Going to review W2 as well as an exercise in writing game reviews. I think MU analysis and identifying interactions (eg. Kanako + Flandre vs Chimata, Sukuna + Aki vs Kanako + Lily) and winning lines for each player are the most interesting parts of these reviews, so I will try to expand on those sections. I predict this will heavily bloat the word count, and also someone could probably read this and download 90% of my thought process during mons games, so I don't even know if this is a good idea, but I will do it regardless. I put more placeholder VIVIT because I'm lazy, will update with real teams later (read: never).
EDIT: I'm 3000 words in for the first 2 games... If you have any semblance of sanity, please don't read this LOL
EDIT 2: 5000 words total. Other 2 games were short, so most of those words were probably on preview. I still don't recommend reading, but if you read the first 3000... might as well finish LOL.
fiish vs fififlutters
Both players load BO teams with relatively standard backbone. fiish has Kanako (SR), Chimata (Defog), Komachi, Sukuna with Soga + Nemuno breaker core, and fifi has Kanako (SR), Sukuna, Iku with Mystia + Marisa + Murasa breaking core. Honestly, I don't know what Mystia or Murasa do at all, but I expect one scarfer on each side to outpace the key 125 speed tier. fiish's team is either Scarf Chimata or Scarf Nemuno, though Scarf Nemuno makes the team feel worse into Rumia as the team has limited breaking power w/o Soga. fifi's team feels like Murasa could be Scarf, as it is likely Iku isn't removal, so the team is either removal-less bootspam or Mystia is removal. Iku could also be Scarf Levitate, but that seems bad.
The hazard MU does not look very important, as Kanakos will likely trade rocks and Chimata will Defog them away a few times over the game. fiish's Chimata is a free Kanako answer, but fifi doesn't have a foolproof answer, likely needing to trade Kanako HP. Defog is not extremely forced, so fifi cannot take advantage of Chimata to pivot in Marisa consistently, as it is possible Chimata clicks Volt Switch instead. For fiish, Nemuno has difficulty breaking through both Sukuna and Kanako, especially if Scarf, as its best move to hit Sukuna, EQ, is immuned by Kanako. Kanako will likely be a solid midground in early-mid game switchin, though Sukuna can be used as well, and Kanako pivoted in after EQ is locked. Soga looks potent, though CM sets are limited from sweeping by potential Scarfe Murasa, and Choice sets are limited by Kanako + Marisa resisting its STABs. fifi can easily use Iku as a midground play to scout Soga, as its Multiscale is not extremely necessary for anything in this MU. For fifi, Murasa looks like a very potent breaker, as fiish has no Poltergeist resists. If Murasa is Scarf, fiish will need to preserve HP on Chimata and Kanako to not get blown through by Murasa (assuming Polt hits). Mystia is heavily limited by Sukuna, and Marisa is somewhat limited by Komachi, though if Marisa gets a turn vs Sukuna or Chimata, it is easy to U-turn into Murasa on Komachi switchin to throw off a Poltergeist. If Murasa is not Scarf, however, it has an easier time breaking through the defensive core of Chimata / Komachi / Kanako with the option to Ice Spinner on Kanako and preserve Poltergeist pp vs Chimata, but it sacrifices the MU vs Soga which may put fifi at a disadvantage. Ultimately, I think fifi is heavily favored if Scarf Murasa, and even game if not. For fifi, SR to chip Kanako + Chimata and set up for endgame Murasa clean is likely best line, and need to preserve Kanako + Marisa to punish choiced Soga. For fiish, need to soften fifi's defensive backbone with Soga so that Chimata / Sukuna / Kanako can make significant progress when they force Murasa out, before they run out of HP to check her.
