Poker 1v1 Strategy

2021年5月27日
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17:58
26 Dec
*Poker 1v1 Strategy Game
*Poker 1v1 Strategy Cheat
*Poker 1v1 Strategy Tactics
Whether you are a multi-table tournament expert, a Sit’N’Go grinder, or a shorthanded cash-game shark, adapting your game heads-up can be quite tricky. You don’t have to play HUSNGs or HU cash in order to know that, there are many other ways you can end up playing Head2Head. Maybe you want to increase your ROI and are aware of your heads-up leaks - doesn’t matter the type of game, single-table tournament, MTTSNGs or just plain ol’ MTTs. Hopefully you will eventually play heads-up for the win - or maybe you are sick of waiting around for some seats to become available and you want to start the action by opening up a cash table, in all cases you have to approach poker differently than you usually would at a shorthanded or a full ring table.
Head2Head is a different card game filled with many ups and downs, variance on steroids, and a great deal of money up for grabs. Here are some basic adjustments you ought to make when playing against a single opponent.
We talked to experts about the best two-player board games including Patchwork, Codenames: Duet - The Two Player Word Deduction Game, Twilight Struggle Deluxe Edition, Hive: A Game Crawling With. Playing poker with a big hammer. If you aim to win a freeroll, then your opponents dictate the strategy you need to use: you have to play with a big hammer - rough and simple. Only play good starting hands. Make big raises and bet large. Bigger than in a normal game. If you’ve got a good hand, then go on the attack. If you have nothing, leave it. Loosen Up!
The first and most important adjustment you have to make is loosening up. And by up, we mean way up. It doesn’t matter if you play a boss-like 30/25 at your usual games, these sort of stats are nitty to say the least in a heads-up play. In fact, you have to play somewhere close to 70% of your hands and even more when in position to optimize your chances of winning.
Position is even more important during heads-up play as it gives you countless opportunities for bluffing, pot-controlling, and value-betting. Remember that the small blind is king, you will have position over your opponent the entire post-flop play so don’t be afraid to open up what you would otherwise consider junk in your usual games. This means things like suited three-gappers, small suited one-gappers or Jack-rag.
And to further convince you about the dramatic shift you have to make, consider what the heads-up players usually say to newbies:
Money Bags has made me thousands of dollars from jackpots and non-jackpot big money winnings. Find the high roller lounges and you will find these slots for $1,$5, $10, $25, and $100 a spin and those rooms have multiple jackpots every time I am in there. Highest paying slots at winstar.No matter how bad your hand looks, the hand your opponent holds is usually worse.’
While you can’t take the saying perfectly literally, think of the strength of the two hands in play. Only four random cards are dealt before the flop. There is a high probability that both players have a weak holding, which leads us to our next section: Bluffing Is Mandatory
Indeed, there is no turning back. The nit play has no place in heads-up, so you’ll have to mix it up and bluff a decent amount of time. Why? You guessed it, because the opponent will usually have a weak holding, some kind of a marginal hand that can’t stand pressure.
Don’t be afraid to double- or triple-barrel if necessary while at the same time keeping in mind the opponent in front of you. Is he the type of player who can call three bets with Ace- of King-high? Be sure to have a plan and only bluff on favorable boards and cards. Will he fold a bottom pair to pressure? Then use this weapon and kill you opponent at the heads-up poker table. Either way, you’ll need some serious soul-reading skills in order to crush your foe.
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Again, we can’t stress enough about the importance of position: use bluffing in position when you are last to act and you have gathered as much info as possible, then open up your small blind aggressively. Yes, that’s right, AGGRESSIVELY! Aggression Is Key
Playing passively can hurt you a lot in a heads-up game. Don’t just complete the blind and call post-flop. There is a lot of dead money in the pot - in many cases not even contested - and the only way to get the goods is to bet and raise like you’ve got the nuts.
Also take into consideration the rake which is sky-high in heads-up cash. Why? Because there is a lot of action involved and a lot of hands that are defended, many times even turned into a bluff. If you play passively, you will not only lose to your opponent but also to the House. You can’t give up that many pots anymore because all those pots will come back to haunt you in the long run. In other words, don’t play like it’s your usual 12-table niting-down grind, not paying that much attention to the way your opposition is playing.
