Contest combination

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A Contest Combination', abbreviated as Contest Combo, is a strategy employed in Pokémon Contests and Pokémon Super Contests. 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: Shock Wave
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: Shock Wave
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


First Turn: Growth
Follow Up: Absorb
Follow Up: Bullet Seed
Follow Up: Giga Drain
Follow Up: Magical Leaf
Follow Up: Mega Drain
Follow Up: Petal Dance
Follow Up: Razor Leaf
Follow Up: Solarbeam


First Turn: Hail
Follow Up: Blizzard
Follow Up: Powder Snow
Follow Up: Weather Ball


First Turn: Harden
Follow Up: Double-Edge
Follow Up: Protect
Follow Up: Rollout
Follow Up: Tackle
Follow Up: Take Down


First Turn: Horn Attack
Follow Up: Fury Attack
Follow Up: Horn Drill


First Turn: Hypnosis
Follow Up: Dream Eater


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


First Turn: Kinesis
Follow Up: Confusion
Follow Up: Future Sight
Follow Up: Psychic
Follow Up: Teleport


First Turn: Leer
Follow Up: Bite
Follow Up: Faint Attack
Follow Up: Glare
Follow Up: Horn Attack
Follow Up: Scary Face
Follow Up: Scratch
Follow Up: Stomp
Follow Up: Tackle


First Turn: Lock-On
Follow Up: Superpower
Follow Up: Thunder
Follow Up: Tri Attack
Follow Up: Zap Cannon


First Turn: Mean Look
Follow Up: Destiny Bond
Follow Up: Perish Song


First Turn: Metal Sound
Follow Up: Metal Claw


First Turn: Mind Reader
Follow Up: Dynamicpunch
Follow Up: Hi Jump Kick
Follow Up: Submission
Follow Up: Superpower


First Turn: Mud Sport
Follow Up: Mud-Slap
Follow Up: Water Gun
Follow Up: Water Sport


First Turn: Mud-Slap
Follow Up: Mud Sport
Follow Up: Sand Attack


First Turn: Peck
Follow Up: Drill Peck
Follow Up: Fury Attack


First Turn: Pound
Follow Up: Doubleslap
Follow Up: Faint Attack
Follow Up: Slam


First Turn: Powder Snow
Follow Up: Blizzard


First Turn: Psychic
Follow Up: Confusion
Follow Up: Future Sight
Follow Up: Kinesis
Follow Up: Teleport


First Turn: Rage
Follow Up: Leer
Follow Up: Scary Face
Follow Up: Thrash


First Turn: Rain Dance
Follow Up: Bubble
Follow Up: Bubblebeam
Follow Up: Clamp
Follow Up: Crabhammer
Follow Up: Dive
Follow Up: Hydro Pump
Follow Up: Muddy Water
Follow Up: Surf
Follow Up: Thunder
Follow Up: Water Gun
Follow Up: Water Pulse
Follow Up: Water Sport
Follow Up: Water Spout
Follow Up: Waterfall
Follow Up: Weather Ball
Follow Up: Whirlpool


First Turn: Rest
Follow Up: Sleep Talk
Follow Up: Snore


First Turn: Rock Throw
Follow Up: Rock Slide
Follow Up: Rock Tomb


First Turn: Sand Attack
Follow Up: Mud-Slap


First Turn: Sandstorm
Follow Up: Mud-Slap
Follow Up: Sand Tomb
Follow Up: Sand Attack
Follow Up: Weather Ball


First Turn: Scary Face
Follow Up: Bite
Follow Up: Crunch
Follow Up: Leer


First Turn: Scratch
Follow Up: Fury Swipes
Follow Up: Slash


First Turn: Sing
Follow Up: Perish Song
Follow Up: Refresh


First Turn: Sludge
Follow Up: Sludge Bomb


First Turn: Sludge Bomb
Follow Up: Sludge


First Turn: Smog
Follow Up: Smokescreen


First Turn: Stockpile
Follow Up: Spit Up
Follow Up: Swallow


First Turn: Sunny Day
Follow Up: Blaze Kick
Follow Up: Ember
Follow Up: Eruption
Follow Up: Fire Blast
Follow Up: Fire Punch
Follow Up: Fire Spin
Follow Up: Flamethrower
Follow Up: Heat Wave
Follow Up: Moonlight
Follow Up: Morning Sun
Follow Up: Overheat
Follow Up: Solarbeam
Follow Up: Synthesis
Follow Up: Weather Ball
Follow Up: Will-O-Wisp


First Turn: Surf
Follow Up: Dive


First Turn: Sweet Scent
Follow Up: Poisonpowder
Follow Up: Sleep Powder
Follow Up: Stun Spore


First Turn: Swords Dance
Follow Up: Crabhammer
Follow Up: Crush Claw
Follow Up: Cut
Follow Up: False Swipe
Follow Up: Fury Cutter
Follow Up: Slash


First Turn: Taunt
Follow Up: Counter
Follow Up: Detect
Follow Up: Mirror Coat


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


First Turn: Vicegrip
Follow Up: Bind
Follow Up: Guillotine


First Turn: Water Sport
Follow Up: Mud Sport
Follow Up: Refresh
Follow Up: Water Gun


First Turn: Yawn
Follow Up: Rest
Follow Up: Slack Off



Misconceptions About Combinations

  • A combination that is interrupted cannot be resumed after the First Turn has been completed. But, if the First Turn move is interrupted, it may be used again, just 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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