For leads, Kanako is fine from both sides to immediately set SR. fiish can choose to lead Chimata to counter-lead Kanako, as SR is more important for fifi than fiish. Alternatively, Soga can be led to make immediate progress vs Kanako. fifi counter-lead Chimata with Marisa, as she can U-turn out of Kanako, and make some progress with Light of Ruin vs Chimata. Alternatively, fifi can lead Mystia to have a good MU into Kanako, physdef Chimata, and likely force Soga lead to scout Scarf. (alright... 500 words on preview... the dream).
fiish decides to lead Kanako, while fifi decides to lead Mystia. This is interesting, as this indicates fiish values early SR to some extent (which I disagree with, but SR can be useful to scout items), while fifi values chip on Kanako. Kanako instantly sets SR, as Mystia uses Brave Bird, revealing physical Tough Claws (but not CB or LO). 34% is a max roll if Kanako is PhysDef and Mystia is Jolly w/o boosting item, so it is more likely Mystia is Adamant or Kanako is not PhysDef. The next turn, Mystia does 38% with a second Brave Bird while Kanako misses Stone Edge (robbed...). This confirms Kanako is not max PhysDef, and also forces a lot of chip on Kanako, who is now at 40%, likely in range of Poltergeist after SR. If Stone Edge hit, fifi likely goes Kanako to set SR and invite Chimata to Defog, or Marisa to throw off a U-turn into Komachi. fiish likely sacs Kanako later to Murasa, but being up on sacs in this volatile MU is always valuable. The threat of another Stone Edge leads fifi to U-turn into their own Kanako to set SR, while fiish reveals Life Dew. This restores some HP, which is vital in this game for checking Murasa. fifi then sets SR as fiish pivots in Komachi. This seems risky, as Komachi is needed to check Marisa, and can be heavily chipped by Wood Hammer in the 1v1, whereas Life Dew can be clicked freely to recover to full and scout fifi's Kanako's coverage. fifi decides to preserve Kanako's HP and switches in Mystia (boots) on Spirit Shackle. This indicates Kanako likely doesn't have Wood Hammer, as that move should allow Kanako to out-trade SD Komachi in a 1v1 or at least heavily chip it to open a Marisa wincon. Mystia forces in fiish's Chimata, who tanks a Knock Off and reveals Leftovers. This should be a strong indication Nemuno is Scarf for fiish. Mystia U-turns into Marisa, allowing Chimata to Volt Switch into Nemuno. As stated in my preview section, fiish is in no hurry to Defog the hazards, so the options are between Moonlight and Volt Switch. Denying the Marisa momentum that leads to Murasa vs Komachi is very nice for fiish here, though Chimata at 48 after SR is very dangerous into lategame Murasa, and gives fifi the option to aggro Drill Run to catch Sukuna the next time Mystia is in (if she has it). Nemuno is an interesting choice. Komachi is the alternative switch here, and applies pressure since Mystia is in range of Liquidation / Aqua Cutter. fifi likely goes Iku, recovers on Kanako switch, and then is forced into her own Kanako, giving fiish momentum. Alternatively, Kanako pivot on Water move -> Mystia on Shackle is possible, but riskier as getting either turn wrong leads to disaster.
Nemuno hard-telegraphs Scarf, so fifi sacs Mystia to scout as fiish clicks the safe Mighty Cleave. I think the probability of Ground move into Kanako is so low it can be discounted, but preserving Sukuna HP is fine as well. fifi then goes Sukuna, and fiish tanks a Gigaton with Komachi, revealing Sukuna's LO. Komachi is reasonably safe, as it is the healthiest, and Kanako's existence dissuades TPunch. fiish then scouts TPunch with Kanako, and Ice Spinner with Sukuna, but fifi gets up a Spike and then Dynamaxes with Gigaton to delete Sukuna. If fiish stayed with Kanako, this line still wins as Sukuna tanks EQ with Dynamax and Steelspike DEF boost, and Steelspike + Gigaton should easily kill non-Physdef Kanako from 60. However, I think Komachi reasonably should have Recovered instead of switching. If physdef, I think Dynamax TPunch only does ~50-60, and if it doesn't have TPunch, Komachi should win 1v1 (likely at the cost of 3 Spikes up, and being forced out by Iku / Murasa after...). At this point, fiish goes Chimata to Moonlight, as fifi switches to Marisa. I want to assume this indicates Sukuna isn't TPunch (Spirit Break + Sacred Sword?) but it's not conclusive. At this point, fiish has no switchins to Marisa as Komachi is too chipped, so Chimata takes 82 from Fire Blast to click Defog. Chimata should've been sac'd here, but fiish decides to switch Komachi in as fifi clicks a risk-free (except miss) Light of Ruin for 58. Marisa luckily hits the next move to kill Komachi, and is forced out by Nemuno. However, this is fine for fifi as Kanako is full HP, tanks the Mighty Cleave, and ejects into Sukuna. Reasonably speaking, the game is over at this point (I would say Murasa was in a winning position after Chimata ate the Fire Blast), so the rest is mostly formality.
