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Messages - DoctorShanks

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16
General Metagame / Re: Calculating Defensive EV spreads
« on: December 12, 2014, 05:58:24 PM »
Before I post here, I'd like to start off with this link in case someone may find it useful. <--- This is a calculator that should help players with Defensive EV spreads.

I haven't actually read the OP, but it's true that customized EV spreads are the way to go. It's also true that a lot of them need to be redone, however, by the time I learned about how to efficiently EV something myself, most of the move-sets were already posted, and I didn't actually look twice.

No one asked for my opinion, but here it is: 252/252/4 is always a great place to start; copying an EV spread for a puppet built for another team and/or to take certain hits may or may not be actually useful for one's team. As you play more games, you can edit the above 252/252/4 according to your own needs. A simple damage calculator can help with this. To simplify what this thread doesn't simplify, unless your puppet is named "Kaguya" or "Orange," you're probably going to want to pump HP more-so than defenses.

Moved over to General Metagame. I'll have more to say once I make a better effort to understand the numbers in the OP.

17
Teambuilding / Re: my team that needs help
« on: October 29, 2014, 01:56:56 AM »
Just taking a quick look at this team.

Attack Tenshi doesn't need Sturdy in a game where OHKO moves aren't allowed. Sturdy unfortunately does not act like Focus Sash in gen 3. Hisouten would weaken Rain-boosted Water-type moves (though I'd be surprised if she still survived one).

The role that AdMarisa is playing on your team could probably be done by something with better bulk like Kotohime, since AdMarisa's presence on the field tends to invite Earth-types to come in for free.

Speaking of Earth-types, your team doesn't have a single Earth-resist. Might I suggest something like Yuuka or HStar?

18
I have to drop out. I'm gonna be focusing on actual Pokemon for a while due to my decent success this season, and this isn't something I wanna have to worry about. Sorry everyone.

19
Movesets / Re: Shameful Set Compendium
« on: September 27, 2014, 05:56:28 AM »
I merged Ketsuban's new thread with this one as it was not about a specific puppet.

There seems to be one person who sprinkles EVs around for no reason other than to make an original spread rather than just using 252/252/4 which in some cases ends up the most common spread over a more conventional one.

252/252/4 spreads are merely the base spreads with which one should work with. They're the easiest spreads to create, but 99.9% of the time are incredibly inefficient. For example, say an offensive puppet only needs 160 Atk EVs to 1HKO/2HKO an important threat to its team, then what reason is there to run 252/252/4? Maybe that puppet with a little bulk investment can survive something it normally has no business surviving.

Don't get me wrong, 252/252/4 is a great starting point, but there's always a better way to run a puppet; it's just up to the player to create it themselves. I can guarantee you that there is more than one person not running 252/252/4 on everything and is instead coming up with original spreads.

21
General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: September 25, 2014, 06:42:25 AM »
Could someone help me explain what's so particularly bad about Iku, Yuugenmagan, and Technical Reisen?

No one's really explored some of the stuff in D Rank so they go almost entirely unused. Players are quick to reach for more consistent puppets.

The Iku's aren't bad; they're just extremely awkward and only seem to work well on teams that appreciate Paralysis support. Iku's can be annoying if played right with a little luck on your side, though. Iku and Defense Iku can run Static, so when they switch in to a move that requires physical-contact, the opponent has a 30% chance of being Paralyzed. Iku can then take advantage of her incredible base 130 SpAtk stat to hit the opponent with her powerful STAB Thunderbolt. Defense Iku can take advantage of a Paralyzed opponent with Knock Off. Technical Iku is different in that she actually has a somewhat workable Speed stat that she can abuse with Charge Beam or even Icy Wind to punish would-be checks and counters.

