Data New Playstyle: Sequence Discussion and Testing

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Deck Knight

Blast Off At The Speed Of Light! That's Right!
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A big thanks to Destiny Warrior for providing the idea behind this new system. I've always loved the more tactical elements written into ASB, and this system maximizes both timing and versatility.

What is a Sequence?

A Sequence is a series of moves used after one another that boost the power of the next move in the sequence. Think of it like a combination in a fighting game, where one move sets up another move for a KO. An example would be Fire Punch -> Mach Punch. Since both attacks are punching moves, Fire Punch could begin a sequence that ends with Mach Punch.

There are three varieties of sequence:

Ground Sequence: A Sequence that chains together moves on the ground. In general these moves will all be non-Flying type Contact attacks.

Aerial Sequence: A Sequence that chains together aerial attacks. In general these moves will all be Flying-type Contact attacks.

Ranged Sequence: A Sequence that chains together ranged attacks. All of these moves are non-contact.

What does a Sequence Do?

Sequences add to the BAP of subsequent attacks using the following values: +3, +6, +9, +12. So in a sequence of say Fire Punch ~ ThunderPunch ~ Mach Punch ~ Hammer Arm, Fire Punch is unboosted, Thunderpunch gets +3 BAP, Mach Punch gets +6 BAP, and Hammer Arm gets +9 BAP.

Ending a Sequence

The above sounds powerful, but note that only one Pokemon can be in a Sequence at a time, and sequences can be broken. With rare exceptions, Sequences can only be started or continued with damaging attacks or stat boosters. The Pokemon that starts a sequence first will have it in effect until it is broken, they miss with an attack, or that Pokemon uses a Sequence Ender.

Sequence Ender: A move that ends a sequence. With rare exceptions these are attacks with greater than ten (>10) BAP.

Sequences are broken once a Pokemon repeats a move already used in a sequence, exerts either 22 EN in a sequence, receives 16 or more damage with an appropriate Sequence Breaker. Repeated moves in a sequence gain no BAP bonus regardless of placement. The sequences end immediately in the case of damage, and after the attack that goes over the 22 EN threshold in the case of EN usage. There are two kinds of Sequence Breakers:

Ground / Ranged Break: Attacks that break up a Ground Sequence or a Ranged Sequence used by a grounded Pokemon. With rare exceptions, most ground breaking moves are the same moves used in Ground Sequences. Ground Breakers cannot break Aerial Sequences.

Air / Ranged Break: Attacks that break up an Aerial Sequence or a Ranged Sequence used by an airborne Pokemon. With rare exceptions, most air breaking moves are moves used in aerial sequences and ranged sequences. Air Breakers cannot break Ground Sequences.

Unfocused Status:

When a Sequence is broken, during the next action that Pokemon is in an unfocused state and cannot begin a sequence. Unless the move that broke the Sequence is a Sequence Ender for an opponent, the move that breaks one Pokemon's Sequence is the starting move of the opponent's sequence.

Ex.: If a Pokemon used Thunder to Air Break a sequence, it would not be considered the start of the Thunder using Pokemon's Ranged Sequence. If they used Thunderbolt, it would.

Combinations and Sequences:

Combinations do receive any BAP boost utilized in a sequence. Every combination is a Sequence Ender, and the Unfocused Status lasts during the cool down and the action afterward, meaning the Pokemon cannot start a new sequence until two actions after the combination.

STAB and Sequence:

General Notes:
Pokemon using a a STAB move (including stat boosters) in a sequence of the current Sequence Type will always continue / start the same kind of sequence. (e.g. Dragon Pulse to Flamethrower when either is STAB)

Pokemon using a move of the same type as the previous move in the sequence will continue a sequence, even if the move is of a different Sequence type (e.g. Fire Punch to Flamethrower regardless of STAB). The Applicable Sequence type will change based on the most recent attack's Sequence type.

Pokemon using a move of the same Sequence type after using a STAB move will continue / start that sequence. (e.g. Brick Break to Iron Head if either is STAB.)

