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Monday, January 31, 2011

I can't control it!

If you don't get the post name, its what Phoenix says when she onmnomnoms your 5 bars of meters and comes back as Dark Phoenix, i.e. her Resurrection. Get it? Man, I'm so funny.

Anyway, WACE ended, I didn't have much to post about while fear I may have screwed up consumed me, until results came back. I got an 88 ATAR, but mucked up English, so I had to sit the STAT. Again, nothing to post while fear consumed me, until I got in the top 1% of the state. So, then I had little time between that and uni offers, so I had to set up my uni application. I got into my Bachelor of Arts and Bachelor of Science double degree course, and I'll be majoring in Japanese and Physics, as I wanted to. So, after setting up my units, getting my student card, and officially enrolling, I'm finally done setting myself up for uni, and ready to waste time posting on here again.

I haven't actually played Pokemon much at all for a while, so the name isn't really all too appropriate anymore, but eh, I've already paid for another year on it, so screw it, its staying. I'm back into Magic, which will give me something to post about and something to make more people read, which are -both- things I enjoy (supposedly) doing. I went 4-1 at the MBS prerelease and scored myself a Blightsteel Colossus, for those that care. He'll be staying in my possession, but the Skithyrix and Green Sun's Zenith I opened will both be sold to feed my need for money, and to pay Azli off. On that note, anyone who's got any Sliver legends they wish to sell me for my Sliver EDH deck, please throw me a message. Particularly Sliver Overlord, since we all know he's the best commander for Slivers, since he tutors up the other two, but I don't have any at the moment, which makes running the deck completely impossible. I'm also missing a few other important Slivers, but I'm okay with proxying them. Proxying the general is a no go, though. Oh, Sliver MPR tokens are good too, so if you've got any of them, cheers. They'd be nice alongside my Brood Sliver, nice and official.

In terms of fighting games this weekend, I got 5th at Waicon and inspired a bunch of salt in one Klayton. Unfortunately, I'm too broke to do a hype made money match, but whatever. Next tournament, maybe.  Andrew Salanki's SSF4 tournament featuring Pete vs Klayton $50 money match. I'd like to do a Gief/Haggar cosplay next year at waicon, but it'd be hard to do EXTREME MANLINESS and a crossplay in the same weekend, so I'll have to get a chest wig or something. We'll see how it goes. In addition, I've pretty much settled on Lilica as my main for AH3 at the moment, and I'm liking Luck Arcana, partially because I like leaving it to chance, partially because I doubt people can take advantage of the random CHs on me, and partially because of the mad oki that dice gives you. But, yeah, arcana's likely to change, I'll give Wind a shot next.

Obviously, like everyone else ever, I'm incredibly hyped for Marvel vs Capcom 3, and I'm looking forward to trying a starting team of Haggar/:Lei-Lei/Morrigan, though Weng has been pushing me to actually stick to a theme and go Team Darkstalkers, which I'll probably give a shot anyway. I'll also probably give MSS a shot, mind you, since scrubs be mad salty about the 'fucking god tier team that all the f*g scrubs will play and win with no skill', despite the game not being out yet and, just a guess, they probably got nerfed. Plus, who knows, maybe it'll be fun.

Lastly, on the anime side of things, I picked up a ton of Tsukihime stuff at Waicon, including a deliciously cute Phantasmoon figure, and pictures will be up of all my new stuff and my entire room put together as it is (in case you missed something new being added). In addition, work on my cosplay for Supanova (and probably being reused at Waicon next year) will be posted here as it gets done (i.e. very, very slowly).

On one last final note, does anyone know of any manga about traps that I probably don't know about? Please send me any names, cheers.

Until next time, for the Sliver Hive and for the Queen.

Monday, September 20, 2010

Generation 5 Discussion: Part 1

So, if you haven't seen it yet, the full pokedex for Black and White has been leaked here. Obviously, since we're still early, without held items, no idea where the metagame will go, abilities still unknown, etc., it's impossible to fully predict what will happen. Plus, with everything that isn't blatantly uber starting off in OU (sorry guys, no Mewtwo), this generation is going to be hectic, and Garchomp is going to want it's bitches back. But, yeah, let's go for an analysis anyway, because I have nothing better to do with my time. This'll probably end up posted a while from when I first started writing it, because there's a lot I have to go through, so feel proud you're so worthy of my time, blog reader. Course, if it's up earlier, there'll probably be a part 2, since there's no way I can finish it so quickly.

