EXTENDED MANIPS Time save PoC? Usable? Faster? Optimal? Nido --> forest 5 Yes Yes No No Flier --> Paras 5-15 Yes Yes No No Flier --> Paras (RB) 15-20 Yes No (?) No No 3 Paras Moon 10-15 No No No No PoC = Do we have proof that the concept works? Usable = Can this manip realistically be performed in a run at the moment? Faster = Is it faster on average to attempt this manip, even after considering the chance you'll fail it? Optimal = Has this manip been optimized to minimize wasted frames and IGT0s? OTHER POSSIBLE MANIPS: - Cans manip --> good Surge fight > Difficult execution (last text box before fight is not bufferable) > Requires clusters > Can manip 4-turn Thrash because Thrash length is set ASAP > Would want a second manip for Sonicboom if at 21+ HP - Nido --> forest --> Weedle Guy > Get String Shot turn 1 > Again requires clusters - S.S. Anne Rival > Can manip 4-turn Thrash because Thrash length is set ASAP > Many text boxes, including one that isn't bufferable > Pidgeotto is a 27% range with Thrash, including crits > Would not be worth attempting above 16 HP - Lance > Get Hydro Pump miss while in red bar > Very difficult execution (~15 text boxes, including one that isn't bufferable) > Requires clusters > Much more valuable with Ice-less route - Misty > 0-damage Starmie while in red bar > Very difficult execution (bonk and last text box before fight are not bufferable) - Agatha > 0-damage Gengar into crit Golbat while in red bar > Very difficult execution (10+ text boxes, including one that isn't bufferable) - Channeler 1 > 2 Thunderbolt crits in red bar > Allows Rock Slide to be skipped > Might not be faster because you still lose 2 turns later