Heads-up play requires your full-commitment on the poker felt, that’s why you won’t see many heads-up players - tournament or cash - playing more than two to four tables. So go out there and play poker like it was meant to be played, pushing your opponent’s buttons, making him tilt, and forcing him to spew away money, another major plus for being aggressive. Heads-Up Play: The Purest Form of Poker
All the above adjustments and recommendations make heads-up a both loved and hated poker variation. Loved because of the action and hated because of the high variance. Many even say that heads-up play is the purest form of poker. Why? Because to really be a crusher, you have to be an expert at how to play your whole range on a variety of boards. This usually requires a lot of experience, not to mention excellent hand-reading skills.
In Head2Head, playing the top range is not enough anymore and bluffing becomes a must. Versus good opponents, you have to play balanced in order to survive and you also have to adjust and re-adjust your strategy on the go as the meta-game changes.
How do you adjust heads-up? Be sure to leave a comment about your head2head play below.
*Introduction
*Common Strategies
*CounterCoat
*Common Items in 1v1IntroductionWhat is 1v1?
1v1 is exactly what you think it is: each player only brings one Pokemon into the battle. This offers quick, entertaining, and interesting matches with a whole new outlook on Pokemon.How 1v1 is different from the Standard metagame
Since your Pokemon are not able to switch out, there is literally no point in setting up entry hazards such as Toxic Spikes and Stealth Rock. Whirlwind and Roar fail to activate, so those moves would also be useless on a Pokemon. Due to the fast pace of the metagame, Choice items are exceedingly common as the aim of the game is to hit hard and fast and Choice items help in doing so.
In the 1v1 metagame, most standard sets are not viable. This is because the standard Pokemon used in 1v1 are completely different from those used in standard OU, necessitating the use of very different sets.
You also need to have good coverage. In the standard OU metagame, you can switch out to a counter if your Pokemon has an inferior match-up, but this is impossible in 1v1. So what you are looking for is a Pokemon that is very versatile. In this metagame, most Pokemon used usually have variations of the standard sets that are present in the standard OU metagame.
In 1v1 it is important to have a strategy in mind and stick to it; it is also advisable to have a Pokemon that has various functions so that it can adapt to the given situation. Some common and effective strategies for the 1v1 metagame are outlined below.History of 1v1
The first implementation of this metagame at a large scale was seen on Smogon with user Ditto’s ’Close Combat Tournament’ over Wi-Fi. This idea was taken from YouTube user MtGXerxe’s Pokémon Charity Event. This metagame was an instant hit at Smogon, with around 84 people signing up for the eventual 64-man tournament; on this occasion, user Ferrouswheel was the ultimate winner.
All of this led to an increase of activity in the 1v1 metagame thread, with the users themselves developing numerous new strategies periodically. Soon after, battle simulator Pokémon Online recognized this metagame and added it to their client. This has helped the popularity of the metagame grow and now we find ourselves here in this guide trying to understand what 1v1 really is.Overview of Rules
Here are the basic rules of 1v1:
*1 vs 1: Each player will only bring one Pokemon into the battle.
*Hax Items Clause: BrightPowder, Focus Band, Quick Claw, Lax Incense, King’s Rock, Razor Fang, Scope Lens, and Razor Claw cannot be held by your Pokemon.
*Soul Dew Clause: Soul Dew cannot be held by your Pokemon.
*Evasion Clause: A Pokemon may not use Double Team or Minimize.
*Accuracy Clause: A Pokemon may not use Flash, Kinesis, Sand-Attack, or SmokeScreen.
*OHKO Clause: A Pokemon may not use Horn Drill, Sheer Cold, Guillotine, or Fissure.
*Self-KO Clause: A Pokemon may not use Destiny Bond, Explosion, Perish Song, or Selfdestruct.
