will be sending in to pick on that terrible spec def stat.


Support:
A combination of H Eirin/Bulky Nature/Steel is amazing when given the right team mates since literally anything not covered by your core can be covered by a typing that gives immunity (Steel/earth/flying) or an ability (levitate, flash fire, volt absorb) and can be fast attacked or set up on. T Aya gets big props here as she can both twister and loves wish heals cause brave bird everything.

Counters: Namazu takes absolutely nothing from any of HEirins moves and can 2 hit Ko with ease via discharge. Past Fishy its a good idea to hit HEirin on her weaker spdef stat, 55 special Def its the price H Eirin pays for her otherwise amazing stat spread and with weaknesses to the common earth and reason types alongside a less used wind vulnerability she's forced out by just about any strong special attacker faster than her on the revenge kill.  She also hates spikes. Hard counters to HEirin are highly dependent on her second attacking move, Seiga, Sariel, (T)Byakuren, and the Shikieki forms can all come in on Poison Bomb HEirin and force her out with ease however they really do not enjoy taking mana bursts. On the other hand (D)Kayuga, DDaiyousie, A Patchy and the Star Saphire forms can easily take on Mana Burst HEririn, P bomb can completely ruin them though.

Options: With a swimsuit (inb4fanart) and timid+max speed spec attack Eirin also makes a fearsome bulky attacker. Just in case you want to mix things up.

33
Teambuilding / Because Aggro
« on: July 11, 2013, 07:41:31 PM »
Since just about everyone has seen this team now I may as well post it. Not really an optimal team since my approach to teambuilding is pretty much "Man, nobodys using this set, I wonder how bad it is lemme stick it on a team with 5 other fun things" or "Man Ima kill you with waifu powah". I'll probably throw some stallier/balanced/gimmicky/ teams up later (when I stop having 4 move slot/6 puppet syndrome on all of them) but meh, aggro's just too fun.

RainScreen

Kotohime aka Annoying



Item:Lum/Lefties
EV's:HP 252/SPD 252/Def 6
Nature: timid
Ability:OwnTempo

Encore/Signal Beam
Light Screen
Reflect/Sleep Powder
Spikes

Yup, Hyper aggro lead with no attacks...wut? Yaaaaa 120 base outspeeds just almost everything in the lead spot not named aya or speed medicine and with her bulk she can pop the appropriate screen and encore lock the opponent into spikes/Setup move if they get cheeky or just send em to sleepy land. Throw up a layer or 2 of spikes if their lead is really nonthreatening and then go into the business mons with a big ole damage reduction to set up on and a choice locked/sleeping target. When the nuke of choice finally dies feel free to send kotohime back in to do more hellish annoying. Man does she hate taunt though so signal beam is certainly an option.

Attack Murasa aka TheBoss



Item:Swimsuit/Lum/Leftovers
EV's: HP 46/ Spd/212/SpAtk 252
Nature: Modest
Ability: Swift Swim

Destiny Bond
Hydro Pump
Rain Dance
Shadow Ball

Yup, this is the only set The Boss runs, all hydro pump, all the time, The Boss dosent care about your silly accuracy and coverage, those would only detract from her battleship flipping torrent of pure, unadulterated Boss. A murasa comes in sets up rain for damn near free and sits behind her huge phys bulk and a light screen. Then she flat out kill murders anything thats not a specially bulky nature type. No, she just drags those to the briney deep with her via faster than everything D bond. The Boss isnt here to sweep though thats certainly a nice bonus if it happens. Nope, she's here to blow holes in the opposing team, she also baits out Star Sapphire forms and D Kayuga nicely and those are big trouble for the teams main sweeper. Dark immunity and her handy resistances also make her the physical bulk of the team. The boss does work (Man do I love this puppet, in case you couldn't tell)

Attack Kazami aka PimpSuit



Item: Special Bloomers (Choice Band
EV's: HP 4/ Atk 252/ Spd 252
Nature: Jolly
Ability: Overgrow

Power Whip
Soar
Earthquake
Poison Jab

The teams only ground immunity and one of 2 fast hard hitters. Come in on the revenge kill or a predicted earth/nature/beast move and hit the appropriate move, kill things. Easy out to the nature tanks that murasa would otherwise need to D bond and a free swap out of agi doll 's dreaded ground weakness. Hit buttons, kill things. Pimping IS easy.

Advent Marissa aka Thief



Item: Special Bloomers (Choice band)
EV's: HP 4/ Atk 252/ Spd 252
Nature: Jolly
Ability: Advent

Double-Edge
Extreme Speed
Trick
VoltTackle

Revenge killer/hard hitter#2, clears out annoying ghosts/faiths with D edge or E speeds off something that managed to set up in the midst of the teams onslaught and my personal middle finger to Yoshika's everywhere. Banded Yoshika 4 best Yoshika. If the way is clear just volt tackle all the things and win. theres probably something out there with better typing for the job but mari is just fun to use, also waifu in waifumon.

