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Red advanced manip checklist

Jun 2nd, 2017
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  1. EXTENDED MANIPS
  2. Time save PoC? Usable? Faster? Optimal?
  3. Nido --> forest 5 Yes Yes No No
  4. Flier --> Paras 5-15 Yes Yes No No
  5. Flier --> Paras (RB) 15-20 Yes No (?) No No
  6. 3 Paras Moon 10-15 No No No No
  7.  
  8. PoC = Do we have proof that the concept works?
  9. Usable = Can this manip realistically be performed in a run at the moment?
  10. Faster = Is it faster on average to attempt this manip, even after considering the chance you'll fail it?
  11. Optimal = Has this manip been optimized to minimize wasted frames and IGT0s?
  12.  
  13. OTHER POSSIBLE MANIPS:
  14. - Cans manip --> good Surge fight
  15. > Difficult execution (last text box before fight is not bufferable)
  16. > Requires clusters
  17. > Can manip 4-turn Thrash because Thrash length is set ASAP
  18. > Would want a second manip for Sonicboom if at 21+ HP
  19. - Nido --> forest --> Weedle Guy
  20. > Get String Shot turn 1
  21. > Again requires clusters
  22. - S.S. Anne Rival
  23. > Can manip 4-turn Thrash because Thrash length is set ASAP
  24. > Many text boxes, including one that isn't bufferable
  25. > Pidgeotto is a 27% range with Thrash, including crits
  26. > Would not be worth attempting above 16 HP
  27. - Lance
  28. > Get Hydro Pump miss while in red bar
  29. > Very difficult execution (~15 text boxes, including one that isn't bufferable)
  30. > Requires clusters
  31. > Much more valuable with Ice-less route
  32. - Misty
  33. > 0-damage Starmie while in red bar
  34. > Very difficult execution (bonk and last text box before fight are not bufferable)
  35. - Agatha
  36. > 0-damage Gengar into crit Golbat while in red bar
  37. > Very difficult execution (10+ text boxes, including one that isn't bufferable)
  38. - Channeler 1
  39. > 2 Thunderbolt crits in red bar
  40. > Allows Rock Slide to be skipped
  41. > Might not be faster because you still lose 2 turns later
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