Generation I: Difference between revisions

→‎In-battle issues: A Pokémon in Gen 1 didn't faint for using a destruction move and breaking a substitute? Here's a thing! Moves loses their additional effect after breaking a substitute
(→‎Other issues: Some Gen 1 players got extremely angry due to the "You missed the Pokémon" message)
Tags: Mobile edit Mobile web edit
(→‎In-battle issues: A Pokémon in Gen 1 didn't faint for using a destruction move and breaking a substitute? Here's a thing! Moves loses their additional effect after breaking a substitute)
Tags: Mobile edit Mobile web edit
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* Critical hits would ignore stat increases from both parties rather than just the target.
* Critical hits would ignore stat increases from both parties rather than just the target.
* {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* Moves lost their additional effect after they broke a {{m|Substitute}}, meaning a Pokémon will not even faint from {{m|Explosion}} if they break a substitute.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.