Move: Difference between revisions

4,659 bytes added ,  5 December 2023
→‎Pokémon UNITE: Swapped out the standard list for a description list. Added more text and split certain parts into more paragraphs. I would say this is finished. Links to Urshifu's styles may be non-standard.
(→‎Pokémon UNITE: Swapped out the standard list for a description list. Added more text and split certain parts into more paragraphs. I would say this is finished. Links to Urshifu's styles may be non-standard.)
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In {{g|UNITE}}, moves are skills that Pokémon use in battle. Moves are split into different categories, consisting of Melee, Dash, Ranged, Sure Hit, Area, Buff, Debuff, Hindrance, and Recovery. The category generally describes the move's overall effect, but some moves have more than one category and categories have some overlap.
In {{g|UNITE}}, moves are skills that Pokémon use in battle. Moves are split into different categories, consisting of Melee, Dash, Ranged, Sure Hit, Area, Buff, Debuff, Hindrance, and Recovery. The category generally describes the move's overall effect, but some moves have more than one category and categories have some overlap.


*Melee
;Melee : Melee moves generally damage opposing Pokémon in front of the user.
**Melee moves generally damage opposing Pokémon in front of the user.
;Dash : Dash moves generally involve causing the user to move to a specific area or in a designated direction. Often, these moves allow their user to pass through obstacles, so long as the move does not end with the user within an obstacle. (Those cases push the user outside of the obstacle.) Some Dash moves do not deal damage.
*Dash
;Ranged : Ranged moves generally have a longer or larger range compared to Melee moves. Sometimes, they involve the user launching one or more projectiles into an area or in a direction.
**Dash moves generally involve causing the user to move to a specific area or in a designated direction. Often, these moves allow their user to pass through obstacles, so long as the move does not end with the user within an obstacle. (Those cases push the user outside of the obstacle.) Some Dash moves do not deal damage.
:Sure Hit : Sure Hit moves are generally moves which target an opposing Pokémon rather than an area or a direction. Once this kind of move is performed, the move attempts to track opponents so as to hit them even if the opponent moves out of the move's initial range. Some Sure Hit moves involve attacks with long ranges, while others are close range attacks where the user moves directly to the target (selected from a larger range) before striking.
*Ranged
;Area : Area moves hit in an area located around the user. This area is not necessarily circular, nor is it centered on the user.
**Ranged moves generally have a longer or larger range compared to Melee moves. Sometimes, they involve the user launching one or more projectiles into an area or in a direction.
;Recovery : Recovery moves allow the user or the user and their allies to recover [[HP].
*Sure Hit
;Buff : Buff moves give the user of the move or the user and their allies a beneficial effect, such as increasing their stats, creating [[Shield (UNITE)|shields]], or allow a Pokémon's [[Ability]] to be activated more easily. Some of these moves create additional objects that interact with other Pokémon.
**Sure Hit moves are generally moves which target an opposing Pokémon rather than an area or a direction. Once this kind of move is performed, the move attempts to track opponents so as to hit them even if the opponent moves out of the move's initial range. Some Sure Hit moves involve attacks with long ranges, while others are close range attacks where the user moves directly to the target (selected from a larger range) before striking.
;Debuff : The counterpoint of Buff moves, Debuff moves generally weaken opposing Pokémon by reducing their stats.
*Area
;Hindrance : Hindrance moves are moves that can inflict [[hindrance]]s on opposing Pokémon. Generally, hindrances prevent opposing Pokémon from taking certain actions for a (usually short) period of time.
**Area moves hit in an area located around the user. This area is not necessarily circular, nor is it centered on the user.
*Recovery
**Recovery moves allow the user or the user and their allies to recover [[HP].
*Buff
**Buff moves give the user of the move or the user and their allies a beneficial effect, such as increasing their stats, creating [[Shield (UNITE)|shields]], or allow a Pokémon's [[Ability]] to be activated more easily. Some of these moves create additional objects that interact with other Pokémon.
*Debuff
**The counterpoint of Buff moves, Debuff moves generally weaken opposing Pokémon by reducing their stats.
*Hindrance
**Hindrance moves are moves that can inflict [[hindrance]]s on opposing Pokémon. Generally, hindrances prevent opposing Pokémon from taking certain actions for a (usually short) period of time.


