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Other Tiers Nintendo Cup '97 Hub

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Banner by me, approved by big man Rage ​

Introduction & History
Nintendo Cup '97 is the oldest official competitive format in Pokemon history and would shape the way Nintendo makes GBU and VGC formats in the future. It introduced bans on Mew and Mewtwo, Team Preview, Species Clause, Sleep Clause, Self-KO Clause, and "Bring 6 Pick 3". This format was originally made to promote Pokemon Red and Green, and would even see matches televised on 64 Mario Stadium, Nintendo's TV show in Japan. This would all culminate into a national tournament at Spaceworld 1997 that would be won by Tōru Miyasawa, whose team was immortalised in the Stadium games. You may know this venue for being where Pokemon Gold and Silver would first see their playable reveal. This format would also become what's referred to as "Poke Cup" in English versions of Stadium, though it plays very differently due to changes in mechanics.

Today, Nintendo Cup '97 is often played by Japanese players, though without a good simulator (until now, though we have language barriers...) it's mostly played at real-life tournaments, such as the Historia Cup 2016 trilogy of tournaments, which was well-received and has some popular VODs on YouTube.

What makes this different from OU?
The differences between RBY OU and NC97 cannot be overstated. While you have "the usual suspects" clause-wise, the similarities end there, this format plays completely differently. Battles often end in less than 20 turns unless some Evasion debauchery happens, so you have to make every turn count. This makes it great if you just want to have a quick fight and don't have much time for anything else.

Players of formats like Battle Stadium and VGC can corroborate that teambuilding in a "Bring 6 Pick 3" Team Preview format differs significantly from how you would build 6v6. You have to make a team where most team combinations aren't objectively worse than others while teching in specific Pokemon to give yourself better matchups against different opponents. This style of teambuilding takes quite a bit of getting used to, and is probably one of the biggest hurdles to getting into the format. For a basic example, L55 Zapdos and Articuno is a decent combination where you can essentially run two cores at once, benefitting either bird and getting completely different matchups as a result.

Additionally, Nintendo Cup '97 features a unique ruling where you can use Pokemon with a range of levels from 50 to 55, and those entering the battle cannot have a combined level of over 155. This effectively gives you 5 levels to distribute amongst your 3 Pokemon going into a battle. Since there's no move relearner or breeding, this means that some moves are effectively locked out, or have to receive level investment to be "unlocked". For example, to use Dragonite or Agility Legendary Birds, you need to make them L55 and build around them from there. Factoring in the previous paragraph, this makes NC97 a much more builder-intensive metagame than RBY OU by a long shot. It's not uncommon to see people using Pokemon like Dugtrio, Jolteon, and Electrode to speed creep L55 Pokemon without investment. Generally, Speed is the most valued stat.

There's also a lot of stuff unrestricted here, like Freezing, Dig/Fly, OHKOs, and Evasion. This can make for a bit of a silly format, though the variance is significantly reduced by the sheer fast-paced nature of the format. You'll definitely still see it in action, though, and you will have games where you just can't do anything. The OHKO moves are surprisingly not that bad, in part due to the speed creep metagame and the nature of the moves not succeeding against faster Pokemon. Evasion is something you'll be seeing frequently, but it can be counterplayed through means such as Toxic, Leech Seed, partial trapping, PP stall (which is often quite easy due to not having much room for attacks) and more. You can manipulate the rules when challenging people to clause this stuff out if you really wanted to - Pokemon Showdown is very flexible - but obviously, this is never a standard, being official and over 20 years old and all. You're playing this primarily for the historical factor, after all, you may as well experience it in all its glory.

Because this is played on the Japanese Red and Green versions, there are some mechanical differences to consider as well, in addition to your usual mechanics;
  • The infamous 30.1% Freeze Blizzard is unleashed, which often prompts people to bring Pokemon like Jynx and Lapras to abuse it, as well as help stave it off.​
  • Swift doesn't have its "true" accuracy, so it isn't counterplay to Evasion. Bide still ignores accuracy, though.​
  • Draining moves fail on Substitute, just like in Stadium, though it still doesn't block status. You'll be shocked to know that the international games letting draining moves work was actually a glitch that would later become a feature!​
  • In V1.1 of Red and Green specifically, you could cause the wrong side to faint during partial trapping if residual damage is involved, which causes a desync. PS! presumably simulates V1.0 or V1.2, so we don't have to put up with it.​
  • Since the format happened during the Red and Green era, Yellow moves are often disallowed, though this doesn't make any substantial format differences. The biggest one is losing Bind Pinsir and Fly Charizard, for what it's worth. There's a guide I wrote about this here.​

Viability Rankings
Compiled February 15th, 2026
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Resources
This will expand as more resources are produced.
:jynx: Pokemon Battle Historia
A Japanese website dedicated to Gen 1-2 run by Gold, centred on Nintendo's official formats, which are how they're played over there. They have their own analyses and VR from Gold's point of view.

