Ignus
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Slow vs Fast part 18384
I think that people are misunderstanding something about faster parting shot, which is its actual ability to preserve momentum. Parting Shot's primary use is still that it makes us move second when the opponent switches out on us - and yes, while using it only to lighten the load isn't worth a spot on a set, when coupled with the late switch utility it suddenly becomes super useful in a variety of situations and well worth a moveslot.
I think we need to look more carefully at the situations when we'll actually be using parting shot. For the faster version, I'd expect something like this:
(Numbers are turns)
This sort of rhythm is extremely common, especially when playing with some sort of fat balance or semi stall team. The back and forth pattern used by a good semi stall player can only be really broken by either a setup sweeper or a wall breaker - both of which are gimped by a Faster Parting Shot user. The idea is that every time CAP switches in, we're winning these smaller exchanges while simultaneously ensuring that the opponent can't break out of these '1 free turn each' trades our team prefers.
A slower parting shot user assumes that whatever the opponent switched in on CAP can't actually kill us. Without the extra speed, we're guessing that CAP will never be straight up killed by whatever counters are switching into it. But, I'm betting this isn't the case. I think it's extremely likely the opponent will have an answer to CAP that can either kill or severely injure it. If we're using a slower parting shot, we're letting the opponent hit CAP with the moves that hurt it the most. I think this is even less useful than trying to use parting shot as a sort of 'better switch out'.
(Non slow/fast arguments below this line)
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Choice Scarf doesn't work like that.
Using choice scarf removes the whole point of using a faster Parting Shot - we can't use it reactively to soften blows for our team, and are forced to use it exclusively as a predictive measure. At that point, I'd rather use a coverage move.
A lure set would be more effective than just pivoting to a friend.
Edit: This argument was a little binary from me and not quite what I intended. Sure, you can use it over a coverage move, but we have to realize that it removes the whole idea behind using a faster parting shot user. Using it predictively is by no means a BAD thing. It's still good. It's just that classifying it as a 'faster parting shot' is probably inaccurate in the context of the arguments on this thread. We can't do 'both' because choiced parting shot and being faster than the opponent and using parting shot are different. We physically can't use choiced parting shot reactively.
In regards to support vs offensive
It doesn't really matter. The only things that matter are that we can (1) force the opponent to give CAP a free turn, and (2) Use that free turn effectively. If we can do that with just supportive moves, that's fine. If we can only really force the opponent to switch out with a big hit, that's fine too. The only questions we need to ask ourselves are 'can we get a turn' and 'can we use it'.
I think that people are misunderstanding something about faster parting shot, which is its actual ability to preserve momentum. Parting Shot's primary use is still that it makes us move second when the opponent switches out on us - and yes, while using it only to lighten the load isn't worth a spot on a set, when coupled with the late switch utility it suddenly becomes super useful in a variety of situations and well worth a moveslot.
I think we need to look more carefully at the situations when we'll actually be using parting shot. For the faster version, I'd expect something like this:
(Numbers are turns)
- CAP gets a switch in against something it beats, opponent hits with non-effective move / some utility
- Opponent switches away in order to not die, we get a free turn to do whatever we want (parting shot to pivot away and give us a second free turn, set up rocks, hit opponent with some shit)
- CAP Parting Shots out, opponent hits our glue-mon with something ineffective
This sort of rhythm is extremely common, especially when playing with some sort of fat balance or semi stall team. The back and forth pattern used by a good semi stall player can only be really broken by either a setup sweeper or a wall breaker - both of which are gimped by a Faster Parting Shot user. The idea is that every time CAP switches in, we're winning these smaller exchanges while simultaneously ensuring that the opponent can't break out of these '1 free turn each' trades our team prefers.
A slower parting shot user assumes that whatever the opponent switched in on CAP can't actually kill us. Without the extra speed, we're guessing that CAP will never be straight up killed by whatever counters are switching into it. But, I'm betting this isn't the case. I think it's extremely likely the opponent will have an answer to CAP that can either kill or severely injure it. If we're using a slower parting shot, we're letting the opponent hit CAP with the moves that hurt it the most. I think this is even less useful than trying to use parting shot as a sort of 'better switch out'.
(Non slow/fast arguments below this line)
~~~~~~~~~~~~~
Choice Scarf doesn't work like that.
Using choice scarf removes the whole point of using a faster Parting Shot - we can't use it reactively to soften blows for our team, and are forced to use it exclusively as a predictive measure. At that point, I'd rather use a coverage move.
A lure set would be more effective than just pivoting to a friend.
Edit: This argument was a little binary from me and not quite what I intended. Sure, you can use it over a coverage move, but we have to realize that it removes the whole idea behind using a faster parting shot user. Using it predictively is by no means a BAD thing. It's still good. It's just that classifying it as a 'faster parting shot' is probably inaccurate in the context of the arguments on this thread. We can't do 'both' because choiced parting shot and being faster than the opponent and using parting shot are different. We physically can't use choiced parting shot reactively.
In regards to support vs offensive
It doesn't really matter. The only things that matter are that we can (1) force the opponent to give CAP a free turn, and (2) Use that free turn effectively. If we can do that with just supportive moves, that's fine. If we can only really force the opponent to switch out with a big hit, that's fine too. The only questions we need to ask ourselves are 'can we get a turn' and 'can we use it'.
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