STAB Bonuses and Sequence:
Normal: May continue a Sequence with any moves that share a like Sequence Type (ST).
Bug: May continue a Sequence with any multi-hit move.
Dark: May start or continue any Sequence with Taunt.
Dragon: May continue a Sequence with Fire and Water moves that share a like Sequence Type (ST).
Electric: May continue a Sequence with any Bug moves that share a like Sequence Type (ST).
Fighting: May continue a Sequence with any move classified as a Ground Sequence (GND).
Fire: Ignore the Sequence Ender designation of Solarbeam. May continue a sequence with any Ground move that shares a like Sequence Type (ST).
Flying: If the species is capable of learning the move Fly, Roost, or Wing Attack, have all contact moves considered Air Sequences (AER) and treated as both Ground /Ranged Breakers (GRB) and Air / Ranged Breakers (ARB).
Ghost: May continue a sequence with any Psychic moves that share a like Sequence Type (ST).
Grass: May continue a sequence with any Normal-type non-attacking move. If the move is a Sequence Ender, their Sequence will still end.
Ground: May continue a sequence with any move classified as a Ground / Ranged Break (GRB).
Ice: May continue a sequence with any Water moves that share a like Sequence Type (ST).
Poison: May continue any sequence with any Burn, Confusion, Paralysis, Poison, or Sleep inflicting non-attacking move.
Psychic: May continue any sequence with any Grass moves that share a like Sequence Type (ST).
Rock: May continue a sequence with any Ground move that shares a like Break Type (BT).
Steel: May continue a sequence with any Rock move that shares a like Sequence Type (ST).
Water: May continue a sequence with any Ice move that shares a like Sequence Type (ST).

Seismic Attacks and Sequence:
Bulldoze, Earth Power, Earthquake, and Magnitude are always Ground / Ranged Breaks.

Levitate, Magnet Rise, and Sequence:
Levitating (naturally or via the Command) Pokemon, or under the effects of Magnet Rise will have their contact attacks considered as Air Sequences and Air Breakers unless specified at the beginning of the Sequence. (Ex. you have a Carnivine trying to break the ground sequence of an Electivire, if it uses Power Whip you can specify it as a Ground Breaker even though Carnivive has Levitate.)

Smack Down, Gravity, and Sequence:
When affected by Smack Down or Gravity, all of a Pokemon's Aerial Sequence attacks become Ground Sequence attacks and are subject to Ground Breaks.

Sequence Flow in Battle:

Here's an example sequence flow in a battle:

Hitmonchan (Adamant, Figy Berry, Iron Fist):
R1: Mach Punch (9, 3) ~ Fire Punch (10, 6) ~ Thunderpunch (10, 6)
R2: Ice Punch (10, 6) ~ Hammer Arm (15, 6) ~ Mach Punch (9, 3)


Hitmonlee (Jolly, Mago Berry, Reckless):
R1: Double Kick (9, 3) ~ Brick Break (11, 5) ~ Hi Jump Kick (18, 7)
R2: Jump Kick (15, 6) ~ Low Kick (11, 5) ~ Hi Jump Kick (18, 7)


R1 A1: Hitmonchan hits first with Mach Punch, setting up its sequence first. Hitmonlee uses Double Kick, but doesn't do 16 damage, so Hitmonchan's sequence stays intact.

R1 A2: Hitmonlee's Brick Break also doesn't do 16 damage, so Hitmonchan's Fire Punch continues its sequence, getting a +3 BAP boost.

R1 A3: Hitmonlee's Hi Jump Kick strikes and does more than 16 damage, immediately ending Hitmonchan's sequence. Hitmonchan's Thunderpunch gets no sequence bonus. However, because HJK is a Sequence Ender, it can't be the first move of a new sequence.

R2 A1: Hitmonlee moves first, hitting with Jump Kick and starting up a sequence. Hitmonchan's Ice Punch doesn't do 16 damage, so Hitmonlee's sequence continues.

R2 A2: Hitmonlee's Low Kick continues the Ground Sequence, getting +3 BAP. Hitmonchan's Hammer Arm does more than 16 damage, and ends Hitmonlee's sequence. Because Hammer Arm is not a sequence ender, Hitmonchan's Sequence begins immediately.