Sukuna Gigatons the Soga switch for 70, then gets the turn right with Kanako in vs Tbolt (Kanako is roughly expendable now). Kanako uses Stone Edge as fiish pivots in Kanako, and then fifi swaps to Murasa on a predicted Life Dew. Chimata is sac'd to scout as Murasa uses Ice Spinner, then Nemuno comes in. fifi switches to Kanako (indicating Murasa not scarf? or Ice spinner doesn't kill? too lazy to calc this, pretty meaningless atp), who manages to tank 2 Leaf Blades from Nemuno and trade itself for some chip via Wood Hammer, allowing Sukuna back in. Sukuna deletes fiish's Kanako with Gigaton (doing 66...) + Spirit Break. Marisa is sac'd to Tbolt, and Iku sets up to +2 to clean the remaining 2 mons on fiish's side. Assuming Specs Soga, this is clean line as if Soga uses SBall, Marisa claims 1 kill for free, and the remaining mon cannot win vs. Iku with Multiscale intact + fifi's remaining mons.
This game was quite mysterious, as it transitioned very quickly from earlygame positioning to fifi being in a dominant position the moment Mystia was sac'd to bring in Sukuna. There was pretty limited long-term analysis, as fiish was consistently on the back foot forced to deal with the threat in front of them. The early Stone Edge miss was pretty impactful, as without Mystia sac on t8, fifi is forced to expend other resources (Sukuna HP, Kanako Ebutton) that may give fiish a line to win with correct prediction later in the game. I think fiish could have afforded to use Recover / Life Dew on Komachi / Kanako more liberally, though the Moonlight on Chimata felt like a mistake. Kanako and Komachi were far less passive / abusable than Chimata, who ended up letting in Marisa to effectively end the game. If Murasa was scarf, game was 100% done regardless, but if not, likely came down to a game of sacs, and whether fiish can catch Sukuna on the switch with Nemuno EQ.
The fact that this type of game led to 1700 words is an ill omen for what's to come...
DripLegend vs cityscapes
cityscapes has Kanako (SR), Chimata (Defog), Iku, Sukuna (blanket checks), Remilia (primary breaker?) and Shion (Scarf?) while drip has Suwako (SR), Chimata (Defog), Iku, Sukuna (blanket checks), Soga (Specs? CM?) and Mokou (Scarf?). cityscapes team seems a bit slow unless Shion is scarf, though this seems slightly suspect in MUs vs Rumia (or other Pursuit mons). Alternatively, Chimata can be Scarf for speed control, with more defensive Sukuna spread to compensate. For breaking power, cityscapes will likely have one of NP Remilia, DD Iku, or Steel/Fight/Fairy Sukuna. For driplegend, the team is slightly faster, though a scarfer is likely, as betting the Marisa MU on Soga speed tie is never a good plan. Scarf Mokou feels more likely than Scarf Chimata here, so one of Soga / Iku / Sukuna is needed to break.
The hazard situation is the classic Suwako Kanako Chimata RPS. This means that SR are probably not going to be up for most of the game, esp. if Kanako is Wood Hammer. Kanako can easily set SR, whereas Suwako has difficulty setting vs Kanako. However, drip's Chimata can easily Defog on Kanako, whereas cityscapes' Chimata has a harder time Defogging. Both teams have a strong wincon, with drip's Mokou mostly being able to spam Flare Blitz, and Shion mostly being able to spam Shadow Ball. Mokou is faster though, so drip has a lategame advantage. cityscapes needs to preserve HP on Kanako and Iku to check Mokou, and make aggressive switches into Shion to spam Shadow Balls. Both teams have Sukuna + Iku, which provide one-time answers in the midgame for opposing threats. Remilia and Soga will likely be used in the early-midgame to exhaust these 1-time options to set up for their respective endgame wincons.