So, anyway, from the top:




Victini
Psychic/Fire
Ability: Victory Heart
BST: 600
HP: 100
Attack: 100
Defense: 100
Sp. Attack: 100
Sp. Defense: 100
Speed: 100
Since this gen wants to be different, the first pokemon in the pokedex is the base 100 in everything fairy, Victini. Obviously it's stats are effective, as proven by all the others before it, but the typing is quite interesting. It doesn't really provide many useful resistances, and gives it weakness to dark, water, rock, ground and ghost, since fire and psychic don't really cover each other at all. It does give a neutrality to Bug that Psychic otherwise wouldn't have, but I can't see the typing being fantastic. Offensively, psychic also isn't too useful, due to not hitting much at all for super-effective and hitting dark for nothing, but fire is at least somewhat useful. It'll probably all come down to a) how many steels there are, and the importance of SR in the metagame and b) what Victory Star does, since, for all I know, it could double it's stats in everything. Nonetheless, not too much to say, since you've all seen this spread before.

Jaroda
Grass
Ability: Overgrow
BST: 528
HP: 75
Attack: 75
Defense: 95
Sp. Attack: 75
Sp. Defense: 95
Speed: 113
Onto the starters, we get to start with the final, suitably royal evolution of Smugleaf. Unfortunately, though it looks like it should be, it's not the Grass/Dragon everyone wanted, and is just pure grass. At least it's not grass/poison, though, blech. Base 75 offensive, while terrible, isn't exactly fantastic, so you're probably going to want to slap a Choice Band/Specs on it if you want to sweep with this thing. It's speed is fairly nice, at 113, allowing it to outspeed non-Scarfed Gengars, Latias (since she'll start off OU) and Infernapes, though without a good movepool I can't really see what you'd do to Infernape. All in all, it's a slightly more bulky, for a less damaging Sceptile, so I can't really see it doing much without a good defensive movepool, and even then, Venusaur probably will do it better. It all depends on how important speed is this generation.

Enbuoo
Fire/Fighting
Ability: Blaze
BST: 528
HP: 110
Attack: 123
Defense: 65
Sp. Attack: 100
Sp. Defense: 65
Speed: 65

Don't you just hate it when there's a wall up in your grill, blocking your shit? Fear not, Enbuoo is here to punch a hole in them all. While those defenses are fairly flimsy, 110 HP is probably enough to make up for it, and those two attack stats are phenomenal on a starter. Slap a choice scarf on it, let it hit Blaze activation and your Fire Blast will be making chumps out of anything. Obviously, fire/fighting has been done a bit in the starters before, but this creates a nice little continuum to pick from. Stupidly fast, but fragile and not as strong (Inferape, probably still better), stupidly strong, but slow (Ganondorf in fire form) and the middle ground (lolBlaziken). In the end, Infernape will still probably be most used, but I can't see this thing not being used while Choice Scarf exists, especially if it gets Fire Blast and Close Combat.

                                                    
Daikenki
Water
Ability: Torrent
BST: 528
HP: 95
Attack: 100
Defense: 85
Sp. Attack: 108
Sp. Defense: 70
Speed: 70

So, last of the starters is Wotter's final evolution, and it's got a rather well-rounded stat base. Water has never really had a good mixed sweeper (except Kingdra) before, so, depending on movepool, this guy could do it. Torrent is a fairly boring ability to talk about, since it's not really something you can abuse on most pokemon, but a mixed water sweeper with Waterfall and Surf, hiding behind subs and nomnoming a Liechi Berry, could be something that can properly abuse it. It doesn't really outrun much, though, and I'm not sure if it's other stats are good enough to get over that. After all, with Swampert and Gyarados out there, water isn't exactly lacking good Pokemon. 


Muraando
Normal
Ability: Sand Throw/Intimidate
HP: 85
Attack: 100
Defense: 90
Sp. Attack: 45
Sp. Defense: 90
Speed: 80

Even though he looks awesome, the main reason I've got him here is because he has Sand Throw (doubles speed in a Sandstorm), which could give him a spot on Sandstorm teams down the track. His stats aren't too bad, but Normal isn't really the best offensive or defensive type, so they generally need better than average stats (i.e. Snorlax and Blissey) combined with a good movepool to be useful, so, we'll see how life ends up going for him later. 

Yanakki
Grass
Ability: Gluttony
HP: 75
Attack: 98
Defense: 63
Sp. Attack: 98
Sp. Defense: 63
Speed: 101

First of the monkey trio is Yanakki, and really, I only need to talk about him because the other three are exactly the same except for the typing. Being grass, he's probably inferior to Hiyakki, since Water is the best type (as we all know), but better than Baokki because he's not weak to Stealth Rock (and realistically, SR isn't going anywhere). The stat distribution is fairly frail, so he will probably die to most sweepers from a neutral hit, but it's quite fast with a good offensive distribution, so he can pretty easily wallbreak, movepool pending. Gluttony isn't doing him any favours as an ability, though, being one of the few things always worse than starter abilities. Dream World gets him Overgrow, but then he loses access to egg moves. So, he has a lot of potential, like the other two, but we'll have to see where it takes him.