R2 A3: Hitmonchan strikes first again with Mach Punch, getting the +3 BAP boost for being part of a sequence. Hitmonlee's Hi Jump Kick connects, doing more than 16 damage and ending Hitmonchan's sequence once more. Because Hitmonchan's sequence ended after it attacked, Hitmonchan cannot set up a new sequence, even if it uses Bullet Punch instead of Mach Punch next action.

After R2:

Normally:

Hitmonchan:
(12 + 14 + 21 + 18 [Figy +15] + 14 + 21 = 100)
90+15-100 = 5 HP
100-30 = 70 EN


Hitmonlee:
(14 + 15 + 15 + 15 + 20 + 14 = 93)
90+15-93 = 12 HP
100-33 = 67 EN

With Sequences:


Hitmonchan:
(12 + 14 + 21 + 18 [Figy+15] + 17 + 21 = 103)
90+15-103 = 2 HP
100-30 = 70 EN


Hitmonlee:
(14 + 18 + 15 + 15 [Mago+15] + 20 + 17 = 99)
90+15-99 = 6 HP
100-33 = 67 EN

The difference does not appear substantial, but remember if either Pokemon had managed to put a third attack in their sequence, it would have received +5 BAP. In Hitmonchan had combined Bullet Punch with Hammer Arm, the move would have 23 BAP [12 + 3 (STAB) + 2(IF) + 6(Sequence Bonus) to total 22 BAP]. Had Hitmonlee been able to take the initiative in Round 1, it could have finished Hitmonchan even through Figy Berry. Now I didn't calculate critical hits or status on these, so they could have made a difference as well. Any crit on Hitmonchan's punches would have broken a Hitmonlee sequence for example.

It also doesn't account for SE attacks, which amplify BAP boosts. The effect in neutral matchups is not large, but in matches where one opponent has a severe type weakness, breaking the opponent's sequences is crucial.

There will be more details coming soon as to moves with special properties, this is an introduction for your review.

Attack List for Sequences:

The comprehensive list of every attack's sequencing properties, in the following format:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sequence Type (ST): Aerial (AER), Ground (GND), Ranged (RAN), Any, or None. (Moves that start Any Sequence are susceptible to both Ground and Air Breaks)

Break Type (BT): Air / Ranged Break (ARB), Ground / Ranged Break (GRB), or None.

Sequence Ender (SE): Yes or No.

Special Attribute (SA): Any unique characteristics the move possesses.

Absorb:

Sequence Type: RAN | Break Type: GRB| Sequence Ender: No | Special Attribute: None

Acid:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Acid Armor:

Sequence Type: Any| Break Type: None | Sequence Ender: No | Special Attribute: None

Acid Spray:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Acrobatics:

Sequence Type: AER | Break Type: ARB | Sequence Ender: Yes | Special Attribute: None

Acupressure:

Sequence Type: Any | Break Type: None | Sequence Ender: None | Special Attribute: None

Aerial Ace:

Sequence Type: AER | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Aeroblast:

Sequence Type: RAN | Break Type: ARB| Sequence Ender: No | Special Attribute: Always Breaks Aerial Sequences.

After You:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: Nobe

Agility:

Sequence Type: Any | Break Type: None | Sequence Ender: Yes (Evasive) / No (stat boost) | Special Attribute: None

Air Cutter:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Air Slash:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Ally Switch:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Amnesia:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

AncientPower:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Aqua Jet:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Aqua Ring:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Aqua Tail:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Arm Thrust:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: Applies 2/3rds (x0.67) BAP Bonus to each hit.

Aromatherapy:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Assist:

Sequence Type: None | Break Type: None | Sequence Ender: Yes | Special Attribute: Has same Sequence Type and Break Type as the Called Move.

Assurance:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: Adds +2/3rds (x1.67) BAP Bonus to each hit.