For leads, Kanako vs Suwako is a reasonable lead. Even though Suwako loses to Kanako, Chimata is relatively free, and cityscapes doesn't have anything that can heavily punish it. cityscapes can choose to lead Remilia to immediately force progress into Sukuna or Iku if it has fire coverage, though it is difficult to break Sukuna without. Drip can lead Chimata or Soga to try to abuse Kanako lead, though Soga is better as it has a strong MU into Remilia as well, and Chimata has a free switchin vs. Kanako regardless. I do not hate leading Suwako as drip, as SR is very useful, but Soga might be nicest? Kanako is nice lead for cityscapes, though maybe aggro Shion is nice since it is an unfavored MU if game goes long.
drip leads Soga to take advantage of Kanako lead, as cityscapes leads Chimata. cityscapes reveals Scarf Chimata, and instantly trades its Scarf for Specs as Soga clicks Shadow Ball to try and chip Kanako (low risk as Chimata doesn't threaten Soga with anything). Soga clicks Shadow Ball again, chipping Chimata to 20 as it Volts out to Sukuna. Trading Chimata's scarf here feels fine, as Soga is now more easily checked by Iku or Kanako. Shion is already limited by Mokou, so being outsped by Soga as well is not super important. Sukuna lays a Spikes as drip goes Chimata, then switches Chimata in on Defog. drip switches Suwako fearing Volt, and cityscapes doubles Kanako. Honestly, Chimata clicking Trick here is a nice aggro play, but Kanako is a fine midground. cityscapes decides to Wood Hammer as drip goes Chimata. This felt a bit greedy, and just setting SR to force a Defog, or making an aggro switch like Chimata seems nicer. Kanako sets SR next turn and eats 50 from Make it Rain, indicating no SpDef invest. cityscapes then switches Sukuna on Defog, and sets Spikes as Chimata volts out into Suwako. Kanako switches in on SR, clicks Wood Hammmer on Chimata, and Sukuna switches in on Make it Rain to eat 40. At this point, cityscapes is losing this looping interaction hard, so I don't expect them to try and continue looping. Suwako is switched in to scout TPunch, but Sukuna throws off a Gigaton for 44, and switches to Kanako as Suwako takes the U-turn into Iku (why not Chimata?). Iku trades Fiery Dance for EQ, dealing 25 and taking 61 in return (no Multiscale?). Since Fiery didn't boost, Rev Dance might be a roll, so drip is forced into Chimata as cityscapes doubles into Chimata at the same time. drip goes Suwako as cityscapes clicks Volt to avoid letting in Soga, as Kanako is relatively low at this point. cityscapes decides to switch Remilia in as Suwako U-turns into Mokou (telegraphing scarf) and drip clicks HJK as cityscapes sacs their Chimata (sadly it had 1% HP after SR, if it died to SR then Mokou would take recoil).
At this point, each side has expended roughly half of their defensive tools. cityscapes' Kanako is basically sac fodder, and Chimata is dead. drip's Iku Multiscale is gone (was it ever Multiscale?) and Suwako is at 50. drip has a full HP Chimata, cityscapes has a Multiscale Iku, and both sides have relatively healthy Sukuna with Dynamax, though cityscapes' is slightly chipped from an earlier Chimata interaction. This position looks a bit better for driplegend, though Mokou needs a bit more than just Multiscale broken to win through Iku.
