Survivor Stupid Survivor: Season One FINAL TRIBAL COUNCIL

Texas Cloverleaf

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t8xGo8awtk Texas Cloverleaf shoots Tribe Haley from Too Hot to Handle
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Ud4JpcGxto
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Trainer Name: Texas Cloverleaf
Pokemon:
Here Be Dragons: Cyclohm, Druddigon, Dragonite, Charizard, Dragalge, Tyrantrum, Garchomp, Hydreigon, Kingdra, Haxorus, Flygon, Kyurem, Latias
Goodstuffs: Starmie, Snorlax, Gardevoir, Stratagem, Togekiss, Pyroak, Colossoil, Lucario
Cool Stuff: Blastoise, Emboar, Metagross, Greninja, Revenankh, Eelektross, Tomohawk
Stuff In Training: Steelix, Honchkrow, Gliscor, Dusknoir, Dodrio, Pinsir, Skarmory, Glalie, Heracross, Granbull, Cubone, Exeggcute, Ariados, Volcarona
Cooler Stuff: Tentacruel, Bronzong, Mamoswine, Kitsunoh, Nidoking, Blissey, Medicham, Aerodactyl
Meh: Arcanine, Weavile, Phione, Lairon, Regirock, Slowking, Necturna
Gen 7 Mons: Popplio, Salandit, Wimpod, Drampa, Jangmo-o, Dhelmise

CC:
45
UC: 4.4

Gym Badges (11):
FLYING BADGE
DRAGON BADGE (ex-Gym Leader)
ELECTRIC BADGE
BUG BADGE
GHOST BADGE
GROUND BADGE
FAIRY BADGE
STEEL BADGE
FIRE BADGE
NORMAL BADGE
ICE BADGE

Backpack:
1x Black Belt
1x Charcoal
1x Dragon Fang
2x Hard Stone
2x Magnet
2x Nevermeltice
1x Pixie Dust
1x Sharp Beak
1x Silk Scarf
1x Silverpowder
1x Soft Sand

1x Amulet Coin
3x Exp. Share
2x Heart Scale
1x Lucky Egg

14x Enigma Berry
4x Leppa Berry
1x Occa Berry
1x Passho Berry
1x Wacan Berry
1x Rindo Berry
1x Yache Berry
1x Chople Berry
1x Kebia Berry
1x Shuca Berry
1x Coba Berry
1x Payapa Berry
1x Tanga Berry
1x Charti Berry
1x Kasib Berry
1x Haban Berry
1x Colbur Berry
1x Babiri Berry
1x Chilan Berry
1x Roseli Berry
1x Mental Herb

1x Aerodactylite
1x Blastoisinite
1x Charizardite X
1x Charizardite Y
1x Dragon Scale
1x Everstone
1x Full Incense
1x Garchompite
1x Gardevoirite
1x Glalite
1x Jaw Fossil
1x Latiasite
1x Lucarionite
1x Medichamite
1x Rare Candy
1x Reaper's Cloth
1x Pinsirite
1x Razor Fang
1x Thick Club
1x Water Stone

1x Berserk Gene
1x Big Root
1x Brightpowder
4x Expert Belt
1x Float Stone
1x Focus Band
1x Focus Sash
1x Heat Rock
1x Leftovers
1x Light Clay
1x Life Orb
2x Macho Brace
1x Muscle Band
1x Quick Claw
1x RageCandyBar
1x Rocky Helmet
1x Scope Lens
1x Smooth Rock

1x Ice Sapphire
1x Rock Ruby

1x Potion
2x Super Potion
1x Hyper Potion
1x Max Potion
1x Full Restore
1x Ether
1x Max Ether
2x Max Elixir
1x Revive
3x Max Revive
3x Poke Ball
2x Ultra Ball
7x Sport Ball
6x Cherish Ball
3x Timer Ball

Raid Prizes
1x Glyph of Ice Shard
1x Glyph of Ice Beam
2x Glyph of Meteor Mash
1x Glyph of Signal Beam
1x Glyph of Agility
1x Glyph of Tri Attack
2x Glyph of Earth Power
2x Glyph of Recover
1x Glyph of Sludge Wave
1x Glyph of Synthesis
1x Glyph of X-Scissor
1x Glyph of Icicle Spear
1x Glyph of Thunder Wave: Causes the paralysis inflicted by Thunder Wave to last for (3) more actions on bosses
1x Glyph of Brave Bird
1x Glyph of Dragon Rush
1x Glyph of Shadow Punch: Raises the power of Shadow Punch by 2 and its critical hit stage by 1.
1x Glyph of Power Whip: Raises the accuracy of Power Whip by a flat 15% and its power by 2.
1x Glyph of Zap Cannon: Raises the accuracy of Zap Cannon by a flat +30%, its power by 2, and reduces its energy cost by 1, but causes it to no longer have a chance to paralyze the target.
1x Glyph of Curse: Using Curse grants the user Redoubt, reducing the damage taken from attacks by a flat 3 for the next (6) actions. Doesn't work for Ghost-type Pokemon.
1x Glyph of Zen Headbutt: Raises the power of Zen Headbutt by 1, its accuracy by a flat +10%, and gives it a 30% chance to refund 50% of its energy cost.
1x Glyph of Superpower: Superpower no longer lowers the user's Attack and Defense upon use, raises its power by 1 and reduces its energy cost by 1.
1x Glyph of Synthesis: Causes Synthesis to always heal its user by a base 30 regardless of light conditions, and reduces Synthesis's energy cost by 3 under strong sunlight.
1x Glyph of Lucky Chant: Reduces the energy cost of Lucky Chant by 3, extends its duration by 3 actions and causes it to affect the entire team.
1x Glyph of Heat Crash: Raises the user's Weight Class (for the purposes of determining Heat Crash's BP only) by 3 and reduces its energy cost by 1.
1x Glyph of Inferno: Causes Inferno's accuracy to raise by 50% and its energy cost to be reduced by 2 against burned targets, and causes it to reset Burn status duration to (6) actions.
1x Glyph of Bite: Raises the power of Bite by 3.
1x Glyph of Bind: Causes Bind to increase the accuracy of all the user's attacks by a flat +50% against the Binded target (this boost does not apply if the move has a base accuracy of less than 50%) and extends the duration of Bind by 2 actions.

1x Gracidea Blossom
1x Vile Claws
1x Splintered Visage of the Spire
1x Twisted Matrix
1x Beacon of the Argent Night
1x

Tier 3 Venerable Hierophant's Charge: Raises the holder's Sp. Attack rank by 5 and increases the chance of secondary effects by a flat 10% (after other multipliers). Increases critical hit stage against statused targets by 1 and critical damage done by 1.
1x

Tier 3 Old Book of Tricks: Raises the STAB bonus of the holder's attacks by 5 and reduces the energy cost of Gravity, Skill Swap, and Trick Room by 2. Extends the duration of Light Screen, Reflect, and Tailwind by 3 actions.
1x

Tier 3 Inherited Bishop's Mallet: Raises the STAB bonus of the holder's attacks by 5 and increases the healing done by direct heals by a flat 3 and heal over time effects by 1. Reduces the energy cost of Aromatherapy and Heal Bell by 1.
1x

Tier 3 Ancient Templar's Ward: Raises the STAB bonus of the holder's attacks by 5, its Defense and Sp. Defense ranks by 1, and reduces damage taken from supereffective attacks by a flat 1. Reduces the energy cost of Taunt by 1.
1x

Cowl of the Skystrider: Raises the power of Flying-type moves by (7), raises the critical damage bonus of Sky Attack by (2) and reduces the energy cost of Fly and Brave Bird by (1).
1x Scythe of Northern Storms
1x Sanctified Ashes of the Phoenix God
1x

Signet of Bright Hope: Raises the Special Attack rank of the holder by 9, and reduces the energy cost of Wish, Safeguard, and Softboiled by (3)
1x

Relic of Spectral Spring: Raises the power of Ghost-type attacks by 8. If the holder is a Ghost-type Pokémon, raises the power of Water-type attacks by 8 and, if the holder is also not a Water-type, allows the use of the moves Bubblebeam and Waterfall even if they are not present in the holder's movepool
1x

Titanforged Signet: Raises the base power of Rock-type moves by (8), and their accuracy by a flat 20%. Moreover, whenever the holder hits a foe with Paleo Wave, Ancientpower, or Power Gem, the holder has a 20% chance to enter in Clearcasting state, reducing the energy cost of the next special attacking move by 100% and causing it to always land a critical hit. Reduces the energy cost of Ice-type and Steel-type moves by (1).
1x

Regi Bastion: Raises the power of Normal-type attacks by (7), the holder's Defense and Sp. Defense ranks by 2, and reduces the power of supereffective attacks used against the holder by 2. If the holder is a Normal-type, raises the power of Normal-type attacks by an additional (5).
1x

Gygax, the Runeblade: Raises the Attack rank of the holder by 10 and its critical hit stage by 1. Moreover, every contact attack affects the target with Curse of Gygax for (6) actions, which raises the base power of any Ice-, Normal-, Rock- and Steel-type move used against the target by 3.
1x

Cleansed Gracidea Blossom: Raises the power of Flying-type moves by 7, the holder's Special Attack rank by 2, the critical hit stage of Air Slash by 1 and the power of Air Cutter by 2. Whenever Air Cutter or Air Slash critically hit, the holder gains Piercing Winds, allowing its special Flying-type moves to damage their target as if its Sp. Defense were 2 ranks lower (never lower than 0) for the next 3 actions. Raises the holder's Threshold by 1.
1x

Sunflare: Raises the power of Fire-type moves by 7, the holder's Special Attack rank by 2 and reduces the energy cost of Solar Beam and Sunny Day by 1. Causes Solar Beam to deal super effective damage to any type which would take super effective damage from Grass-type or Fire-type moves, but it still counts as a Grass-type move for all other purposes. Raises the holder's Threshold by 1.
1x

Serpent Stinger: Raises the power of Dark-type moves by 7, the holder's Attack rank by 2, and increases their critical hit stage by 1 against poisoned targets. Everytime the holder hits a poisoned target with a Dark-type physical move, one stat between Attack, Speed, and Accuracy (chosen at random) will permanently raise by 1 stage (This effect won't trigger more than once per move). Raises the holder's Threshold by 1. Texas Cloverleaf shoots Tribe Haley from Too Hot to Handle

13 Valour Counters
17x Badge of Valour
10x Badge of Light

4x

Pumkin Berry

1x Tainted Ash
Berry Harvesting
Empowered Mega Ring
1x

Purified Northspring Egg
Tome of Comet (x6): Teaches the move Comet to a Pokemon. This item is consumed upon use.
Tome of Chimaera Strike (x10)

Highlight Matches
The Best Brawl Ever
The Most Amazing Hax Ever
Great Gym Comeback Win
Inaugural Dragon Gym Match
Phione!
A fun 6v6 vs MK Ultra in the Stargazer Colosseum
Epic 3v3 LC Match vs Glacier Knight
Early Match with some cool flavour - Dragonspiral Tower
Team Tourney Triples - Excellent Fight vs Jas
 
Emboar used helping hand!
Emboar is helping metagross' pending explosion +e

Minun used helping hand on gigalith!
Rock slide is even better!