Astonish:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Attack Order:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Attract:

Sequence Type: None | Break Type: None | Sequence Ender: No | Special Attribute: None

Aura Sphere:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Aurora Beam:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Autotomize:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Avalanche:

Sequence Type: GND | Break Type: GRB | Sequence Ender: Yes | Special Attribute: Adds +2/3rds (x1.67) BAP Bonus if Sequence survives hit.


Barrage:

Sequence Type: RNG | Break Type: ARB | Sequence Ender: No | Special Attribute: Applies 2/3rds (x0.67) BAP Bonus to each hit.

Barrier:

Sequence Type: Any | Break Type: None | Sequence Ender: No| Special Attribute: None

Baton Pass:

Sequence Type: Any | Break Type: None | Sequence Ender: Yes | Special Attribute: Passes the Sequence Stage of the Pokemon to the recipient.

Beat Up:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: Yes | Special Attribute: Adds 1/3rd (x0.33) BAP Bonus to each hit.

Belly Drum:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Bestow:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Bide:

Sequence Type: GND | Break Type: GRB | Sequence Ender: Yes | Special Attribute: None

Bind:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: Always breaks any RAN Sequence.

Bite:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Blast Burn:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: Yes | Special Attribute: None

Blaze Kick:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Blizzard:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: Yes | Special Attribute: None

Block:

Sequence Type: None | Break Type: None | Sequence Ender: | Special Attribute: If successfully used against an evasive action, breaks opponent's Sequence and begins a new Sequence of Any type.

Blue Flare:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: Yes | Special Attribute: None

Body Slam:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Bolt Strike:

Sequence Type: GND | Break Type: GRB | Sequence Ender: Yes | Special Attribute: None

Bone Club:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: No | Special Attribute: Starts of continues any GND or RAN Sequence.

Bone Rush:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: No | Special Attribute: Starts or continues any GND or RAN Sequence.

Bonemerang:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: Adds 1/3rd (x1.33) BAP Bonus to each hit.

Bounce:

Sequence Type: AER | Break Type: GRB | Sequence Ender: Yes | Special Attribute: Continues any GND Sequence.

Brave Bird:

Sequence Type: AER | Break Type: ARB | Sequence Ender: Yes | Special Attribute: None

Brick Break:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: Always Breaks opponent's Sequence if opponent is behind Reflect and/or Light Screen.

Brine:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: Yes | Special Attribute: None

Bubble:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: If used in a combination, allows new sequence to be started after cool down.

BubbleBeam:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Bug Bite:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: Always ends opponent's sequence if it consumes their Berry.

Bug Buzz:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None

Bulk Up:

Sequence Type: Any | Break Type: None | Sequence Ender: No | Special Attribute: None

Bulldoze:

Sequence Type: RAN | Break Type: GRB | Sequence Ender: No | Special Attribute: Always treated as Ground Break.

Bullet Punch:

Sequence Type: GND | Break Type: GRB | Sequence Ender: No | Special Attribute: None

Bullet Seed:

Sequence Type: RAN | Break Type: ARB | Sequence Ender: No | Special Attribute: None


Calm Mind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Camouflage:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Captivate:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Charge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Charge Beam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Charm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Chatter:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Chip Away:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Circle Throw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Clamp:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Clear Smog:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Close Combat:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Coil:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Comet Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Confuse Ray:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Confusion:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Constrict:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Conversion:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Conversion 2:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Copycat:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Cosmic Power:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Cotton Guard:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Cotton Spore:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Counter:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Covet:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Crabhammer:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Cross Chop:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Cross Poison:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Crunch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Crush Claw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Crush Grip:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Curse:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Cut:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dark Pulse:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dark Void:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Defend Order:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Defense Curl:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Defog:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Destiny Bond:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Detect:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dig:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Disable:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Discharge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dive:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dizzy Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Doom Desire:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Double Hit:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Double Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Double Team:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Double-Edge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

DoubleSlap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Draco Meteor:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dragon Claw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dragon Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dragon Pulse:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dragon Rage:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dragon Rush:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dragon Tail:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

DragonBreath:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Drain Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dream Eater:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Drill Peck:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Drill Run:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Dual Chop:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