Moves only occur when releasing their input. While the input is held, the range of the move is indicated to the user by a blue shape projected on the ground. Moves can be cancelled with a second input's use before releasing the first input. By default, moves that designate a direction, area, or target are aimed at the nearest opposing Pokémon or directly forward if there is no opponent. The direction, area, or target can be manually changed while holding the move's input. Moves that designate a target select their target from a circular sector of their range, and cannot be performed if there are no targets in that sector.
Moves only occur when releasing their input. While the input is held, the range of the move is indicated to the user by a blue shape projected on the ground. Moves can be cancelled with a second input's use before releasing the first input. By default, moves that designate a direction, area, or target are aimed at the nearest opposing Pokémon or directly forward if there is no opponent. The direction, area, or target can be manually changed while holding the move's input. Moves that designate a target select their target from a circular sector of their range, and cannot be performed if there are no targets in that sector.


After being used, each move goes through a cooldown period. During this cooldown period, the move is unable to be used. Some Pokemon have effects that can reduce the time a move spends in cooldown or skip a cooldown period entirely. Cooldowns are measured in seconds. Some moves have an effect duration period they go through before entering cooldown. This effect duration is used by other effects relating to that move. Two examples of this are the time [[Fly]] allows the user to stay in the air and time where [[Fury Swipes]] is allowed to be used for a second time after the first Fury Swipes hits. Some moves can have multiple uses stored up at once. Activating these moves only spends one of their uses, and the uses for those moves regenerate over time. These moves only fully enter cooldown when all uses have been spent.
After being used, each move goes through a cooldown period. During this cooldown period, the move is unable to be used. Some Pokemon have effects that can reduce the time a move spends in cooldown or skip a cooldown period entirely. Cooldowns are measured in seconds.  


Each playable Pokémon has two move slots. Each move slot has three potential moves that can be learned in it. The first move of a move slot is used during the early portions of a battle. After reaching a specific [[level]], the Pokémon chooses one of the two remaining moves of that slot to replace the first move. Those moves are improved versions of that first move and are used for the remainder of the battle. At a certain, even higher level, the chosen one of the latter two moves can be upgraded into a '''+''' version which is better than the base move in some manner. '''+''' moves may deal more damage, increase the potency of the buffs they provide, reduce the time the move spends in cooldown, or provide other effects.
Some moves can have multiple uses stored up at once. Activating these moves only spends one of their uses, and the uses for those moves regenerate over time. These moves only fully enter cooldown when all uses have been spent.


Notably, moves are not the only form of attack. Each Pokémon has a basic attack separate from its moves. Basic attacks can be used freely and do not have cooldowns, but are not as strong as moves. When certain criteria are met, the next basic attack a Pokémon performs becomes a boosted attack, which is stronger and can have move-like additional effects.
Some moves have an effect duration period they go through before entering cooldown. This effect duration is used by other effects relating to that move. The majority of effect duration are tied to a move's continuous effect, and in those cases using the move during its effect duration concludes the move early. Two examples of more unique uses of effect durations are the period of time where [[Fury Swipes]] is allowed to be used for a second time after the first Fury Swipes hits and the period of time [[Mew]] is allowed to pick up a [[Light Screen]] that it has placed.
 
While moves in UNITE are based on moves from the core series and generally adhere to the concept of the move, a move can have different effects depending on which Pokémon knows the move. For instance, all variations on [[Surf]] involve the user attacking with a wave of water. However, [[Slowbro]]'s, [[Blastoise]]'s, and  [[Mew]]'s Surf have the user ride the wave of water forward while [[Cramorant]]'s Surf sends a wave out at opponents that returns at the end of its range.
 
Each playable Pokémon can know a maximum of three moves at any given time; one of these moves is their Unite Move, while the other two are standard moves. At [[level]] 1, a Pokémon learns one of two moves, deferring learning the second move until they reach a level of 2 or 3. After reaching a specific, higher level (ranging from 4 to 7), the Pokémon learns its choice of one of two moves to replace one of the moves it learned at level 1 or 3. The other move of that choice cannot be learned for the rest of the battle. The new moves can only replace the move that they are associated with. For instance, at Level 4, [[Pikachu]] learns either [[Electro Ball]] or [[Thunder]], but those moves can only replace its [[Thunder Shock]]. Generally, the new moves are improved versions of the move they are replacing. However, in some cases, such as with [[Eldegoss]], the moves that replace a move can have unrelated effects. Sometime during the range of Level 6 through 9, the same process occurs again, but for the move that was not replaced in the Level 4 to 7 range.  At even higher levels, the moves that a Pokémon knows are upgraded into a '''+''' version which is better than the base move in some manner. '''+''' moves may deal more damage, increase the potency of the buffs they provide, reduce the time the move spends in cooldown, or provide other effects.
 
