Resource RBY Simple Questions & Simple Answers Thread

Is there a reason a simple Fly/Dig Clause hasn't been tried? I get why the invulnerability after being fullpara'd during the move would be a problem, but with a simple rule like:

"You must complete the move immediately if you were fully paralyzed during it, you may not switch pokemon or select a move besides fly while using fly"

then the invulnerability glitch would be a non-issue.

Sleep Clause exists so that sleep moves don't need to be banned. So there's already a rule governing player behavior, preventing moves from being abused without needing to outright ban them.

The above rule for Fly would even be cartridge-friendly.

The only circumstance where I can see this being a problem is if someone runs out of PP during the move, at which point a cartridge implementable solution would be to say they've rendered the game unable to continue, and have thus forfeited the match. Which if you have only one or two PP left and you choose to take that risk, then that's a calculated risk that's ultimately on the player if it doesn't work out for them.

I know the whole Fly/Dig thing is something people get tired of responding to, but usually the answer is either because fixing the glitch to act like later generations wouldn't be cartridge accurate, but letting the move go unregulated would just be absurd. I don't get why a rule like the above shouldn't be implemented though.
So this is something that's been discussed a couple times, but its been a while since it came up. The biggest issue that comes up in discussions is that it makes the ruleset more complex whereas a significant portion of the playerbase favour simplicity. This is especially an issue for newer players, who wouldn't expect that kind of restriction on their gameplay. The other thing that doesn't get talked about, is that it would need to be coded into PS, whereas bans are much easier to implement.

None of the points I just mentioned would be dealbreakers if the moves were integral parts of gameplay the way sleep is, but Dig/Fly simply aren't, so it ends up not being worth it. Admittedly, in lower tiers there's a theoretical argument that they provide coverage, but I don't think it's terribly strong, and there isn't really any practical evidence that these moves would be viable (to my knowledge they've literally never been considered viable in any meta where they're allowed).
 
Why is Counter still allowed, if it is capable of causing desyncs like Psywave? Shouldn't it be banned, then?
 
Why is Counter still allowed, if it is capable of causing desyncs like Psywave? Shouldn't it be banned, then?
Counter creates interesting points of interaction in a way that Psywave doesnt, cartridge aside (which is a bag of worms but not one I particularly care for personally) RBY OU is a better game with Counter in it, than without
 
Is there any shot at the Pokemon Perfect tiers getting a thread here? They're all pretty unique but have seen almost no play in quite a while despite some interest seeming to exist as implied by 7U.

I specifically mean 3U-6U and Mewbers. Although, with how much UU has been changing recently, 2U is a very different tier now in comparison as well so maybe that too.
 
I'm a little confused about why my opponent was able to use Hyper Beam without a recharge in this game during turn 24-25. I'm aware this is possible if Hyper Beam causes a pokemon to faint or a substitute to break, but neither of these situations seem to apply here.

Turn 23​


The opposing The Bull used Blizzard!
(Machamp lost 27.7% of its health!)

Machamp used Low Kick!
A critical hit!
It's super effective!
The opposing The Bull's substitute faded!

Turn 24​


The opposing The Bull used Hyper Beam!
(Machamp lost 52.5% of its health!)

Machamp used Low Kick!
It's super effective!
(The opposing The Bull lost 43% of its health!)

Turn 25​


The opposing The Bull used Blizzard!
(Machamp lost 19.8% of its health!)

Machamp fainted!

Go! Rhydon!
 

Attachments

I'm a little confused about why my opponent was able to use Hyper Beam without a recharge in this game during turn 24-25. I'm aware this is possible if Hyper Beam causes a pokemon to faint or a substitute to break, but neither of these situations seem to apply here.

Turn 23​


The opposing The Bull used Blizzard!
(Machamp lost 27.7% of its health!)

Machamp used Low Kick!
A critical hit!
It's super effective!
The opposing The Bull's substitute faded!

Turn 24​


The opposing The Bull used Hyper Beam!
(Machamp lost 52.5% of its health!)

Machamp used Low Kick!
It's super effective!
(The opposing The Bull lost 43% of its health!)

Turn 25​


The opposing The Bull used Blizzard!
(Machamp lost 19.8% of its health!)

Machamp fainted!

Go! Rhydon!
as i recall there’s some oddity with flinch moves where getting the flinch condition applied and then removed also removes recharge, so low kick probably applied a flinch after hyper beam, it cleared when a new turn began, and they could attack
 
Not sure if this is the right place, asking here since it is a weird mechanics thing. I was playing pokemon blue and was using confusion from my slowpoke on Sabrina's Alakazam and got a confusion on it. I thought pokemon hit by attacks of their same type were not affected by secondary effects in gen 1, like how body slam can't paralyze normal types.
 
