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Old Jul 22nd, 2012, 6:52:58 PM   #1
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Default Bug Reports v2.0 (READ OP BEFORE POSTING!!)

Introduction
[00:25] <woodchuck> and if people are mad tell them to be angry at me
This thread is dedicated to reporting bugs in Pokemon Showdown, with special attention given to incorrect move implementations. This is not the place to post if you're having trouble connecting or if you have a feature requests. It is ALSO not the place to post about problems with the ladder.


Rules
Before reporting a bug,
  • ...check the lists of Not Bugs and Known Bugs.
  • ...look up the relevant moves/abilities/items on Veekun and the first post of the Smogon Research thread. Don't look on Serebii, Bulbapedia, or Smogon's own dex, they are too unreliable.
  • ...if your problem involves incorrect damage, include your damage calculation. This is my damage calculator of choice, but there are plenty of others.
  • ...make sure your opponent's pokemon isn't Zorua/Zoroark
  • ...save a replay (the "Share" button, or alternately the "/savereplay" command), generate a screenshot or copy the log to include in your post
  • ...make sure no one has reported this bug on, say, the last page or two of the thread. No one expects you to go through the whole thread, but it's kind of ridiculous when three posts in a row report the same problem.
  • ...make sure this bug exists on the official server.

If you are posting a screenshot, PLEASE put HIDE tags around it. No one likes having their browser stretched by an enormous image.
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Old Jul 22nd, 2012, 6:53:57 PM   #2
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KNOWN BUGS

- Mold Breaker doesn't always interact correctly (for instance, against Unaware)
- Covet and Thief don't steal items if the target faints.

Known Bugs in Doubles:
- Abilities activate as each Pokemon switches in from fainted ones instead of after all switches.
- Two-turn moves can select a different target on each turn.
- Counter, Mirror Coat, and Metal Burst can hit the wrong opponent.
- Ally Switch is not implemented.

NOT BUGS

- Sheer Force prevents Life Orb recoil only when using moves that have a secondary effect removed by Sheer Force
- Speed Boost does not activate on the turn you switch in: yes, this is different from most other abilities/items that activate at the end of a turn.
- If Fake Out didn't cause a flinch, your opponent probably had Shield Dust or Inner Focus
- Wish doesn't take effect if the pokemon in its place faints the turn it would've healed it
- Wonder Guard is not an immunity: Shedinja is not immune to Ground: it takes damage from Spikes. Shedinja is not immune to Poison: it is still affected by Toxic
- That Pokemon taking incorrect hazard damage is probably a Zoroark (which is a Dark, not a Bug, lolololol)
- Payback boosts damage for moving second, whether or not damage was taken. Also, in Gen V, its power is not doubled if the opponent switches.
- Pursuit will deal double damage immediately before any switch-out, as long as Pursuit has not been used at regular priority yet. This includes U-turn and Volt Switch, but not Baton Pass.
- Sucker Punch fails if the target uses a faster priority move
- Illusion, Balloon, Destiny Bond, Wonder Guard, etc only take effect if the damage was from a move, not an indirect effect such as entry hazards, Poison damage, etc.
- Destiny Bond lasts until the move user makes another move (or would've made another move, if not for confusion or Truant or a similar effect).
- Focus Sash and Sturdy affect all move damage (including static damage moves like Final Gambit, Seismic Toss, SonicBoom, and Counter).
- Outrage/Thrash/Petal Dance can be stopped during effect and not cause confusion if Protect/Detect is used on the second turn of a three-turn duration.
- Rapid Spin does not remove hazards if the user faints from Iron Barbs/Rough Skin/Rocky Helmet damage.

AN OVERVIEW OF HOW DAMAGE WORKS

There are three types of damage: Move damage, residual damage, and direct damage.

Most abilities, moves, and items that affect damage will only affect one type of damage: either move damage or residual damage. There are zero effects that apply to direct damage. The only effect that applies to both move and residual damage is Heatproof.