:jynx:Levels & Moves in Nintendo Formats
A guide that basically tells you how to not fuck up in the builder, showing level restrictions for moves alongside anything outright lost. This guide shows lost Yellow moves as well, though it's much less important.

:jynx:
RoA Sample Teams
Sample teams from players of the metagame will be stored here. Updated periodically, and I'm open to submissions if you DM me!
 
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Thank you for the great thread!
I think that Japanese Gen1 metagame is well researched by Plague von Karma.
As far as I can see, there is no erroneous description.
(I specialize in Gen2 and not Gen1, but I've heard information about Japanese Gen1 metagames.)

It's also interesting to say that NC97 is "builder-intensive metagame".
"Bring 6 Pick 3" and level restrictions are the same for Gen2 NC2000, and probably NC2000 is also "builder-intensive metagame".
 
I probably should've posted sooner but I got lazy

Also this derailed into a team explanation but I think it still fits this forum

Anyways Tentacruel needs to be placed a few tiers higher

I think it should be A tier and I know that's a huge jump but allow me to explain

It needs to be level 55 because what really makes its niche is that speed alongside wrap and powerful water moves

At level 55 you get a speed stat of 166 which speed ties uninvested base 115 Starmie and persian

The only uninvested pokemon you have to worry about are Jolteon electrode alakazam and Starmie

Dugtrio may look scary but it doesn't ko without a crit and gets one shot by surf

Heck even Jolteon and especially electrode struggle to hurt it back without crits so Tenta can sometimes trade

By far the biggest threat is alakazam and Starmie which both carry ThunderWave have high special stats and recover

Tentacruel can fish for a freeze if needed but maybe just don't pick Tentacruel for that match

My favorite set is Wrap/Surf/Blizzard/Hydro Pump

Two water moves may seem odd but there's not a lot of better options

Surf is mandatory for its perfect accuracy (99.7 = perfect lol) and in the last slot I used to use swords dance but you almost never get an extra turn

Toxic might also be decent to wrap stall bulkier mons but hydro is just so powerful

Notable matchups improved by hydro Pump are level 55 Tauros being ko 'ed by surf into hydro

Jynx also being ko 'ed by surf into hydro Jolteon being two shot by hydro and Gengar 63.2 percent chance to two hit ko with hydro

hydro Pumps accuracy can be very frustrating but the rewards can be just as amazing

Tentacruel + Lapras (pokepast.es)

That is the team I used for most of the roa spotlight nintendo cup 97 tour and it makes perfect use of Tentacruel

If I fought I team with level 55 Tauros than I picked lapras as Tenta would struggle severely

I usually picked Jolteon as well because if lapras got haxed by Tauros my chance to win was just still within reach and just a few full paralysis away

However if there wasn't a level 55 Tauros then Tentacruel got to absolutely feast as it could wrap all game until it was time to surf

Another underrated aspect of Tentacruel is the fear factor of seeing it in team preview

Pick slower pokemon and the game can be over before it began

The reason I believe my Tentacruel + Lapras team is so good is because lapras tends to handle opposite pokemon from Tenta despite them both being water types

Tenta forces you to pick fast strong attacker like Tauros or pokemon like Starmie and Alakazam which are faster and can heal

Lapras can setup and stall these attackers out and its ability to damage Starmie is particularly helpful

The biggest weakness they share is fast electric types mainly Jolteon but also electrode

Zapdos gets an honorary mention, but I didn't face one and the only way it could beat Tenta reliable is by being level 55

The best way to handle these fast electrics is exeggutor and Jolteon both of them have rest

Both have their upsides Jolteon can wall other Jolteons and Zapdos it can also use thunderwave and just in general be fast and strong

Exeggutor is better for electrode sleep powder is always useful and so is the psychic typing especially against the psychic types that threaten Tenta