Mushana
Psychic
Ability: Forewarn/Synchronize
HP: 116
Attack: 55
Defense: 85
Sp. Attack: 107
Sp. Defence: 95
Speed: 29

Mushana, everyone's favourite pink blob, is here pretty much because I love Synchronize. It's such a fun ability. You can cause so much havoc with it in the right situation. Nonetheless, Mushana isn't really a pokemon you want status to hit. With it's better than average HP, defense and special defense combination, it's suited to wall, but Psychic is a rather mediocre defensive type. With the right movepool, of course, with it's great special attack it could be a nice RestTalker, but I can't see it being very useful otherwise. Synchronize could be hilarious fun on a status absorber like a resttalker, though, so fingers crossed for the little blob.

Kenhorou
Normal/Flying
Ability: Pigeon Heart/Super Luck
HP: 80
Attack: 105
Defense: 80
Sp. Attack: 65
Sp. Defense: 55
Speed: 93

Yeah, you've all seen this stat distribution before, and it's still nothing special, but I couldn't resist uploading the sprite because it looked so silly. So, yeah, nothing special, there's probably better, but if there isn't, it's not so much better that no one's going to notice.

Zeburaika
Electric
Ability: Lightningrod/Motor Drive
HP: 75
Attack: 100
Defense: 63
Sp. Attack: 80
Sp. Defence: 63
Speed: 116

With the changes to Lightningrod, this zebra will now be absorbing electric attacks regardless of what you do, it just depends what stat gets buffed. Given it's already good speed, it probably doesn't need the Motor Drive boost, but given it's Sp. Attack is inferior to attack, the Lightningrod boost probably won't be relevant all the time, so you'll run Motor Drive anyway. Also, this will, as always, be paired with Gyarados, without question, at least by scrubs. This thing could have the worst movepool in the world, and they'd still do it. Anyway, this isn't really anything new, it's specially inferior to Jolteon, probably mixed inferior to Electivire unless it has a great movepool, moving on.

Gigaisu
Rock
Ability: Sturdy (!)
HP: 85
Attack: 135
Defense: 105
Sp. Attack: 60
Sp. Defence: 70
Speed: 25

Just to make sure everyone is on the same level here, Sturdy is now a free Focus Sash. That's right, free. You get to have a Sash and Leftovers. This guy, in addition, learns Stealth Rock, Stone Edge and Explosion all via leveling up. If he doesn't herald the return of the bulky lead, then they're never coming back. Really, though, even if he doesn't find a spot as a bulky lead (which he will, unless Metagross is the undisputed best lead ever now for whatever reason), then he'll find a spot on Sandstorm teams, where his Sp. Defense is buffed into 'I'm pretty amazing' tier. I'll definitely be giving this guy a try after Pokemon Online/Shoddy gets updated.

Doryuuza
Ground/Steel
Ability: Sand Throw/Sand Strength
HP: 110
Attack: 135
Defense: 60
Sp. Attack: 50
Sp. Defense: 65
Speed: 88

Really, that typing and those abilities should be a pretty large yell: this guy's meant to go with Sandstorm. You can either run him regularly, with the Swords Dance he learns via leveling, and have Sand Throw let him outrun anything of his choice, or Scarf him and Sand Strength (buffs the strength of rock, ground and steel moves in a Sandstorm) his Earthquake to stupid levels. He probably won't be too intricate of a pokemon, since his purpose is obvious: point him at the opponent during a sandstorm, and run. 

Roopushin
Fighting
Ability: Guts/Encourage
HP: 105
Attack: 140
Defense: 95
Sp. Attack: 55
Sp. Defense: 65
Speed: 45

This guy is one of those guys in the horrible range of 'even if you pass me speed, I'm still slow'. While this has been done before with Rhyperior, it hasn't really been done with a fighting type, nor a Pokemon with actually useful abilities before: Guts to ward off status, Encourage to just buff your damage output. Like the above pokemon, Roopushin is probably going to end up straight forward: you haven't got time to do anything tricky, so just punch a hole in the opponent. Unfortunately, however, he'll probably end up like Rhyperior: relegated to UU since he's not fast enough to compete in OU. He isn't weak to Bullet Punch, EQ or Close Combat, though, so he could make his way into the edge of OU, but I doubt it.

Gamageroge
Water/Ground
Ability: Swift Swim/Poison Touch
HP: 105
Attack: 85
Defense: 75
Sp. Attack: 85
Defense: 75
Speed: 74

The main thing this guy has going for him is Swift Swim, as it allows to him to do different things to Swampert, who causes every other water/ground pokemon to die. His attack stats, while kinda medicore, allow him to be a mixed and semi-bulky sweeper for rain teams, though, really, I'm not too sure they need another one when they've already got Kingdra. So, he's probably redundant, but he does look pretty cool.

Nageki
Fighting
Ability: Guts/Inner Focus
HP: 120
Attack: 100
Defense: 85
Sp. Attack: 30
Sp. Defense: 85
Speed: 45

The more bulky and slower of the new fighting pair, Nageki is clearly meant to absorb attacks and then dish back damage. Guts probably limits his lifespan too much while active to be useful, so I'd probably use Inner Focus on him, assuming Togekiss and Jirachi remain used. While I don't like him as much as his brother, Dageki, I can still see how'd he have a place on a team, but really, he seems inferior to both Roopushin and Dageki in various ways, so let's move on.