Examples of move damage:
- damage dealt, during a move that hits, to the target(s) of a Physical or Special move
- includes static damage: Final Gambit, Seismic Toss, SonicBoom, and Counter
- does not include the secondary target of Flame Burst (which would be residual damage)

Examples of direct damage:
- hurting yourself in confusion
- damaging yourself during Substitute, Curse, Belly Drum, or Struggle (but not the damage to your opponent, if applicable)
- does NOT include other forms of recoil (which would be residual damage)

Examples of residual damage:
- all other damage
- includes recoil, poison/burn, Leech Seed, weather, hazards, damage from abilities, damage from items...

Things that affect move damage only:
- Wonder Guard
- Sturdy, Focus Sash, Focus Band, Endeavor
- Illusion, Balloon, Destiny Bond

Things that affect residual damage only:
- Magic Guard
- most other effects only affect specific types of residual damage, such as: Poison Heal (poison damage), Rock Head (recoil damage)
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Last edited by Zarel; Apr 23rd, 2013 at 8:25:49 PM. Reason: Updating Known Bugs
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Old Jul 22nd, 2012, 7:16:56 PM   #3
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When a pokemon dies from Life Orb Recoil (must go first) and the opposing poke that was out attempts to set up an Entry Hazard on the same turn, the EH animation will display as if it's going to miss (goes too far out to the side, just as a normal attack looks, when missed.) The EH is still laid down, however. Just a display error.
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Old Jul 22nd, 2012, 7:33:56 PM   #4
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Again, you can tie. As far as I know, you can't tie at all ingame. There are certain conditions that dictate who wins in various "both die" scenarios.
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Old Jul 22nd, 2012, 7:44:37 PM   #5
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Quote:
Originally Posted by Fat breh View Post
Again, you can tie. As far as I know, you can't tie at all ingame. There are certain conditions that dictate who wins in various "both die" scenarios.
I would view this as a feature, not a bug. Wi-Fi room battles will mark these kinds of things as "draws" (Wi-Fi room battles actually have a very generous definition of draw--e.g. no self-KO clause).

I don't have a recording for the DS, but this is definitely the case for PBR.

The bottom line is that there are no Nintendo-set rules for single 6v6 single battles, so we get to decide them for ourselves.
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Old Jul 22nd, 2012, 9:14:44 PM   #6
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i was using whimsiscott and switcheroo'd a lagging tail to a hitmonlee, it outspeeds my onix
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Old Jul 22nd, 2012, 9:17:59 PM   #7
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Quote:
Originally Posted by Fat galilboy200 View Post
i was using whimsiscott and switcheroo'd a lagging tail to a hitmonlee, it outspeeds my onix
Were both Pokemon using the same priority level of moves? A copy/paste of the log would be wonderful.
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Old Jul 22nd, 2012, 9:18:31 PM   #8
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Quote:
Originally Posted by Fat galilboy200 View Post
i was using whimsiscott and switcheroo'd a lagging tail to a hitmonlee, it outspeeds my onix
what move did you choose when it outsped?

EDIT: AKELA YOU NINJA
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Old Jul 22nd, 2012, 9:19:59 PM   #9
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the game was a few days ago, but i remember he was using hi jump kick to KO my onix
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Old Jul 22nd, 2012, 9:26:18 PM   #10
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Quote:
Originally Posted by Fat galilboy200 View Post
i was using whimsiscott and switcheroo'd a lagging tail to a hitmonlee, it outspeeds my onix
I honestly think this isn't a glitch. If it is, the only possible way I could see it being on is if Unburdened activated accidentally.
Hitmonlee's base speed is 87, Onix's is 70. Odds are, the opponent has a speed-positive nature, and max EV investment, while you had a speed-negative nature, and no EV investment.
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Old Jul 22nd, 2012, 9:32:02 PM   #11
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but lagging tail
Makes the holder move last in their priority bracket.
Isnt that what its suppose to do?
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Old Jul 22nd, 2012, 9:41:34 PM   #12
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Quote:
Originally Posted by Fat galilboy200 View Post
but lagging tail
Makes the holder move last in their priority bracket.
Isnt that what its suppose to do?
Description from Smogon: Makes the holder move last in their priority bracket. The holder will still move last in their priority bracket even under the effects of Trick Room.