Minun used helping hand on gliscor!
Rock slide is even better!

Gengar used snatch!
-4 energy

Girafarig used magic coat!
-9 energy

Liepard used FAKE OUT on kingdra!
crit = 9847/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy

Delibird used FAKE OUT on garchomp!
crit = 8325/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
-2.125 damage to delibird due to rough skin

Ditto used wide guard!
blarg op in brawls blarg
BUT THE SNATCHES BY GENGAR
-7 energy from both

Conkeldurr used wide guard!
blarg op in brawls blarg
-7 energy

Jas' lucario used FEINT on conkeldurr
BYE BYE WIDE GUARD
crit = 2658/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
 
Emboar used helping hand!
Emboar is helping metagross' pending explosion +e

Minun used helping hand on gigalith!
Rock slide is even better!

Minun used helping hand on gliscor!
Rock slide is even better!

Gengar used snatch!
-4 energy

Girafarig used magic coat!
-9 energy

Liepard used FAKE OUT on kingdra!
crit = 9847/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy

Delibird used FAKE OUT on garchomp!
crit = 8325/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
-2.125 damage to delibird due to rough skin

Ditto used wide guard!
blarg op in brawls blarg
BUT THE SNATCHES BY GENGAR
-7 energy from both

Conkeldurr used wide guard!
blarg op in brawls blarg
-7 energy

Jas' lucario used FEINT on conkeldurr
BYE BYE WIDE GUARD
crit = 2658/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
 
this stuff is just the abbreviated version, for the full list of rules for Smogon Tournaments check here

Identity

About playing on alts: It is entirely allowed to play on an alt other than your own main forum name, though if your opponent wishes to confirm your identity, you must log on to your main alt to show them you are who you claim to be. This is to prevent people from pretending to be who they're not.

About playing on different servers: Tournament matches must be played on the Smogtours server. The Main PS! server is also acceptable if both parties agree to that. Other servers are not sanctioned by the TD team and playing in them might result in your game not counting. Protect yourself from that by playing in Smogtours, where we also have the power to recreate games that end due to DC's.

Scouting

On scouting opponents: Going through your opponents replays of tournament and ladder games is entirely allowed, as long as a game is public there is nothing preventing you from watching it. An exception to this is abusing powers granted to you by being staff on Smogon or PS! to gain access to information a normal user wouldn't have access to, which is strictly forbidden.

On leaking teams: Divulging private information about someone's planned team to their opponent is never allowed, and will be heavily sanctioned. Requesting that such information be divulged is also grounds for punishment. Keep your scouting to publicly available information and you'll be fine.

Timer Clause / Disconnections

On the Timer: The timer must stay on throughout the whole battle.

On Timeout losses: A player that loses by having all his time run out loses the game. This is only not the case if the player that received the timeout loss can be verified to have suffered a True Disconnection. Rematches are only allowed if there was a True Disconnection.

On True Disconnection: The TD team has a secret threshold of seconds that your timer must be at or above, from the moment you disconnect, for a timeout loss to be considered a True disconnection. If your game is determined to be a true disconnection if you played on Smogtours and contacted a TD before the room expired your game will be recreated up to the point the disconnect happened. It is the responsibility of the player that disconnected to get a TD into the room before it expires.


Battle Clauses:
  • Evasion Clause
  • OHKO Clause
  • Sleep Clause
  • Species Clause
  • Timed Battle
  • Team Preview
General recommendations:
  • Contact your opponent as soon as possible upon the round going up. Activity cases are going to be handled in a very strict manner.
  • When scheduling, offer a wide selection of times when you are available to play. 1 hour of activity on one or two weeknights is unlikely to be considered acceptable.
  • Schedule specifically - do not schedule for "Friday afternoon" or "Sunday morning", pick a date, a time and note the timezone.
  • If I catch news of ghosting or some other sort of atrocious behavior, I reserve the right to investigate to the full limits of my ability in conjunction with the TD team provided there is adequate evidence to warrant it.
That aside, feel free to get back to me (or a tournament director if, for some reason, you don't really trust my judgement) if you still have any questions regarding this tournament (or Grand Slam in general) after reading this post. Since this is Smogon's biggest individual LC tournament, I'm expecting a lot of skillful Porygon use, a high level of competition, and a lot of memorable moments!

Last but not least, aside from points towards qualifying for Grand Slam playoffs, this tournament is part of the LC Tournament Circuit, so points for that will also be awarded accordingly depending on how well you do.

Round 2
 
this stuff is just the abbreviated version, for the full list of rules for Smogon Tournaments check here

Identity

About playing on alts: It is entirely allowed to play on an alt other than your own main forum name, though if your opponent wishes to confirm your identity, you must log on to your main alt to show them you are who you claim to be. This is to prevent people from pretending to be who they're not.

About playing on different servers: Tournament matches must be played on the Smogtours server. The Main PS! server is also acceptable if both parties agree to that. Other servers are not sanctioned by the TD team and playing in them might result in your game not counting. Protect yourself from that by playing in Smogtours, where we also have the power to recreate games that end due to DC's.

Scouting

On scouting opponents: Going through your opponents replays of tournament and ladder games is entirely allowed, as long as a game is public there is nothing preventing you from watching it. An exception to this is abusing powers granted to you by being staff on Smogon or PS! to gain access to information a normal user wouldn't have access to, which is strictly forbidden.

On leaking teams: Divulging private information about someone's planned team to their opponent is never allowed, and will be heavily sanctioned. Requesting that such information be divulged is also grounds for punishment. Keep your scouting to publicly available information and you'll be fine.

Timer Clause / Disconnections

On the Timer: The timer must stay on throughout the whole battle.

On Timeout losses: A player that loses by having all his time run out loses the game. This is only not the case if the player that received the timeout loss can be verified to have suffered a True Disconnection. Rematches are only allowed if there was a True Disconnection.

On True Disconnection: The TD team has a secret threshold of seconds that your timer must be at or above, from the moment you disconnect, for a timeout loss to be considered a True disconnection. If your game is determined to be a true disconnection if you played on Smogtours and contacted a TD before the room expired your game will be recreated up to the point the disconnect happened. It is the responsibility of the player that disconnected to get a TD into the room before it expires.


Battle Clauses:
  • Evasion Clause
  • OHKO Clause
  • Sleep Clause
  • Species Clause
  • Timed Battle
  • Team Preview
General recommendations:
  • Contact your opponent as soon as possible upon the round going up. Activity cases are going to be handled in a very strict manner.
  • When scheduling, offer a wide selection of times when you are available to play. 1 hour of activity on one or two weeknights is unlikely to be considered acceptable.
  • Schedule specifically - do not schedule for "Friday afternoon" or "Sunday morning", pick a date, a time and note the timezone.
  • If I catch news of ghosting or some other sort of atrocious behavior, I reserve the right to investigate to the full limits of my ability in conjunction with the TD team provided there is adequate evidence to warrant it. Energy shoots Tribe Jessica from Love is Blind
That aside, feel free to get back to me (or a tournament director if, for some reason, you don't really trust my judgement) if you still have any questions regarding this tournament (or Grand Slam in general) after reading this post. Since this is Smogon's biggest individual LC tournament, I'm expecting a lot of skillful Porygon use, a high level of competition, and a lot of memorable moments!

Last but not least, aside from points towards qualifying for Grand Slam playoffs, this tournament is part of the LC Tournament Circuit, so points for that will also be awarded accordingly depending on how well you do.

Round 2
 

Texas Cloverleaf

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A few clarifications. (updated FAQ)

You may post anything in the thread as usual.

You may obscure your shot or your block in any way you'd like. But at some point in the post (not in a hide tag, not in a broken url), the post must VISIBLY contain the exact lines for a shot or a block (as specified above).

White text is fine.

You may not edit your post at all. Anybody caught editing their post even in the first 5 minutes will be immediatley kicked from the game. I am online a lot.

Q: hal can you clarify what happens if someone types a | as an L
Good question. I'll laugh. It will not be counted as a shot. Every shot MUST CONTAIN: “[Survivor] shoots at Tribe X”, Survivor being your own name on smogon, X being Haley from Too Hot to Handle or Jessica from Love is Blind . This must be exact, capitalization included

Every block MUST CONTAIN: “[Survivor] blocks [Survivor]’s shot”, with the first [Survivor] being your own name on smogon, the second [Survivor] being the shooter's name on smogon. This must be exact, but I will not pay attention to punctuation with regards to blocks.

Q: What happens if someone posts a shot or a block when they don't have a shot or a block? What if they post anything else?
I'll ignore it.

Q: What happens if the text for shooting is in a picture, or in a creepypasta font?
IT WILL NOT COUNT. The shot and block text must be in font/size/color available on smogon.

Q: can tbz (sitting out for tribe jessica) still post in thread?
A: sure

Q: What if I typo Rufflet or whatever when I make my shot
IF I WERE ON TRIBE Haley from Too Hot to Handle, THE ONLY VALID SHOTS I CAN MAKE IS A POST CONTAINING: "Texas CloverIeaf shoots at Tribe Jessica from Love is Blind"

"Texas CloverIeaf shoots at Tribe Jessica from Love is Blind", "Texas CloverIeaf shoots at Tribe Jessica From Love is Blind", "Texas CloverIeaf shoots at Tribe Jessicafrom Love is Blind" are all invalid shots.