Goliath Doll aka BraverMiss



Item: Leftovers/ Lum berry
EV's: HP:42/ Atk 252/ Spd 216
Nature: Jolly
Ability: Maintenance

Braver
Earthquake
Tailwind
Psycho cut/Explosion/Giga Impact/Body Slam/Poison Jab/brick break/night slash

Tail Doll is insanely strong if it gets a chance to set up to +2 speed/attack and oh look, dual screen encore Kotohime. Take out her counters, set up, roll teams. Or miss braver, that works too. I prefer lefties/psycho cut simply because D hina, and maintenance already covers status quite nicely. The teams main sweeper and second phys tank. Alice does good work?

Namazu aka FISHIE!!!



Item:Chesto berry
EV's: Atk 252/ SpDef252/ Def 4
Nature:Careful
Ability: Water Absorb
Sprite: Shiny (Pinkfish)

Body Slam
Curse
Earthquake
Rest

Sir, you are in for a bass whoppin (I am so sorry) when this comes in, the teams only special tank and the necessary hard counter to Nitori this fish nevertheless can sweep teams by abusing its fantastic defensive typing and big ole HP stat to curse up, resto chesto, and do a pretty good Sendai impersonation.

Note: it is absolutely necessary that Namazu be pink, without the shiny sprite he loses the pure source of his power.

Thoughts/Useage on/of team

Originally this was a rain team with no less than 3 swimmers kotohime and T sanae (If you think this is bad keep in mind that my first team ran uh....6 alices). I was bad at the game. Anywho I'm only terrible now and the team has turned into something totally different.

This team is all about big threats that flat out murderkill or just set up on walls coupled with a screen abuser/spiker and fast attackers with a dash of trick/D bond to up the pressure even more. Its pretty simple and requires suprisinly little prediction for such an agressive team thanks to the combination of screens and bulk on the core of A murasa/goliath doll and namazu. That said the team has a whopping 3 earth weaknesses (on its core no less) with 1 immunity and has problems with water/nature dual types, thankfully attack kazami is here to glue the team together. Oh, and this team hates taunt, a lot. On a final note goliath doll can be dropped for tailwind momiji however I really wanted to minimize the damage nitori could do to the team on a stolen sweep and dolls ability to swap in on status has just been a godsend. In closing fun team is fun, firing off A murasa hydro pumps just feels powerful, sending a mechanized doll out to make your foes cower in fear (and hear the lamentations of their women), or hitting things with a fish like Jackie Chan in his prime is just smile inducing.


34
Movesets / Rin
« on: June 23, 2013, 05:59:29 PM »


http://thpp.supersanctuary.net/wiki/Rin


Base stats:
HP:90
Atk:95
Def:80
Spd:95
SpAtk:70
SpDef:90

Abilities: Intimidate/Flash Fire

At first glance Rin is mediocre in every way, 4x weakness to water means aqua jet is her bane and no really outstanding stats. Ya, that impression is wrong. First of all with intimidate and a sandstorm boost rin effectively has 120/135 base defenses, she resists ghost, steel, nature, and can have fire immunity and only has 2 weaknesses, add that to a useful attack stat and decent speed and you have an amazing defensive pivot.

LOLOLOLOL Youki

Rin @ Leftovers
Ability: Intimidate
EV's: 252 Hp/@252 Def/4 spd atk or spdef
Nature:Impish
-Wilo Wisp
-Wish
-Detect/roar/crunch
-FlareBlitz/Fire punch

Usage: This set is good at what it does in or out of the sand, and what it does is flat out stop physical sweepers while providing wish support. Momiji used tailwind?Youki used Swords dance? Sendai used curse? Ya Rin does not give a damn, she can hop in wilo wisp/wish detect/roar/flare blitz/crunch and leave that poor little sweeper either crippled or dead. Roar lets you get spikes damage on predicted switches and wish is just good team healing. This is probably the set that best abuses her stats and typing.

Counters: Water/flying puppets and attacks in general force Rin out, though she can still abuse intimidate on threats like A Suwako with decent prediction (and luck) via pivot switching. However she flat out cannot come in on A Reimu Attack Yuugi or the Komachi forms. Plus due to her healing being wish based she really hates spikes/toxic. She also cannot do much to a wall that resists Flare blitz/Crunch aside from tossing a burn on it.

Support: Sand + team mates that can Rin's weaknesses and aromatherapy/heal bell support can transform Rin into one of if not the most ridiculously difficult to break down lonely pivots in the game.