DynamicPunch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Earth Power:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Earthquake:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Echoed Voice:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Egg Bomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Electro Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Electroweb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Embargo:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ember:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Encore:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Endeavor:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Endure:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Energy Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Entrainment:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Eruption:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Explosion:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Extrasensory:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

ExtremeSpeed:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Facade:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Faint Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fake Out:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fake Tears:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

False Swipe:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

FeatherDance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Feint:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fiery Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Final Gambit:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fire Blast:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fire Fang:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fire Pledge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fire Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fire Spin:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fissure:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flail:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flame Burst:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flame Charge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flame Wheel:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flamethrower:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flare Blitz:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flash Cannon:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Flatter:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fling:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fly:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Focus Blast:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Focus Energy:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Focus Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Follow Me:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Force Palm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Foresight:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Foul Play:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Freeze Shock:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Frenzy Plant:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Frost Breath:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Frustration:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fury Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fury Cutter:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fury Swipes:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fusion Bolt:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Fusion Flare:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Future Sight:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Gastro Acid:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Gear Grind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Giga Drain:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Giga Impact:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Glaciate:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Glare:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Grass Knot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Grass Pledge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

GrassWhistle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Gravity:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Growl:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Growth:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Grudge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Guard Split:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Guard Swap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Guillotine:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Gunk Shot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Gust:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Gyro Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hail:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hammer Arm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Harden:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Haze:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Head Charge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Head Smash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Headbutt:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heal Bell:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heal Block:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heal Order:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heal Pulse:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Healing Wish:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heart Stamp:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heart Swap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heat Crash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heat Wave:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Heavy Slam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Helping Hand:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hex:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hi Jump Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hidden Power:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hone Claws:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Horn Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Horn Drill:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Horn Leech:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Howl:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hurricane:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hydro Cannon:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hydro Pump:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hyper Beam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hyper Fang:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hyper Voice:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Hypnosis:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ice Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ice Beam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ice Burn:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ice Fang:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ice Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ice Shard:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Icicle Crash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Icicle Spear:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Icy Wind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Imprison:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Incinerate:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Inferno:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ingrain:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Iron Defense:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Iron Head:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Iron Tail:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Judgment:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Jump Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Karate Chop:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Kinesis:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Knock Off:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Last Resort:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Lava Plume:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Leaf Blade:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Leaf Storm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Leaf Tornado:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Leech Life:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Leech Seed:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Leer:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Lick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Light Screen:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Lock-On:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Lovely Kiss:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Low Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Low Sweep:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Lucky Chant:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Lunar Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Luster Purge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mach Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magic Coat:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magic Room:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magical Leaf:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magma Storm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magnet Bomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magnet Rise:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Magnitude:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Me First:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mean Look:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Meditate:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mega Drain:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mega Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mega Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Megahorn:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Memento:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Metal Burst:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Metal Claw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Metal Sound:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Meteor Mash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Metronome:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Milk Drink:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mimic:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mind Reader:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Minimize:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Miracle Eye:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mirror Coat:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mirror Move:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mirror Shot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mist:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mist Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Moonlight:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Morning Sun:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mud Bomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mud Shot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mud Sport:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Mud-Slap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Muddy Water:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Nasty Plot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Natural Gift:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Nature Power:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Needle Arm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Night Daze:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Night Shade:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Night Slash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Nightmare:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Octazooka:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Odor Sleuth:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Ominous Wind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Outrage:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Overheat:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Pain Split:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Pay Day:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Payback:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Peck:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Perish Song:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Petal Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Pin Missile:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Pluck:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Poison Fang:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Poison Gas:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Poison Jab:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Poison Sting:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Poison Tail:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