The big reason why I think Iku isn't used is because she's extremely predictable. Iku's most powerful attack is Thunderbolt, and her only way of dealing with Earth and Nature types is with Water Pulse and Razor Wind respectively coming off her incredible SpAtk stat. Defense Iku creates very little offensive pressure (though her Thunderbolt still hurts), and Technical Iku is just way too gimmicky and is outclassed by other Wind-types. The best thing about Iku is that she only has one weakness. Not a bad puppet, but very difficult to slap on a team, even one that needs Paralysis support.

----

Yuugenmagan gets unfairly compared to Defense Hina. Yuugenmagan can't spin, and it's not immune to Earth-type moves, but it takes Physical hits a bit better, takes Special hits WAY better, is slightly faster and slightly stronger specially, heals more with Leftovers, and has an undervalued stall-oriented ability in Pressure. Unfortunately, Yuugenmagan's move-pool is shallow, it doesn't learn Will-O-Wisp, and the rest of the tools that Defense Hina has available to her are more valued in competitive play.

----

Tech Reisen trades 15 points of Speed and SpAtk for 25 points of Defense and 5 points of SpDef with her original evolution. Tech Reisen also trades Mana Charge, Sonicboom, and Heart's Eye for... Encore, which she barely has the speed to run now. Even if you do need Tech Reisen's Defense for a supportive set, there are better defensive Heart-types, and better Sleep-sponges, so unless you absolutely need both of those things, and know how to use a Damage Calculator to make EV spreads, then there will probably be a better option.

22
Creative Conundrum / Re: Unused Puppets
« on: September 23, 2014, 01:14:59 AM »
I dunno about TFuto, but I think he just made the other sprites for fun. There are quite a few sprite he made for fun, actually. (AYoumu in purple version was one such sprite) Also, I think kosuzu's might have been from reimufate. I think they added a few sprites in, if I'm remembering it right.

So we have AYoumu already? Why hasn't she been added to Shoddy yet?

And Kosuzu is from Reimufate, but there's a listing on a patch for the Japanese wiki for her specifically.

She hasn't been added to Shoddy yet because the AYoumu sprite that's being used in Touhoumon Purple is a "custom uber" that's being used by Steven. Even the X Ubers weren't meant to be added to Shoddy until "things changed."

The A stands for Attack Youmu, not Advent Youmu, (which shouldn't be a big deal since neither of the two really exist). Advent puppets are prefixed by "Ad" in the English versions, and suffixed by "-A" in the Japanese versions.

23
Creative Conundrum / Re: Unused Puppets
« on: September 22, 2014, 09:11:46 PM »
None of these puppets have official stat spreads, and I don't believe EXSariel or Agastya have any plans to make stat spreads for them, but don't quote me on that. I'm going to move this to the creative conundrum in case people want to discuss spreads or ideas.

Spoiler
-The Advents could be interesting. The Ability they would have is essentially Shield Dust, but their spreads would still have to be unique.
-I've introduced a simple idea for Kosuzu a long time ago. She could have a shitty stat spread with a generic move pool and ability, and she could learn Sketch once. I don't think anyone else liked this idea besides me, though.
-I don't see a point in the Prismrivers, mostly because I can't figure out how they'd function differently from other Ghosts. Maybe if they were Mono Ghost with a Kazami-tier stat spread?
-Faith/Fire Futo would be flavourful, I guess.

24
Shoddy Touhoumon Info/Discussion / Re: Shoddy Draft 2: Experience The UU
« on: September 21, 2014, 05:57:30 AM »
I'll sign up as DoctorSnacks again. If the Draft happens on the 24th I'll be able to attend.

25
Movesets / Re: Kaguya
« on: September 13, 2014, 01:18:23 AM »
Because depending on spread Kags will have between 561 and 607 hp.

Is the extra 7.5 BP gonna help out, though? HP is what keeps you alive and you can't really have too much of it.

If not, I guess it boils down to the player's preference between extra HP or a little more power + the chance at an SDef drop. You should mention this in the OP, and why you believe that the benefits of Energy Light are more important than Giga Drain.

