I want to ask a question regarding Self-ko clause in old gens or lack thereof. Basically on cartridge for gen 1-4, if a last mon standoff explosion results in both sides fainting, the game ends as a tie. Now for tournaments we usually implement this, but on ladder ties in this situation don't exist so one side has to win the game. From gen 5 onwards ties no longer exist anyway, so whoever exploded loses.
So far so good, but after testing this it turns out that in Generation 1 and 2, the one who went for Explosion ends up winning the game. However in Generation 3 and 4, the one who explodes ends up losing the game. Does anyone know what is actually going on here? Replays below to illustrate.
RBY
GSC
ADV
DPP
So far so good, but after testing this it turns out that in Generation 1 and 2, the one who went for Explosion ends up winning the game. However in Generation 3 and 4, the one who explodes ends up losing the game. Does anyone know what is actually going on here? Replays below to illustrate.
RBY
GSC
ADV
DPP