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All Gens Past Gens Research Thread

Yesterday, my friend Etchy posted a video on his Twitter showing U-Turn causing a flinch when a Pokemon with the item King's Rock is switched in (as an aside, follow him if you're interested in research into old gens, his YouTube channel is amazing).

This seems to line up with the research done here showing that berries on the user's side do not activate before the switch - do any other items also activate after the switch? As shown in the video, Life Orb damage happens before the switch - what about other items? One that immediately comes to mind to test is Shell Bell, but are there any others that could be tested? Are there any user abilities that could possibly be tested as well? (I think the answer to this one is no, Stench doesn't flinch in Gen 4 and Poison Touch doesn't exist yet, but I could be missing something)

I sadly am unable to test these myself until much later this week, but if anyone else wants to check Shell Bell's timing themselves or let me know if there are any other items/abilities that should be tested as well, that would be really appreciated!
 
Yesterday, my friend Etchy posted a video on his Twitter showing U-Turn causing a flinch when a Pokemon with the item King's Rock is switched in (as an aside, follow him if you're interested in research into old gens, his YouTube channel is amazing).

This seems to line up with the research done here showing that berries on the user's side do not activate before the switch - do any other items also activate after the switch? As shown in the video, Life Orb damage happens before the switch - what about other items? One that immediately comes to mind to test is Shell Bell, but are there any others that could be tested? Are there any user abilities that could possibly be tested as well? (I think the answer to this one is no, Stench doesn't flinch in Gen 4 and Poison Touch doesn't exist yet, but I could be missing something)

I sadly am unable to test these myself until much later this week, but if anyone else wants to check Shell Bell's timing themselves or let me know if there are any other items/abilities that should be tested as well, that would be really appreciated!
Shell Bell activates before the switch.
 
Hey, so I just discovered that there's an implementation issue with Micle Berry. In PS, Micle Berry only activates at the end of the turn, when it should activate as soon as the user's HP gets low, just like other berries.

Now I'm wondering how long the effect stays active. Does it go away if the user gets paralyzed? Does it go away if the user uses a self-targeting move? Does it expire right after the end of the turn?

I guess these are all kind of hard to answer since they depend a lot on RNG.
 
Marty said that weather related abilities activate before Spikes in Gen 3
I explicitly said the opposite, you could just scroll up five months to re-read the conversation?
https://discord.com/channels/630837856075513856/630845310033330206/1380957562123452437

truth.png
 
(HGSS) (B2W2) Does anybody know if Meloetta transforms when Relic Song hits a substitute? It doesn't on the sim - however, I cannot find any further information supporting or objecting to this interaction.

EDIT: Fixed generation
 
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(FOREWARD: I wrote all this before Hydrametr0nice kindly suggested that I test other moves as well and found that this glitch not only effects Snatch, but also Counter, Mirror Coat, and Magic Coat)

While doing some testing regarding a bug with how PS! handles Snatch in Gen 4, I accidentally stumbled upon a (presumably undiscovered) glitch within the Gen 4 games involving Snatch and the ability Pressure. In this glitch, if a Pokemon uses Snatch on a Pokemon with the ability Pressure who uses a Snatchable move (with some exceptions, see below), Snatch will lose 2 PP, which is the intended behaviour of the move. However, if the Pokemon that uses Snatch switches out the very next turn, Snatch will regain one of its PP points, effectively negating the effect of Pressure.


In this video you can see how the Snatch PP starts at 10, is 8 after Snatch is used, but once the Snatcher is switched out and back in, the PP has changed to 9. This is not just a visual bug either - if Snatch has 2 PP left and is used on a Pressure Pokemon is will drop to 0 PP and become unusable, however once switched out Snatch will have 1 PP and can be used again (cart footage). This glitch cannot be used to gain infinite PP on Snatch as it does not work if Snatch only has 1 PP left (cart footage). The glitch only occurs if the Snatcher manually switches out and does not occur if the Snatcher faints or U-turns.

For some reason, I have found that this glitch occurs for all but seven moves in Gen 4. Below is a list of moves I've tested and whether or not the glitch occurs with the move (cart footage).

Works with the glitch:
Most simple stat boosting moves (Cosmic Power, Growth, Harden, etc.)
Recovery moves (Morning Sun, Recover, Rest, Soft-Boiled, Swallow, etc.)
Acupressure
Aromatherapy
Light Screen/Reflect
Mist
Psych Up
Refresh
Safeguard
Tailwind

Does not work with the glitch:
Belly Drum
Camouflage
Charge
Focus Energy
Ingrain
Stockpile
Substitute
 
Related to Cazenovia's post above (but not to the glitch), I'm using this table to gather information about Pressure PP deduction. Any help with testing is appreciated.

Note: "Per Pressure foe" means per Pokémon with Pressure on the opponent's side. "Per Pressure target" means per target Pokémon that has Pressure. For example, Leer would have 2 targets, Tackle would have 1 target, and Calm Mind would have 0 targets. These targets are related to the called move.

Gen 4
original move fails
Gen 4
original move succeeds
Gen 5Gen 7 or 9
Counter
Mirror Coat
0+1 per Pressure target (always only one target)0+1 per Pressure target (always only one target)
Gen 9
Magic Coat0+1 (per Pressure foe or per target???)00
Gen 9
Snatch0
also tested in Gen 3
+1 if the snatched target has Pressure
also tested in Gen 3
+1 per Pressure foe even if it failsGen 7
Imprison+1 per Pressure foe
also tested in Gen 3
+1 per Pressure foe
also tested in Gen 3
+1 per Pressure foe (never fails)Gen 9
Assist(Presumably 0)0+1 per Pressure targetGen 7
Copycat(Presumably 0)0+1 per Pressure targetGen 9
Metronome(Presumably 0)0+1 per Pressure targetGen 9
Sleep Talk(Presumably 0)0+1 per Pressure targetGen 9
Mirror Move00+1 if the original target has Pressure*Gen 7
Me First+1 if the original target has Pressure*+1 (original target* or per Pressure foe???)+1 if the original target has Pressure*Gen 7
*deduction is done from the original move's target and is not dependent on the copied move. The reason is probably that these moves are not self-targeted. Mirror Move was self-targeted until Gen 5.
 
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