26
Movesets / Speed Cirno
« on: September 09, 2014, 10:29:35 PM »

Speed Cirno
Type: Ice/Water
Abilities: Vital Spirit or Guts
Base Stats:
HP: 75
Atk: 90
Def: 80
SpAtk: 95
SpDef: 40
Speed: 120

Greetings everyone, and happy Cirno day! Today, I wanna show you guys one of the >coolest and most underrated status absorbers in the game.

Overview
Speed Cirno doesn't really look like much, especially with a mediocre offensive presence with her 90 base Atk stat. Fortunately for her, it's the ability that really sells for Speed Cirno; the choice between Vital Spirit and Guts allows her to function as a dangerous Sleep or Status absorber. The choice between Speed Cirno's two abilities really comes down to your team's needs, but no matter what is chosen, she does a really good job at making your opponent think twice before using a status move, provided that she has been revealed to your opponent.

Playing Speed Cirno requires a lot of experience and practice (knowing when and when not to switch in); she's incredibly frail, especially on the special side, so a timely prediction by your opponent can quickly spell the end of your status absorber. If you are able to play around Speed Cirno's faults, however, she could end up being exactly what you were looking for.


Choice Banded Status Sponge
Speed Cirno @ Special Bloomers
Ability: Vital Spirit / Guts
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd,-SpAtk)
- Ice Ball
- Waterfall
- Poison Jab
- Double-Edge / Superpower / Thunderpunch

Speed Cirno is a puppet that performs comfortably well in the lead position, as she is able to shut down the strategies of things like HypnoBellyPass Mamizou or even Speed Shizuha, and force them out on turn 1. She is unfortunately forced out on turn 1 by faster leads and anti-leads such as Advent Marisa or Advent Reisen, though. Speed Cirno just doesn't hit hard enough on her lonesome, so the Special Bloomers helps out with this. A Choice Item nets Speed Cirno KOs (and 2HKOs) she otherwise would not be able to achieve, such as 252HP/0Def Speed Medicine without the need for setting up.

The choice between abilities boils right down to your team's needs. Vital Spirit allows her to lead on, or to switch in on common leads that carry Sleeping moves, and immediately threaten the opposition with her incredible neutral coverage backed up by a Choice Item. No matter what switches in, you now have a good deal of information about your opponent's team and what they intend to use to counter Speed Cirno, especially since the amount of puppets that resist Ice are incredibly slim, being limited to opposing Water and Ice types, the latter of which is a very rare type. Guts, on the other hand, allows Cirno to be kept hidden in the back until your opponent reveals something that can threaten a Burn or a Toxic, and allows Cirno to play at what is essentially +2 attack for the rest of the game, potentially giving her the ability to set up a late-game sweep.

Ice Ball and Waterfall are Speed Cirno's go-to STAB moves. Ice Ball is a bit stronger and has a chance to lower Defense, while Waterfall has a very useful Flinch chance backed by Speed Cirno's amazing Speed stat. Poison Jab is used to threaten opposing Water-types who would otherwise Wall Cirno's STAB combination. Lastly, Superpower prevents Speed Cirno from being walled by Attack Komachi, and hits opposing Heart-types really hard, however, Double-Edge can be used in this slot to punish Faith-types looking to tank a possible Waterfall, such as Byakuren or Shingyoku-M. Thunderpunch is an option for those who really, really need some kind of way to tickle Helper Eirin (note that it's still only a 2HKO with Guts and Bloomers).

The EVs look really simple, but they take advantage of everything Speed Cirno has going for it. Max Attack and Speed allow her to hit as hard as possible when backed by the multipliers of Band and possibly Guts, while Max Speed lets her tie with opposing base 120's like Speed Youmu or Ran, and allows her to outspeed neutral Youki, Advent Marisa, or Lyrica.