*Uber Clause: Players cannot use Arceus, Darkrai, Deoxys (All Formes), Dialga, Garchomp, Giratina, Giratina-O, Groudon, Ho-Oh, Kyogre, Latias, Latios, Lugia, Manaphy, Mew, Mewtwo, Palkia, Rayquaza, Salamence, Shaymin-S, Wobbuffet, and Wynaut.Common StrategiesF.E.A.R.
Although initially banned, the item Focus Sash has been allowed in the metagame after a suspect test. As there are no entry hazards in 1v1, the advantages of Focus Sash here is considerably higher than in OU. However, Focus Sash is normally not a strategy in itself, but something that is added on to complement other strategies. The only specific Focus Sash strategy would be F.E.A.R., where you take a hit, go down to 1 HP, use Endeavor to get the opponent down to 1 HP as well, and then hit them with a priority move for the KO. Aside from Endeavor, the CounterCoating strategies are one of the more popular ways of combining two ideas into a coherent whole. Another common strategy is to combine Focus Sash with one of the heavy-hitting sweepers with frail defenses to ensure that they can survive a hit. There is no real difference in use of Focus Sash between 1v1 and OU aside from the lack of entry hazards, so it can be more easily used on any Pokemon that needs to survive a hit.
This strategy also has its weaknesses, namely priority moves. It should also be noted that this strategy is namely weak to CounterCoating Focus Sash users along with other Pokemon running F.E.A.R. If your opponent is made to fall asleep, then whether the opponent has a Focus Sash or not is irrelevant. Sometimes it’s possible to Trick the other Pokemon’s Focus Sash away and take advantage of it, in addition to crippling the opponent. Pokemon that don’t depend on OHKOing the opponent also tend to excel against Focus Sash holders.

Smeargle @ Focus Sash
Ability: Own Tempo
Nature: Brave
EVs: 252 Atk
- Bullet Punch
- Endeavor
- Spore
- Substitute
Explanation: The main idea of this set is to either Spore the opponent into falling asleep the first turn, or take a hit, survive through Focus Sash, use Endeavor, and then Bullet Punch for the KO. Substitute can be used against another Pokemon using the F.E.A.R. strategy.CounterCoat
Protect, Counter, and Mirror Coat work miracles in 1v1. This is mostly due to the large number of Pokemon being all-out attackers. This strategy utilizes bulky Pokemon and their ability to shrug off a hit and bounce the attack back at the opponent for double the damage, most likely KOing them in the process.
This strategy is often countered by very powerful attackers that can OHKO the CounterCoater and also by Pokemon that use weak attacks to chip away at the CounterCoater’s health and then use a strong attack for the finishing blow. Most CounterCoat Pokemon are slow and bulky; the most commonly-seen versions of these are Swampert and Blissey. This strategy also has Toxic stalling variants in which the Pokemon uses Toxic against the opponent and semi-stalls their way to victory, but this can be a hassle due to Steel-types being very common in the metagame.

Swampert @ Rindo Berry
Nature: Relaxed
EVs: 252 HP / 108 Atk / 84 Def / 64 SpD
- Counter
- Mirror Coat
- Earthquake
- Protect
Explanation: This Swampert set uses Protect first to see what move the opponent is using, then uses Counter or Mirror Coat as is appropriate. Earthquake is a powerful attack that makes sure Swampert isn’t Taunt bait. Rindo Berry lets Swampert survive unSTABed Grass-type attacks such as Infernape’s Grass Knot. Swampert should otherwise be able to survive all attacks outside of STAB Grass-type attacks and Choice Specs Porygon-Z’s Hyper Beam. The Defense EVs let it survive a Jolly Life Orb Breloom’s Seed Bomb if it chooses to attack instead of Sporing first. Protect helps it beat potential mixed attackers and Slaking, whose Giga Impact may also KO Swampert. The only problems to this set are sleep abusers, Grass-types, stat-uppers, and also physical Ghost-types such as Shedinja that Counter can’t hit. Specially-based Dark-types tend to not be a problem.Sash CounterCoat
This strategy uses the item Focus Sash to its advantage, assuming that it is allowed under the rules you are playing. The idea behind this strategy is to allow the opponent to break the CounterCoater’s Focus Sash and then either use Counter or Mirror Coat depending on the move. Instead of taking a risk, the move Protect could also be used in order to scout the opponent’s move. This way, you would know whether to Counter or Mirror Coat. Since these two moves return double the damage, having no Defense and Special Defense EVs on the Pokemon will allow the Focus Sash to be activated, leaving the user with 1 HP and knocking out the opponent’s Pokemon by returning double the damage.
