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
Follow Up: Rest


First Turn: Calm Mind
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
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
Follow Up: Flatter
Follow Up: Growl
Follow Up: Rest
Follow Up: Sweet Kiss
Follow Up: Tail Whip


First Turn: Confusion
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
Follow Up: Destiny Bond
Follow Up: Grudge
Follow Up: Mean Look
Follow Up: Spite


First Turn: Defense Curl
Follow Up: Rollout
Follow Up: Tackle


First Turn: Dive
Follow Up: Surf


First Turn: Double Team
Follow Up: Agility
Follow Up: Quick Attack
Follow Up: Teleport


First Turn: Dragon Dance
Follow Up: Dragon Claw
Follow Up: Dragon Rage
Follow Up: Dragonbreath


First Turn: Dragon Rage
Follow Up: Dragonbreath
Follow Up: Dragon Claw
Follow Up: Dragon Dance


First Turn: Earthquake
Follow Up: Eruption
Follow Up: Fissure


First Turn: Endure
Follow Up: Flail
Follow Up: Reversal


First Turn: Fake Out
Follow Up: Arm Thrust
Follow Up: Faint Attack
Follow Up: Knock Off
Follow Up: Seismic Toss
Follow Up: Vital Throw


First Turn: Fire Punch
Follow Up: Ice Punch
Follow Up: Thunderpunch


First Turn: Focus Energy
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.



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