Move: Difference between revisions

1,813 bytes added ,  13 January
→‎Pokémon UNITE: Examples of moves which modify basic attacks added, period placed after Electroweb, reworded the Unite Move gauge to be a mite less opinionated, and new section for Lock-On functionality. (Which is needed because of Double Team and Substitute). I need to add Move lock on and Move camera control to this section, but my Switch ran out of battery.
(→‎Pokémon UNITE: New paragraph about moves that modify basic attacks. Added note from press release about Unite Moves being exclusive to Unite Battles.)
(→‎Pokémon UNITE: Examples of moves which modify basic attacks added, period placed after Electroweb, reworded the Unite Move gauge to be a mite less opinionated, and new section for Lock-On functionality. (Which is needed because of Double Team and Substitute). I need to add Move lock on and Move camera control to this section, but my Switch ran out of battery.)
Line 217: Line 217:


;Melee : Melee moves generally damage opposing Pokémon in front of the user.
;Melee : 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. (Most Dash moves will not allow the user to move into an obstacle that the move will end on, leaving the user just outside of the obstacle if attempted. Moves such as [[Fly]] that involve free movement are allowed to end within obstacles but the user is automatically relocated to a space just beyond the obstacle) Some Dash moves do not deal damage. Those moves are exclusively movement tools.
;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. (Most Dash moves will not allow the user to move into an obstacle that the move will end on, leaving the user just outside of the obstacle if attempted. Moves such as [[Fly]] that involve free movement are allowed to end within obstacles but the user is automatically relocated to a space just beyond the obstacle) Some Dash moves do not deal damage. Those moves are exclusively movement tools. This includes some attacks that normally inflict damage in the core series, such as {{UNITE|Dragapult}}'s {{m|Quick Attack}}.
;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.
Line 226: Line 226:
;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.
;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 or target are aimed at the nearest opposing Pokémon or directly forward if there is no opponent. Moves that designate an area aim at the nearest opposing Pokémon as well, but in the absence of that select the area around the user. The direction, target, or area 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 or target are aimed at the nearest opposing Pokémon or directly forward if there is no opponent. Moves that designate an area aim at the nearest opposing Pokémon as well, but in the absence of that select the area around the user. The direction, target, or area 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. (The text, "No Target", briefly appears if a move could not be used due to this restriction.)


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.  
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.  
Line 236: Line 236:
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 {{m|Surf}} involve the user attacking with a wave of water. However, {{UNITE|Slowbro}}'s, {{UNITE|Blastoise}}'s, and {{UNITE|Mew}}'s Surf have the user ride the wave of water forward while {{UNITE|Cramorant}}'s Surf sends a wave out at opponents that returns at the end of its range. Even among move uses that are similar, different Pokémon have different effects for their moves. Slowbro's Surf is a Hindrance move that throws opposing Pokémon and is followed by two waves washing over the same area as the first, while Blastoise's Surf is a Dash move that shoves and stuns opposing Pokémon and allows Blastoise to hop off of the wave as the attack ends.
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 {{m|Surf}} involve the user attacking with a wave of water. However, {{UNITE|Slowbro}}'s, {{UNITE|Blastoise}}'s, and {{UNITE|Mew}}'s Surf have the user ride the wave of water forward while {{UNITE|Cramorant}}'s Surf sends a wave out at opponents that returns at the end of its range. Even among move uses that are similar, different Pokémon have different effects for their moves. Slowbro's Surf is a Hindrance move that throws opposing Pokémon and is followed by two waves washing over the same area as the first, while Blastoise's Surf is a Dash move that shoves and stuns opposing Pokémon and allows Blastoise to hop off of the wave as the attack ends.