External weather effects along with moves that have a fixed damage amount easily counter this strategy. Sandstorm causes the CounterCoater to lose the 1 HP that it had left, thus causing a tie. An example of this is Tyranitar and its ability Sand Stream, which summons sandstorm. Moves that don’t do a lot of damage or fixed amounts of damage could prevent the Focus Sash from being activated and thus making the strategy useless. Conditions such as sleep, burn, and poison could also ruin the strategy since if the opponent uses status on the CounterCoating Pokemon, then the Pokemon will lose a certain amount of health or not be able to move, thus allowing the opponent to prevent the activation of Focus Sash (in the case of burn and poison) or not let them move and in turn 2HKO them (in the case of freeze and sleep).Trick
The move Trick can be really useful in this metagame, especially against Pokemon that Protect on the first turn. This way, your Trick user can lock them into Protect on the second turn, leaving them helpless for the rest of the match as your Trick user proceeds to KO them.
This strategy is quite viable unless you’re facing a powerful attacker, in which case Tricking them will just help them KO your Trick user faster. This strategy also counters common sleep, Toxic, and F.E.A.R. strategies. It’s not seen very often, however, since only a few Pokemon can use this strategy well; similar to the standard OU metagame, this is mostly seen on Jirachi that like to run Choice Scarf/Choice Specs and Trick.All-Out Attackers
These are the most used and one of the most effective strategies in 1v1. Choice Band or Choice Specs Pokemon are an example of this. Slaking with Choice Band is very effective due to its base 160 Attack. It can KO most Pokemon in one turn and thus not have to face a second turn of Truant.
Powerful attackers come in two variants - bulky and non-bulky. The bulky ones, such as Metagross, are similar to the ones in the standard OU metagame. They can take a hit or two and proceed to OHKO or 2HKO their opponent in return and can usually be paired up with either a Choice Band or a Choice Specs to bolster their damage output. The non-bulky ones strive to KO their opponent using their good base Speed and attacking stats and can usually hold a Choice Scarf to boost their Speed even further. However, the Choice items are mostly interchangeable and can be equipped as you see fit.

Machamp @ Lum Berry
Ability: No Guard
Nature: Jolly
EVs: 244 HP / 252 Atk / 12 SpD
- DynamicPunch
- Payback
- Bullet Punch
- Ice Punch
Explanation: This set is extremely similar to the standard lead Machamp used in OU. The basic idea is to always DynamicPunch on the first turn, except against Ghost-types, to confuse the opponent and bring their chances of successfully attacking down to a coin toss. After that, Machamp can use the most damaging move depending on what the opposing Pokemon is. Payback is there for Ghosts that are immune to DynamicPunch. Bullet Punch finishes off weakened enemies (usually Focus Sash Pokemon), while Ice Punch covers Flying-types. Lum Berry is the preferred item to make sleep moves useless the first turn as Machamp confuses the opponent with DynamicPunch.

Porygon-Z @ Choice Scarf
Ability: Adaptability
Nature: Modest
EVs: 4 HP / 252 SpA / 252 Spe
- Dark Pulse
- Hyper Beam
- Ice Beam
- Thunderbolt
Explanation: This set abuses Porygon-Z’s base 135 Special Attack to KO several threats. The wide array of moves grant it amazing type coverage, and with a Choice Scarf enhancing its above-average Speed, it is able to outspeed most Pokemon.Stat-Changing Pokemon
Using stat-boosting moves such as Calm Mind can be an effective strategy in 1v1. Because there is no phazing in 1v1, the only way that a Pokemon can lose its stat boosts is if the opposing Pokemon

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