Dageki
Fighting
Ability: Sturdy/Inner Focus
HP: 75
Attack: 125
Defense: 75
Sp. Attack: 30
Sp. Defense: 75
Speed: 85

Given that he has better attack and speed, I prefer Dageki to Nageki. In addition, his lessened bulk is covered by Sturdy, giving him a Focus Sash even if he's got a Choice. Once again, movepool pending, but given his free Sash and/or Inner Focus, he could make quite the anti-lead. While, out of the current leads, he'd lose to Azelf, he would quite decisively beat all the other regular leads, and has a good shot against most of the anti-leads. If he's got Fake Out, or a good dark priority move, I'm definitely giving him a shot on my team as an anti-lead. 

Doreida
Grass
Ability: Chlorophyll/Own Tempo
HP: 70
Attack: 60
Defense: 75
Sp. Attack: 110
Sp. Defense: 75
Speed: 90

I didn't really like the other grass one at all, and cbf'd doing it, so I skipped to this much more useful one. Base speed 90 and Sp. Attack 110 is really not too shabby, especially on a grass type, which hasn't really seen such usefulness before, but combined with Chlorophyll, it's a pretty amazing special sweeper during Sunny Day. Firing off Solar Beams in one turn buffed by that defense is really quite good, and, if I decide to run a Sunny Day team (which I inevitably will), this'll definitely have a shot on my team. The only downside is the whole 'it's weak to fire which is buffed in Sun' thing, which is really the weakness of all Sun teams, but I'm sure HP-Water or something can help there.

Warubiru
Ground/Dark
Ability: Overconfidence (formerly known as Earthquake Spiral)/Intimidate
HP: 95
Attack: 117
Defense: 70
Sp. Attack: 65
Sp. Defense: 70
Speed: 92

The awesome crocodile's full form is way more awesome than most people were expecting, really. Overconfidence/Earthquake Spiral (I'll keep calling it that, even though it's apparently not it's name) can be quite the ability if the user is right, and I think this guy is the right user. Ground/Dark is a good offensive combination, hitting lots for at least neutral, and if it lands even one kill, Earthquake Spiral can push it's attack into stupid regions. If you don't want to risk it, though, it's other ability is Intimidate. Yeah, you're not really pressed for choice with this guy. Oh, and he learns both Earthquake and Crunch via leveling up, in case you were worried he'd have a mediocre option for STAB.

Hihidaruma
Fire
Ability: Encourage
HP: 105
Attack: 140
Defense: 55
Sp. Attack: 30
Sp. Defense: 55
Speed: 90

Kinda what Flareon wants to be, Hihidaruma is a pretty good physical fire sweeper. It's low defences are kinda counteracted by it's high HP, but dayum, that attack and that speed isn't something you often seen outside of a psuedo-legendary, as proven by the two big slow fighting guys above. Encourage combines with the attack stat to make it into a destructive engine that I really can't fathom not being used. Course, SR weakness is bad on something so kinda-fragile, but it's not a huge thing unless you're 4x weak to Rock. 

Wednesday, September 1, 2010

Pokemon Through the Generations


The opening sprites are appropriate for several reasons. First of all, Snorlax is omnipresent in the Pokemon generations: he was there in gen 1 and has been constantly blocking paths at least once a generation (admittedly, only thanks to the remakes). Further, Snorlax is my favourite pokemon, because he's so big and cute and daww :3, and also a total engine of destruction. The fact he's so incredibly powerful has led to him being commonly used by top players in every generation so far, which leads into this article quite well: a quick history of competitive Pokemon trends.

Generation 1 is by far the most signature generation of Pokemon, and is known by people who don't play Pokemon to be 'the best generation and all other generations suck shit'. While it probably is the best in terms of actual pokemon, it was really rather bad as a game in hindsight, comparatively to the other games. It had quite a few flaws that made it really interesting competitively, though, if a bit stale and slow. First of all, there was no Special Attack or Special Defense: just Special. This led to Alakazam being a bit less frail than he is today, and more of an unstoppable special tank of death. Amnesia was also an amazing ability, causing Slowbro to steam roll teams by becoming both a tank and sweeper at the same rate as Swords Dance does only sweeping. In the end, this ended up rather silly, and made Alakazam and Slowbro infinitely more effective than they are today. How the mighty fall.

Of course, while this was a flaw with every generation up until 4th, special and physical were defined by types rather than moves, i.e. normal was always physical. This really isn't too bad, but combined with the infamous Hyper Beam glitch (if a pokemon is fainted by Hyper Beam, the pokemon that used it doesn't need to recharge), this made Snorlax and Tauros both insane physical sweepers. An amazingly strong STAB physical move, even if it has to be the last hit? Yes, please. You basically had to pick between speed or health, which isn't too bad of a choice, really. 