Alright replay time [Gen 1] Nintendo Cup 1997 replay: Toxin Boost vs. MultiPokemon - Pokémon Showdown (pokemonshowdown.com)

I fought a lot of level 55 Tauros in this tour so Tenta didn't get too much time to shine however when he did he performed

After a pretty dismal 1 - 3 start Tenta was able to ko the jynx and wrap the tauros into oblivion

I sacrificed jolt to get Reset the drop and after a few more wraps on exeggutor I ko 'ed it with blizzard than Tauros with surf

I should've mentioned this earlier but Tentacruel is good because you can win outright and you aren't left playing 5-6 if you don't get the matchup you want

I think that I made my point about Tentacruel So ill quickly suggest some more changes to the vr

Electrode just no It is not fourth best aint no way

It's very weak compared to Jolteon explosion isn't too helpful and the extra speed isn't either

I think it belongs in B tier maybe low A tier

Starmie deserves S tier maybe between exeggutor and alakazam it has great defensive utility but more than anything it has stupid good stall potential

Minimize has more pp than double team recover is just better than rest and you could use both if you really wanted too

Surf has a lot of pp too and light screen is also absolutely evil and nearly unfair you could even run reflect to really stall

Gengar feels more like an A tier pokemon as often it feels like a worse jynx

Especially since Gengar struggles with any psychic or ground type and has to rely on hypnosis
 
With the conclusion of the BSS Asia vs. World tournament, I thought I would share my thought process when building my team.
(you can watch the games here)

THE TEAM
:magneton: :tauros: :lapras: :jynx: :jolteon: :starmie:
Click on the Pokemon to access the team!​
1705812145832.png

I didn't have a particularly good reason for using Magneton. I just thought it was kind of silly and had a few positive traits. Mainly, outspeeding lvl 55 Lapras at lvl 51 (and somewhat consistently 2HKOing it with Thunderbolt,) and completely walling every Electric-type. It also has enough bulk to to run Rest + Double Team, which dramatically increases it's longevity.

Unfortunately I didn't get to utilize Magneton fully since my opponent decided to not use Lapras. If he did, I have no doubt that it would have done work.

1705812497395.png

Next I added Tauros because like, its Tauros. Tauros is already crazy offensively in OU, and it gets even crazier when it's potentially 5 levels higher than its target + firing off 30% freeze chance Blizzards. I went with lvl 54 over the traditoonal lvl 55 since I wanted to use Tauros alongside Magneton. I also decided to use Double-Edge over Body Slam since it let me OHKO lvl 55 Jynx with a crit and generally just does more damage.

Just like with Magneton I didnt get to utilize Tauros at all. I felt like my other teammates were more valuable in the matchup but I might have opted to use it game 3.

1705813414074.png

Next up is the mon that singlehandedly got me the win. Lapras is just absurd LMAO. It has insane bulk which lets it be one of the only mons that can reliably answer Tauros and Jynx. It's also completely immune to Freeze, which lets it absorb Blizzard endlessly and set up with Double Team. I would never consider dropping it ever. I would have preferred to make it lvl 55 but unfortunately that would be locking me out of too much of my team. Level 54 is still fine though and gives me just enough insurance against the offensive threats of the meta.

Just watch Game 1 of the series to fully understand how ridiculous this mon is against teams that don't have it. I don't think you should ever drop Lapras unless you're completely focusing on rushing your opponent down.

1705813997574.png

Jynx is also extremely silly. Not only is it the fastest mon with a reliable sleep move, it's also Ice-type which lets it abuse Blizzard incredibly hard. This mon can be even more threatening offensively than Tauros in the right circumstances, but it's own bad Tauros matchup prevents it from being too overcentralizing. I went with lvl 51 since I was already commited to making my team have uneven levels and there wasn't really much of a drawback. It also lets me speedcreep lvl 50 Jynx, which as you can see in Game 2 was extremely useful.

Like Lapras in Game 1, Jynx literally swept the entire opposing team Game 2. I got a free Lovely Kiss off thanks to outspeeding the opposing Jynx and got to +2 Evasion by the time Torchic was able to switch back in and attack. After I won the Jynx war it basically guaranteed me the win.

1705814682893.png

These last two mons had to be level 50 to make the team work in any capacity, so I had to throw in some stuff that were able to function well at level 50. Jolteon is basically the epitome of that, since it easily outspeeds lvl 55 Tauros without using any level investment. It's also just useful as yet another fast and strong mon with great STAB. Substitute was used to ease prediction if my opponent decided to switch at all, and I figured that Jolteon was too frail to reliably set up Double Team. Pin Missile was used to give myself a better matchup against Venusaur and Victreebel, since they would be quite concerning if I didn't bring Jynx/it died early.

