Thread: Infernape
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Old Oct 2nd, 2010, 1:24:45 AM   #63
DrunkRaccoon
 
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Quote:
Originally Posted by Fat Zoap View Post
On an interesting note:

If most Blaziken run High Jump Kick, then that makes switching in a Ghost that more dangerous for him. I mean here are the calcs based on the Bulky Ghosts of Gen 4:

Adamant Blaziken@Life Orb 252/168+ Rotom-H = 69.41%-81.91%
Adamant Blaziken@Life Orb 252/228+ Dusknoir = 57.48%-67.69%
Adamant Blaziken@Life Orb 252/252+ Spiritomb = 128.29%-151.97%

I encourage anyone do the same calcs on Gen 5 ghosts if possible.

What does this mean for Hi Jump Kick Blaziken? He has to be very wary of any Ghost on the other side, with taking a minimum of 23% from Hi Jump Kick Recoil(or 64% in Spiritomb's case). So why is HJK bad? Factor in Rocks his frailty and possible recoil for a wrong prediction and you could have an albeit fast but 65% Blaziken(best case scenario).What this could mean is that Blaziken will be more inclined to run Superpower which we all know is the same BP as CC but also has the negative effect of lowering his Attack. So Blaziken will have a tough choice to make if you ask me.

Ape on the other hand doesn't have to worry about his 120 CC doing up to 64% recoil or dropping his Attack just because the opponent is carrying a ghost.



A major advantage to Ape if I may say.
This rumor may have been disproved, but I was under the impression that you no longer take recoil damage with HJ/J Kick when you use it against a ghost.
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