My most favourite thing ever, though, is the ultimate stall machine this engine introduced, and it really wouldn't be what you'd expect: Dragonite with Agility. Once it gets an agility off, it outruns everything legal that hasn't also been boosted. From there, it paralyzes you and then Wraps you. In Gen 1, if the opposing pokemon uses Wrap and outruns you, you can't move, leading Dragonite to agonizingly slowly kill anything short of Gengar. Which, incidentally, leads to Gengar being OU, despite being hit by Earthquake from Tauros and Snorlax for excessive amounts of damage on its pitiful health and defence.

Alot changed from Gen 1 to Gen 2 with the special split to special attack and special defence, as this ruined Amnesia. Really, nobody cares too much about buffing your special defence, it's kinda pointless. Slowbro's usefulness was also lowered due to not being an engine of special destruction. Mewtwo and Mew were joined by Ho-oh and Lugia in their beloved Ubers tier, and the Hyper Beam glitch went away, putting the move we all know and love in its current place of useless. Course, held items were also invented, and Leftovers found its way on pretty much every pokemon ever, doing its little bit to keep you alive.

The most famous local change to come out of Gen 2 in the long run is the amazing move, Curse. On most pokemon, Curse is rather mediocre, since most sweepers aren't bulky enough in both defences to waste their speed. However, one pokemon is amazing enough in both defences and physical attack, yet with such terrible speed that it's worth spending on attack and defence: Snorlax. Snorlax, armed with Curse, quickly devoured the Gen 2 metagame, becoming more than just a good physical sweeper like it was in Gen 1, and became an infamous set up sweeper that would quickly win the game if you let it get away from you without a phazer, and so, late game, Curselax would devour teams. This, incidentally, was when I got into Pokemon competitively, and was amazed my favourite pokemon could be so good. This was also the only period of time where Wobbuffet was actively rediculed as being bad, so, keep that in mind: there actually was time when it was bad. 

All in all, Gen 2 was much like Gen 1 without special sweepers also being special tanks. A few pokemon that had their special stats become worthless with the split (Lapras comes to mind) become quickly useless, and wished Gen 1 would come back. Tyranitar, Suicune and Umbreon made an impact as generally useful pokemon, and Misdreavus became a gimmick, with its Mean Look/Perish Song laughing at teams not designed to handle it. As gimmicky as it was, it was really quite effective. Shadow Ball also came into existance, giving Gengar something to hit Psychic types with for stupid damage now that Alakazam wasn't a tank, and everything was right in the world.

Course, then Gen 3 came along, introducing abilities to shake things up. Tyranitar, Gengar, Dugtrio, Weezing and Vaporeon instantly gained a ton, suddenly becoming much better at what they wanted to do. Weezing and Gengar finally got to laugh at Earthquake destroying them, letting Gengar sweep more effectively and Weezing actually act as a physical wall. Seriously, nobody wants a physical wall weak to EQ that isn't Steel, it's just stupid. Sand Stream made Tyranitar more of a special wall by accidentally buffing its special defence stat due to it being a rock-type, Dugtrio became an awesome revenge killer via Arena Trap and Vaporeon's Water Absorb made it into a great switch in.

Of course, this new generation offered up a ton of powerhouses. Swampert, who still stands up today due to it having higher base stats than every other starter for no good reason in addition to great typing, and Blaziken overshadowed their poor grass-starter brother, while the psuedo-legendaries, Salamence and Metagross made a large impression as well, due to their amazing physical sweeping ability. The metagame, by this point, had evolved into slow tanks denting the others as much as possible, as shown by (a fact most people forget) Slaking actually being used a lot. Spikes were rampant, and SkarmBliss reigned the defensive combination world. Heracross took over Snorlax's spot as most used physical sweeper (though Snorlax was still no slouch), and the mighty Reversalcross, a set that aimed to use STAB Reversal and Heracross' amazing base attack to destroy the opposing teams ended up with Heracross banned in Japan. Unfortunately, it was beaten the post as the first non-legendary banned, as Wobbuffet and Wynaut had already gained Shadow Tag and Encore, laughing its uncounterable way to banned tier by annihilating teams by itself. 

Choice Band was responsible for most of this, as it pivoted the metagame towards physical (due to a lack of Choice Specs at this point), and it presented a metagame run by sheer power (due to a lack of Choice Scarf at this point). Heracross' absurd damage was made possible by this, and there wasn't really much that could counter it at higher speeds without having to use Agility to get it up to those high speeds first. 

Though there's not much to say about it, and it was down the low end of OU, Ludicolo gets an honourable mention here as an awesome pokemon introduced here. Rain Dance was more prevalent due to lack of abuse for Sandstorm (i.e. no Gliscor or Garchomp to Sand Hax it up), and Ludicolo/Kingdra made for a great sweeping base, due to Ludicolo's good base stats and typing, combined with Swift Swim. Course, that's what it does these days. Back then, it did its infamous stalling set much more effectively due to the slow pace of the metagame, and Rain Dish + Toxic + Leech Seed made it pretty much a repeat of Gen 1 Dragonite in terms of killing pace, and denying moves. 