Jolteon was my lead Game 1 since I was super concerned about lead Tauros. Thankfully they didn't bring it and opted for lead Electrode and a Dugtrio in the back (which was significantly less threatening to the team I brought.) Jolteon definitely put in the work that game,, but maybe Electrode is better? Hard to say.

1705815210692.png

At this point I was definitely grasping for straws. I just decided to use the most neutral mon in the game, which was Starmie. I already had two Electric-types which made them much less of a concern so it was probably a good choice. Starmie is able to PP stall fairly well with Minimize + Recover and has a very nice matchup into Jynx (assuming it doesn't freeze.) I went with Surf over something like Psychic or Blizzard since I wanted to actually hit Jynx somewhat hard + the extra pp is pretty nice.

I actually brought Starmie in Game 2 but didn't get a chance to use it. Sad!


CONCLUSION

this tier sucks but this team probably doesnt. ggs torchic​
 
With the conclusion of the BSS Asia vs. World tournament, I thought I would share my thought process when building my team.
(you can watch the games here)

THE TEAM
:magneton: :tauros: :lapras: :jynx: :jolteon: :starmie:
Click on the Pokemon to access the team!​
View attachment 595035
I didn't have a particularly good reason for using Magneton. I just thought it was kind of silly and had a few positive traits. Mainly, outspeeding lvl 55 Lapras at lvl 51 (and somewhat consistently 2HKOing it with Thunderbolt,) and completely walling every Electric-type. It also has enough bulk to to run Rest + Double Team, which dramatically increases it's longevity.

Unfortunately I didn't get to utilize Magneton fully since my opponent decided to not use Lapras. If he did, I have no doubt that it would have done work.

View attachment 595037
Next I added Tauros because like, its Tauros. Tauros is already crazy offensively in OU, and it gets even crazier when it's potentially 5 levels higher than its target + firing off 30% freeze chance Blizzards. I went with lvl 54 over the traditoonal lvl 55 since I wanted to use Tauros alongside Magneton. I also decided to use Double-Edge over Body Slam since it let me OHKO lvl 55 Jynx with a crit and generally just does more damage.

Just like with Magneton I didnt get to utilize Tauros at all. I felt like my other teammates were more valuable in the matchup but I might have opted to use it game 3.

View attachment 595042
Next up is the mon that singlehandedly got me the win. Lapras is just absurd LMAO. It has insane bulk which lets it be one of the only mons that can reliably answer Tauros and Jynx. It's also completely immune to Freeze, which lets it absorb Blizzard endlessly and set up with Double Team. I would never consider dropping it ever. I would have preferred to make it lvl 55 but unfortunately that would be locking me out of too much of my team. Level 54 is still fine though and gives me just enough insurance against the offensive threats of the meta.

Just watch Game 1 of the series to fully understand how ridiculous this mon is against teams that don't have it. I don't think you should ever drop Lapras unless you're completely focusing on rushing your opponent down.

View attachment 595043
Jynx is also extremely silly. Not only is it the fastest mon with a reliable sleep move, it's also Ice-type which lets it abuse Blizzard incredibly hard. This mon can be even more threatening offensively than Tauros in the right circumstances, but it's own bad Tauros matchup prevents it from being too overcentralizing. I went with lvl 51 since I was already commited to making my team have uneven levels and there wasn't really much of a drawback. It also lets me speedcreep lvl 50 Jynx, which as you can see in Game 2 was extremely useful.

Like Lapras in Game 1, Jynx literally swept the entire opposing team Game 2. I got a free Lovely Kiss off thanks to outspeeding the opposing Jynx and got to +2 Evasion by the time Torchic was able to switch back in and attack. After I won the Jynx war it basically guaranteed me the win.

View attachment 595044
These last two mons had to be level 50 to make the team work in any capacity, so I had to throw in some stuff that were able to function well at level 50. Jolteon is basically the epitome of that, since it easily outspeeds lvl 55 Tauros without using any level investment. It's also just useful as yet another fast and strong mon with great STAB. Substitute was used to ease prediction if my opponent decided to switch at all, and I figured that Jolteon was too frail to reliably set up Double Team. Pin Missile was used to give myself a better matchup against Venusaur and Victreebel, since they would be quite concerning if I didn't bring Jynx/it died early.

