Fake Out looks to be pretty useful on Guts sets for picking off weakened foes and for doing quick in-and-out damage (max+ calcs):
0/0 Infernape: 91 - 108 (31.06% - 36.86%) --> Sucker Punch will actually finish it off w/ SR damage
0/0 Salamence: 83 - 98 (25.08% - 29.61%) --> also finished off w/ SP, regardless of SR; same result with neutral Atk nature
0/252 Calm Blissey: 136 - 161 (20.89% - 24.73%)
4/0 Starmie: 88 - 104 (33.59% - 39.69%)
0/4 Lucario: 69 - 81 (24.56% - 28.83%)
4/0 Roserade: 112 - 132 (42.75% - 50.38%)
0/0 Colossoil: 90 - 107 (22.11% - 26.29%)
104/252 Impish Colossoil: 62 - 73 (14.32% - 16.86%)
Wow. Fake out sure is overpowered. It deals a reasonable amount of damage to some of the weakest defensively oriented Pokemon in the tier. None of those Pokemon can even come close to being checks or counters for Mr. Blubbers, so I don't see why those stat calculations should mean anything about disallowing Fake Out. How much does it do to a fully defensive Hippowdon? Skarmory? Vaporeon? Suicune? My point was, and still is, that: Fake Out won't be useful on Mr. Blubbers except for tiny damage and the flinch, and would be a wasted moveslot to begin with. With it having 4mss out the ass already, I don't see where anyone would be trying to fit in Fake Out.
I don't know why but every time I see this "____ it goes against the concept of CAP__" statement used as a basics for any argument it make me think of the "____ can't use this move because it doesn't have ____" flavor argument, which was deemed unacceptable in the CAP Process.
I can assure you that my arguement for disallowing Toxic had nothing to do with flavor arguements. I can see it using Toxic. A big ball of poisoned saliva coming from it's mouth? Easy to picture. I, however, see Tennisace's point that Toxic will almost never be used and will most likely be a subpar choice at best on Mr. Blubbers. So, I suppose
allow.
What's wrong with prevention? Stopping the secondary can be achieved in many ways, and for now, we're trying to find nonattacking moves to assist. Nobody truly defined what "stop" meant but anything that discourages the use of secondary moves works fine. With that in mind, everyone should be a little more open when considering moves.
I'm agreeing with this, seeing as "Stop" was an ambiguous term from the start. No one directly stated exactly what "Stop the Secondary" meant, and this whole CAP we have all been battling it out for our varied definitions of the term. Same holds true here. Everyone is going to have a different take on what exactly it means, and that just adds variety to the rest of the CAP process.
Encore looks interesting, but it can be taken advantage of in blatantly non-stopping-the-secondary and overpowered ways.
I don't think it will be overpowered at all, so I say
allow. Encore is a useful move, and it definitely makes the opponent think twice about using the secondary. Unless someone can give me verifiable proof that Encore would be broken, like Swords Dance, then I see no reason why this move should not be included.
Rapid Spin I thought would be a given for CAP9. It doesn't make sense why anyone would oppose it...
I've been basing everything I've done since the first typing poll on the concept that this thing will get Rapid Spin. There are even scenario's where it will make itself
more vulnerable by using Rapid Spin. Salamence will oh so enjoy coming in on that.
Knock Off, I think is just for Stall breaking, but doesn't directly help with stopping the secondary. Sure, you can "stop" the secondary by ruining the user's strategy, but the threat's still there.
Again, I don't see why this shouldn't be included. It will almost never see play, will mostly be useless when it does (I mean, he already stops most pokemon that would enjoy their item, even more so if he gets Trick), and won't deal any significant damage even with STAB.
Not at all. If CAP9 uses secondary moves to stop other users of secondary moves (by using Encore for example), it won't be able to stop other pokemon effectively with them. Also, if we use CAP9 to stop the secondary and the opponent was CAP9, CAP9 automatically accomplishes its goal. They pretty much have to attack each other because using a secondary would be a waste (survival-wise) of a move.
This is why I don't think CAP9 should have many secondary moves itself, if at all. My original scenario stills stands. Why would CAP9 even want to have secondary moves after it is created? Oh, it has toxic? Someone wants to use it? Wait, they switched in their CAP9 and now you are poisoned instead. It seems rather redundant to give it any moves that it will just backfire on
itself. Then again, those are all arguments for allowing moves since they aren't broken and serve no real purpose competitively.