When a Pokémon is learning a move, a menu will appear allowing for a choice to be made. If a choice is not provided within a certain time frame, the game will automatically pick a move. For the Level 1/2/3 moves, the decision on which move to learn first is determined by the species of the Pokémon. For the moves learned at higher levels, the decision is also determined by the species but can be overridden by the player by choosing a particular move to be "Auto-set" from the menu for that Pokémon. Despite not involving a choice, an input must be made or a timer waited through in order for a Pokémon to upgrade a move or learn their Unite Move.
 
For the Pokémon [[Scyther]] and [[Kubfu]], learning specific moves is tied to their [[evolution]]. Kubfu evolves into [[List of Pokémon with form differences#Urshifu|Single Strike Style]] [[Urshifu]] by learning [[Wicked Blow]] over its [[Rock Smash]] or [[List of Pokémon with form differences#Urshifu|Rapid Strike Style]] Urshifu by learning [[Surging Strikes]] over Rock Smash. Each Urshifu form learns a singular different move to replace [[Headbutt]], preventing the player from making a choice at that junction. Scyther evolves into Scizor if it learns [[Bullet Punch]] and forgets [[Fury Cutter]], but will not evolve at all if it learns [[Dual Wingbeat]] instead. For these Pokémon, their evolution is delayed until the decision regarding the move learned is made.
 
[[Mew]] in Pokémon UNITE is an exception to the process of learning moves. Instead of the above process, Mew has the choice of learning one move out of three options at Level 1 and a second choice of one move out of three different options at Level 3. At Level 5, Mew gains a unique icon, '''Move Reset''', which allows it to forget all of the non-Unite Moves it knows. At this point, Mew can re-select the moves it wishes to learn, and is allowed to make different decisions each time it uses Move Reset.
 
Notably, moves are not the only form of attack. Each Pokémon has a basic attack separate from its moves. Basic attacks can be used freely and do not have cooldowns, but are not as strong as moves. The basic attacks used by Ranged Pokémon have a wide range while the basic attacks used by Melee Pokémon have a short range. When certain criteria are met, the next basic attack a Pokémon performs becomes a boosted attack, which is stronger and can have move-like additional effects. Non-boosted basic attacks are always [[Physical]] in nature and use the [[Attack]] stat, while boosted basic attacks can be Physical or [[Special]] and use the corresponding stat.


[[Wild Pokémon]] are able to use moves and basic attacks in ways similar to player controlled Pokémon. When a Wild Pokémon prepares to use a move, its range can be seen by all players as a red shape projected on the ground.
[[Wild Pokémon]] are able to use moves and basic attacks in ways similar to player controlled Pokémon. When a Wild Pokémon prepares to use a move, its range can be seen by all players as a red shape projected on the ground.
====Unite Moves====
Unite Moves are powerful moves unique to Pokémon UNITE. Each Pokémon has a single Unite Move, which is learned at either [[Level]] 8 or 9 depending on the species. These moves do not have cooldowns like normal moves. Instead, in order to use them, the player must fill the Unite Move gauge either through its slow automatic fill speed, defeating Pokemon, scoring goals, or any combination of the three. Once a Unite Move is used, the Unite Move gauge is emptied. The gauge can be filled before the Pokémon learns its Unite Move. Some Unite Moves are based upon other moves in the core series, but have distinct names.
Unite Moves do not necessarily inflict damage. Some of them provide their user a major buff or apply certain effects to the ground.
The Pokémon [[Urshifu]] and [[Blaziken]] can learn two Unite Moves. The Unite Move Urshifu learns depends on its [[List of Pokémon with form differences#Urshifu|form]], and the Unite Move Blaziken knows at a given time depends on if it is currently in punch or kick style.


==In the anime==
==In the anime==
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