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Ask a simple question, get a simple answer - VGC edition

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Is there any paperwork that you need to fill out before the competition?
And if you're a minor will this paperwork need the signature of a parent/ guardian? Just wondering because i'm not 100% sure if my parents can be with me for the first few round of the tourney, though they'll only be about 15 minutes away so they can make it if necessary.
 
Didn't read the entire thread but I was wondering in order to prepare for VGC I really need some PP ups... what is the fastest way of getting PP ups in HeartGold or Pearl?
 
Didn't read the entire thread but I was wondering in order to prepare for VGC I really need some PP ups... what is the fastest way of getting PP ups in HeartGold or Pearl?

Stormy Beach pokewalker course. After an 8 hour shift at work, getting somewhere around 20,000 steps - PP up's where all i got when i would connect with my roommates and friends at Pokemon league. Literally - that was ALL i got.

I believe the more steps you take past the items requirement, the more likely you are to get it when connecting with other people.
 
You can also transfer some over from the older games via pal park, but that takes forever...I honestly haven't even touched my pokewalker lol, and I spend about 8+ hours a day at work pretty much walking XD
 
You can also transfer some over from the older games via pal park, but that takes forever...I honestly haven't even touched my pokewalker lol, and I spend about 8+ hours a day at work pretty much walking XD

Emerald cloning glitch ftw. I can get up to six PP Max's per day per cartridge.
 
what the heck, why did my alarm go off two hours early. Now I cant get back to sleep, I'm too excited. Anyone else competing suffer the problem of excitement? Also, anyone have tips on nervousness while competing?
 
I've always found listening to music to be quite soothing. Get a playlist of songs that calm you down and keep you focused. You're more likely to succeed when you are readied and able-bodied rather than hyped up on adrenaline.
 
Pal Park in HG/SS has no 6 per 24 hour rule.

So... you can get as many as you want that way.

Are you sure about that? If that is indeed the case, then I've been making my life SO much more unpleasant than it has to be (been needing Rare Candies).
 
it is the case

Yeah, just verified that for myself.

Uggh!

You mean I *didn't* have to spend DAYS level-grinding my UU Doubles team? ::whimper::

Really happy I found out about this to-day, though--I'm just about to raise a few more guys.
 
For infernape, which is perfered in vgc, a speed nature or a nature with more power? Also is will-o-wisp a good move for it? It doesn't have good accuracy, but can be useful. My team is weak to most giratinas. But I have toxic in a moveset so I wouldn't know if will-o-wisp is that useful.
 
For infernape, which is perfered in vgc, a speed nature or a nature with more power? Also is will-o-wisp a good move for it? It doesn't have good accuracy, but can be useful. My team is weak to most giratinas. But I have toxic in a moveset so I wouldn't know if will-o-wisp is that useful.
A nature with more power. With tons of trick room teams floating around, extra speed is the last thing you need!
 
For infernape, which is perfered in vgc, a speed nature or a nature with more power? Also is will-o-wisp a good move for it? It doesn't have good accuracy, but can be useful. My team is weak to most giratinas. But I have toxic in a moveset so I wouldn't know if will-o-wisp is that useful.

I'm going to go ahead and completely disagree with the guy above and say speed. Hitting them before they hit you is far more important for something as fragile as Infernape. A +speed nature is the only thing allowing you to strike before things like Palkia.

Infernape's offensive options in this metagame aren't that hot. Close combat(or low kick) is obvious, but after that, it's up in the air. He's got a lot of good moves like encore and fake out, and protect is nearly mandatory as well. His other STAB, fire, is rather ineffective in this metagame given the amount of rain based teams, as well as the large amount of dragons and water types. He's got enough good moves to pick from that I'd avoid both toxic and WoW. If you're intent on using those, I'd suggest finding something a bit bulkier that won't fall over dead after one turn. Toxic and WoW aren't going to help Infernape against Giratina too much, and are rather situational. Giratina is, truthfully, the bane of Infernape in this metagame -- powerful, resists both of his stabs, has a priority move. I've got a team that I've used extensively that leads with Infernape, and I've discontinued using it because it is so vulnerable to Giratina, due in large part to Infernape. That being said, if you plan to use Infernape, you'd be best off dealing with Giratina with his partners and not with him directly, since you'll end up devoting so much of his potential to countering Giratina that he'll lose a lot of what makes him useful versus everything else -- his utility.
 
mudkipmaster, what the heck are you talking about? There's no way Infernape's going to outspeed anything under TR, even with a nature with more power.
 
Thanks. Last question. Maybe. I have a japenese pokemon that I got from a trade. The site says that only english versions of the game are required. I have the english version but I want to be sure they won't disqualify me for a japenese pokemon.Would they disqualfiy me?
 
Alright, on the website, it says registration lasts only 30 mins, and theres NO way that 700 some people can sign up in that amount of time. So do they just go untill the max number has signed up?
 
When should Kyogre be using HP Flying? Should it only be really used on a choice set, as otherwise, Protect is a better option to complement your Water attack / Ice attack / Thunder (assuming your team has some way of dealing with Shedinja)? Does it have any place on a pure rain team?
 
When should Kyogre be using HP Flying? Should it only be really used on a choice set, as otherwise, Protect is a better option to complement your Water attack / Ice attack / Thunder (assuming your team has some way of dealing with Shedinja)? Does it have any place on a pure rain team?

It's pretty much entirely a choice scarf move, since there isn't a good 4th move when scarfed. It's an anti-Shedinja move that also takes care of Ludicolo, Toxicroak and a few other things. You're correct that protect is a better option when not scarfed. As long as your team has 1-3 ways to deal with Shedinja, you shouldn't have a need to use hidden power flying on an unscarfed Kyogre. Things that go along with Kyogre that can counter Shedinja include Toxicroak/Hitmontop(sucker punch), Palkia(flamethrower) and Abomasnow(auto-hail).

All of those have their issues though, which is why it's a good idea to have more than one way to deal with Shedinja. Sucker punch can be stalled out by non-attack moves since it only have 8 PP. Flamethrower doesn't really fit with a rain team too well, although it does the required 1hp damage to Shedinja; it goes back to normal power if an enemy Abomasnow comes out, as well, and you'll be able to OHKO it. Abomasnow's autohail is able to kill Shedinja in one turn, regardless of focus sash, but if Abomasnow is already out and they change the weather somehow, he's rendered useless unless you've got something else alive that can switch out with Abomasnow to allow him to reactivate hail.

So yeah, probably went a bit overboard with information, but hope I helped :)
 
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