Those dumb ascii characters that look like a space but are like 0.5mm shorter/longer are very banned. tabs are fine
 
From Wikipedia, the free encyclopedia


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"WP:COTD" redirects here. For what used to be Collaboration of the day, see Wikipedia:Today's articles for improvement.
"WP:TEXTWALL" redirects here; not to be confused with the guideline on filibustering, WP:STONEWALL.
A wall of text is an excessively long post to a noticeboard or talk page discussion, which can often be so long that some don't read it.
Contents
Types[edit]
Some walls of text are intentionally disruptive, such as when an editor attempts to overwhelm a discussion with a mass of irrelevant kilobytes. Other walls are due to lack of awareness of good practices, such as when an editor tries to cram every one of their cogent points into a single comprehensive response that is roughly the length of a short novel. Not all long posts are walls of text; some can be nuanced and thoughtful. Just remember: the longer it is, the less of it people will read.
Variations[edit]
Chunk-o'-text defense[edit]


Shortcuts
The chunk-o'-text defense (COTD) is an alleged wikilawyering strategy whereby an editor accused of wrongdoing defends their actions with a giant chunk of text that contains so many diffs, assertions, examples, and allegations as to be virtually unanswerable. However, an equal-but-opposite questionable strategy is dismissal of legitimate evidence and valid rationales with a claim of "text-walling" or "TL;DR". Not every matter can be addressed with a one-liner, and validity does not correspond to length, especially the more complex the matter is. The COTD is characterized by noise and hand-waving, not simply verbosity. Energy shoots Tribe Jessica from Love is Blind
Massive wall of text[edit]


Shortcut
The massive wall of text (MWOT) often appears in disputes and bombards you with so much information and underhanded hostility that it's almost impossible to keep up without replying with one of your own. MWOTs are a good indication that people are talking past each other. Common features include:
  • New arguments unrelated to the matter at hand
  • Already-discussed arguments
  • Giant paragraphs that never really come to a point
  • Thinly-veiled personal attacks
  • Sarcasm
  • The rush you feel through your veins as you type itEnergy shoots Tribe Jessica from Love is Blind
How to survive a wall of text[edit]
Read surrounding posts, skim to determine whether the long post is largely substantive or mostly irrelevant. If it is the latter, apply trout and other remedies in suitable proportion. Simplest is just to ignore it if it is not relevant to you.
 

Texas Cloverleaf

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Over a year ago, I posted a comprehensive guide to pure Mekk-Knights. We'd just had World Legacy Memory and Mekk-Knight Morning Star printed, which drastically improved the pure version of the deck, and I felt that warranted an update to an even-earlier guide that I had made, and now, with the release of Mekk-Knight Orcust Girsu (and other important cards, as well as a shift of banlists), I think it's important that I bring us to a new age of Mekkery. This is especially important since I sincerely believe pure Mekk-Knights will finally have a presence in the meta with the release of cards in ETCO and DUOV.

I've been playing Mekk-Knights since day 1, and since my last guide, my vision of how pure Mekk-Knights should play has shifted quite a lot. I've discovered new techs, and I even found an extremely viable use for Mekk-Knight Orange Sunset, a card I used to consider a complete joke. Friendship ended with Green Horizon, now Orange Sunset is my best friend.

Introduction to Mekk-Knights:

Most main-deck Mekk-Knights are LIGHT Psychic-type monsters which are level 5 or higher. Normally, this level would make it an issue to even get them onto the field, but this is where their unique aspect comes to play - Almost every Mekk-Knight has the following inherent special summoning condition:

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column. You can only Special Summon "Mekk-Knight ______" once per turn this way.
This summoning condition can be fulfilled by:

  • 2+ opponent's cards in the same column
  • 1 opponent's card + 1 of your own spell/traps placed in the same column
  • 1 opponent's card in the same column as an extra zone + 1 of your extra deck monsters in that extra zone
  • 1 of your extra deck monsters in the extra zone + 1 of your own spell/traps placed in the same column
This summoning condition is simultaneously Mekk-Knights' greatest strength and greatest weakness. As long as your opponent has even a couple cards on the field, you can easily flood the field with high level beatsticks, but this makes it very challenging to make plays going first -- it requires that you dedicate a portion of your deck to cards that "set up" columns for you to summon in. There are plenty of cards that allow you to do so, but it's something to consider.

Their Extra Deck monsters match the theme of the Main Deck, with multiple monsters with high ATK and powerful protection effects. Their Link-2 grants battle protection to your entire field, the Link-3 can't be targeted or destroyed by card effects, and sits on a 3k body, and their Link-4 can't be targeted by card effects while preventing your opponent from attacking any other monster you control, whilst being basically impossible to destroy in battle.

Additionally, Mekk-Knights become even more interesting when you consider their backrow. They have a suite of 3 continuous Spell/Traps which each negate a certain type of opponent's effect that activates in the same column as a Mekk-Knight you control, which grants the archetype a powerful, and fun, control aspect that forces both you and your opponent to move cards around each other. I'll get into these later in the guide.

Their final interesting feature is their Field Spell, which, if Mekk-Knights become meta in a few months, I expect will be banned. It has a unique nuke effect that sends your opponent's entire hand and Extra Deck to the GY, allowing you to perform a fairly consistent pseudo-FTK in-archetype, something very few archetypes can do. Near the end of this guide, I'll detail combos that can get you to this.

The Monsters:

In addition to their special-summoning condition, each Main Deck Mekk-Knight has a unique effect, ranging from recovery, searching, popping cards, or extra utility. The Extra Deck Mekks are similar in this regard, providing important combo pieces while also being hefty beatsticks with strong protection effects.

The Main Deck line-up is as follows.

NameLevelATK/DEFUnique EffectRemarks
Blue Sky52000 ATK/2500 DEFIf this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn.This card embodies the spirit of Mekk-Knights. He single-handedly forces your opponent to reevaluate how they place their cards on the field, because if they just slap their cards down haphazardly, this guy can search up to three monsters. Either way, if your opponent plays the game at all, he still searches at least one. Be careful, though, Blue Sky must search a number of monsters exactly equal to the number of opponent's cards in his column. This means that if you summon him in a column with 3 cards, and you only have 2 Mekks left in your deck, you don't get to search anything. Run 3.
Purple Nightfall82500 ATK/2000 DEF(Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.This guy searches 1 every turn, even on your opponent's turn. He can be used to clear columns or dodge destruction effects, and keeps coming back every turn. You want to see this guy in every duel because he ensures that you can keep plussing deep into the duel in the case that you can't finish the duel quickly. Run 3.
Indigo Eclipse82400 ATK/2400 DEFOnce per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.This card would be worthless in any other archetype, but it's extremely important here. On your own turn, if there's a limited number of set-up columns, you can move monsters around to reuse columns, as well as moving On your opponent's turn, this guy functions as your disruption - combined with the backrow discussed later, you can use his quick effect to negate. Run 1~2. I run 2.
Orcust Girsu41800 ATK/0 DEFIf this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if 2 or more other cards are in this card's column, this card is treated as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" to both players' fields in Defense Position. You can only use each effect of "Mekk-Knight Orcust Girsu" once per turn.This guy lacks the Special Summon clause that almost every other Mekk-Knight has, but that's just because he's so damn good. You may see people freaking out about how he makes Orcusts better, but make no mistake, this guy does leagues more for Mekk-Knights than he does for Orcusts, with his mill and column set-up facilitating powerful plays. If you opt to run the Field Spell, almost any hand with this guy is a pseudo-FTK. Run 3.
Red Moon72300 ATK/2600 DEFYou can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it.Easily accessible monster destruction. The important thing to note is that is Red Moon is not once per turn, which means Indigo Eclipse can move him around to pop more monsters in a single turn. Run 1~2. I run 1.
Yellow Star72200 ATK/2800 DEFYou can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.Basically the same as Red Moon, but for Spells and Traps. Fortunately it also works on face-down cards. Run 0~1.
Green Horizon62100 ATK/1600 DEFWhen an attack is declared involving this card and an opponent's monster in this card's column: You can target 1 "Mekk-Knight" monster in your GY; add it to your hand.An interesting take on recovery, but is quite difficult to take advantage of. It's a cute card, but I don't like it as much as I used to. Run 0.
Orange Sunset6800 ATK/3000 DEFIf an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand.Effect and stat-wise, one of the worst Mekk-Knights. Its effect is difficult to activate, and doesn't even do anything special, considering most Mekk-Knights summon themselves. However, due to its extremely low ATK, it does have one special feature - Texas Cloverleaf shoots tribe Haley from Too Hot to Handle can search it. This makes it a strong tool for going first. Run 0 or 1. If you run it, run 3 Sangan, otherwise it's not worth it.
Avram42000 ATK/0 DEF"Check THIS out!"A normal monster, and normal-summonable without tribute. By running this card, you can tech in a variety of cards, such as Rescue Rabbit, Unexpected Dai, and similar cards, which has some merit, and Link Spider makes it a valid normal summon for setting up columns going first. Since the release of Orcust Girsu, I wouldn't recommend running this card without also adding some of the aforementioned techs. Your ratio for this card should either be 0, 1, or 2~3. I personally no longer run this card, but it's not a bad card by any stretch of the imagination.
 