And now we make it to Gen 4. When the Generation first came out, I can still remember the cries of overpowered for Rampardos due to its high attack. It turned out to be near useless due to its low speed and defence. Tangrowth held its own in OU for awhile as a solid counter to Gyarados, before eventually falling (though it still does counter Gyarados pretty well). Azelf lead the way for the pixies, Garchomp became God, and slowly but surely, the metagame was completely redefined from what it was in Gen 3. While strength was more important than speed before, speed became so much more important. Fast sweepers like Azelf and Infernape were able to do damage to the slower ones (like Heracross) more so than before, and priority became more apparent (thanks mainly to Extremespeed on Lucario, really). Garchomp slowly but surely took over the metagame, ending up in a whopping 81% of all ladder battles in the month it was banned, with only really Gengar to rival it (thanks, in part, to it being able to outrun Garchomp and also thanks to Hypnosis for lead Gengar). Platinum hammered this home, granting the most used pokemon in current standard the move that would eventually become this blog's name: Bullet Punch. Scizor, armed with Bullet Punch and Choice Band, redefined what priority could do, and the metagame ended up looking nothing like the last. Champions like Heracross and Snorlax cling on barely at the bottom of usage, while Scizor, as a relative newcomer to usefulness, having only just found Technician as well, reigned supreme. 

While it was the death of some old titans, like Alakazam, Dugtrio and Rhydon (newly evolved into Rhyperior), some old battleaxes still remain at the top, like Gyarados, Tyranitar and Gengar. Skarmory still holds its title as the entry hazard go-to guy, and Blissey still absorbs special like its nobody's business. In the same boat as Scizor, Tentacruel also found its way in competitive use, due to its neutrality to common water counter move, Grass Knot, and ability to set up the new Toxic Spikes, which could quickly derail a Stall team's capabilities.

All in all, my favourite generation for competition has to be the current one. But, I've always really thought that about the current generation at any one time, so I'm really looking forward to what Gen 5 has to offer. Hopefully, the starters will be useful, and the changes to Sturdy (making it act like a Focus Sash in addition to disabling OHKO moves), adding abilities to the old starters/eeveelutions/etc. will shake up the metagame in a way that makes it much more interesting. And yeah, I know I skimmed over some points, there'd be way too much to talk about if I talked in full about every generation. 

Mata ne,
Pete278

Sunday, August 8, 2010

翡翠ちゃん!

So, here we have my Hisui keyring, with its little neko arc identifier. Its not especially big, since there's nothing to judge size off in that picture, but it is big enough for a keyring, really. Also, you may not be able to tell from the lighting, but Hisui is blushing, and really, that makes this keyring extremely cute. Even if I had some keys to put it on, I'm not sure if I would, since I'm really scared of getting it damaged and losing the only bit of Tsukihime/Melty Blood fandom I have at the moment. I know none of you guys will really care, since its not Ciel/Kohaku/Rin, but meh, you all know full well Hisui is infinitely cuter than every other Type Moon female (although Roa is sexier). Updates to /toy/ coming in a bit, just gotta finish this math assignment (stupid rectilinear motion, so easy, yet time consuming to write out).

Friday, August 6, 2010

Ride the Wave

So, its been 5 days since the now infamous log post, and I've kinda just been hoping a post would write itself since then, but alas, I've got nothing, really. There's no news, except maybe Apex about to start, Trill trolling blatantly and everyone still raging at it, and me discovering that Rob Thomas has the greatest video clip ever. Well, no news I want to publically reveal. Of course, today was the greatest day of my life so far because about three different awesome things came together in perfect harmony, most notably the return of my laptop, with a brand new vga card. Of course, its the same as the old one without the overheating problem, but it still feels so much better than everything after being stuck on a 8 year old computer for two weeks. Like, really, the 1680x1050 resolution on boot just felt amazing compared to 1024xBad. New pictures of the Hisui keychain should be up tomorrow, as well as a probable update to the /toy/ page to include everything I own, including stuff never before seen, like my Dalek and two Snakes. So, uh, yeah, bit of a placeholder post, but whatever, I've got nothing much else to say for now. 

Thursday, July 29, 2010

Pete's Rant #1: Competivity

For the new blog post, go to this link:
http://www.ausmash.com/2010/07/petes-rant-1-competivity/
Or just read further down, whatever:

Hello everyone, and welcome to Pete278’s rant/essay/article/whatever else you want to call it. You’ve probably seen me on the boards, and probably reported at least one of my posts for trolling. Truth be told, while I am trolling some of the time (and am a member of Perth’s infamous Troll Patrol, the much superior, subtler trolling brigade which exists to counterbalance Alzi’s blatant trolling achieved through his existence alone), I am a heavily opinionated person by nature, and possess what I’ve nicknamed Devil’s Advocate Syndrome; I tend to get into debates with people on the subtlest of points, or on pure semantics because, in my mind, it matters. So, who better to write a rant than someone who has such strong opinions?

