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Here's your QRD:
>shorter match length than Smogon, meaning on a per turn basis, your moves matter more and you can't squander anything
>redirection matters
>Fake Out matters
>Protect matters more and isn't typically used for stall, it is used for predicting a move that would otherwise be important for your opponent to hit
>less sweepers exist; VGC favors bulkier Pokemon in general and Intimidate is literally almost on every team in some manner
>speed control matters, TR is more common
>certain combos and cores exist, using these cores and duos usually is important for full utility purposes
>basically, think about doing the most you can do per turn that will put your team at an advantage instead of just thinking of matchups in a vacuum like many 6v6 battles are (disregarding the obvious "what do I need to take out to start snowballing mindset")
>entry hazards are generally seen as bad due to the length of each game