So yes, you're correct. I'd venture to say it was an issue with Hitmonlee's Unburden ability, then. Do you have a screenshot / log of the battle?
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Old Jul 22nd, 2012, 9:44:23 PM   #13
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again, sorry it was a few days ago i do not have a log or screenshot
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Old Jul 22nd, 2012, 9:49:54 PM   #14
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When PS comes back online, can you maybe try to re-create it (get a friend to help you--do a direct challenge)?

I'll try to do it myself when I have some free time.
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Old Jul 22nd, 2012, 9:58:26 PM   #15
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Is there a glitch associated with Bounce? If I attack after bounce comes down, I've seen 100% accuracy moves miss (like thunderbolt) despite the lack of evasion-increasing abilities on more than one occasion.

I know it isn't game changing, but it's annoying to have this occur.
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Old Jul 22nd, 2012, 10:09:56 PM   #16
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Quote:
Originally Posted by Fat Antar View Post
I would view this as a feature, not a bug. Wi-Fi room battles will mark these kinds of things as "draws" (Wi-Fi room battles actually have a very generous definition of draw--e.g. no self-KO clause).

I don't have a recording for the DS, but this is definitely the case for PBR.

The bottom line is that there are no Nintendo-set rules for single 6v6 single battles, so we get to decide them for ourselves.
No, you are incorrect, from what I know.

In generation 5 (not generation 4 to which you linked me; I'm well aware you can tie in gen 4) I'm fairly sure you can't tie. For example, 2 mons dying to LO recoil / attack simultaneously will result in a win for the LO attacker (in the battle you linked me to, had it occurred in gen 5, the staryu player would win). Perish Song results in the death of the faster mon, etc.

(sidenote, that video seems familiar; might have seen it in my PBR days!)
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Old Jul 22nd, 2012, 11:15:52 PM   #17
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Pretty sure trick isn't working correctly when exchanging choiced items.

I recall having a rotom-w trick a scarf onto my already scarfed thundurus-t that I switched in, only for him to use hydro pump on the next turn.

Can't get on to test, but I'm pretty sure that's how it went.
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Old Jul 23rd, 2012, 12:02:18 AM   #18
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About the tie...

I have done some forced battles to tie. First with perish song, the singer and the slower pokemon won. Then, with life orb damage, the attacker won although it die too by the damage. Finally, I achieved a draw, both trainers pressed "run".

PD: my english level is low. Sorry.

DS Battles:
60-53940-33112 Perish Song.
52-66455-51927 LO Attacker.
69-36126-53320 Run both trainers.
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Old Jul 23rd, 2012, 12:38:08 AM   #19
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Quote:
Originally Posted by Fat galilboy200 View Post
the game was a few days ago, but i remember he was using hi jump kick to KO my onix
What move were you using with your Onix? This is quite important, since Onix does learn a few moves of lower priority than Hi Jump Kick.
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Old Jul 23rd, 2012, 2:07:37 AM   #20
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rather large screenshot

Copycat apparently does not copy the type of the move you are copying? Perhaps it is an issue with priority moves? Either way, Mach Punch should have been super effective on Regigigas. Maybe Illusion + Copycat is also causing an issue, I don't know.
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Old Jul 23rd, 2012, 3:40:06 AM   #21
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Sometimes I will switch Pokemon, cancel before my opponent makes their move, and choose a second Pokemon to switch into. The first Pokemon I selected will then be switched in, and the second Pokemon will automatically switch in on the next turn.

For example, if I have Snorlax on the field, choose to switch to Umbreon, cancel that switch, and then choose to switch to Arcanine, on the next turn I'll switch into Umbreon, and on the following one I'll switch into Arcanine.