PoisonPowder:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Pound:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Powder Snow:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Power Gem:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Power Split:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Power Swap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Power Trick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Power Whip:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Present:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Protect:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psybeam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psych Up:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psychic:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psycho Boost:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psycho Cut:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psycho Shift:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psyshock:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psystrike:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Psywave:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Punishment:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Pursuit:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Quash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Quick Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Quick Guard:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Quiver Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rage:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rage Powder:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rain Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rapid Spin:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Razor Leaf:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Razor Shell:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Razor Wind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Recover:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Recycle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Reflect:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Reflect Type:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Refresh:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Relic Song:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rest:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Retaliate:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Return:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Revenge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Reversal:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Roar:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Roar of Time:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Blast:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Climb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Polish:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Slide:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Smash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Throw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Tomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rock Wrecker:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Role Play:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rolling Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Rollout:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Roost:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Round:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sacred Fire:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sacred Sword:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Safeguard:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sand Tomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sand-Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sandstorm:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Scald:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Scary Face:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Scratch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Screech:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Searing Shot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Secret Power:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Secret Sword:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Seed Bomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Seed Flare:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Seismic Toss:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:


Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Selfdestruct:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shadow Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shadow Claw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shadow Force:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shadow Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shadow Sneak:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sharpen:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sheer Cold:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shell Smash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shift Gear:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Shock Wave:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Signal Beam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Silver Wind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Simple Beam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sing:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sketch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Skill Swap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Skull Bash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sky Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sky Drop:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sky Uppercut:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Slack Off:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Slam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Slash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sleep Powder:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sleep Talk:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sludge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sludge Bomb:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sludge Wave:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Smack Down:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

SmellingSalt:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Smog:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

SmokeScreen:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Snarl:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Snatch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Snore:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Soak:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Softboiled:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

SolarBeam:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

SonicBoom:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spacial Rend:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spark:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spider Web:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spike Cannon:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spikes:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spit Up:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spite:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Splash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Spore:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Stealth Rock:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Steamroller:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Steel Wing:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Stockpile:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Stomp:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Stone Edge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Stored Power:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Storm Throw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Strength:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

String Shot:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Struggle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Struggle Bug:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Stun Spore:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Submission:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Substitute:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sucker Punch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sunny Day:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Super Fang:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Superpower:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Supersonic:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Surf:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Swagger:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Swallow:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sweet Kiss:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Sweet Scent:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Swift:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Switcheroo:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Swords Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Synchronoise:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Synthesis:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tackle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tail Glow:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tail Slap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tail Whip:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tailwind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Take Down:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Taunt:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Techno Blast:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Teeter Dance:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Telekinesis:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Teleport:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Thief:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Thrash:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Thunder:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Thunder Fang:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Thunder Wave:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Thunderbolt:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

ThunderPunch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

ThunderShock:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tickle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Torment:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Toxic:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Toxic Spikes:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Transform:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Tri Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Trick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Trick Room:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Triple Kick:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Trump Card:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Twineedle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Twister:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

U-turn:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Uproar:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

V-create:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Vacuum Wave:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Venoshock:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

ViceGrip:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Vine Whip:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Vital Throw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Volt Switch:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Volt Tackle:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wake-Up Slap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Water Gun:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Water Pledge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:


Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Water Pulse:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Water Sport:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Water Spout:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Waterfall:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Weather Ball:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Whirlpool:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Whirlwind:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wide Guard:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wild Charge:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Will-O-Wisp:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wing Attack:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wish:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Withdraw:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wonder Room:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wood Hammer:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Work Up:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Worry Seed:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wrap:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Wring Out:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

X-Scissor:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Yawn:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Zap Cannon:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:

Zen Headbutt:

Sequence Type: | Break Type: | Sequence Ender: | Special Attribute:


- - - - -

This is currently a WIP since not all moves are codified, and some moves like Sky Uppercut will have unique breaking features, but otherwise most of the system is operational.
 
i'm sure though if it is a implementation for asb as a whole, if some people don't like it they can simply just put "No sequence shenanigans" in their battle challenge description, alongside the other details.
 

LouisCyphre

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The construction of a seperate list of pure Sequence parameters for every move gives me hope.

I want to play this, but I don't want to play this every match or explain it to every new member.
 
Echoing the fact that this seems pretty cool, but really difficult to explain to new people. Making it optional seems strange though, and tbh I'd rather see it in than out.
 
I don't know about this, tbh. It looks like it turns ASB a bit too much from an adaption of battling in the Pokemon anime (which, I might add, was the original inspiration iirc) into a fighting game. I don't see something like this--essentially Street Fighter with Pokemon--becoming too big.
 