Texas Cloverleaf

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Texas Cloverleaf shoots tribe Haley from Too Hot to Handle
<p>Claydol, once one of the most prominent support Pokemon around, now lies overshadowed by many of the newer faces and older rivals that it has only a few advantages over. Bronzong, with a superior defensive typing and slightly higher stats, is more popular as a supporter, and Claydol's only advantages from a support point of view are its much higher Speed, allowing it to outpace most Scizor and to an extent Tyranitar, and access to Rapid Spin. Even in the Rapid Spinning department, however, it is overshadowed by Pokemon such as Forretress, who have a superior defensive typing, just as good a support movepool as Claydol, and the ability to strike Ghost-types hard. Claydol's many weaknesses to common types do not help its case either. However, Claydol's balanced offensive and defensive stats as well as its Ground-type STAB still make it worth using in certain situations.</p>

[SET]
name: OU Support
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake / Earth Power
move 4: Explosion / Ice Beam
item: Leftovers
nature: Relaxed / Bold
evs: 252 HP / 144 Def / 114 SpA

[SET COMMENTS]

<p>Rapid Spin is the most important move on the set, as it removes entry hazards that can be crippling for the rest of the Pokemon on your team. You can also cut the opponent's time short with your own Stealth Rock. In the last two slots, attacking moves should be chosen as there are a lot of Pokemon in OU who can cause Claydol trouble. The first of these attacking moves should be a STAB Ground-type move, as Ground is an excellent attacking type and helps Claydol greatly with common Steel-types. Claydol has two choices for this slot: Earth Power and Earthquake. Earthquake is usually the superior choice, as it has a chance to OHKO Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, which Earth Power cannot do. However, Earth Power is a guaranteed 2HKO on standard Choice Band Metagross, is not affected by Intimidate, and prevents the need for splitting EVs if you wish to run Ice Beam. In the last slot there are a number of options, but generally it is best to avoid splitting EVs, since if you do so, both of your offensive moves will be weaker and you may find yourself losing out on important OHKOs and 2HKOs. Thus, if you run Earth Power, go for Ice Beam, and if you run Earthquake, use Explosion, though you can switch them around if you are willing to split EVs.</p>

[ADDITIONAL COMMENTS]

<p>Determining the last slot is a complicated decision. If you have chosen Earth Power, it is advisable that you choose a second special move to avoid splitting EVs. Ice Beam is the most common option on this set, as it hits the Flying- and Grass-types who resist Ground for super effective damage, and is also very helpful for taking on the common Dragon-types in OU such as Dragonite and Flygon. However, it lacks power when hitting for neutral damage against Claydol's more prominent foes, such as Rotom-A. On the physical side, the option that most merits a mention is Explosion, which may seem ridiculous considering the fact that the first switch into Claydol is usually a Ghost-type. However, it is the most realistic way that Claydol will be able to cause significant damage to the opponent's team. Explosion can create an important gap in the opponent's team, especially if you can hit a bulky Water- or Grass-type, as well as granting a free switch that could give you the opportunity to set up for a sweep or regain momentum.</p>

<p>Claydol is difficult to distribute EVs to given its multiple traits and talents, and you will very rarely find that most Claydol carry the same exact EVs. The 252 HP EVs grant Claydol maximum HP for overall defensive stability, and 144 Defense EVs ensure that it is never 2HKOed by Jolly Life Orb Mamoswine's Ice Shard or OHKOed by Swords Dance Infernape's boosted Fire Punch. It is also never OHKOed by Choice Band Machamp's Payback. 114 EVs in Special Attack means that Claydol is guaranteed to 2HKO 252 HP Metagross with Earth Power. It also gives Ice Beam a reasonable chance to OHKO 4 HP Flygon even without Stealth Rock, and allows Claydol to OHKO non-bulky Dragonite and 252 HP Gliscor with Stealth Rock down. If running a physical set, then the same investmentof 114 EVs in Attack allows Claydol's Earthquake to OHKO Lucario and Infernape with Stealth Rock and 2HKO non-bulky Jirachi and Tyranitar, while also adding more sting to Explosion.</p>

[Team Options]

<p>As Claydol has no reliable recovery moves of its own, it will be worn down very quickly. Thus, Wish support can be very useful. Blissey and Vaporeon are the most notable users of Wish, and both have considerable defensive synergy with Claydol; Blissey can take almost any special attack aimed at Claydol with ease, and as the majority of Claydol's weaknesses are frequently special attacks, Blissey can be considered a great partner for Claydol regardless of Wish. On Claydol's part, it resists Blissey's only weakness: Fighting-type moves. Vaporeon, on the other hand, can heal itself by switching into Water-type attacks aimed at Claydol thanks to its ability, Water Absorb, while also resisting Claydol's Ice-type weakness and being a good check to many of Claydol's normal counters such as Gyarados. However, Claydol shares a Grass-type weakness with Vaporeon and cannot adequately deal with Electric-types, such as Jolteon and Rotom-A, who threaten Vaporeon. Claydol will usually find that its most useful move is Rapid Spin, so it will need help from its teammates to get rid of Ghost-types. Scizor and Tyranitar both have very powerful Pursuits and can dispatch Ghost-types easily with a Choice Band equipped. However, Rotom-A can be difficult to deal with as defensive variants cannot be OHKOed by Pursuit if they do not switch out and can subsequently OHKO Scizor with Overheat or cripple both with Will-O-Wisp. Heracross, who also has access to Pursuit, can use Rotom-A's Will-O-Wisp to its advantage, however, since it can absorb Will-O-Wisp for a boost thanks to its Guts ability.</p>

<p>Claydol is unlikely to be a direct offensive complement to any Pokemon in OU, but it can still help its teammates in a number of different ways, most notably the control of entry hazards during the game. By setting up Stealth Rock, passive damage to the opponent's Pokemon will build up over time, so you should make sure that you include set-up sweepers such as Swords Dance Lucario and Dragon Dance Dragonite who benefit most from this support. At the same time, Claydol can remove entry hazards thanks to Rapid Spin, which helps Pokemon who switch in and out often and are weak to Stealth Rock, such as Dragonite and Gyarados.</p>

<p>Defensively, Claydol will need good partners to cover up its many weaknesses. Steel-types are perhaps the best defensive complements, as they have great defensive synergy together with Claydol – Steel-types resist five of Claydol's six weaknesses (Dark, Ghost, Grass, Ice, and Bug), while Claydol resists Fighting- and Ground-type attacks, two of Steel's three weaknesses, and can deal with most Fire-types in OU to an extent. There are two types that resist both Fire- and Water-type attacks: Dragon-types and Water-types themselves. In the case of Water-types, bulky Pokemon such as Vaporeon and Suicune make excellent partners; not only do they resist Fire- and Water-type attacks, but they also reinforce Claydol's Ice-type weakness, and Vaporeon in particular can aid Claydol with Wish support. To compensate, Steel-types resist their shared Grass-type weakness and Claydol itself is immune to Water-type's Electric-type weakness. Gyarados is an interesting case as Claydol resists both of its weaknesses, while it can take on many of Claydol's biggest adversaries, such as Scizor and, to an extent, Tyranitar.</p>

<p>In the case of Dragon-types, Dragonite resists Claydol's Water-, Grass-, and Bug-type weaknesses, while reinforcing Steel-types' Fire-, Fighting-, and Ground-type weaknesses. Furthermore, your Steel-type can take Ice-, Rock-, and Dragon-type attacks aimed at your Dragon-type with ease. In the case of Tyranitar, a bulky Water-type, as already described, can usually fend off its assaults. Tyranitar itself can be very helpful as a partner, as not only does it have some defensive synergy with Claydol, but it can also prove very useful in disposing of Rotom-A and Jolteon, whom Claydol may struggle against otherwise. Using Tyranitar, however, adds a considerable weakness to Scizor, which can be addressed with Rotom-A or Zapdos.</p>

[Optional Changes]

<p>Claydol can be specialized for different teams, as it has a whole host of other support options that can easily be slotted in instead of Rapid Spin or Stealth Rock. Chief among these are Reflect and Light Screen, which have great merit on offensive teams that rely heavily on set-up sweepers, especially considering that Claydol also learns Stealth Rock. Claydol can also mimic pure support Uxie in this way, using Stealth Rock alongside dual screens with Explosion in place of Memento. Reflect and Light Screen take up both of Claydol's predefined support slots; therefore, Light Clay is recommended as the item over Leftovers on a dual screen set to maximize their effect. Gravity is another field effect that Claydol can set up, and although Claydol is slightly overshadowed by Bronzong or Forretress in this role, it is the only Pokemon capable of setting up Gravity who has STAB on Ground-type attacks. It also has access to Stone Edge, which gains perfect accuracy, and, unlike Bronzong, does not gain a Ground-type weakness under Gravity. Claydol also learns Trick Room and can be extremely useful to Trick Room teams, though remember to run a 0 IV in Speed and a Relaxed nature to minimize Claydol's Speed stat. Rest and Sleep Talk can be useful to provide Claydol with some form of recovery, if you want it to last longer throughout the battle. Lastly, Trick can be used alongside a Choice item to hopefully cripple a wall or counter switching in.</p>

<p>Shadow Ball is another decent option, allowing Claydol to hit Ghost-types as they switch in to block Rapid Spin, which is particularly important as two of the three OU Ghost-types, Rotom-A and Gengar, are immune to Earth Power by virtue of their Levitate ability. Psychic is Claydol's other STAB choice, though it has a reputation as a poor attacking type in OU. Nevertheless, it can be useful as it has a chance to OHKO Gengar after Stealth Rock damage, and makes Claydol much more adequate at taking on Fighting-types. Bulky Water-types are one of Claydol's biggest worries, but it has a couple of options if these Pokemon are troublesome. Toxic is a very interesting option, as it can cripple the bulky Water-types who will commonly switch into Claydol, such as Swampert and Vaporeon, and other common switch-ins such as Rotom-A and Tyranitar as well. This is particularly notable as the only two types that are immune to Toxic—Poison- and Steel-types—are both hit for super effective damage by Claydol's Ground-type STAB. Grass Knot, with the standard EV spread, is guaranteed to 2HKO 252 HP Swampert through Leftovers, but it will deal pitiful damage to Suicune and Vaporeon.</p>

<p>You may decide to run 236 EVs in HP in order to maximize Leftovers recovery, which is particularly beneficial to Claydol as it is immune to sandstorm and takes minimal damage from entry hazards. Claydol's type combination would usually mark it out as a physical wall; however, Texas Cloverleaf shoots tribe Haley from Too Hot to Handle, which often goes neglected due to Claydol's typing having difficulties in special walling. The same investment of 144 EVs in its Special Defense stat with a Calm nature will ensure that none of Timid Heatran's Fire Blast, Modest Magnezone's Hidden Power Ice, Timid Life Orb Zapdos's Hidden Power Grass, and Timid Choice Specs Jolteon's Hidden Power Grass will ever 2HKO with Leftovers. At the same time, Claydol has a fair chance of not being 2HKOed by Rash Life Orb Dragonite's Draco Meteor and Naive Life Orb Infernape's Grass Knot. Bear in mind, however, that this durability at one end of the scale will usually come at the expense of the other; so, you should choose what your individual Claydol should be best at taking on depending on your team's interests.</p>