Anyway, so, you’ve read this far, and are probably wondering ‘Pete, what’s the subject? Surely you won’t talk about yourself the whole time?’ Well, I probably could if I wanted to, but I doubt S.D would publish it, so I’ve decided to write about an ambiguous term which generates much debate and discussion on Smashboards: the word ‘competitive’, and how it affects the smash community.

A lot of people have their own opinions on what makes a game competitive, what we should do to make the game more competitive, and so on. I’ll try to remain neutral about the topic, for the sake of an objective write up, but, if you’ve read anything of mine, you’ll know it won’t end up that way.

Since we, as a community, play this game in tournaments, there are two main goals of the smash community, and every other competitive community: to have fun and to make the game as competitive as possible. Obviously, having fun is completely and utterly subjective, and is nigh impossible to achieve for every person in the same context. It is something that must immediatly come into consideration in the mind of someone who wants to play a game/do a sport/whatever competitively, they must ask themselves the fundamental question: do I have fun doing it? If not, and money is your only concern, I’d probably get a job or play a different game, since you’re not going to make nearly enough money to make up for the fact you don’t enjoy what you’re doing. If you do have fun doing it, then congratulations, you’ve made it past the first step to deciding whether or not the game is worth playing. As you progress through the ranks of skill, though, the fun quality of the game can change, as people become more cutthroat and less forgiving. I’d recommend if, at any point, you stop finding the game fun, to take a step back, look at what you’re doing and decide whether it’s worth it. Nonetheless, it’s pretty difficult for us to maximize the fun aspect without severely injuring the second aspect: competivity. No, that’s not a word, but I’m going to use it as one, since there isn’t a noun form of competitively in the way I need it.

The definition of ‘competivity’ I’m going for is kind of like ‘The aspect of a competition that defines how frequently the better player/team of competitors will win the set.’ For instance, four player free-for-alls would have a rather low competivity, since you can never even get close to a high percentage chance of the best player in the four winning. If everyone just focuses on that player, he’ll get raped and thus, the skill margin necessary for the best player to win a large percentage of matches is a lot higher than it should be. That one player has to be a lot better than the remaining three to guarantee that, even if he gets focus fired, he will still win. Games on WarioWare lower it as well, since the ‘prize’ given for the mini games is random, and if the inferior player gets a star, and the better a mushroom, then that’s definitely going to hinder the chances of the better player winning. As much of a dick I think Sirlin is (hurr I invented Yomi it’s kind of a big deal), playing to win is fairly spot on about this aspect of competition, even if it doesn’t refer to it the same way as I do. However, after the more obvious aspects, it gets a little more blurred and opinionated. For instance, if you wanted the game to have maximum competivity, you’d have to ban all characters except one and make all games be played on the most fair stage for that mirror, otherwise San, for instance, could lose to an arguably worse Metaknight player because of the matchup, meaning the better player lost. People tend to ignore situations like this though, since it is San’s own fault he’s restricting himself with Ike. You don’t ban weightlifters from tying a couple of tons to their hands before lifting the dumbbell, after all.

Normally, this is where the argument would end. Most fighting games, like Street Fighter, would just say ‘okay, ban any character that makes the rest irrelevant (i.e. Super Turbo Akuma, Gill, whatever), ban any stages that are annoying to look at/hinder colour blind people/lag the game, and we’re done’ and be done with it. The timer is another arguable thing with those games, but 99 seconds seems to work universally well, and hasn’t really been argued by anyone, since games tend to end before the timer anyway. However, Melee and Brawl both have more aspects (maybe too many aspects) that players can pick from that impact the game, those being stages (most obvious), items (generally hated by everyone, though that doesn’t necessarily make them bad), game mode (read items), and so on. Within each of those realms is a multitude of individual choices, making Melee and Brawl extremely difficult games to write rule sets from scratch for. This is the main reason why scrub tournaments end up scrub tournaments: the Tournament Organisers don’t play the game, don’t know where to go for the rules, assume everyone plays the game like them, and then you have a four way free for all items on Temple only tournament.

Starting off, it’s easy to scratch the stages that blatantly change the game for the worse, or don’t work at all for 1v1, the dominant competitive paradigm. Mario Bros. is my favourite example of this, as it’s completely random who wins once you know what you’re doing, and the game you’re playing isn’t really Brawl anymore. 75m, Spear Pillar, and a few others are easily slotted in here, along with Rumble Falls, which, in my opinion, is irrationally hated because it resembles a stage that was horrible. Nonetheless, that’s neither here nor there now, and Rumble Falls is gone for the moment.

