This is probably also the wrong thread for this, but I just noticed something curious I felt like sharing:
In Gen III, the switching mechanics in double battles mean that new Pokemon have to be sent out more or less immediately. Obviously, this presents a whole host of funny strategic implications. One such example relates to Counter and Mirror Coat.
Lets say I'm in a double battle where the foe's Machamp chooses to use Counter, and survives a hit from my Salamence. But then the other foe - let's say Latios - causes Salamence to faint before Ursaring can execute its move. I have to send in my backup, Gardevoir, straight away - boom, Gardevoir has to take the hit from Counter upon emerging from its Pokeball, not even getting a chance to move.
In Gen IV the switching mechanics are altered - now everyone gets to take their turn before new Pokemon can be sent out. This makes things fairer overall.
However, I just had a similar situation happen - my Tauros used Double-Edge, bringing the foe's Ursaring within an inch of fainting but causing itself to faint thanks to recoil. My partner's Tyranitar used Stone Edge on the foe's Altaria, fainting it, and Ursaring used Counter...
...but nothing happened. It didn't hit Tyranitar, as the only target left on the field: the move just failed. Huh.
I'm actually kind of in two minds about this. I mean, yeah: it shouldn't hit Tyranitar because Tyranitar wasn't the one who attacked it. But neither did the Gardevoir in my prior example. So maybe it should just fail altogether if the Pokemon who sent the move isn't on the field for any reason? Oh but wait, that'd mean that you could use a move like U-Turn and pivot out with no consequence...
It's moot now, obviously, and Gen IV's fix was, in that specific circumstance, for the better. But in both cases the way the move operates seems unfair: to the opponent in the prior instance, and to the user in the latter. Given how straightforward it seems on paper I was surprised!