Move: Difference between revisions

1 byte added ,  5 December 2023
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→‎Pokémon UNITE: Fixed list entry for Sure hit, added an plural to one use of "effect duration"
(→‎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.)
m (→‎Pokémon UNITE: Fixed list entry for Sure hit, added an plural to one use of "effect duration")
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;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 : 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.
;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.
;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.
: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.
;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.
;Area : Area moves hit in an area located around the user. This area is not necessarily circular, nor is it centered on the user.
;Area : 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].
;Recovery : Recovery moves allow the user or the user and their allies to recover [[HP].
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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.
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.


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.  
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 durations 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.
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.
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