Jolteon was my lead Game 1 since I was super concerned about lead Tauros. Thankfully they didn't bring it and opted for lead Electrode and a Dugtrio in the back (which was significantly less threatening to the team I brought.) Jolteon definitely put in the work that game,, but maybe Electrode is better? Hard to say.

View attachment 595045
At this point I was definitely grasping for straws. I just decided to use the most neutral mon in the game, which was Starmie. I already had two Electric-types which made them much less of a concern so it was probably a good choice. Starmie is able to PP stall fairly well with Minimize + Recover and has a very nice matchup into Jynx (assuming it doesn't freeze.) I went with Surf over something like Psychic or Blizzard since I wanted to actually hit Jynx somewhat hard + the extra pp is pretty nice.

I actually brought Starmie in Game 2 but didn't get a chance to use it. Sad!


CONCLUSION

this tier sucks but this team probably doesnt. ggs torchic​
Thank you so much for repping RBY in our BSS event! I’ve been learning Gen 1 on and off for about a year and I’ve been loving it, so I was super excited when I saw there was a BSS-like ruleset for rby.

Despite the jankiness I genuinely loved watching you play, once again I really appreciate you playing for us! :3
 
Hey folks. Shellnuts and I are working on updating this tier's resources in anticipation for the Nintendo Cup '97 Revival tournament that is happening very soon (signups open in a few hours!)

In the meantime though, while we work on updating the OP, here's a bunch of new sample teams and a new viability rankings from the current best NC97 player, darkness!

Three Aces
JynxZapCuno Restfest by darkness
:jynx::zapdos::articuno::tauros::jolteon::exeggutor:

CunoDugBull TA by Marshmallon3
:articuno::dugtrio::tauros::jynx::jolteon::exeggutor:

CunoDugBull TA Snorlax Variant by Marshmallon3
:articuno::dugtrio::tauros::jynx::jolteon::snorlax:

BullZamLap TA by tomika66
:tauros::alakazam::lapras::jynx::electrode::rhydon:

NidoBullLap TA by ketsuban
:nidoking::tauros::lapras::exeggutor::jynx::electrode:

Two Aces
JynxMie WA by darkness
:jynx::starmie::tauros::gengar::jolteon::chansey:

CunoJynx WA by darkness
:articuno:
:jynx:
:rhydon:
:jolteon:
:raichu:
:lapras:


MieJynx WA by darkness
:starmie:
:jynx:
:cloyster:
:gengar:
:jolteon:
:chansey:


LapJolt WA by zemanjaski
:lapras:
:jolteon:
:jynx:
:cloyster:
:exeggutor:
:electrode:

There are three new viability rankings. The 'General VR' is just every mon in every scenario. The 'Low Level VR' ranks how effective a mon is at level 50-51, and the 'High Level VR' ranks how effective a mon is at level 52-55.
The reason we're updating the viability rankings is because the old one did not account for PP stalling, which is very relevant strategy when you aren't playing this format in-person.

If you want to read a full explanation of the VRs, check out this blog post from darkness himself! However, unless you're fluent in Japanese you probably won't be able to gain anything from reading it.
https://pisker.hatenablog.com/entry/2024/05/06/093704

General VR
1726971219824.png

Low Level VR
1726971725488.png

High Level VR
1726972007922.png

Huge thanks to the Nintendo Stadium Discord community for providing all the resources you see here! NC97's resources on Smogon were pretty dreadful for a while, so I'm glad to have finally updated them.
If you're interested in learning more about Pokemon's first official competitive format, feel free to join their server! Keep in mind that many users there do not speak English as their first language, so please be respectful.
 
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Thank you to everyone who participated in the recent tournament! I'm hoping to host another one same time next year, so please stay turned. If anyone is interested in posting their metagame thoughts I'd appreciate that greatly!