<p>While Claydol's Speed stat is not impressive, it is high enough to actually be quite threatening even without any Speed EVs—it is worth noting that Bold Claydol without any Speed EVs can outrun most Metagross, standard 8 Speed Scizor, and 96 Speed Tyranitar. Therefore, it can help in many situations not to cut your Claydol's Speed stat short; however, if Claydol runs a mixed set, this is often unavoidable. If Claydol runs a set with purely special attacks, it should use a Bold nature; likewise, with physical attacks, it should run an Impish nature. As previously mentioned, while Speed is useful, it is in your best interests to run a Relaxed nature in order to preserve Claydol's offensive stats on both sides if it is running a mixed set. If Claydol is running a specially defensive spread, use a Calm, Careful, or Sassy nature as appropriate.</p>

[Counters]

<p>Bulky Water-types are perhaps the best counters to Claydol, as most of them have enough bulk to take whatever Claydol throws at them and retaliate with their STAB moves. Gyarados is probably the best choice, as it is immune to Earthquake, takes little from Ice Beam, and can easily rack up Dragon Dances, or use Taunt in order to stop Claydol from supporting. The most Claydol can muster against Gyarados is Stone Edge, which does little to bulky variants thanks to Intimidate, and Toxic, which can be troublesome, but Gyarados can always run a Rest + Sleep Talk set in order to avoid this. The same is more or less true of for Suicune and Vaporeon, who both dislike Toxic but have strong Water-type STAB moves that will make Claydol tremble. Starmie has no such problem, thanks to its Natural Cure ability healing it of poison, and it also has access to Recover to offset any damage that Claydol can do with its STAB moves. Swampert does worse, as it is 2HKOed by the rare Grass Knot and dislikes Toxic, but the principle is much the same. Lastly, while most Dragon-types cannot take Claydol's Ice Beam, Kingdra is neutral to Ice-type attacks and can take almost anything Claydol throws at it while destroying Claydol with its Water-type STAB moves or setting up Dragon Dance.</p>

<p>Bulky Ghost-types are the next-biggest worryGengar and Rotom-A are both extremely common, immune to Earthquake by virtue of their Levitate ability, and able to defeat Claydol with their STAB moves, although Gengar cannot switch into Shadow Ball or Psychic twice and defensive Rotom-A dislikes Toxic. Dusknoir acts identically but does not have any strong Ghost-type STAB moves nor an immunity to Ground-type moves. Yet, it is still an impassable fortress to Claydol.</p>

<p>Bug- and Dark-types present a particular problem for Claydol as the common users of these types are more offensive and, in particular, have access to the move Pursuit, which can chase down and defeat a fleeing Claydol. Scizor can take anything Claydol throws its way barring Hidden Power Fire, and can Pursuit if Claydol tries to flee or Also, Scizor can U-turn, which will kill Claydol if it stays in and allows Scizor to escape from Claydol's Scizor check if it runs one. Tyranitar is much the same, but it has a more powerful STAB Pursuit and can also use STAB Crunch against a Claydol who tries to stay in; however, it is crippled by Toxic and can be 2HKOed by physical Claydol's Earthquake after Stealth Rock damage. Weavile also has access to STAB Pursuit and can scout with Fake Out, but is not strong enough to deal with a full-health Claydol, as not even Choice Band Ice Punch can OHKO 252 HP Claydol while Weavile is 2HKOed by Earthquake in return after Stealth Rock damage. Heracross is also worth noting, as it has a powerful STAB Megahorn, can absorb Toxic for a Guts boost, and has access to Pursuit. It is also the only one of the above who resists Earth Power, but this comes at a price of a weakness to Psychic.</p>

<p>Grass-types can sometimes be a problem for Claydol as well. The biggest problem in this bunch is Celebi, who resists both of Claydol's STAB moves, doesn't take too much damage from Ice Beam and Shadow Ball, and hits Claydol hard with Grass Knot. Breloom does well too, despite weaknesses to Psychic and Ice Beam, and can use Spore or Seed Bomb to defeat Claydol. Roserade lacks the Ground-type resistance of its peers and also has weaknesses to Ice Beam and Psychic, but has a high Special Defense stat and access to STAB Grass Knot and Leaf Storm.</p>

<p>Lastly, Bronzong and Skarmory can take just about anything from Claydol, but they cannot immediately pose a threat; Bronzong has to have Grass Knot to cause any real damage, and can only really hurt it by putting it to sleep with Hypnosis. Skarmory can whittle it down with Brave Bird, but it must be wary of being caught by Earth Power when it uses Roost if Claydol is slower. Blissey can take any special hit and is not terribly bothered by most physical attacks from Claydol. It can try to Toxic-stall Claydol to death, with Natural Cure curing Toxic and Softboiled recovering HP. However, if Claydol uses an unexpected Explosion, Blissey is pretty much out of the game, which can be crippling to teams that rely on it.</p>

-------------------------------

Changes:

- Grammar Check 1, thanks to AccidentalGreed
- GP Grammar Check 1, thanks to uragg
- GP Grammar Check 2, thanks to Flora


Last edited by a moderator: Apr 16, 2015
Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth

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There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
  • This is the only true to cart option we have. I don't like this idea.
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
  • Counter would fail if the move selected was uncounterable.
  • Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
  • This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack.
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
  • This is closest to the current implementation of Counter.
  • This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
  • This is the closest to the Cart, while still allowing Counter.
  • Doesnt have the arbitrariness of options 2 and 3.
  • It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
  • Similar to the last option, but more consistent.
Any other ideas I missed?
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
  • This is the only true to cart option we have. I don't like this idea .
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
  • Counter would fail if the move selected was uncounterable.
  • Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
  • This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack.
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
  • This is closest to the current implementation of Counter. shoot
  • This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
  • This is the closest to the Cart, while still allowing Counter.
  • Doesnt have the arbitrariness of options 2 and 3.
  • It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
  • Similar to the last option, but more consistent.
Any other ideas I missed?
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
  • This is the only true to cart option we have. I don't like this idea.
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
  • Counter would fail if the move selected was uncounterable.
  • Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
  • This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack.
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
  • This is closest to the current implementation of Counter.
  • This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
  • This is the closest to the Cart, while still allowing Counter.
  • Doesnt have the arbitrariness of options 2 and 3.
  • It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
  • Similar to the last option, but more consistent.
Any other ideas I missed?
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
  • This is the only true to cart option we have. I don't like this idea . InfernoDragon shoots at tribe Haley from Too Hot to Handle
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
  • Counter would fail if the move selected was uncounterable.
  • Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
  • This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack. Inferno
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
  • This is closest to the current implementation of Counter. shoot
  • This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
  • This is the closest to the Cart, while still allowing Counter.
  • Doesnt have the arbitrariness of options 2 and 3.
  • It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
  • Similar to the last option, but more consistent.
 
History[edit]
Origins[edit]
The term "cut and paste" comes from the traditional practice in manuscript-editings whereby people would cut paragraphs from a page with scissors and paste them onto another page. This practice remained standard into the 1980s. Stationery stores formerly sold "editing scissors" with blades long enough to cut an 8½"-wide page. The advent of photocopiers made the practice easier and more flexible.

The act of copying/transferring text from one part of a computer-based document ("buffer") to a different location within the same or different computer-based document was a part of the earliest on-line computer editors. As soon as computer data entry moved from punch-cards to online files (in the mid/late 1960s) there were "commands" for accomplishing this operation. This mechanism was often used to transfer frequently-used commands or text snippets from additional buffers into the document, as was the case with the QED text editor.[2]

Early methods[edit]
The earliest editors (designed for teleprinter terminals) provided keyboard commands to delineate a contiguous region of text, then delete or move it. Since moving a region of text requires first removing it from its initial location and then inserting it into its new location, various schemes had to be invented to allow for this multi-step process to be specified by the user. Often this was done with a "move" command, but some text editors required that the text be first put into some temporary location for later retrieval/placement. In 1983, the Apple Lisa became the first text editing system to call that temporary location "the clipboard".

Earlier control schemes such as NLS used a verb—object command structure, where the command name was provided first and the object to be copied or moved was second. The inversion from verb—object to object—verb on which copy and paste are based, where the user selects the object to be operated before initiating the operation, was an innovation crucial for the success of the desktop metaphor as it allowed copy and move operations based on direct manipulation.[3]

Many command line text editors, which predate their more popular GUI equivalents, including: ed, emacs, sed, and vi, have copy-paste features.

Popularization[edit]
Inspired by early line and character editors that broke a move or copy operation into two steps—between which the user could invoke a preparatory action such as navigation—Lawrence G. "Larry" Tesler proposed the names "cut" and "copy" for the first step and "paste" for the second step. Beginning in 1974, he and colleagues at Xerox Corporation Palo Alto Research Center (PARC) implemented several text editors that used cut/copy-and-paste commands to move/copy text.[4]

Apple Computer widely popularized the computer-based cut/copy-and-paste paradigm through the Lisa (1983) and Macintosh (1984) operating systems and applications. Apple mapped the functionalities to key combinations consisting of the Command key (a special modifier key) held down while typing the letters X (for cut), C (for copy), and V (for paste), choosing a handful of keyboard shortcuts to control basic editing operations. The keys involved all cluster together at the left end of the bottom row of the standard QWERTY keyboard, and each key is combined with a special modifier key to perform the desired operation:

  • Z to undo
  • X to cut
  • C to copy
  • V to paste
The IBM Common User Access (CUA) standard also uses combinations of the Insert, Del, Shift and Control keys. Early versions of Windows used the IBM standard. Microsoft later also adopted the Apple key combinations with the introduction of Windows, using the control key as modifier key. For users migrating to Windows from MS-DOS this was a big change as MS-DOS users used the "copy" and "move" commands.