cityscapes takes the free opportunity to go Shion and throw off a Shadow Ball, which disappointingly does 38 to Sukuna. drip expends Dynamax to Steelspike as cityscapes sacs Kanako, then goes to their own Sukuna to Steelspike. cityscapes wins the first speed tie and does half to drip's Sukuna before losing the second speed tie and dying. cityscapes revenges with Iku, getting the Fiery Dance SpA boost. drip goes Soga to break Multiscale with Volt, as cityscapes scouts with Recover. Drip then goes Iku to bait another Draco on the switch to Chimata, and Volts into Mokou as cityscapes brings in Remilia. Drip decides to switch to Chimata(not sure why, Flare Blitz seems free, as it breaks Multiscale and forces Iku to recover, or takes a sac) as cityscapes switches to Iku. drip switches Iku in on Tbolt, but loses the speed tie next turn and dies to Draco. Chimata easily tanks a -2 Fiery Dance and breaks the Multiscale with Volt, bringing in Mokou. At this point, Iku is -1 so Flare Blitz is probably relatively safe, but drip decides to use HJK instead as cityscapes sacs Remilia to bring in Shion. I think in this MU that relies on sac wars, cityscapes had to make a read this turn to either stay in and Recover on Flare Blitz, or hard Shion on HJK. They did a good job (with the help of a speed tie) clawing back from 3-5 to 3-3, but allowing game to go to 2-3 is highly disadvantageous. Shion reveals CM, so it was not Scarf the whole time. It gets +2 on the Chimata pivot to Mokou, throws Malignant into Chimata, then gets to +3 and Recovers to full on another Volt to Soga. Soga is sac'd to chip Shion, then Mokou revenges with Flare Blitz. Drip goes Chimata on Iku and slow-volts to break Multiscale, before OHKOing Iku with Explosion. If cityscapes made the call to go Iku on Mokou, I think it could've won as Chimata loses the 1v1 to both Iku and Shion, and Mokou has to use Chimata as a sac to switch moves to beat both. Going Iku is higher odds as Flare Blitz has 100% acc whereas HJK has 90, so it is optimal to hope that opponent misses even if they get the read right.
The game dynamics felt like they played out pretty expectedly. Chimata was difficult for cityscapes to deal with, and Iku and Mokou became annoying after Suwako and Kanako got traded down, respectively. It is impressive how much progress both Sukunas made, basically singlehandedly setting up the endgame for their respective wincons. It is interesting that Shion ended up being CM after all and not scarf, given how slow the rest of the team was, but it lost the interaction to Mokou regardless. All in all, relatively expected outcome as I wrote in the beginning, it is very difficult for cityscapes to not die to Mokou eventually. cityscapes had 2 opportunities in endgame to make a read to win, but declined the first opportunity and lost the 50/50 on the second, so unfortunately it was doomed from there (imagine if Mokou had U-turn...).
Other 2 coming soon.
QT vs ChrisPBacon
ChrisPBacon has a Psyterrain offense team with Kanako (SR), Kogasa (Defog), Sukuna, Reisen to set psyterrain, and Clown / Patchouli abusers. QT has a green HO team with lead Yamame (maybe webs?), Youmu, Soga, Joon (NP? Abil Shield?), Larva (QD?), and Hong (DD?). For Chris, Patchouli seems like most likely scarfer here, though personally I am not a fan of scarf Patchouli. Clown could also be Scarf, though I prefer it having recovery. For a team like Psyterrain, Kanako is possibly Eject Button to maximize momentum in short games, possibly fast Taunt as well. Kogasa feels like it could also be U-turn, though no SD is slightly awkward. For QT, it feels like it is just 5 setup mons + Yamame, with Joon to block Defog and Soga to block Spin.
Yamame is the obvious hazard lead for QT. I don't think Chris has any mons to block Sash Yamame from setting Webs t1, so it comes down to removing or living with them. Joon vs. Kogasa is an interesting MU; if Kogasa is boots, it can SD on the switch and threaten Joon with Wave Crash (if it is SD). If Kogasa is not boots, it is pretty unfortunate as Joon can outspeed and threaten it out. Soga looks dangerous, as she gets free turns vs. Kanako (esp. non-Wood Hammer) and Chris has no Shadow Ball switchins. Additionally, any chance of revenge-killing with Scarfer will be denied by Webs. Chris should try to avoid this situation as much as possible (though I'm not sure how possible it is).
QT wants to lead Yamame, so Chris should try to counter-lead it. Kanako can trade hazards, and trade some damage with EQ. Clownpiece can also immediately threaten with Torch Song, though likely to explode if Yamame has a Poison STAB. It is notable that if Soga is CM, it can easily come in after Yamame dies to Kanako to start scaling, and Chris has no good answers to CM Soga if Webs are up (Dynamax w/ Sukuna and pray). An aggressive lead line is Reisen to Volt to Patchouli, though QT can T1 attack with Yamame to deny this, and try to set up Webs after (to counter this, Chris can volt to Kanako for safe Patchouli entry, though if Webs is clicked t1 this is losing).