Also, usage stats from the tournament!
Code:
 + ---- + ------------------ + ---- + ------- +
| Rank | Pokemon            | Use  | Usage % |
+ ---- + ------------------ + ---- + ------- +
| 1    | Jynx               |  140 |  98.59% |
| 2    | Tauros             |  103 |  72.54% |
| 3    | Exeggutor          |   81 |  57.04% |
| 4    | Jolteon            |   72 |  50.70% |
| 5    | Electrode          |   70 |  49.30% |
| 6    | Articuno           |   64 |  45.07% |
| 7    | Starmie            |   59 |  41.55% |
| 8    | Dugtrio            |   58 |  40.85% |
| 9    | Lapras             |   45 |  31.69% |
| 10   | Gengar             |   27 |  19.01% |
| 11   | Alakazam           |   16 |  11.27% |
| 12   | Zapdos             |   14 |   9.86% |
| 13   | Cloyster           |   14 |   9.86% |
| 14   | Rhydon             |   14 |   9.86% |
| 15   | Nidoking           |   10 |   7.04% |
| 16   | Venusaur           |   10 |   7.04% |
| 17   | Chansey            |   10 |   7.04% |
| 18   | Ninetales          |    8 |   5.63% |
| 19   | Snorlax            |    7 |   4.93% |
| 20   | Moltres            |    5 |   3.52% |
| 21   | Victreebel         |    5 |   3.52% |
| 22   | Dragonite          |    4 |   2.82% |
| 23   | Raichu             |    3 |   2.11% |
| 24   | Magneton           |    3 |   2.11% |
| 25   | Venomoth           |    2 |   1.41% |
| 26   | Kangaskhan         |    2 |   1.41% |
| 27   | Persian            |    1 |   0.70% |
| 28   | Slowbro            |    1 |   0.70% |
| 29   | Gyarados           |    1 |   0.70% |
| 30   | Blastoise          |    1 |   0.70% |
| 31   | Dewgong            |    1 |   0.70% |
| 32   | Poliwrath          |    1 |   0.70% |

I don't think an updated VR is in the cards this year, but maybe next year?
 
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Well, now that the tournament is over, here's a little bit of what I think about this format, which is the first time I've played it.

At the beginning, I thought that the tier it was a mess for many things that here in the Smogon formats are not allowed such as the evasion moves or the 1HKO moves, things that from my point of view, are broken. After having played it in its entirety, I can say that the format is not as horrible as I thought, even so, I will comment a little on what I thought, both what I consider to be positive and negative.

- Starting with the evasion and 1hk0 moves, I still don't like it, as they cause the game to become a lottery in many scenarios and can often end in pp stall. However, you also need to know how to act in these scenarios, and to consider your options to avoid losing the pp stall, which can be interesting to plan strategies and make your opponent end up making mistakes. Also, it's not so bad that there is a format that allows you to use these moves to understand how broken they are, but I think that's precisely what can make people have a hard time trying these types of formats.

- I want to relate this to the point about movesets, since by allowing their use, everyone will use them, and what better than combining it with rest to be able to raise your evasion to the maximum without any problem and recover completely to start attacking, or at least try to. What I want to get to is that you usually end up with those 2 movements + another 2, of which at least one will be to hit, the other will depend on what the pokemon in question needs, but sometimes it is not enough because you need a 3rd movement and you end up sacrificing something.

The best example for this is jynx, the version I have been using throughout the tournament has been psychic, double team, rest and lovely kiss. From here the most expendable is Psychic, and possibly of the moves that you can add it is one of the least useful because it has 16 pps and there are several Psychic types in the meta that are seen frequently, but I liked the fact of lowering the special in case I could later come in a bit behind and try to finish the job. From this I came to the conclusion that there are other options? I have Seismic Toss, which is a great option, 32 pps and fixed damage, which could be a bit problematic, since it doesn't intimidate as much as a movement that can lower special, freeze or simply do a critical hit, but if the objective is to stall pp it is the best option. The other option was Ice Move, Blizzard and its intimidating 30% freeze but with 8 pps, or Ice Beam with 8 pps more but 10% freeze. Of course, you could also do without Lovely Kiss, but knowing how important sleep is in 1st gen, you had to have a good backup plan, or Rest, but you sacrifice longevity.

There are also other more particular cases where they don't need Rest but they sin by needing one more slot of movements because if they are not countered or do not generate as much danger, like Dugtrio, where if you don't have Rock Slide you can't do anything against Flying Types or without Fissure Exeggutor is going to be your biggest problem.

- But not everything is bad, the fact that Blizzard has a 30% chance to freeze (which I still prefer to be the usual 10% due to the unfreezing mechanics of this generation, and more without a freeze clause) causes pokemon that are very common in the standard Smogon format to not have as much impact as they are slower and you fear that they will freeze them without having time to use evasion, as in the cases of Snorlax or Chansey.