The two times this has happened, my opponent has made his move pretty quickly, so I can't exactly remember if the second switch is able to be cancelled. Still annoying, though.
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Old Jul 23rd, 2012, 4:32:06 AM   #22
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When I try to open this link(http://play.pokemonshowdown.com/battle-ou10587) of a battle between me and arcticblast, it doesn't open and redirects me to the lobby.
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Old Jul 23rd, 2012, 4:35:45 AM   #23
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i don't have a screen shot but i'm pretty sure that my description of what happened would be more or less 90% accurate.

the bug is: weather is sand and I have a Rayquaza out (meaning Air Lock cancels the weather effects) and then the Excadrill of my opponent outspeeds me. It didn't cost me the game but hey, a bug is still a bug.

so here's what happened:

I switched into my Rayquaza as Excadrill Rapid Spins. My Rayquaza's EV spread is 252 Speed with a Jolly Nature. So no matter what Excadrill's spread is, I will outspeed him thanks to Air Lock negating sandstorm boost. Then on the next turn, I clicked V-create to KO but then he used Shadow Claw before my Rayquaza could even use V-create.
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Old Jul 23rd, 2012, 6:44:47 AM   #24
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Quote:
Originally Posted by Fat Nysyr View Post
Pretty sure trick isn't working correctly when exchanging choiced items.

I recall having a rotom-w trick a scarf onto my already scarfed thundurus-t that I switched in, only for him to use hydro pump on the next turn.

Can't get on to test, but I'm pretty sure that's how it went.
That's how trick usually works - when it picks up a choice item, you're allowed to choose a new move afterward. (Note: only in gen V)

Quote:
Originally Posted by Fat Astrid View Post
Sometimes I will switch Pokemon, cancel before my opponent makes their move, and choose a second Pokemon to switch into. The first Pokemon I selected will then be switched in, and the second Pokemon will automatically switch in on the next turn.

For example, if I have Snorlax on the field, choose to switch to Umbreon, cancel that switch, and then choose to switch to Arcanine, on the next turn I'll switch into Umbreon, and on the following one I'll switch into Arcanine.

The two times this has happened, my opponent has made his move pretty quickly, so I can't exactly remember if the second switch is able to be cancelled. Still annoying, though.
This has happened to me too - it's a result of the opponent's choice reaching the server before your cancel; the server then calculates the results of the round, then your cancel and second switch reaches it and it assumes that the second switch is for the next round. Don't know how to help you, though
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Old Jul 23rd, 2012, 7:05:06 AM   #25
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Quote:
Originally Posted by Fat breh View Post
No, you are incorrect, from what I know.

In generation 5 (not generation 4 to which you linked me; I'm well aware you can tie in gen 4) I'm fairly sure you can't tie. For example, 2 mons dying to LO recoil / attack simultaneously will result in a win for the LO attacker (in the battle you linked me to, had it occurred in gen 5, the staryu player would win). Perish Song results in the death of the faster mon, etc.

(sidenote, that video seems familiar; might have seen it in my PBR days!)
Quote:
Originally Posted by Fat W_M View Post
About the tie...

I have done some forced battles to tie. First with perish song, the singer and the slower pokemon won. Then, with life orb damage, the attacker won although it die too by the damage. Finally, I achieved a draw, both trainers pressed "run".

PD: my english level is low. Sorry.

DS Battles:
60-53940-33112 Perish Song.
52-66455-51927 LO Attacker.
69-36126-53320 Run both trainers.
Okay, yeah. I misremembered, and you're right.

But...

Quote:
Originally Posted by Fat Antar View Post
The bottom line is that there are no Nintendo-set rules for single 6v6 single battles, so we get to decide them for ourselves.

Quote:
Originally Posted by Fat pwnage77 View Post
the bug is: weather is sand and I have a Rayquaza out (meaning Air Lock cancels the weather effects) and then the Excadrill of my opponent outspeeds me.
Does Air Lock work in all other situations? Please include damage calcs where appropriate.
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