Chris chooses to lead Reisen as QT leads Yamame. Chris Volts into Clownpiece as QT sets webs. This is a nice midground that I didn't think of, as Clown can absorb a Bug STAB easily and outspeed/kill Yamame, and +1 Clown pressures Soga enough that it is not setup fodder. Chris kills Yamame with Torch Song, then brings Larva to sash as it clicks QD. Kogasa is sac'd to Hurricane as it reveals no Boots, and Chris goes Reisen to finish Larva with Lunatic Bullet. At this point, webs are permanently up, and QT is down 4-5. The goal should be to force Sukuna's Dynamax, and then win with Soga.
QT goes Youmu and clicks SD, as Chris switches to Sukuna to preserve Psyterrain for later. Hong Meiling is sac'd into Sukuna's Dynamax turn (why not just take the chip?), and QT goes Joon. Joon NPs as Patchouli switches in, and takes 95 from Mist Ball to kill with Make it Rain (confirming scarf Patchouli). Chris revenges with Clownpiece, and QT sacs Youmu for chip on Clownpiece. QT goes to their last mon Soga, who takes 66 to set up 1 CM before killing Clownpiece. Chris then goes Sukuna, who takes 37 from +1 Discharge and kills back with Spirit Break. I believe this indicates AV, though Sukuna has 170 SpD so maybe not... I am too lazy to calc today.
Boots + Clownpiece's good speed tier allowed it to easily clean up kills with Torch Song and deny Soga setup. Clownpiece also had a very broken typing for this MU, basically denying setup from any mon on QT's team with its STABs (I didn't realize this on preview because I forgot the typing of half the mons on QT's team... oops). Ultimately, I think Youmu should have traded damage into Sukuna, even on the Dynamax turn, because Sukuna was the largest roadblock to the Soga wincon. Would it have won? I'm not sure...
(short and relatively? simple game so only 700 words)
LBN vs big tony 2014
I left this one for last because I saw it live, so I already know what happens (I analyze rest of games turn-by-turn). I think I remember most of the sets... I think.
LBN has rain offense with Sanae setter, Nitori + Iku Swift Swim abusers, Aya as Hurricane spammer, Nazrin (SR) , and Lily White (Defog, slow pivot). big tony has what I now know is a Grassy Terrain HO with Lily setter, Sub-pass Rin, and setup Kogasa, Junko, Wriggle, Zanmu (all with Grassy Seed). This reminds me of the broken Paleomons team with Gourgeist + broken Bastiodon (sadly got nerfed...). I'm personally not a fan of rain now, given the prevalence of Kanako denying Flip Turn spam, but maybe it's secretly sheist.
I don't think big tony's team has hazard removal (Defog Lily seems troll when it deletes terrain) so Nazrin can get up SR freely for some chip into big tony's team granted it doesn't let anything snowball too far for free. From other tiers though, I know Rain generally runs through HO because Swift Swim mons have the immediate power to OHKO or 2HKO HO's mons before they can set up, and can outspeed HO's +1 mons and revenge. Sanae should also have a solid MU into Lily on lead, so I think LBN should be favored. However, Gterrain means Grassy Seed will be spammed, so Nitori will have more difficulty revenging and Iku / Aya will have to do more of the carrying (esp if Nitori isn't CB). Game will come down to how hard big tony can capitalize on the turn Rain goes down to set up twice and snowball past what Swift Swim Iku / Nitori can handle.
Lead is likely just Lily vs Sanae. For LBN, even though SR are useful, it is difficult to deny Lily lead -> setup mon as he needs to spend a turn setting up Rain to outspeed, and this gives certain mons the opportunity to set up to +2 (like Wriggle) and get out of hand. For big tony, he just wants terrain set to activate the Grassy Seeds on his Pokemon so that they can potentially tank hits from Nitori. Nothing else on big tony's team leads especially well into Sanae anyways so it's not worth considering too much.
