Now, any competetive fighting game players out there will know what yomi means. "Yomi" is a Japanese word meaning "knowing the mind of the opponent." If one can condition his enemies to act in a certain way, you can capitalize on it. Conditioning and yomi are completely vital aspect of Pokemon, otherwise your 'prediction' essentially boils down to 'educated guessing'. This is something I see more often in competetive Pokemon than I should! Anyways, here goes.
If your opponent knows what you are going to do, he is said to be on a different "yomi layer" than you. He knew what you would do (yomi 1), and he did something to counter it (yomi 2)! Next time, maybe you will do something to counter his counter (yomi 3).
It is standard in a game that there are 3 layers of yomi for a situation. Yomi 0 is simply using the most powerful attack (typically the one with the lowest risk : reward ratio) in your repository. Yomi 1 is countering that attack, Yomi 2 is countering Yomi 1, and Yomi 3 is countering Yomi 2. I'm just going to quote here, since I couldn't say it any better myself:
I hope I made this clearer for you guys!
If your opponent knows what you are going to do, he is said to be on a different "yomi layer" than you. He knew what you would do (yomi 1), and he did something to counter it (yomi 2)! Next time, maybe you will do something to counter his counter (yomi 3).
It is standard in a game that there are 3 layers of yomi for a situation. Yomi 0 is simply using the most powerful attack (typically the one with the lowest risk : reward ratio) in your repository. Yomi 1 is countering that attack, Yomi 2 is countering Yomi 1, and Yomi 3 is countering Yomi 2. I'm just going to quote here, since I couldn't say it any better myself:
Yomi is based heavily on the risk : reward system, which is why it is so prevalent in Pokemon. A good player (Player A) will recognize that Metagross players (Player B) love using Meteor Mash because it does so much damage to pretty much anything (yomi 0), so Player A doesn't get to switch in his Salamence as often as he'd like to. He decides that he's going to use a Steelix to counter Metagross' painful Meteor Mash (yomi 1). It works for a while, but then the Player B realizes that Steelix keeps messing with him, so now he put Earthquake on his Metagross to smack Steelix around the next time he comes in (yomi 2). This was, actually, what Player A wanted all along. Now, when he thinks that Metagross will use Earthquake, he switches in Salamence (yomi 3). Of course, Player B can still out-predict him and use Meteor Mash. This isn't Yomi 4 of course, it just loops back to Yomi 0! This is what Player B wanted all along!Sirlin said:...[A] game need only support counters up to Yomi Layer 3, since Yomi Layer 4 can loop around back to Yomi Layer 0.
Let’s say I have a move (we’ll call it "m") that’s really, really good. I want to do it all the time. (Here’s where the inequality of risk/reward comes in. If all my moves are equally good, this whole thing falls apart.) The "level 0" case here is discovering how good that move is and doing it all the time. Then, you will catch on and know that I’m likely to do that move a lot (yomi layer 1), so you’ll need a counter move (we’ll call it "c1"). You’ve stopped me from doing m. You’ve shut me down. I need a way to stop you from doing c1. I need a counter to your counter, or "c2."
Now you don’t know what to expect from me anymore. I might do m, or I might do c2. Interestingly, I probably want to do m, but I just do c2 to scare you into not doing c1 anymore. Then I can sneak in more m.
You don’t have adequate choices yet. I can alternate between m and c2, but all you have is c1. You need a counter to c2, which we’ll call c3. Now we each have two moves.
Me: m, c2 You: c1, c3.
Now I need a counter to c3. The tendency might be to create a c4 move, but it’s not necessary. The move m can serve as my c4. Basically, if you expect me to do my counter to your counter (rather than my original good move m), then I don’t need a counter that; I can just do go ahead and do the original move…if the game is designed that way. Basically, supporting moves up Yomi Layer 3 is the minimum set of counters needed have a complete set of options, assuming Yomi Layer 4 wraps around back to Layer 0.
I hope I made this clearer for you guys!