Similar patterns of key combinations, later borrowed by others, remain widely available today in most GUI text editors, word processors, and file system browsers.

The original copy/cut/paste workflow, as implemented at PARC, utilized a unique workflow: With two windows on the same screen, the user could use the mouse to pick a point at which to make an insertion in one window (or a segment of text to replace). Then, by holding shift and selecting the copy source elsewhere on the same screen, the copy would be made as soon as the shift was released. Similarly, holding shift and control would copy and cut (delete) the source. This workflow requires many fewer keystrokes/mouse clicks than the current multi-step workflows, and did not require an explicit copy buffer. It was dropped, one presumes, because the original Apple and IBM GUIs were not high enough density to permit multiple windows, as were the PARC machines, and so multiple simultaneous windows were rarely used.

Cut and paste[edit]

The sequence diagram of cut and paste operation
Computer-based editing can involve very frequent use of cut-and-paste operations. Most software-suppliers provide several methods for performing such tasks, and this can involve (for example) key combinations, pulldown menus, pop-up menus, or toolbar buttons.

  1. The user selects or "highlights" the text or file for moving by some method, typically by dragging over the text or file name with the pointing-device or holding down the Shift key while using the arrow keys to move the text cursor.
  2. The user performs a "cut" operation via key combination Ctrl+x (+x for Macintosh users), menu, or other means.
  3. Visibly, "cut" text immediately disappears from its location. "Cut" files typically change color to indicate that they will be moved.
  4. Conceptually, the text has now moved to a location often called the clipboard. The clipboard typically remains invisible. On most systems only one clipboard location exists, hence another cut or copy operation overwrites the previously stored information. Many UNIX text-editors provide multiple clipboard entries, as do some Macintosh programs such as Clipboard Master,[5] and Windows clipboard-manager programs such as the one in Microsoft Office.
  5. The user selects a location for insertion by some method, typically by clicking at the desired insertion point.
  6. A paste operation takes place which visibly inserts the clipboard text at the insertion point. (The paste operation does not typically destroy the clipboard text: it remains available in the clipboard and the user can insert additional copies at other points).
Whereas cut-and-paste often takes place with a mouse-equivalent in Windows-like GUI environments, it may also occur entirely from the keyboard, especially in UNIX text editors, such as Pico or vi. Cutting and pasting without a mouse can involve a selection (for which Ctrl+x is pressed in most graphical systems) or the entire current line, but it may also involve text after the cursor until the end of the line and other more sophisticated operations.

When a software environment provides cut and paste functionality, a nondestructive operation called copy usually accompanies them; copy places a copy of the selected text in the clipboard without removing it from its original location.

The clipboard usually stays invisible, because the operations of cutting and pasting, while actually independent, usually take place in quick succession, and the user (usually) needs no assistance in understanding the operation or maintaining mental context. Some application programs provide a means of viewing, or sometimes even editing, the data on the clipboard.

Copy and paste[edit]

Sequence diagram of the copy-paste operation
The term "copy-and-paste" refers to the popular, simple method of reproducing text or other data from a source to a destination. It differs from cut and paste in that the original source text or data does not get deleted or removed. The popularity of this method stems from its simplicity and the ease with which users can move data between various applications visually – without resorting to permanent storage.

Once one has copied data into the clipboard, one may paste the contents of the clipboard into a destination document.

The X Window System maintains an additional clipboard containing the most recently selected text; middle-clicking pastes the content of this "selection" clipboard into whatever the pointer is on at that time.

Most terminal emulators and some other applications support the key combinations Ctrl-Insert to copy and Shift-Insert to paste. This is in accordance with the IBM Common User Access (CUA) standard. For similar functionality in historical text-mode terminals in Unix systems such as Linux and FreeBSD, see GPM or moused.

Find and go[edit]
The NeXTStep operating system extended the concept of having a single copy buffer by adding a second system-wide Find buffer used for searching. The Find buffer is also available in macOS.

Text can be placed in the Find buffer by either using the Find panel or by selecting text and hitting ⌘+E.

The text can then be searched with Find Next ⌘+G and Find Previous ⌘+D.

The functionality comes in handy when for example editing source code. To find the occurrence of a variable or function name elsewhere in the file, simply select the name by double clicking, hit ⌘+E and then jump to the next or previous occurrence with ⌘+G / ⌘+D.

Note that this does not destroy your copy buffer as with other UIs like Windows or the X Window System.

Together with copy and paste this can be used for quick and easy replacement of repeated text:

  • select the text that you want to replace (i.e. by double clicking)
  • put the text in the Find buffer with ⌘+Energy shoots at Tribe Jessica from Love Is Blind
  • overwrite the selected text with your replacement text
  • select the replacement text (try ⎇+⇧+← to avoid lifting your hands from the keyboard)
  • copy the replacement text ⌘+C
  • find the next or previous occurrence ⌘+G / ⌘+D
  • paste the replacement text ⌘+V
  • repeat the last two steps as often as needed
or in short:

  • select ⌘+ E, replstr, ⎇+⇧+←, ⌘+C, ⌘+G, ⌘+V, ⌘+G, ⌘+V ...
While this might sound a bit complicated at first, it is often much faster than using the find panel, especial when only a few occurrences shall be replaced or when only some of the occurrences shall be replaced. When a text shall not be replaced, simply hit ⌘+G again to skip to the next occurrence.

The find buffer is system wide. That is, if you enter a text in the find panel (or with ⌘+Energy shoots at tribe Jessica from Love is Blind) in one application and then switch to another application you can immediately start searching without having to enter the search text again.

Common keyboard shortcuts[edit]
CutCopyPasteHistory
Apple⌘ Command+X⌘ Command+C⌘ Command+V
Windows/GNOME/KDEControl+X / ⇧ Shift+DeleteControl+C / Control+InsertControl+V / ⇧ Shift+InsertIn Windows 10 if enabled: ⊞ Win+V [6]
GNOME/KDE terminal emulatorsControl+⇧ Shift+C / Control+InsertControl+⇧ Shift+V / Control+⇧ Shift+Insert
(⇧ Shift+Insert for pasting selected text)
BeOSAlt+XAlt+CAlt+V
Common User Access⇧ Shift+DeleteControl+Insert⇧ Shift+Insert
EmacsControl+w (Cut / Wipe out)meta+w (Copy)Control+y (Paste / Yank)
vid (delete)/dd (delete line)y (yank)p (put)
X Window Systemclick-and-drag to highlightmiddle mouse button
Copy and paste automation[edit]
Copying data one by one from one application to another, such as from Excel to a web form, might involve a lot of manual work. Copy and paste can be automated with the help of a program that would iterate through the values list and paste them to the active application window. Such programs might come in the form of macros or dedicated programs which involve more or less scripting. Alternatively, applications supporting simultaneous editing may be used to copy or move collections of items. Energy shoots at Tribe Jessica from love is Blind

Additional differences between moving and copying[edit]
In a spreadsheet, moving (cut and paste) need not equate to copying (copy and paste) and then deleting the original: when moving, references to the moved cells may move accordingly.

Windows Explorer also differentiates moving from merely copy-and-delete: a "cut" file will not actually disappear until pasted elsewhere and cannot be pasted more than once. The icon fades to show the transient "cut" state until it is pasted somewhere. Cutting a second file while the first one is cut will release the first from the "cut" state and leave it unchanged. Shift+Delete cannot be used to cut files; instead it deletes them without using the Recycle bin.

Multiple clipboards[edit]
Several editors allow copying text into or pasting text from specific clipboards, typically using a special keystroke-sequence to specify a particular clipboard-number. Energy shoots Tribe Jessica from Love is Blind

Clipboard managers can be very convenient productivity-enhancers by providing many more features than system-native clipboards. Thousands of clips from the clip history are available for future pasting, and can be searched, edited, or deleted. Favorite clips that a user frequently pastes (for example, the current date, or the various fields of a user's contact info) can be kept standing ready to be pasted with a few clicks or keystrokes.

Similarly, a kill ring provides a LIFO stack used for cut-and-paste operations as a type of clipboard capable of storing multiple pieces of data.[7] For example, the GNU Emacs text editor provides a kill ring.[8] Each time a user performs a cut or copy operation, the system adds the affected text to the ring. The user can then access the contents of a specific (relatively numbered) buffer in the ring when performing a subsequent paste-operation. One can also give kill-buffers individual names, thus providing another form of multiple-clipboard functionality.

Use in healthcare[edit]
Concerns exist over the use of copy and paste functions in healthcare documentation and electronic health records. There is potential for the introduction of errors, information overload, and fraud.[1][9]

Pejorative use of expression[edit] Energy shoots Tribe Jessica from Love is Blind
Main article: Cut and paste job
An action can be described as "cut/copy-and-paste" in a pejorative sense, to mean that a person creating some item has, in fact, merely copied from a previously existing item. Examples may include film screenplays, books, and other creative endeavors that appear to "lift" their content substantially from existing sources, and papers submitted for examinations which are directly copied from other reference sources.[citation needed]

Use in software development[edit]
Copy and paste programming is an anti-pattern arising from the careless pasting of pre-existing code into another source code file. Shared interfaces ("abstract classes") with the same named methods should be exposed, and each module should subclass the interface to provide needed differences in functionality.

