Switch = OK Rulings

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Frosty

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For the discussion go here: http://www.smogon.com/forums/showthread.php?t=3482470

It was discussed some stuff regarding how switch=OK works. I will spare you the details. Let's jump to the ballots:

Ballots:

1)
[box]Should a player be allowed to start a switch phase on consecutive rounds?
a) Yes
b) No[/box]

Choose one option

2)
[box]How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
a) If the player switches in a Trapper, the opposing player can't counterswitch
b) If the player switches out a Trapper, the opposing player can't counterswitch
c) Both a and b
d) Neither a nor b[/box]

Post in order of preferance

3)
[box]When the pokemon that used a traping move (mean look, spider web, whirlpool, clamp etc) switch out, can the opposing player counterswitch?
a) Yes
b) No[/box]

Choose one

4)
[box]Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
a) Yes
b) No[/box]

Choose one.


Also, just say it stays on record: we will move to the wording AFTER the rulings are decided upon.


Now let us vote!
 
Should a player be allowed to start a switch phase on consecutive rounds?
Yes

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
a) If the player switches in a Trapper, the opposing player can't counterswitch
d) Neither a nor b
c) Both a and b
b) If the player switches out a Trapper, the opposing player can't counterswitch

When the pokemon that used a traping move (Mean Look, Spider Web, Whirlpool, Clamp, etc.) switch out, can the opposing player counterswitch?
No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
No
 
Should a player be allowed to start a switch phase on consecutive rounds?
b) No

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
b) If the player switches out a Trapper, the opposing player can't counterswitch
a) If the player switches in a Trapper, the opposing player can't counterswitch
c) Both a and b
d) Neither a nor b

When the pokemon that used a trapping move (mean look, spider web, whirlpool, clamp etc) switch out, can the opposing player counterswitch?
b) No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
b) No

With the first: Repeatedly shuffling matchup advantages over hazards is something only a true shithead would do.

With the other three: i just went with in-game precedent.
 
Should a player be allowed to start a switch phase on consecutive rounds?
Yes

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
c) Both a and b
a) If the player switches in a Trapper, the opposing player can't counterswitch
b) If the player switches out a Trapper, the opposing player can't counterswitch
d) Neither a nor b

When the pokemon that used a traping move (Mean Look, Spider Web, Whirlpool, Clamp, etc.) switch out, can the opposing player counterswitch?
No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
Yes
 
Should a player be allowed to start a switch phase on consecutive rounds?
b) No

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
b) If the player switches out a Trapper, the opposing player can't counterswitch
d) Neither a nor b
c) Both a and b
a) If the player switches in a Trapper, the opposing player can't counterswitch

When the pokemon that used a trapping move (mean look, spider web, whirlpool, clamp etc) switch out, can the opposing player counterswitch?
b) No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
b) No

test taking tips: b is always the correct answer
 
Should a player be allowed to start a switch phase on consecutive rounds?
a) Yes

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
b) If the player switches out a Trapper, the opposing player can't counterswitch
d) Neither a nor b
c) Both a and b
a) If the player switches in a Trapper, the opposing player can't counterswitch

When the pokemon that used a trapping move (mean look, spider web, whirlpool, clamp etc) switch out, can the opposing player counterswitch?
b) No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
b) No
 
Should a player be allowed to start a switch phase on consecutive rounds?
b) No

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
b) If the player switches out a Trapper, the opposing player can't counterswitch
c) Both a and b
d) Neither a neither b
a) If the player switches in a Trapper, the opposing player can't counterswitch

When the pokemon that used a trapping move (mean look, spider web, whirlpool, clamp etc) switch out, can the opposing player counterswitch?
b) No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
b) No

Basically, I mostly agree with Pwnemon.
 
Should a player be allowed to start a switch phase on consecutive rounds?
b) No

How should Shadow Tag/Arena Trap/Magnet Pull be considered as far as counterswitching is concerned?
b) If the player switches out a Trapper, the opposing player can't counterswitch
c) Both a and b
a) If the player switches in a Trapper, the opposing player can't counterswitch
d) Neither a nor b

When the pokemon that used a trapping move (mean look, spider web, whirlpool, clamp etc) switch out, can the opposing player counterswitch?
b) No

Should the player be forced to specify who will switch in when Volt Switch/U-turn/Teleport is used?
b) No

test taking tips: copy from Engineer when the teacher is not looking at you
 
Slates 2, 3, & 4 have hit a majority.

Should a player be allowed to start a switch phase on consecutive rounds?
b) No

After much consideration, It is basically this. If we allow consecutive switch phases, then we just have shuffle teams running rings around the large formats, especially given they can constantly abuse switch phases & ordering first, preventing opponents from cockblocking their strategy. On the other hand, it is considered to be more realistic, which always has been, & always will be, a joke of a reason, especially when we have game balance to worry about. Additionally, allowing consecutive switches does mean that someone who makes bad switches are less fucked. While this is legitimate, I am afraid the general bullshit that derives from such a legitimate play-style in ASB is too great to ignore. We wondered why the so-called "obscure ruling" was present in the first place. We now know why. Game Balance > Realism/common sense, any day, every day.

Majority. I will be revamping the Switch = OK rulings based on the decisions made by the council.
 
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