Tailwind
Speed Cirno @ Lum Berry / Leftovers / Thick Fur
Ability: Vital Spirit / Guts
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd,-SpAtk)
- Ice Ball
- Waterfall
- Poison Jab
- Tailwind

Tailwind trades the immediate power that the Special Bloomers would otherwise provide for the ability to set up a late-game win condition that either cannot be put to sleep or cannot be harmed by status, and can actually switch moves during her sweep. Lum Berry should be used alongside Vital Spirit to prevent harmful status like Paralysis from getting in the way, and Leftovers should be considered when playing with Guts to allow her to offset the potential Burn or Poison damage that she would otherwise be dealing with. Thick Fur is useable on both sets to boost Ice Ball's damage output.

The EVs given are standard, but are slightly more customize-able in this case. You could carefully pull EVs out of Speed or Attack if you know what you're doing, but keep in mind that maximum Attack and Speed are used to expand on the multipliers that Speed Cirno uses (Tailwind and Guts).

Other Options
Speed Cirno can run a Special set, but her options are incredibly lacking, consisting of Surf, Ice Beam, and Nature Power, the latter of which could be useful for surprising Toyohime, but it's still only a 3HKO on 252HP Chiyuri. Speed Cirno has Endure, which could be useful for proccing a Liechi or Petaya Berry, but you have to commit to Vital Spirit in this case. Her supportive options include stuff like Taunt and Rain Dance, which could give her a role as a suicide lead of sorts. Lastly, Speed Cirno has access to Aqua Jet and Ice Shard, but they don't hit very hard when backed by her low Attack Stat.

Counters
A Speed Cirno who has set up has very few hard counters, but most of the game's famous S/A Rank physical walls can stand up to her blows. Water-types have the best shot at walling Speed Cirno.

The top two counters are Chiyuri and Helper Eirin. Chiyuri can come in, get a free Intimidate, and threaten a Paralysis on either the Vital Spirit or Guts variant with very little fear of damage. Chiyuri can then 2HKO back with Mana Burst if SCirno stays in for some reason. Helper Eirin takes miniscule damage even from a +1 Guts-boosted Speed Cirno, and can OHKO back with Poison Bomb.

Murasa forms can take a shot at walling Speed Cirno before it sets up, but they must be wary of Double-Edge. More unconventional options include Byakuren, DIchirin, Orange, Yoshika, DHina/Yuugenmagan, but Speed Cirno can use most of them as set-up bait. If Speed Cirno has not set up a Tailwind or is playing with the Special Bloomers set, then she can be revenged by the many number or puppets who happen to be faster than her. While Speed Cirno does have access to priority moves in Aqua Jet and Ice Shard, they don't hit hard enough to be anything to worry about.

27
Touhou Puppet Dance Performance / Re: Paralasis
« on: September 04, 2014, 02:12:53 AM »
We know about a status that's been translated as "weakness" or something along those lines. Yes, it prevents healing, both passively (Reimu's ability) and actively (Seija's nature-typed heal).

If someone can confirm or deny that I actually know what I'm talking about, that would be awesome.

28
Shoddy Touhoumon Info/Discussion / Re: Shoddy Draftamundo!
« on: August 28, 2014, 04:49:42 AM »

29
Shoddy Touhoumon Info/Discussion / Re: Shoddy Draftamundo!
« on: August 24, 2014, 10:41:20 PM »
Posting.

Team DoctorSnacks reporting in???

30
General Metagame / Re: Speed Aya "Suspect" "Voting"
« on: August 24, 2014, 12:32:21 PM »
I voted yes, but I did so relatively impulsively, and kind of wish I could change my vote. I really want to wait until I hear arguments from both sides before giving my opinion, especially since I never really used Speed Aya, even before she was banned..

She can do a lot, but she's incredibly frail, so she needs to be played right. Hardcore 4MSS. Yumeko and Sakuya threatening Sculptures. Intimidate can intercept Baton Pass albeit with top-level prediction.

I'll add more to this post once my brain is working properly.

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