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Well the results weren't too disastrous for either party. Dogfish got one flinch although it was probably the most important one. Matezoide is able to take the flinch out of the equation thanks to some handy sunlight and while he is able to end the round with a comfortably healthy Venusaur he didn't actually manage to scratch Xatu at all. Maybe his plan is to wait it out until it EN KOs?
If damaging Psychic type combo AND you have more than 15 HP remaining AND you are not behind a Substitute AND you are not taunted, Substitute (15) that action and push-back.
If damaging Flying type combo AND you have more than 15 HP remaining AND you are not behind a Substitute AND you are not taunted, Substitute (15) that action and push-back.
If you flinch, push-back.
I guess Mate does his best to keep Venusaur alive. Of course its hard to achieve when you are ordering first and staring down a dual STAB weakness. Alch shows it doesn't even need combinations to KO Belladona, mostly thanks to Sky Attack. It does cost a decent amount of energy however and Mate has now managed to not only remove the Rare Candy but also get a lucky poison on Xatu, but with Joe about to feel the pain of those entry hazards one can't help but feel it might be too little, too late.
IF Protective/Evasive action AND this sub didn't activate on the action prior THEN Chill AND Push Back IF Diggersby underground when you are to act THEN Chill AND Push Back
With the help of those hazards its an easy job for Alch and DF to finish this one off. They now advance while Matezoide and his troup are left to fight for second place after a very close and hard fought battle