- This also leads to more variety when creating teams, which I've enjoyed quite a bit. It's true that there is a bit of a pattern when it comes to creating them, like the typical sleeper, electric resistance, a flying type or simply something that prevents you from being destroyed by a dugtrio's fissure, but I've only seen one pokemon that I see as very necessary if you want to avoid a lot of problems, which is Jynx. As for the rest, I don't see that there is a single pokemon that always occupies a place, you will always have options to choose from depending on what you are looking for.

- As for levels, I preferred to go for two lvl 55 pokemon and the rest 50. This is because having 3 lvl 55 pokemon can make it easier for your opponent to predict your strategy, since in the end you can only choose one lvl 55 but two lvl 50 ones, basically because of that, unless you have an elaborate strategy prepared and such, but even so you expose yourself a lot to the possibility that your opponent can catch you more easily. I'm not going to go into the cases of putting a lvl 51, putting another at 54 and so on because I didn't want to break my head, I'm only talking about taking pokemon at 50 and 55.

And I think that would be more or less all, as I said, I have ended up enjoying it, it can be complicated to introduce someone new to this format, but I think that these tournaments are what can help people get interested in this type of metagames, or at least for those who already know a little about what 1st generation is about with its peculiarities​
 
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Some thoughts after the Revival tournament:

Tauros and Jynx are S tier in how they define teambuilding. The amount of offensive potential that Tauros has makes him something that your team always has to account for and know how to beat. Sometimes use of Tauros against other aces comes down to RNG, but the fact that he always has a decent chance is amazing. The ability to OHKO a level 50 Jynx with hyper beam is a welcome bonus that keeps the best sleep lead in check. Jynx as a freeze immune sleeper that can also choose to run blizzard for kill potential, psychic for coverage or special drops, or seismic toss with rest and double team to help favor your team in a PP war make it something that has to be accounted for when building a team, as well as in team selection given its strength as a lead sleeper. The potential of Thrash Jynx on a PP stall team is intriguing too.

Articuno and Starmie excel as aces. Articuno is strong in PP stall games given how much PP peck has, all while having a powerful blizzard that can do lots of damage on top of it's freeze chance. Starmie's speed give it a chance to land blizzards on Tauros and thunderbolt is great for managing threats like Articuno and Lapras. A mix of moves like substitute, recover, thunder wave, and minimize give it flexibility in team building for managing threats and non-ace Starmie has versitilty in addtion to ace Starmie.

Jolteon and Electrode are electric types that provide great checks. Thunderbolt and speed on both make them valuable against a lot of Pokemon. Both can disrupt if going for sand attack/flash or can be valuable for speed control with thunder wave. Jolteon can be especially annoying, plus has the option of running pin missle; Electrode having the best speed give it utility against everything and explosion lets it help eliminate threats. Both can work as sleep sacrifices in certain matchups, which is great given the strength of sleep.

Lapras has a lot of bulk with freeze immunity. Loses the PP war against Articuno but helps drain a fair amount of PP. This is one I think I should possibly be ranking higher on this list. Exeggutor is a sleeper that's a great check to electric and ground types while also potentially carrying psychic to cover poison types or get special drops. Does this job a bit more consistently than other grass types. Rhdyon and Dugtrio can hit flying types hard while checking electrics. Dugtrio can setup as an ace with sub and double team and its speed let it take shots at other aces; the speed also lets it have the option to run fissure to dispose of Exeggutor trying to tank it. Rhydon trades speed for more power in its rock slide; I have it slightly over Dugtrio because of it can be run at level 50 and still check electrics while Dugtrio feels like a bigger downgrade when not run as an ace. Gengar I fluctuate on B+/B-; it's fast with a sleep move and can do very well in teams that do not run psychic, but hypnosis only having 50% accuracy while not having freeze immunity make me view it as a less consistent sleeper than Jynx and even less useful than Exeggutor given the matchup against ground types.

Other Pokemon have their uses, with B- Pokemon easy to build teams around (or in Venasaur's case function as an Exeggutor weak to psychic but with a razor leaf that can handle Starmie) and provide strong answers to various threats in the format, but not leading the dance in how teams are built. C tier Pokemon all have various uses but come with greater limitations than others.
 