This is very well-though out, and I like the new element of strategy it applies. Suddenly moves like Thunder Punch, Fire Punch, and Ice Punch seem much more useful for things other than coverage, but I agree that this should be optional.
 
My only concern is that while most pokes have a secuence STAB regarding a particular type, Fighting can use every contact move, which makes up for a huge part of their movepools (elemental punches, fighting attacks, slash, claw and even recoil attacks, etc...) which seems a bit unfair compared to other pokes STABs
 
Honestly, since the only time I've seen these in action is that example in the OP, I can't really make a conclusion about this. However, I think that these should be made optional, a lot like switching (as in "combos = ok" in the battle tower post).
 
I think this is just an attempt to make ASB more fresh when in actual fact I think it's making it more complicated.

I personally wouldn't want it and if it was implemented I certainly would try to avoid battles that allow it as much as much as possible.
 

Its_A_Random

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From my understanding from being present on IRC when these were discussed, It's not going to be implemented immeditately, it's going to be trialled first, see if people like it. So...yeah, new mechanics...Yay...
 

Deck Knight

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This is going to be tried out for now. I have no intention of making this mandatory until it's a: finished and b: tested, and even then I'd have it as an option. It adds all sorts of wrinkles into the system, and it's very difficult to follow.

Basically I consider it to be something of an "expert mode" that would result in more compensation for refs and battlers. The matches would be more difficult to ref because of monitoring sequence flow, but they'd also be over more swiftly.

So just to reiterate:

This will not be mandatory. This is a test of a system that will start out seperately to see if people enjoy it or if it becomes too complex, but it achieves goals related to combating move SPAM and in general rewarding not only what moves you have, but when and how you use them.
 
I like the aspect of these mechanics, but I think they should be restricted to Singles, Doubles, and any other format which allows three orders per round for any given Pokémon. In formats like Triples, with only two orders per round, it'd be very ugly flavor-wise and not so practical, IMO.
 
Anyone for Hadoukens and Shoryukens?
Anyways this looks great and can't wait to try it out.
good thing im good at the fighting games :)
 
Well it's a nice way of giving weaker moves some use (I know there's also the combo effects for some of them, but most of the time those aren't worth it), and it adds a layer of strategy beyond "use single most powerful move".

<~Onion_Bubs> I give sequences a 10 out of 10 right now.
 
I don't know, I guess my only real complaint regarding this is that it seems to move us further away from ASB's original concept [of Anime Style Battling], as Galladiator pointed out. I also think it's a little overcomplicated and might deter newbies....

That being said, I can see why people would want this, since it's a relatively cool concept.
 
@Elevator Music

Well, in theory, in real life (or anime) it's harder to take a kick or a punch etc. if you're already injured, so it is applying that factor.

Maybe someone could write a simplified version for said newbies? I personally don't think it's conplex, but I'm sure plenty do.
 
So far from what I read, it certainly adds a new dimension of strategy to battles, especially in neutral matchups where there's no significant type disadvantage between combatants. However, it also sounds very convoluted to keep track of, especially in large scale battles as zar mentioned. This is because it is probably the first mechanic that's not adapted from any part of the Pokemon canon or any other ASB out there, as well an additional factor to keep track of when it comes to selecting moves, and more importantly, how to use them properly.

Ultimately, the best choice is to test this thoroughly to see if it works in practice.
 
OK, Lord Jesseus and I had a sequences battle and my first thought is that the speed stat of a pokemon suddenly becomes much more important, especially if you have few moves that can reliably break the opponent's sequence. Priority also becomes considerably more important. Meanwhile, high attack and special attack make it easier for a pokemon to break an opponent's sequence, while high defence and special defence make it easier for a pokemon to maintain a sequence.

Something else I mentioned to Destiny Warrior is that the whole "unfocused" thing is very, very, very hard to understand. When does it happen? When does it decay? What happens after it decays? So I would suggest removing the unfocused status and simply having the sequence counter reset to 0 whenever the unfocused status would happen.
 
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