RBY Counter

Hello, here are the results of the vote :

9 players voted to Ban Counter
13 players voted to Patch Counter
5 players did not vote

Ban (9)

Alexander.
Amaranth
BIHI
Bro Fist
Eb0la
Heroic Troller
Pohjis
SMB
Teal6

Patch (13)

Bedschibaer
Enigami
ErPeris
FriendOfMrGolem120
Lusch
Metalgro$$
Mister Tim
Nails
Peasounay
Roudolf13
Rozes
SoulWind
The Quasar

Did not vote (5)

Hipmonlee
HML Am
Kaz
Meru
Sceptross

If there a mistake with your vote, please pm me as quickly as possible.

As a result of this vote, Counter will be patched so that it will fail whenever a desync would occur.

Here is what patching Counter so that it fails whenever a desync would occur means:

1. The simulator won't take the possibility to hover over moves before switching into account.
2. Currently the simulator only checks whether the last move EXCECUTED by the opponent was counterable. This would still be the case but in addition to that, it now checks whether the last SELECTED move by the opponent was also counterable. Only if both of them were, Counter will not fail and otherwise work the same way as under the current mechanics.
3. If a pokemon is already asleep or frozen, it won't be able to select any move in the cartridge games. However, if a pokemon would have moved second during a turn but just got frozen or put to sleep, making it unable to execute the attempted move, that move will still be considered the last selected move.

Here are some examples:
Turn 1: Chansey switches in, the opposing Snorlax uses Body Slam and does not miss.
First scenario for Turn 2: Snorlax tries to use Earthquake or Harden but is fully paralysed. Chansey uses Counter but it fails.
Second scenario for Turn 2: Snorlax tries to use Body Slam or Hyper Beam but is fully paralysed. Chansey uses Counter and does twice the damage Body Slam did to it on the previous turn.

Turn 1: Chansey switches in, the opposing Snorlax uses Body Slam and does not miss.
Turn 2: Chansey uses Ice Beam, the opposing Snorlax tries to use any move but is fully paralysed.
Turn 3: Snorlax tries to use Body Slam or Hyper Beam but is fully paralysed. Chansey uses Counter and does twice the damage Ice Beam did to the opposing Snorlax.

Turn 1: Chansey switches in, Snorlax uses Body Slam and does not miss.
Turn 2. Chansey uses Sing and puts Snorlax to sleep. Snorlax tried to use move X.
Turn 3: Chansey uses Ice Beam. Snorlax remains asleep and the move Snorlax clicks now is completely irrelevant.
Turn 4: The move Snorlax clicks is irrelevant. Chansey uses Counter. If move X was counterable like Body Slam, Hyper Beam or Self Destruct, Counter will work and do twice as much damage as Ice Beam did. If move X was not counterable like Harden or Reflect, Counter will fail.

The scenario above works exactly in the same way if Chansey would have frozen Snorlax with Ice Beam instead of clicking Sing.

Turn 1: Chansey uses Ice Beam and freezes the opposing Chansey.
Turn 2: Both players switch to Tauros
Turn 3: Both players use Body Slam and hit
Turn 4: Both players switch to their Chansey
Turn 5: Now Chansey can use Counter without it being possibly prevented by the opponent since their Chansey is frozen

I can't tag the guys who are in charge of implementing this fsr but I thank them in advance for when they do

Thanks to everybody who participated both in the discussion and in the vote. Expect news very soon
 

Plague von Karma

Banned deucer.
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With very extensive help from Zarel, Counter has been patched under the "Desync Clause Mod". This puts it under the same umbrella as Psywave.

In the event of a desync, the move will fail, and has been implemented as Peasounay described;
Here is what patching Counter so that it fails whenever a desync would occur means:

1. The simulator won't take the possibility to hover over moves before switching into account.
2. Currently the simulator only checks whether the last move EXCECUTED by the opponent was counterable. This would still be the case but in addition to that, it now checks whether the last SELECTED move by the opponent was also counterable. Only if both of them were, Counter will not fail and otherwise work the same way as under the current mechanics.
3. If a pokemon is already asleep or frozen, it won't be able to select any move in the cartridge games. However, if a pokemon would have moved second during a turn but just got frozen or put to sleep, making it unable to execute the attempted move, that move will still be considered the last selected move.
This is in addition to flinching and other situations that can lead to the desync problem.

There were also some other small flaws with Counter's implementation on PS, with the following issues being fixed in this commit;
  • Counter did not have 1 Base Power, which affected a few minor things iirc. This is now simulated.
  • In Stadium, Counter still worked on switching and stored damage for multiple turns, which was partially fixed. It now only works on the move used that turn. Damage isn't cleared every turn just yet, though.
 
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