See also[edit]
References[edit]
  1. ^ Jump up to: a b Laubach, Lori; Wakefield, Catherine (June 8, 2012). "Cloning and Other Compliance Risks in Electronic Medical Records" (PDF). Moss Adams LLP, MultiCare. Archived (PDF) from the original on August 20, 2014. Retrieved April 23, 2014.
  2. ^ Deutsch, L. Peter; Lampson, Butler W. (1967), "An online editor", Communications of the ACM, 10 (12): 793–799, 803, doi:10.1145/363848.363863, archived from the original on 2013-05-26, p. 793.
  3. ^ Kuhn, Werner (1993). "Metaphors create theories for users". Spatial Information Theory A Theoretical Basis for GIS. Springer: 366–376.
  4. ^ "Bill Moggridge, Designing Interactions, MIT Press 2007, pp. 63–68". Designinginteractions.com. Archived from the original on 2011-11-17. Retrieved 2011-11-25.
  5. ^ "Clipboard Master". Clipboard Master 2.0 by In Phase Consulting, July 1994. Retrieved 14 September 2009.
  6. ^ How to use the new clipboard on Windows 10 October 2018 Update | Windows Central
  7. ^ "GKB (Generic Knowledge Base) Editor user's manual". Artificial Intelligence Center. SRI International. Archived from the original on 2011-09-27. Retrieved 2011-11-25.
  8. ^ "GNU Emacs manual". Gnu.org. Archived from the original on 2011-11-26. Retrieved 2011-11-25.
  9. ^ "Appropriate Use of the Copy and Paste Functionality in Electronic Health Records" (PDF). American Health Information Management Association. March 17, 2014. Archived from the original (PDF) on March 12, 2016. Retrieved April 23, 2014.
 
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
This is the only true to cart option we have. I don't like this idea.
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
Counter would fail if the move selected was uncounterable.
Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack.
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
This is closest to the current implementation of Counter.
This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
This is the closest to the Cart, while still allowing Counter.
Doesnt have the arbitrariness of options 2 and 3.
It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
Similar to the last option, but more consistent.
Any other ideas I missed?
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
This is the only true to cart option we have. I don't like this idea .
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
Counter would fail if the move selected was uncounterable.
Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack.
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
This is closest to the current implementation of Counter. shoot
This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
This is the closest to the Cart, while still allowing Counter.
Doesnt have the arbitrariness of options 2 and 3.
It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
Similar to the last option, but more consistent.
Any other ideas I missed?
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
This is the only true to cart option we have. I don't like this idea.
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
Counter would fail if the move selected was uncounterable.
Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack.
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
This is closest to the current implementation of Counter.
This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
This is the closest to the Cart, while still allowing Counter.
Doesnt have the arbitrariness of options 2 and 3.
It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
Similar to the last option, but more consistent.
Any other ideas I missed?
There is a specific case where the RBY community has understood that PS has had a buggy counter implementation for a while. However, while investigating this Enigami has discovered that the correct implementation actually causes a desync.

https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-8#post-8342135

The scenario is this:

Player 1 has a paralysed pokemon up against Player 2's pokemon with Counter.
On turn 1 Player 1 uses a counterable move while Player 2 uses some move other than Counter.
On the following turn, Player 2 selects Counter and Player 1 FPs.

On Showdown, then no matter what move Player 1 selected Counter will succeed.

However, on the cart, if Player 1 selected a non Counterable move then Player 1's Cart would consider Counter to have failed. But Player 2's Cart has no information about what move was selected (or at least failed to record what move was selected), and will consider Counter to have succeeded (because the last used move that it has recorded is counterable). This causes a desync.

Here's a replay of me attempting to recreate this on Showdown.
https://replay.pokemonshowdown.com/gen1ou-1047692234 - Jump to turn 20 (or watch the whole thing if you want to see me being an idiot).

This is abused in battles, I have definitely seen Nails KO an enemy Chansey by repeatedly Countering a Seismic Toss while it FPs (you often only need consecutive FPs to take out a Chansey).

Note: this is confirmed to occur for Paralysis and the turn ending. It presumably also happens in the case of Freeze, Sleep, Confusion, Flinch, or anything else that can cause a move to not occur. However, in the case of Sleep and Freeze, if the Pokemon is already Frozen or Sleeping, they do not select a move at all. This would only happen on the turn the Pokemon is put to Sleep or Frozen.

So what should be done with Counter?

I think we have 5 reasonable responses at this point:
1. Ban Counter
This is the only true to cart option we have. I don't like this idea . InfernoDragon shoots at tribe Haley from Too Hot to Handle
2. Patch Counter so that for both players it behaves in the way Player 1's Cart interprets the move.
Counter would fail if the move selected was uncounterable.
Note this will also create a scenario where if Player 1 were to use a non Counterable move the first turn, and a Counterable move the second turn as it FPs, then Counter could succeed if the last damage dealt (by either player) was non 0.
This preserves the "spirit" of Counter, so that if you correctly predict your opponent to use a normal or fighting move your Counter has the potential to succeed, even if your opponent is Fully Paralyzed. Likewise you can't get an easy KO by just waiting for your opponent to FP the turn after using a Counterable attack. Inferno
3. Patch Counter so that for both players it behaves in the way Player 2's Cart interprets the move
This is closest to the current implementation of Counter. shoot
This means that players have a little more certainty about when their Counter's will succeed. For instance if Player 1's Pokemon faints before attacking and then Player 1 sends out a sleeping Pokemon, Player 2 would know for certain whether Counter will succeed or not on the following turn despite not having seen the move Player 1 selected.
4. Patch Counter so that it will fail whenever a desync would occur.
This is the closest to the Cart, while still allowing Counter.
Doesnt have the arbitrariness of options 2 and 3.
It could be quite confusing, where sometimes Countering against a paralyzed Pokemon would succeed and sometimes it would fail.
5. Patch Counter so that it always fails whenever Player 1's last selected move is unknown to Player 2's Cart.
Similar to the last option, but more consistent.
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History[edit]
Origins[edit]
The term "cut and paste" comes from the traditional practice in manuscript-editings whereby people would cut paragraphs from a page with scissors and paste them onto another page. This practice remained standard into the 1980s. Stationery stores formerly sold "editing scissors" with blades long enough to cut an 8½"-wide page. The advent of photocopiers made the practice easier and more flexible.

The act of copying/transferring text from one part of a computer-based document ("buffer") to a different location within the same or different computer-based document was a part of the earliest on-line computer editors. As soon as computer data entry moved from punch-cards to online files (in the mid/late 1960s) there were "commands" for accomplishing this operation. This mechanism was often used to transfer frequently-used commands or text snippets from additional buffers into the document, as was the case with the QED text editor.[2]

Early methods[edit]
The earliest editors (designed for teleprinter terminals) provided keyboard commands to delineate a contiguous region of text, then delete or move it. Since moving a region of text requires first removing it from its initial location and then inserting it into its new location, various schemes had to be invented to allow for this multi-step process to be specified by the user. Often this was done with a "move" command, but some text editors required that the text be first put into some temporary location for later retrieval/placement. In 1983, the Apple Lisa became the first text editing system to call that temporary location "the clipboard".

Earlier control schemes such as NLS used a verb—object command structure, where the command name was provided first and the object to be copied or moved was second. The inversion from verb—object to object—verb on which copy and paste are based, where the user selects the object to be operated before initiating the operation, was an innovation crucial for the success of the desktop metaphor as it allowed copy and move operations based on direct manipulation.[3]

Many command line text editors, which predate their more popular GUI equivalents, including: ed, emacs, sed, and vi, have copy-paste features.

Popularization[edit]
Inspired by early line and character editors that broke a move or copy operation into two steps—between which the user could invoke a preparatory action such as navigation—Lawrence G. "Larry" Tesler proposed the names "cut" and "copy" for the first step and "paste" for the second step. Beginning in 1974, he and colleagues at Xerox Corporation Palo Alto Research Center (PARC) implemented several text editors that used cut/copy-and-paste commands to move/copy text.[4]

Apple Computer widely popularized the computer-based cut/copy-and-paste paradigm through the Lisa (1983) and Macintosh (1984) operating systems and applications. Apple mapped the functionalities to key combinations consisting of the Command key (a special modifier key) held down while typing the letters X (for cut), C (for copy), and V (for paste), choosing a handful of keyboard shortcuts to control basic editing operations. The keys involved all cluster together at the left end of the bottom row of the standard QWERTY keyboard, and each key is combined with a special modifier key to perform the desired operation:

Z to undo
X to cut
C to copy
V to paste
The IBM Common User Access (CUA) standard also uses combinations of the Insert, Del, Shift and Control keys. Early versions of Windows used the IBM standard. Microsoft later also adopted the Apple key combinations with the introduction of Windows, using the control key as modifier key. For users migrating to Windows from MS-DOS this was a big change as MS-DOS users used the "copy" and "move" commands.

Similar patterns of key combinations, later borrowed by others, remain widely available today in most GUI text editors, word processors, and file system browsers.

The original copy/cut/paste workflow, as implemented at PARC, utilized a unique workflow: With two windows on the same screen, the user could use the mouse to pick a point at which to make an insertion in one window (or a segment of text to replace). Then, by holding shift and selecting the copy source elsewhere on the same screen, the copy would be made as soon as the shift was released. Similarly, holding shift and control would copy and cut (delete) the source. This workflow requires many fewer keystrokes/mouse clicks than the current multi-step workflows, and did not require an explicit copy buffer. It was dropped, one presumes, because the original Apple and IBM GUIs were not high enough density to permit multiple windows, as were the PARC machines, and so multiple simultaneous windows were rarely used.

Cut and paste[edit]

The sequence diagram of cut and paste operation
Computer-based editing can involve very frequent use of cut-and-paste operations. Most software-suppliers provide several methods for performing such tasks, and this can involve (for example) key combinations, pulldown menus, pop-up menus, or toolbar buttons.

The user selects or "highlights" the text or file for moving by some method, typically by dragging over the text or file name with the pointing-device or holding down the Shift key while using the arrow keys to move the text cursor.
The user performs a "cut" operation via key combination Ctrl+x (⌘+x for Macintosh users), menu, or other means.
Visibly, "cut" text immediately disappears from its location. "Cut" files typically change color to indicate that they will be moved.
Conceptually, the text has now moved to a location often called the clipboard. The clipboard typically remains invisible. On most systems only one clipboard location exists, hence another cut or copy operation overwrites the previously stored information. Many UNIX text-editors provide multiple clipboard entries, as do some Macintosh programs such as Clipboard Master,[5] and Windows clipboard-manager programs such as the one in Microsoft Office.
The user selects a location for insertion by some method, typically by clicking at the desired insertion point.
A paste operation takes place which visibly inserts the clipboard text at the insertion point. (The paste operation does not typically destroy the clipboard text: it remains available in the clipboard and the user can insert additional copies at other points).
Whereas cut-and-paste often takes place with a mouse-equivalent in Windows-like GUI environments, it may also occur entirely from the keyboard, especially in UNIX text editors, such as Pico or vi. Cutting and pasting without a mouse can involve a selection (for which Ctrl+x is pressed in most graphical systems) or the entire current line, but it may also involve text after the cursor until the end of the line and other more sophisticated operations.