Not sure if this is the right place, asking here since it is a weird mechanics thing. I was playing pokemon blue and was using confusion from my slowpoke on Sabrina's Alakazam and got a confusion on it. I thought pokemon hit by attacks of their same type were not affected by secondary effects in gen 1, like how body slam can't paralyze normal types.
only applies to permanent status conditions, not volatile ones or stat changes; Psychic can also Special drop Psychic-types
 
Is Mega Kick ever worth seriously putting on a moveset, or is it just put on smogdex entries because it’s technically an option? Do Snorlax/Kangaskhan/Clefable/etc. reach any notable calcs using them? Is it just a “I just want to get through Chansey REALLY REALLY badly” option?
 
Is Mega Kick ever worth seriously putting on a moveset, or is it just put on smogdex entries because it’s technically an option? Do Snorlax/Kangaskhan/Clefable/etc. reach any notable calcs using them? Is it just a “I just want to get through Chansey REALLY REALLY badly” option?
On Kang, Kick gets into Hyper Beam range more consistently, so you can turn your 3HKOs into 2HKOs and wall break more. However, Kick’s accuracy negates that benefit for me personally, and I would only use it if there’s a specific KO I want to get to. However, given that you’re other options for moves, your 4th slot isn’t that great, so there’s not a big opportunity loss from it, and I’d say it’s a viable option.

I have less experience with Clef in OU, but in my experience, it really wants 6 moves. So, Mega Kick can be an ok option by allowing you to combined Hyper Beam’s power with Body Slam’s spamability. However, that would assume you’re running T Wave because Clef NEEDS to be able to status to be worth a spot on a team imo. However, if someone with more Clef experience disagrees with me, I probably won’t disagree with their assessment.

Outside of OU Mega Kick has more utility, and I’ve personally ran it in tournament games, but it seems like you’re just interested in its use in OU.
 
I'm curious about how the official Top 500 OU ladder ranking is maintained, and can't find much information about it. I've seen a few comments about resetting the ladder or clearing old accounts (without a GXE stat). And some comments suggesting there used to be more accounts at the 1499/1500 ELO decay cutoff than there are currently. How does this work? Is the ladder (and everyone's ranking) periodically wiped? If so, when was the last time that happened? Or are usernames automatically removed when the Glicko-1 RD exceeds 100?
 
i believe when glicko deviation exceeds 100 you get wiped since thats when ps displays "more games needed" to show the stats
these are updated at 9am -5 daily as well as elo decay and should wipe you from leaderboards as soon as this occurs
there's a pr thread on it somewhere im pretty sure
 
How exactly did this happen? My opponent was doing AgiliWrap stuff with Dnite and their PP went into the negatives
1740258549925.png


https://replay.pokemonshowdown.com/gen1ou-2305880653
 
Is Mega Kick ever worth seriously putting on a moveset, or is it just put on smogdex entries because it’s technically an option? Do Snorlax/Kangaskhan/Clefable/etc. reach any notable calcs using them? Is it just a “I just want to get through Chansey REALLY REALLY badly” option?
Relevant KO ranges with Clefs mega kick are two shots on alakazam, jolteon, and jynx. Also relevant I’d say if chancey takes chip damage early you can connect a two shot,But I’d agree with Sevi in saying it’s biggest benefit is saving space for other moves. I’m a fan but, I’m also not the best so take that for what it is you know.
 
For some time now, in Ladder, partial capture movements do not indicate whether the wrapping effect is ongoing or has concluded. Is this correct, or does the partial capture movement actually provide this indication, and I am interpreting it incorrectly?
 
I think it has been patched on simulator to be more faithful to the cartridge ?
That significantly affects the playability of the partial capture movement, and I haven't seen the administrators of the RBY forum announce this new rule. It would be helpful and requires very little effort
 
That significantly affects the playability of the partial capture movement, and I haven't seen the administrators of the RBY forum announce this new rule. It would be helpful and requires very little effort

I guess no one ever officially announced it but I made a post about it in Policy Review:

tl;dr the FIGHT button was added to make partial trapping more faithful to cartridge mechanics. Previously the person using the partial trapping move had an advantage that they would not otherwise have if playing on cartridge, so this patches that up
 
Now on both sides (partial trapping user and recipient):
  • do not know when partial trapping ends until you click the "FIGHT" button. If partial trapping is still ongoing, you are locked into it and cannot cancel (i.e you are now unable to switch).
  • If the partial trapping sequence has ended, you are not locked into attack and can still switch out or select any attack
Previously, the user of partial trapping knew when it ended and could switch knowing partial trapping was still ongoing, while the recipient had no knowledge on when the move ended. This skewed partial trapping heavily in favor of the user since they knew information you would not know on cart while the recipient did not know things that they would have known on cart.
 
I guess no one ever officially announced it but I made a post about it in Policy Review:

tl;dr the FIGHT button was added to make partial trapping more faithful to cartridge mechanics. Previously the person using the partial trapping move had an advantage that they would not otherwise have if playing on cartridge, so this patches that up
A metagame tool was changed to make RBY more faithful to the cartridge. That's fine. It's just that I wasn't aware of it because I don't explore Smogon enough. So, I will learn to play while respecting the new rule.
 
Back
Top