Resource RBY & Tradebacks Bug Report Thread

When a pokemon is frozen following hyper beam it is trapped during the 'recharge' stage and can't switch out (turn 12, Kabutops uses H Beam and is unable to switch): https://replay.pokemonshowdown.com/gen1ou-1495885711-wg4z2qgljyzrtzqsox4pnit4bi2vy8ppw
I though it was some mechanic I've never visited but now I realized it is a bug that seems to have not been fixed yet: https://play.pokemonshowdown.com/battle-gen1ou-2320707510-c7n9uf9807a03bms40f1sfhkln70897pw (Turn 24 onwards).

Mon frozen following HB gets permatrapped into recharge status and unable to switch out, this is the screenshot my opponent provided: https://ibb.co/kWKw6LH
 
Had the fight button on screen when it definitely shouldnt have been
image_2025-03-16_190348289.png


I was able to click body slam as normal, probably a visual bug
 
partial trapping against a sleeping opponent is inaccurately implemented

on cart if you are asleep and press the fight button, it will always lock in, as you are not able to select a move while asleep. so on cart if you are being wrapped while asleep, you cannot press the fight button to know if wrap is still ongoing or not, as you will be locked into attempting to wake up regardless of if wrap is ongoing or not as your move selection does not pop up in this case.

on showdown you can press the try fight button while your pokemon is asleep to see if wrap is ongoing.
(and this cant happen on cart since you always lock in burning sleep turns if you press fight, you will never have your moves pop up to know wrap ended)

(to be clear the issue on only on the sleeping pokemon's side, the wrap user's side is accurate)

edit2: all that would be required to fix this is disable the button if your current Pokemon is asleep.
edit3: this also applies to being frozen
 
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https://replay.pokemonshowdown.com/gen1uu-2333899090-v6irc3s7hh1ljsuxi1thy0bomf7okompw
wrap killed my dugtrio through a sub on turn 17

edit: happened again on turn 15 here
https://replay.pokemonshowdown.com/gen1uu-2334675115-iv908vw6ls3bxolvmd9b5pganu4awgupw

edit2: i have seen this occur many more times. it seems that the first hit of wrap always hits the sub, and every subsequent hit ignores it
to be clear: when wrap ends if you use it again the first hit will hit sub, then the rest of them ignores it
im pretty sure there isnt an edge case that causes the bug, it's just like this every time a partial trapping move is used against a sub and it wasn't like this before fight button implementation
 
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Now that the "Fight" button has been implemented, I think it should be used when you are frozen or sleeping.
Freeze and Sleep can cause desyncs in the sim in cases where they normally shouldn't due to the existence of 'Fight' button on cart.
https://replay.pokemonshowdown.com/gen1ou-2327262235-o3uns5jy4ora981iwhekte8i2hw6crupw
On cart while frozen, you cannot select a move, you can only click the "Fight" button. You cannot select a move that can cause a desync. Counter should work on turn 3.
https://replay.pokemonshowdown.com/gen1ou-2327269107-lotxfeqfw2q63dwrbgqkvesxr7kfcmrpw
On cart while sleeping or waking, you cannot select a move, you can only click the "Fight" button. You cannot select a move that can cause a desync. Counter should work on turn 8. (I have to do that weird switching sequence because Counter will fail if the last move was a sleeping move or a stat changing move, but you can counter a sleeping mon on cart)
https://replay.pokemonshowdown.com/smogtours-gen1nu-812585
On turn 21, there should never be a desync here. Fight is the only button clicked there, and on turn 20 Counter was successful. It should work here, and at the very least, it should just fail, not cause a desync. I'm less confident about this, though, so if someone actually has two carts can you test this?
 
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Now that the "Fight" button has been implemented, I think it should be used when you are frozen or sleeping.
I'm not 100% sure what the behaviour on cart is (i believe sleep/freeze should NOT cause a counter failure) but the fact that it had inconsistent results (works once, not again after) means it's wrong regardless.

This doesn't actually need FIGHT button implementation, just have PS disregard the move you clicked (so effectively, pressing any move is equal to pressing FIGHT)

I think thaws are also implemented wrong since this implementation of letting you select the move you will use on thaw is not possible on cart (and the cart accurate implementation is prone to cause desyncs on thaw which also isn't accounted for in desync clause mod). FIGHT button implementation may be ideal if thaws are ever correctly implemented (but who thaws lol).
 
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