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, {{UNITE|Pikachu}} learns either {{m|Electro Ball}} or {{m|Thunder}}, but those moves can only replace its {{m|Thunder Shock}}. Generally, the new moves are improved versions of the move they are replacing. However, in some cases, such as with {{UNITE|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. To continue the example, Pikachu learns either {{m|Volt Tackle}} or {{m|Thunderbolt}}, but only to replace the other move it knew at Level 3, {{m|Electroweb}}  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.
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, {{UNITE|Pikachu}} learns either {{m|Electro Ball}} or {{m|Thunder}}, but those moves can only replace its {{m|Thunder Shock}}. Generally, the new moves are improved versions of the move they are replacing. However, in some cases, such as with {{UNITE|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. To continue the example, Pikachu learns either {{m|Volt Tackle}} or {{m|Thunderbolt}}, but only to replace the other move it knew at Level 3, {{m|Electroweb}}. 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.
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.
Line 244: Line 244:
{{UNITE|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.
{{UNITE|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 and involve shooting a projectile while the basic attacks used by Melee Pokémon have a short range. The range of these attacks is an area around the user, where melee attacks only have a small area and ranged attacks have a much larger area. This area can be seen by the player by holding the input for the basic attack. 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. Generally, a boosted attack is performed with every third basic attack, but some Pokémon instead use a boosted attack when a gauge is filled. Certain moves and Abilities can bypass this, making the next basic attack a boosted attack. Non-boosted basic attacks are always [[Physical move|physical]] in nature and use the [[Attack]] stat, while boosted basic attacks can be physical or [[Special move|special]] and use the corresponding stat.
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 and involve shooting a projectile while the basic attacks used by Melee Pokémon have a short range. The range of these attacks is an area around the user, where melee attacks only have a small area and ranged attacks have a much larger area. This area can be seen by the player by holding the input for the basic attack. 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 and/or modified ranges compared to non. Generally, a boosted attack is performed with every third basic attack, but some Pokémon instead use a boosted attack when a gauge is filled. Certain moves and Abilities can bypass this, making the next basic attack a boosted attack. Non-boosted basic attacks are always [[Physical move|physical]] in nature and use the [[Attack]] stat, while boosted basic attacks can be physical or [[Special move|special]] and use the corresponding stat.


Some moves modify the properties of the user's basic attack, which can make them occur more frequently, have more range, deal more damage, or have other assorted effects. Other moves change what a basic attack does in lieu of attacking when the move is used.
Some moves, such as {{UNITE|Dragapult}}'s {{m|Dragon Dance}}, modify the properties of the user's basic attack, which can increase their basic attack speed (how frequently a basic attack can be performed), increase their range, cause them to deal more damage, or have other assorted effects. Other moves change what a basic attack does entirely, such as how {{UNITE|Clefable}} uses a different basic attack while under the effect of its {{m|Gravity}}. Some moves, such as {{UNITE|Azumarill}}'s {{m|Play Rough}} and {{m|Aqua Tail}} change their user's basic attacks in lieu of attacking when the move is used.


[[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 do not change the trajectory of their moves based on the movement of their target.
[[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 do not change the trajectory of their moves based on the movement of their target.


====Unite Moves====
====Unite Moves====
Unite Moves are powerful moves unique to Pokémon UNITE. Unite Moves can only be learned and used in Unite Battles <ref>[https://www.nintendo.com/whatsnew/detail/2021/new-information-revealed-for-pokemon-unite/ Pokémon UNITE press release]</ref>. 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 are powerful moves unique to Pokémon UNITE. Unite Moves can only be learned and used in Unite Battles <ref>[https://www.nintendo.com/whatsnew/detail/2021/new-information-revealed-for-pokemon-unite/ Pokémon UNITE press release]</ref>. 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 have a full  Unite Move gauge. The Unite Move gauge slowly fills up on its own, and defeating Pokemon and scoring goals also contribute to filling the gauge. 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.  
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 {{UNITE|Urshifu}} and {{UNITE|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.
The Pokémon {{UNITE|Urshifu}} and {{UNITE|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.
====Lock-On====
The target a move or basic attack attempts to hit by default depends on the player's Control Settings.
When a Pokémon uses a basic attack, it locks onto a visible opposing Pokémon within range of that attack based on the Opponent Lock-On Priority setting, then attacks that Pokémon. If no opponent is locked-onto, a Pokémon using its basic attack will simply attack in the direction it is facing.
Depending on the setting, the Pokémon that gets locked-onto can be the opposing Pokémon with the least [[HP]], the least percentage of remaining HP, or the closest opponent. Pokémon on the opposing team are prioritized over [[wild Pokémon]], but this can be changed by using the Advanced Controls option to add a second basic attack button that prioritizes wild Pokémon. Opposing Pokémon hidden via {{UNITE|Stealth}} or [[Tall grass]] cannot be locked on to, nor can opponents who cannot be seen because the user is under the effects of [[Condition (UNITE)|Vision Obscured]].
If In-motion pursuit mode is on, and the player's Pokémon performs a basic attack while moving, the game will automatically move that Pokémon toward a nearby opposing Pokémon.


==In the anime==
==In the anime==
1,884

edits