I recall you saying that a good Froslass player will switch out of Lead Hariyama's Bullet Punch. So why would you say "if he stays in" when a good player should realize that it is setup fodder? Would they be waiting for Froslass to wake up? Because that is a terrible idea.
Lemmiwinks explained it in his post, I just assumed people would "get it", my bad:
Correction: Jumpluff is going to be 'U-turning' out, which either (i) breaks Froslass' Sash as they bring in a favorable match-up, or (ii) scouts the switc and brings in a favorable match-up for that.
I didn't consider U-turn because that adds yet ANOTHER turn where Jumpluff can be outsped and Ice Beamed to death. It's still worse off. Much worse off.
Lemmiwinks MkII said:
In Scarf Venusaur's case, either (i) favorable match-up comes in on Froslass with Sash still intact and no hazards yet down or (ii) a double blind switch occurs (i.e. the dumb option for the Froslass user) in which case it is a toss-up as to who gets the favorable match-up. So whilst Scarf Venusaur has the less risky move to begin with (even if Jumpluff is Sashed), the advantages for Jumpluff are greater if the strategy is successful, which balances it somewhat.
Well let me start by saying that Jumpluff doesn't "stop" 100% of all non scarfed Leads like Venusaur. Venusaur can deal with Alakazam, Swellow, and most importantly
Electrode. So no, it doesn't come anywhere near to evening out in the lead scenario even if it somehow happened to be advantageous for Jumpluff (which it isn't). You are not even comparing the same thing.
Jumpluff's chance to not die < Venusaur's chance to gain momentum. This is like you comparing your chance to avoid being hit by an arrow in battle versus your chance to get high ground (this example might not make sense if you don't play a game like Warcraft III, but it's pretty self-explanatory - high ground is good). You don't lose much at all in the second scenario even if you "lose" the gamble.
Lemmiwinks MkII said:
I'm with you in a way though, I don't like the idea of Jumpluff as a lead-off Pokemon at all. It is just ironic that you're so much more in favor of a strategy that in reality really isn't that much better as far as the odds dictate.
This would have been ironic if you ignore the 10 other reasons that Scarf Venusaur helps in the lead situation. Maybe.
The only thing that's ironic here is that you're comparing "Jumpluff's chance to die" versus "Venusaur's chance to not stop Froslass after 2 turns", saying that they are equal, and then saying you don't like strategies with low success rates. You're fine with high fail rates?
Lemmiwinks MkII said:
Actually, the appearance of Moltres would be great news for the Froslass user, as it neither sets up stats nor hazards, and is easy to wall without hazards up, and they will because Froslass is never the Moltres counter for any team.
Moltres coming in without Stealth Rock up is ALWAYS bad, and you would have to be insane to think that Moltres is easy to wall without hazards up. If you don't have 1 out of the 14 Pokemon who can "survive" two of Moltres's Fire Blasts or Air Slashes, you are losing a Pokemon. Just because it isn't "Broken" without Spikes does
not mean it is easy to switch into.
Lemmiwinks MkII said:
You're already having to play with odds that are only partially in your favor (~56%) by the time you have switched out after Sleep Powder. First turn there is a 25% chance of failure, after which Froslass can Taunt and get 2-3 easy layers while you're forced to switch. And after successfully avoiding that possibility, there is another 25% chance of Froslass waking up and Spiking on the switch, which is just as bad as the first scenario. So you get 'lucky' and Moltres comes in on a Froslass still sleeping? No big deal, Froslass switches out to a counter and waits to come back in with Sash still intact, at which point she has another 25% chance of waking up and doing her job. There is more than half chance of one of these three scenarios happening in favor of the Froslass user, which, if preventing Spikes setup is so critical to your success, is not a good thing.
A few things:
1. Venusaur still has the option of using Leaf Storm.
2. ideally it would still only get 1 layer of Spikes. 2 if you send in something that loses to Froslass (a dumb idea).
3. Why is it when I'm trying to say Froslass is broken "1 layer of Spikes isn't even bad", but now you're arguing that it's "just as bad" as getting 2 layers up. While that doesn't really make sense (I did take it a bit out of context), it's clear that you were indeed saying that 1 layer of Spikes + Sash= 2 layers of Spikes which isn't the case, Froslass can still be Taunted, slept, or limited to 2 layers by priority.
4. I repeat: switching into Moltres is a big deal. Especially for an offensive team. If I said Blaziken or Magmortar would you be happier since "nothing" can switch into them? Moltres was an example because it's on "my" team.
5. Moltres is hard to switch into. Oh wait I said this already nvm.
Overall, I think you're making an invalid comparison and one-sided arguments about the situations that could occur. Yes, Venusaur "could" miss and let Froslass get a couple layers of Spikes up if the correct (and highly unlikely) sequence of events occur, however when compared to Jumpluff, Froslass will flat out OHKO it or simply set up over half the time. "% of gaining something good =/= % of losing something bad". The first one you don't lose anything, but you can gain something (usually just momentum). The second, you lose something but have a small chance to get it back.