Options: Rin has a pretty huge movepool that can allow her to play everything from special pivot to cursing E killer, the above is simply her mainstay set. Feel free to play around with her nifty movepool.

TL:DR: Try the kitty, if only cause her shiny sprite is awesome.

35
Movesets / Sara
« on: June 23, 2013, 04:19:37 PM »


http://thpp.supersanctuary.net/wiki/Sara


Base stats
Hp: 140
Attack:100
Def:60
Spec Attack:40
Spec def: 120
Spd: 40

Abilities: gate keeper/guts

Say hello to snorelax...I mean Sara. this bulky beauty does everything the little road block that could does, and a lot more. With her combined Hp/SpDef stats of 140/120 she can tank special hits for days, combine that with her outstanding buff pool and 100 base attack, guts and gatekeeper and you have one hellish bulky sweeper.

Set 1: RestTalker.

Sara @ Leftovers
Ability: Gatekeeper
Ev's: 252 hp/252 spdef/4 atk
Nature: Careful (+ Spdef/-SpAtk)
-Submission
-Rest
-Bulk Up
-Sleep talk/Earthquake/Steel Fist

Usage: This is Touhou, our gatekeepers take naps on relaxing days, this is the source of their power. See they're not JUST napping, they're secretly doing full body cardio and bench pressing sleepy sheep. Don't believe me? Pop Sara in on a special threat or dedicated wall and go to town, with a bulk up or 2 up there's very little in the game that can threaten a 2 or even 3 hit KO, rest talking lets you pretty much ignore status effects and they cant even roar you out. Sadly you are restricted to 1 attacking move, but hey, who cares about type charts when your at +6 attack?

Set 2: FAAALLLCOOON PUUUUNCH

Sara @ Leftovers
Ability: Guts
EV's 252 Spec Def/ 252 attack
Nature: Adamant (+ =atk/-spatk)
-Mach punch
-Steel fist
-Earthquake
-Belly Drum

Usage: Yup. set does what it says, come in on something you can tank a hit or 2 from or ideally something that throws status on you (surprisingly easy to do really) drum up, mach punch all the things, steel fist is for coverage EQ is because Yoshika. Wish I could write more on usage but ya, that's it. Drum>murder everything not much lives a +6 guts mach punch with a layer or 2 of spikes up.

Set 3: Doesnt Subpunch


Sara@Leftovers
Ability: Guts
Adamant nature
252 Atk/176 Def/80 SDef
-Substitute
-Focus Punch
-Steel Fist
-Mach Punch/Earthquake




It's quite effective- even without HP or SDef investment (which doesn't add up to much actual bulk anyway) you can get a Sub up quite easily and proceed to smack the tar out of stuff. Mach Punch lets you finish the odd thing that lives a Focus Punch while not being dead-weight against fast offense, and Steel Fist gives you coverage. Running Guts over Gate Keeper accentuates Sara's power at smashing defensive mon's faces in, though I could see running Gate Keeper to get subs up more comfortably. It also gives most of Sara's traditional counters a really hard time- Darks can't predict around Steel Fist when coming in as easily if you're packing Sub, and Yumeko doesn't enjoy being Focus Punched.

Counters-Rest talk:
anything that can 2 hit KO (Dark Alice, A Utsuho, A Remilia, Flandre forms etc) you or packs taunt/haze and does more damage to you than you do to them (Aya forms, vanilla Rumia). Any of these can flat out destroy Sara if they come in on a rest, good news is almost nobody actually runs taunt/haze or super boom attackers for some reason, if they do, eliminate em and run all over their team.

Counters-Belly Drum: Fast physical fliers/reason types/darks with high def. Physical walls with roar. Its worth noting that you will likely have to sac something to get these in cleanly because mach punch at +6 guts 2 hit KO's just about anything it doesn't 1 hit KO after spikes. If she's toxiced feel free to try and detect stall for the kill.

Counters-Doesnt Subpunch: Bulky reason types/extremely bulky flyers/Bulky Phasers can swap in freely on Subpunch and either break her sub and force her out or phase her away to deal with later as long as she isnt packing a guts boost. Magic Stones in particular gives 0 fucks about unstab steel fist.

Support: Aromatherapy and wish passing can give both Sara sets more than 1 shot at setting up. Also uuuuh, run things that tank dark/reason moves aimed at her? Sans that she's pretty much a one woman army who can fit onto almost any team and wreck shop with minimal support.

Options: Gatekeeper is useable on the drum set with a lum berry and you can swap sleep talk out for a 2nd attacking move on the restalk set and just play resto chesto curse. Sara has really nice special def and an OK status movepool, sadly Ad Meiling had reliable recovery and fills the role of a pure wall better.

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