Tournament Review: A Double Elimination Journey Through Pokémon’s Roots





A Return to Gen 1: Rediscovering the Classics


As a Generation 1 oldie, there’s something special about revisiting the roots of Pokémon, especially when it’s in the format of the Nintendo Cup 1997. I’ve been playing since Red/Blue/Yellow launched back in ’97, and while I’ve explored every tier in generation 1, this tournament provided one of the most nostalgic and rewarding experiences in competitive Pokémon. Each competitive tier comes with its own advantages and challenges, whether through unique rulesets or the viability of different Pokémon. But this tournament’s focus on the original Japanese mechanics truly felt like a return to the fundamentals of the game, and it was a refreshing experience.



Embracing the Legacy: Evasion and OHKO Moves


One of the most compelling aspects of this tournament is how it leans into the grassroots nature of competitive Pokémon. Unlike modern formats that often ban certain strategies like evasive moves or OHKO moves, this 1997 format embraces these elements as an essential part of gameplay. While some might consider moves like Blizzard (with its 30% freeze chance) to be broken, they serve a vital role in counterbalancing strategies that rely on evasion. This creates a deeper, more complex gameplay experience that keeps battles exciting.

The inclusion of these mechanics isn’t about rewarding luck but about recognizing that these elements were core to the early strategy of Pokémon, and it’s a testament to the original game design. The result is a balanced, if chaotic, playstyle that rewards both strategic planning and adaptability—qualities that are often missing in more restricted formats.



Show 6, Pick 3: A Strategic Twist

Another highlight is the Show 6, Pick 3 format. Unlike the traditional approach where players lock in a team of six and commit to using them throughout the tournament, this system allows for far more strategic depth. It encourages players to adapt to their opponents, offering an exciting dynamic where you need to predict not only the battles ahead but also the team compositions your opponents might bring.


This format also gives room for Pokémon from lower tiers like UU or NU to shine in the OU tier. These Pokémon might never see competitive play in modern formats, but under this system, they can come into their own. The flexibility in team composition is what makes the 1997 format feel so unique and refreshing.




Double Elimination: More Matches, More Opportunities or something else?!

The double elimination structure of this tournament also worked to its advantage. More matches means more opportunities for players to recover from early setbacks, and that’s a crucial element when luck can play a decisive role in battle outcomes. Whether it’s a freeze from Blizzard or a crucial miss from a Double Team, luck can often swing battles unexpectedly, and double elimination mitigates some of that chaos by giving players a second chance.


However, the Loser vs Winner format in the grand finals can be a bit daunting. Having to win twice in a row is a tough challenge, especially in a format where randomness can significantly impact outcomes. Personally, I believe a round robin system would offer more stability, giving players more opportunities to adjust their strategies and reducing the chances of upsets. If we then followed up with a final elimination round for the top contenders, it could make for an even more exciting conclusion.




The Timelessness of Gen 1: A Legacy That Endures

While the format and the gameplay mechanics are important, popularity is always a major factor in any tournament. As a friend once put it, “Gen 9 may soon be leaving us, but Gen 1 will forever be around.” The original games and formats have a timeless quality that continues to resonate with players, even as newer generations and mechanics take the spotlight. I’m hopeful that tournaments like this will help keep the 1997 format alive, and encourage new players to experience the beauty of these original strategies.




Shout-Outs: Recognition Where It’s Due

Finally, I’d like to give special recognition to two trainers who truly stood out in this tournament:


1. Darkness – A true legend of competitive play, your consistency and deep knowledge of the game set the standard for all of us. Your strategic insights and thoughtful advice throughout the tournament were invaluable. You’ve truly raised the bar in the community.


2. Terrasparks – Not only a brilliant player, but also an incredible ambassador for new players. Your dedication to teaching and mentoring newcomers is evident, and I have no doubt you’ll reach your goal, whatever that may be. You’re shaping the future of this community, and it’s inspiring.



UNTIL NEXT TIME

In conclusion, this tournament reaffirmed my love for the Nintendo Cup 1997 format, and I can’t wait for the next one. To all the participants: keep training, keep evolving, and let’s make the next tournament even better. See you all on the battlefield!
 
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Here is the 2026 NC'97 community VR!

The requirements were to score atleast 2-1 in OMPL, or Make the Playoffs of the Live Champions tournament. I managed to reach out to everyone but scizornite.
The following people contributed: Meiling, Ranshiin, Terraspark, Daiginjo, 2xNoodle, Monjabo, and Hayburner.

Yes moltres was genuinely between the 2 tiers enough to the point giving it its own tier was what made the most sense.
 
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