The easiest way to remove the remaining stages is, of course, by removing ones that polarize matchups too much. Stages like Corneria, which give one character a huge advantage against the majority of the cast, will inevitably make a Game and Watch (using Corneria as an example here) player win a majority of games on that stage regardless of whether they’re the better player. Infamously, at a tournament eternities ago when Corneria was legal, I, as a scrub at my first tournament, defeated Vlade’s Metaknight with Game and Watch on Corneria. Obviously, personal evidence doesn’t mean anything in an argument like this, but you can see the point I’m trying to make there. Bridge of Eldin is another good example, as it will give the Dedede player wins a lot of the time regardless of whether or not he’s the better player. This entire point and paragraph, however, can be argued with the same point as the weightlifters weights: why not play characters that can abuse the most stages? If Dedede can walk off on a lot of stages, is that a problem with the stage, or a problem with you for not playing him? In the end, though, even if everyone plays Dedede, the game becomes too ‘random’, where top players will end up with randomly assorted top eights even if you could argue one is better than the others, based solely on who could get the first grab off. A regular game would be forced to ban Dedede, but, because of Brawl’s modular nature, we can simply ban the stages that enable that effect instead.

Now that you’ve narrowed the stages down to the remaining few, it becomes a lot less obvious to know what to do. Do you keep it like that, or keep trying to modify it until its perfect? You could argue Rainbow Ride for the second ban ‘criteria’, so why not ban it? How do you define a starter? As I’m not considered a top player, my arguments here will be read and considered by none, so I’ll try to just stay on the philosophical side. If you move on from stages at that point, you still have items and ‘bannable techniques’ to consider.

Items, inherently by their random distribution, lower the competivity of a game, and thus they, except for perhaps the most useless of items, really shouldn’t be considered at all for a competition, even though they make Ganondorf kind of viable. Character viability tends to be overrated by most, as once you have a viable top tier consisting of more than, say, three characters, the game has enough variation and balance to be playable and thus, after that point, it shouldn’t be factored in at all to stages and other variables unless you would make one character the only viable character. Nothing you can do is going to make Lucas a viable character without hindering the competivity of the game, so there’s no point whinging that something hurts him. It’s best if you can maximize the viable characters, yeah, but you don’t hinder the game itself by doing so. A good example is banning Dedede’s infinite on DK. What happens if someone accidentally does a loop of it? Do you take the game off them? What if someone times it perfectly so that you have one frame to dodge out of it? They’re not using the infinite on you, just grabbing you repeatedly as you fail to dodge it. Unfortunately, there’s no way to really enforce it, and check whether it was escapable, and thus, you can’t ban the infinite.

Since this is looking kind of long right about now, and this is a good place to end for the moment, I’ll wrap it up here. If it gets read by someone, and S.D will let me, I’ll continue writing this on other topics it logically flows into, but for the moment, you’ll have to settle for this. Hope you enjoyed reading this and, assuming it doesn’t get any follow-ups, you can read more of my writing at www.bulletpunch.com (shameless plug inserted).





Actually, on an unrelated note, I might as well explain the ads here, since I kinda didn't. Basically, the Amazon ads are context sensitive, and thus pick up main topics of this blog, and then procure items of interest based on them. If you see anything you want and want to buy on it, buy it, since I get a comission from it. Otherwise, I get nothing from it

On another unrelated note, the two maids in the background are Hisui and Kohaku, if you don't know them. Hisui is the much superior one on the left, with the blueish eyes. Remember their names well.The banner is made up of a few games, though, including Pokemon (CAN YOU SEE THE SNORLAX? ITS FAIRLY WELL HIDDEN), Melty Blood, Guilty Gear, BlazBlue, Street Fighter and Arcana Hearts. It'll be redone later once I get my laptop back so it'll look less shit and pixally, but you can blame the gods of Nvidia for it not being here now. Also, new poll, check it out, especially if your name is Vlade (sorry Vlade).

Sunday, July 25, 2010

Street Fighter x Tekken (make sure to get the order right yo)

So, gameplay videos have made it onto the net of Ono's announcement that vastly eclipsed Third Strike for PSN and XBL, even though 3S is hype as fuck and you all know it. So far, only Ryu, Chun, Kazuya and Nina have been shown, and its only in alpha, but dayum, it looks so hype. Tag team super combos, Kazuya's epic EWGF to the sky, wallbounces, fuck. Its got everything. The fact the roster is restricted to SF and Tekken makes me even more hype, since Q could finally be represented in a crossover game, and Q is amazing. Here's the video if you have yet to see it:






So, yeah, not much actual gameplay, and I really doubt they'll leave it hubless, but really, this is the biggest possibility for fanservice fighting game players have ever seen. It looks like they intend on having awesome character-specific rival intros, which could, quite frankly, be fucking hype for some rivalries, tag team specific super combos (since Kazuya's followup super EWGF looks like its part of the cinematic), and just anything else they wanted. I was suspicious at first of it working, since the two engines are so different, but if they do have two games, and the quality of both is high, then why not? Also, fuck yeah roll techs, I missed you so much. But, yeah, as I said, not much to really talk about yet.