Contest combination: Difference between revisions
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===Misconceptions About Combinations=== | ===Misconceptions About Combinations=== | ||
Certain Follow Up moves are also the First Turn move for a different combination. A Combination of three such as the example below will NOT work in a Contest: | |||
'''A combination that is interrupted cannot be resumed''' after the First Turn has been completed. On the other hand, if the First Turn move is interrupted, it may be used again, but not as effectively (using the same move twice in a row receives scorn from the Judge). Even if the move was repeated, a combination can be made. | |||
'''Certain Follow Up moves are also the First Turn move for a different combination.''' A Combination of three such as the example below will NOT work in a Contest: | |||
*[[Calm Mind]] | *[[Calm Mind]] | ||
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In this sense, due to a restriction of the number of rounds in the Appeals/ Acting Competition, it is impossible to successfully use more than two Combinations per Contest. | In this sense, due to a restriction of the number of rounds in the Appeals/ Acting Competition, it is impossible to successfully use more than two Combinations per Contest. | ||
{{contest}} | {{contest}} |
Revision as of 12:07, 6 June 2008
A Contest Combination is a strategy employed in a Pokemon Contest and Pokemon Super Contest. Much like the Combat Combinations, the Contest Combos are only preformed when the techniques are used back-to-back. Using a correct Combination of moves successfully will increase damage inflicted in Combat and voltage points in Contest.
Combos
First Turn: Belly Drum |
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Follow Up: Rest |
First Turn: Calm Mind |
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Follow Up: Confusion |
Follow Up: Dream Eater |
Follow Up: Future Sight |
Follow Up: Light Screen |
Follow Up: Luster Purge |
Follow Up: Meditate |
Follow Up: Mist Ball |
Follow Up: Psybeam |
Follow Up: Psychic |
Follow Up: Psywave |
Follow Up: Reflect |
First Turn: Charge |
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Follow Up: Discharge |
Follow Up: Shockwave |
Follow Up: Spark |
Follow Up: Thunder |
Follow Up: Thunder Wave |
Follow Up: Thunderbolt |
Follow Up: Thunderpunch |
Follow Up: Thundershock |
First Turn: Charm |
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Follow Up: Flatter |
Follow Up: Growl |
Follow Up: Rest |
Follow Up: Sweet Kiss |
Follow Up: Tail Whip |
First Turn: Confusion |
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Follow Up: Future Sight |
Follow Up: Shockwave |
Follow Up: Spark |
Follow Up: Thunder |
Follow Up: Thunder Wave |
Follow Up: Thunderbolt |
Follow Up: Thunderpunch |
Follow Up: Thundershock |
First Turn: Curse |
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Follow Up: Destiny Bond |
Follow Up: Grudge |
Follow Up: Mean Look |
Follow Up: Spite |
First Turn: Defense Curl |
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Follow Up: Rollout |
Follow Up: Tackle |
First Turn: Dive |
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Follow Up: Surf |
First Turn: Double Team |
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Follow Up: Agility |
Follow Up: Quick Attack |
Follow Up: Teleport |
First Turn: Dragon Dance |
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Follow Up: Dragon Claw |
Follow Up: Dragon Rage |
Follow Up: Dragonbreath |
First Turn: Dragon Rage |
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Follow Up: Dragonbreath |
Follow Up: Dragon Claw |
Follow Up: Dragon Dance |
First Turn: Earthquake |
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Follow Up: Eruption |
Follow Up: Fissure |
First Turn: Endure |
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Follow Up: Flail |
Follow Up: Reversal |
First Turn: Fake Out |
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Follow Up: Arm Thrust |
Follow Up: Faint Attack |
Follow Up: Knock Off |
Follow Up: Seismic Toss |
Follow Up: Vital Throw |
First Turn: Fire Punch |
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Follow Up: Ice Punch |
Follow Up: Thunderpunch |
First Turn: Focus Energy |
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Follow Up: Arm Thrust |
Follow Up: Brick Break |
Follow Up: Cross Chop |
Follow Up: Double-Edge |
Follow Up: Dynamicpunch |
Follow Up: Focus Punch |
Follow Up: Headbutt |
Follow Up: Karate Chop |
Follow Up: Sky Uppercut |
Follow Up: Take Down |
Misconceptions About Combinations
A combination that is interrupted cannot be resumed after the First Turn has been completed. On the other hand, if the First Turn move is interrupted, it may be used again, but not as effectively (using the same move twice in a row receives scorn from the Judge). Even if the move was repeated, a combination can be made.
Certain Follow Up moves are also the First Turn move for a different combination. A Combination of three such as the example below will NOT work in a Contest:
The reason why is because a Combo is activated from the First Turn move: when it attracts special attention from the Judge. The Judge always recognizes a First Turn move, and awards the immediate Follow Up move.
Basically, it is impossible to follow up a Follow Up move.
It is certainly possible, though, to have two combinations, back to back such as the example below:
Calm Mind, Confusion, and Kinesis are all potential Start Up moves, but, in this example, Confusion is used as a Follow Up turn, along with Future Sight. Calm Mind would attract the Judge's attention, and then Confusion would earn extra voltage points. Then, Kinesis would attract the Judge's attention and Future Sight would earn extra voltage points.
In this sense, due to a restriction of the number of rounds in the Appeals/ Acting Competition, it is impossible to successfully use more than two Combinations per Contest.
Pokémon Contests | |||
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Necessary Spoils Pokéblocks • Poffins Contest Categories Cool • Beautiful • Cute • Clever • Tough Rounds Appeal • Battle • Dance • Visual |
Participation Contest • Super Contest • Contest Show Coordinator • Contest Hall • Contest Pass The Grand Festival Kanto • Hoenn • Sinnoh Top Coordinator • Ribbon Cup | ||
Others Combinations • Opponents (III • IV • VI • VIII) • Double Performance • Jamming Ribbons (list) • Stickers • Ball Capsules • Ranks • Judges • Announcers • Wallace Cup |