Leads are expected, Lily outspeeds and does 70 to Sanae with Leaf Storm and takes 91 in return. Sanae is out of range of SR, and Gterrain heals Lily out of SR range, ensuring at least 1 more field effect for both players. Sanae is in range of the second Leaf Storm, however, so LBN goes to Nazrin as big tony goes Kogasa for momentum, as it is less abusable than -2 Lily and can easily tank Hurricane after Surprise. Nazrin cannot set SR without dying, so PShots into Eject Button Lily, who brings in Iku after Kogasa uses Wave Crash. Lily would be the ideal switchin if she were not at 15%, but instead big tony goes Zanmu to disable Iku's Swift Swim, taking 80 from a LO Wildbolt Storm in the process. Iku is forced out as it now underspeeds Zanmu, and LBN uses Lily to tank the Wicked Blow and kill with Giga Drain. big tony could have saved Zanmu, as it is useful to disable Swift Swim later, but it would've involved tanking a hit with Wriggle or Rin (both can do it, but not ideal). big tony brings in Wriggle after, and sets up a QD as LBN goes Aya. big tony QDs again and gets OHKO'd by Hurricane (Specs I assume). I'm not sure what the Wriggle set was (I assume Stored Power / Fire Move / Dkiss or something) but second QD is a bit greedy...
GTerrain and Rain both end here, which is not ideal for big tony. Ideally, he wants a sweeper in with momentum that can click a setup move, but instead Wriggle just died, so he sends Lily to reset terrain. LBN should take this turn to go Sanae, sac it for Rain, and then go Iku to start cleaning the remaining 4 on big tony's team. Instead, he chooses to pivot Lily as big tony's Lily teleports out into Rin. Rin gets a free Sub as Lily pivots into Sanae. LBN then switches into Nitori, electing not to break the sub, as Rin passes Sub and +1 Def to Junko. Junko's seed activates, so now LBN is staring down a +2 def Junko behind a Sub. The game is over now, as Super Scope 3d does only 36 in rain, meaning Junko gets a free CM and then can easily stall out Rain with Recovers, after which Junko can alternate CM + Recover until it is ready to sweep. After some turns, Junko gets to +3 and kills Nitori with Tbolt, ending up with 54% HP. LBN sends in Lily, who throws a Leech Seed as Junko recovers, then throws a Nature's Madness before dying. LBN goes Nazrin, who flinches with Iron Head, putting Junko in range of second Iron Head + Leech Seed. Instead of fishing flinch, LBN decides try to PShot a few times first, but after sacing the whole team, still doesn't manage to kill Junko and loses. Maybe with better flinch luck something could've happened, idk. I don't really know the optimal way to play that position, but the game likely just came down to Iron Head flinches, as Iku can snipe the rest of big tony's team once the boosted Junko is down.
Basically this game came down to LBN giving too many turns to Rin, leading to raid boss Junko snowballing. imo Junko is pretty broken, insane set variety, good mixed coverage, Recover, and a statline that you can't go wrong with. LBN could've kept up momentum by going Sanae instead of Lily on the turn rain went down, likely leading to a win as Iku blows through much of big tony's team for free (or maybe Junko wins the 1v1.. who knows).
I just copied this into Word, and it said it's 5046 words before this section. Honestly, I think preview analysis is kind of interesting. It mirrors the way many players spent a large portion of timer on preview to get a good gameplan (I've been told to do this too, but I genuinely cannot do it... game feels too complicated for my brain until a few turns have played out). This review ended up shorter than expected, because the last 2 games were both very fast HO MUs. I feel like if we had more balance MUs (or, god forbid, stall) this could've easily hit 6k. Maybe this was for the best.
I think I have a rough idea of the meta now, though most of it revolves around Kanako / Iku / Sukuna / Chimata / Kogasa (basically S / A+ tier VR mons). There are still a lot of mons where I have no clue what they want to do when I see them (eg. Mystia), so I hope I don't get those loaded vs me. A lot of times I have been looking for mons to be scarfers, as I expect most teams to have something to outspeed Marisa / Soga, but it seems it is sometimes fine to just rely on Sukuna / Iku to check them? I think? This feels shaky to me, but they are good at their job so idk. AV Sukuna seems interesting, I'd have to calc vs Marisa but it might live Fire Blast which would be funny.
We'll see if I keep doing these (and if I ever update the pictures). I know big tony already played this week and I skimmed the game so I'm a bit spoiled...