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Techno vs Eoin

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Jan 26th, 2020
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  1. The Hive (defending hax)
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  3. Gg man i definitely could have played cleaner with the Sharpedo to reduce my reliance on hax here. Since I didn't go through the aids theorymon on my side of the vid i'll give my thoughts on the 3 pieces of important hax in the game.
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  5. Foul Play crit on Heatran, i personally think Magma was the play that turn in either case because if you go for it you ensure rocks stay up and mandy stays low, whereas if i don't get the crit we are in a 50-50 whether i stay in to ko/dodge magma, or make the play into tyrantrum who takes the hit while still being out of Stone Edge range from Mienshao.
  6. That probably forces a Heatran sack over anything else, allowing me into Mandy after I sack Piloswine to Mienshao. Since i wasn't poisoned on Mandibuzz at that point I had a few options but Roosting on Mienshao, defogging on the volt into pinsir and sacking let me into Scolipede. Since there was zero reason for you to risk Pinsir when Quick attack didn't kill from full and the remaining 3 mons lost to Tangrowth I can swords dance on the pivot to Forretress (going Rotom at that point covered nothing if I was Z), then Swords dance again since as i mentioned Gyro Ball to +1 speed scolipede still left me out of range of Quick attack. Since Rotom would not have taken the head smash but come in on rocks a second time vs Mandibuzz I would need 3 hits to Ohko your spread to win the game at that point.
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  8. Hydro Miss on Tyrantrum. Much much worse scenario for me if you landed, since Pinsir turned out to be adamant. I would need to Defog earlier, sacking mandibuzz to zygarde instead of roosting, then immediately go Scolipede and Swords Dance. Basically the game then comes down to whether you go Pinsir to Quick Attack or Forretress first anticipating Coba Berry. If you went Pinsir since it did look like it just swept at that point, I rock Slide, kill, you go Forretress, I Eq to put it in range of Tangrowth Eq, and we are left with a 100% tang and a 3-15ish% Tyrantrum vs a 100% Mienshao and a rotom at 28%. Your play is to go Mienshao on Tangrowth, u-turn sack rotom to leaf storm, then go back into Mienshao and HJK. However, since i would have Tyrantrum as a sack at this point I get an extra round of Regen, putting me back to full, after which I either get the roll to kill with Leaf Storm, or i take 2 HJKs and 2hko assuming no crit.
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  10. 252 Atk Mienshao High Jump Kick vs. 248 HP / 28 Def Tangrowth: 168-198 (41.6 - 49.1%) -- guaranteed 3HKO.
  11. So game in that scenario comes down to whether you go Forry first > Pinsir.
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  13. Ancientpower crit on Forretress. This dose not madder, I knew the numbers on Forretress and the crit allowed me to click Ancientpower a second time instead of going for Earthquake which accomplished the same thing.
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  15. Overall the hax sucked because it took away a really solid chance for the game to go the other way, but I'd say it was game changing rather than game deciding.
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  17. NPL (opposing hax):
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  19. Good vid as always lads but i think you ignored the fact that without the crits, after sacking venusaur and cryogonal, tech would have had no way to punish the regenerator core since he had no setup on buzzwole, lycanroc or greninja. As i also mentioned in my side of the game the ability to check sylveon with the combination of Hoopa and Tangrowth put him in a position where he had to check Hoopa with one of Lycanroc, Greninja or Buzzwole. Since no damage would have been taken on Victini or Diancie in the process of checking Sylveon, the following endgame scenarios are possible.
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  21. 1. He checks Hoopa with Greninja or Lycanroc. In this situation Jolteon comes in and clicks Thunderbolt. He either sacks Lycanroc or takes 70 on his buzzwole. In either case he ends up with scarfed Buzzwole in with no way to punish the Alomomola switch. Assuming he makes his best play and doubles to Greninja, I go for wish and try and make the pass into Diancie (still in regular form in this case so lives the hydro after rocks), because if I come in on a Dark Pulse and get back to 100% i have roughly a 75% chance to live accounting for accuracy. However, assuming worst case scenario and Diancie dies, I go back into Jolteon to check Greninja and now I either Thunderbolt (if he took the damage on Buzzwole instead of sacking Lycanroc the previous time Jolteon was in), or Volt Switch (if he sacked Lycanroc). In either case after this turn he has a weakened Buzzwole and Greninja vs Jolteon, Alomomola, and a Victini who has taken no damage by now. It's worth going over the calcs vs Victini at this point again: 252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 208 SpD Assault Vest Victini: 218-260 (54 - 64.5%) -- guaranteed 2HKO 252 Atk Buzzwole Earthquake vs. 248 HP / 0 Def Victini: 230-272 (57 - 67.4%) -- guaranteed 2HKO Again assuming worst case scenario, that he doubles to Greninja on Alomomola, I can wish pass into Victini ( the max roll from Hydro is 260 damage, I would be at 303 after rocks, -260 is 43, + 250 from Alomomola leaves me at 290, out of range of a second Hydro Pump). I now have him in checkmate because Victini either kills Greninja, allowing me to win because Alomomola walls Buzzwole, or he U-turns on Victini and sacks Buzzwole, in which case he loses to Jolteon (who has taken 3 rocks switches so would still be out of range of Water Shiruken). GG Or
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  23. 2. He checks Hoopa with Buzzwole. Much quicker scenario, Diancie comes in and kills something with Moonblast, probably Lycanroc. Gren checks Diancie, Jolteon comes in and Volts into Victini who secures a second kill and then wincon is either Jolteon or Alomomola walling Buzzwole.
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  25. Edit: I have to check Lycanroc with Diancie > Jolteon too because of Accelrock damage, but basically same endgame as the buzzwole scenario in that case.
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  27. tldr: hax was unfortunate but you were probably right it was too early to call it decisive, we def both had plays after that
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