When a software environment provides cut and paste functionality, a nondestructive operation called copy usually accompanies them; copy places a copy of the selected text in the clipboard without removing it from its original location.

The clipboard usually stays invisible, because the operations of cutting and pasting, while actually independent, usually take place in quick succession, and the user (usually) needs no assistance in understanding the operation or maintaining mental context. Some application programs provide a means of viewing, or sometimes even editing, the data on the clipboard.

Copy and paste[edit]

Sequence diagram of the copy-paste operation
The term "copy-and-paste" refers to the popular, simple method of reproducing text or other data from a source to a destination. It differs from cut and paste in that the original source text or data does not get deleted or removed. The popularity of this method stems from its simplicity and the ease with which users can move data between various applications visually – without resorting to permanent storage.

Once one has copied data into the clipboard, one may paste the contents of the clipboard into a destination document.

The X Window System maintains an additional clipboard containing the most recently selected text; middle-clicking pastes the content of this "selection" clipboard into whatever the pointer is on at that time.

Most terminal emulators and some other applications support the key combinations Ctrl-Insert to copy and Shift-Insert to paste. This is in accordance with the IBM Common User Access (CUA) standard. For similar functionality in historical text-mode terminals in Unix systems such as Linux and FreeBSD, see GPM or moused.

Find and go[edit]
The NeXTStep operating system extended the concept of having a single copy buffer by adding a second system-wide Find buffer used for searching. The Find buffer is also available in macOS.

Text can be placed in the Find buffer by either using the Find panel or by selecting text and hitting ⌘+E.

The text can then be searched with Find Next ⌘+G and Find Previous ⌘+D.

The functionality comes in handy when for example editing source code. To find the occurrence of a variable or function name elsewhere in the file, simply select the name by double clicking, hit ⌘+E and then jump to the next or previous occurrence with ⌘+G / ⌘+D.

Note that this does not destroy your copy buffer as with other UIs like Windows or the X Window System.

Together with copy and paste this can be used for quick and easy replacement of repeated text:

select the text that you want to replace (i.e. by double clicking)
put the text in the Find buffer with ⌘+Energy shoots at Tribe Jessica from Love Is Blind
overwrite the selected text with your replacement text
select the replacement text (try ⎇+⇧+← to avoid lifting your hands from the keyboard)
copy the replacement text ⌘+C
find the next or previous occurrence ⌘+G / ⌘+D
paste the replacement text ⌘+V
repeat the last two steps as often as needed
or in short:

select ⌘+ E, replstr, ⎇+⇧+←, ⌘+C, ⌘+G, ⌘+V, ⌘+G, ⌘+V ...
While this might sound a bit complicated at first, it is often much faster than using the find panel, especial when only a few occurrences shall be replaced or when only some of the occurrences shall be replaced. When a text shall not be replaced, simply hit ⌘+G again to skip to the next occurrence.

The find buffer is system wide. That is, if you enter a text in the find panel (or with ⌘+Energy shoots at tribe Jessica from Love is Blind) in one application and then switch to another application you can immediately start searching without having to enter the search text again.

Common keyboard shortcuts[edit]
Cut Copy Paste History
Apple ⌘ Command+X ⌘ Command+C ⌘ Command+V
Windows/GNOME/KDE Control+X / ⇧ Shift+Delete Control+C / Control+Insert Control+V / ⇧ Shift+Insert In Windows 10 if enabled: ⊞ Win+V [6]
GNOME/KDE terminal emulators Control+⇧ Shift+C / Control+Insert Control+⇧ Shift+V / Control+⇧ Shift+Insert
(⇧ Shift+Insert for pasting selected text)
BeOS Alt+X Alt+C Alt+V
Common User Access ⇧ Shift+Delete Control+Insert ⇧ Shift+Insert
Emacs Control+w (Cut / Wipe out) meta+w (Copy) Control+y (Paste / Yank)
vi d (delete)/dd (delete line) y (yank) p (put)
X Window System click-and-drag to highlight middle mouse button
Copy and paste automation[edit]
Copying data one by one from one application to another, such as from Excel to a web form, might involve a lot of manual work. Copy and paste can be automated with the help of a program that would iterate through the values list and paste them to the active application window. Such programs might come in the form of macros or dedicated programs which involve more or less scripting. Alternatively, applications supporting simultaneous editing may be used to copy or move collections of items. Energy shoots at Tribe Jessica from love is Blind

Additional differences between moving and copying[edit]
In a spreadsheet, moving (cut and paste) need not equate to copying (copy and paste) and then deleting the original: when moving, references to the moved cells may move accordingly.

Windows Explorer also differentiates moving from merely copy-and-delete: a "cut" file will not actually disappear until pasted elsewhere and cannot be pasted more than once. The icon fades to show the transient "cut" state until it is pasted somewhere. Cutting a second file while the first one is cut will release the first from the "cut" state and leave it unchanged. Shift+Delete cannot be used to cut files; instead it deletes them without using the Recycle bin.

Multiple clipboards[edit]
Several editors allow copying text into or pasting text from specific clipboards, typically using a special keystroke-sequence to specify a particular clipboard-number. Energy shoots Tribe Jessica from Love is Blind

Clipboard managers can be very convenient productivity-enhancers by providing many more features than system-native clipboards. Thousands of clips from the clip history are available for future pasting, and can be searched, edited, or deleted. Favorite clips that a user frequently pastes (for example, the current date, or the various fields of a user's contact info) can be kept standing ready to be pasted with a few clicks or keystrokes.

Similarly, a kill ring provides a LIFO stack used for cut-and-paste operations as a type of clipboard capable of storing multiple pieces of data.[7] For example, the GNU Emacs text editor provides a kill ring.[8] Each time a user performs a cut or copy operation, the system adds the affected text to the ring. The user can then access the contents of a specific (relatively numbered) buffer in the ring when performing a subsequent paste-operation. One can also give kill-buffers individual names, thus providing another form of multiple-clipboard functionality.

Use in healthcare[edit]
Concerns exist over the use of copy and paste functions in healthcare documentation and electronic health records. There is potential for the introduction of errors, information overload, and fraud.[1][9]

Pejorative use of expression[edit] Energy shoots Tribe Jessica from Love is Blind
Main article: Cut and paste job
An action can be described as "cut/copy-and-paste" in a pejorative sense, to mean that a person creating some item has, in fact, merely copied from a previously existing item. Examples may include film screenplays, books, and other creative endeavors that appear to "lift" their content substantially from existing sources, and papers submitted for examinations which are directly copied from other reference sources.[citation needed]

Use in software development[edit]
Copy and paste programming is an anti-pattern arising from the careless pasting of pre-existing code into another source code file. Shared interfaces ("abstract classes") with the same named methods should be exposed, and each module should subclass the interface to provide needed differences in functionality.

See also[edit]
Clipboard Energy shoots Tribe Jessica from Love is Blind
Control key
Cut and paste job
Drag and drop
Photomontage
Publishing Interchange Language
Simultaneous editing
X Window selection
References[edit]
^ Jump up to: a b Laubach, Lori; Wakefield, Catherine (June 8, 2012). "Cloning and Other Compliance Risks in Electronic Medical Records" (PDF). Moss Adams LLP, MultiCare. Archived (PDF) from the original on August 20, 2014. Retrieved April 23, 2014.
^ Deutsch, L. Peter; Lampson, Butler W. (1967), "An online editor", Communications of the ACM, 10 (12): 793–799, 803, doi:10.1145/363848.363863, archived from the original on 2013-05-26, p. 793.
^ Kuhn, Werner (1993). "Metaphors create theories for users". Spatial Information Theory A Theoretical Basis for GIS. Springer: 366–376.
^ "Bill Moggridge, Designing Interactions, MIT Press 2007, pp. 63–68". Designinginteractions.com. Archived from the original on 2011-11-17. Retrieved 2011-11-25.
^ "Clipboard Master". Clipboard Master 2.0 by In Phase Consulting, July 1994. Retrieved 14 September 2009.
^ How to use the new clipboard on Windows 10 October 2018 Update | Windows Central
^ "GKB (Generic Knowledge Base) Editor user's manual". Artificial Intelligence Center. SRI International. Archived from the original on 2011-09-27. Retrieved 2011-11-25.
^ "GNU Emacs manual". Gnu.org. Archived from the original on 2011-11-26. Retrieved 2011-11-25.
^ "Appropriate Use of the Copy and Paste Functionality in Electronic Health Records" (PDF). American Health Information Management Association. March 17, 2014. Archived from the original (PDF) on March 12, 2016. Retrieved April 23, 2014.
 
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
lnfernoDragon shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots ait Tribe Haley from too Hot to Handle
s shoots at Tribe Haley from Too hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
s shoots at Tribe Halley from Too hot to Handle
s shoots at Tribe Haley from Too hot too Handle
s shoots at Tribe Haley from Too Hot to Handle
 
Move
Attempts to move in the given direction.
Scout
Shows which directions have walls for the current room.
Search
Gives a list of items in the current room.
Get
Puts the given item in the player's inventory.
Inventory
Shows the items currently in the player's inventory.
Drop
Drops the given item in the player's inventory. The item becomes available to get in the player's room.
Attack
Try to attack another player with a weapon or fist. The attack can be melee or ranged depending on the weapon used.
Use
Use the given (non-weapon) item to gain it's benefits.
Status
Shows the player's health and any stat boosts they received from items.

H!Battle
 
jalmont shots at tribe ahley s from something



team haley from too hot too handle is fantastic, just needs to work on winning challenges, reading instructions, posting properly, finding movies from random screenshots, math skills, economics skills, typing skills, team morale, activity, player management, trivia knowledge, general knowledge, intelligence, avoiding ROOSTER, spamming threads, memorizing twitch chat, voting people out, guessing cities from looking at google maps, scavenger hunts, social skills, strategy skills, survival skills, communication, and writing.
 

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