Super effective move AI flaw: Difference between revisions

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{{Misc R/B}}
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[[Image:AI_glitch.png|270px|thumb|right|A normal dragonair under the effect of the move AI glitch]]
[[File:Move AI flaw.png|270px|frame|right|One of Lance's Dragonair 'locked into' Agility; a Psychic type move, against Zubat, a Poison/Flying type Pokémon.]]
In Pokémon Red, Blue and Yellow, enemy Pokémon from computer controlled Trainers (but not wild Pokémon) prioritize super effective moves over regularly effective or not very effective/non effective moves even if the move does not deal damage.


The AI was changed in Pokémon Gold and Silver so that opponents will not always use a non-damaging super effective moves if no super effective damaging move is known. (e.g. Bird Keeper Jose's level 34 Farfetch'd on Route 27 will not be locked on to Agility against a Zubat)
In Pokémon R/B/Y and Green there is a slight bug in the formulae which decides which move the enemy Pokémon will use.

The game would ensure that if the enemy Pokémon has a move which is super effective or regular effective it would use that move over a 'not very effective move' with super effective moves being those that are the 'top-priority' ones. However this also meant that if the opponent's only regularly effective or higher effective move was a status or stat-altering move the opponent would be forced into using it.

This is a problem notably with psychic type moves such as Barrier, Light Screen and Agility (which was a psychic type move until Generation III) for example a Rapidash's high special attack would make it relatively easy to defeat a Golbat of the same level with fire blast; however if that same Rapidash also had agility it would never use fire blast until Agility's PP was 0. As a result that Golbat would have plenty of time to defeat that Rapidash.


This glitch was fixed in later generations of the Pokémon games especially in comparison to Generation IV where the opponent's AI has been greatly improved.

[[Category:Miscellaneous glitches]]


==Example==
In Pokémon Red and Blue, all three of Lance's Dragonair know Agility as their only Psychic-type move. Agility is a status move rather than a damage dealing move, however, these Dragonair will be 'locked on' to Agility against a Poison type Pokémon such as Zubat, because the Psychic type is super effective against the Poison type.


A low level Poison type Pokémon could eventually beat one of Lance's Dragonair, and the process could be made quicker with a poison inducing move such as Toxic.


As enemy Trainers don't use PP in Generation I, Dragonair running out of PP on Agility is not a problem.


==External links==
==External links==
#[http://forums.glitchcity.info/index.php/topic,5781.0.html A thread on Glitch City Laboratories Forums concerning the Move AI glitch]
#[https://forums.glitchcity.info/index.php?topic=5781.0.html A thread on the forums about the flaw].
[[Category:Non-glitch exploits]]

Revision as of 00:09, 29 May 2022

Miscellaneous glitches of Pokémon Red and Blue and Pokémon Yellow

Amazing Man (Red and Blue only) | Cable Club escape glitch | Celadon looping map trick | Champion Blue music muting glitch | Coastal Flooding | Confusion and Substitute glitch | Cooltrainer move | Cycling based glitch maps | Escape sprite handling glitch | Evolve without an evolutionary stone (Red and Blue only) | Evolving Raichu (Red and Blue only) | Expanded item pack | Expanded Pokédex | Focus Energy glitch | Get stuck in a wall | Ghost Bicycle glitch | Glitch encounter system | Glitch City RAM Manipulation | Infinite Blaine Door | Introduction Nidorino glitch (Red and Blue only) | Invisible PCs (Red and Blue only) | Invisible tree glitch | Item stack duplication glitch | Mute the music in the Pokémon League | Partial trapping move link battle glitch | Pokémon Tower Pokédex glitch | PP underflow glitches | Recovery move glitch | Rival's effect | See a Ghost without a Silph Scope | Selfdestruct and Substitute glitch | Silph Co. PC Glitch | Slot machine glitch | Stand on a tree | Statue behavior glitch (Red and Blue only) | Super effective move AI flaw (Red and Blue only) | Super Glitch | Surf down glitch | Swift miss glitch | Transform assumption glitch | Transform Empty Move Glitch | Trick Zone | Vending machine purchase glitch | Walk around with only fainted Pokémon (Red and Blue only) | Walking lag glitch | Walk on water through Surf | Walking Pikachu happiness glitch (Yellow only) | Wild appeared! | ZZAZZ Glitch

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One of Lance's Dragonair 'locked into' Agility; a Psychic type move, against Zubat, a Poison/Flying type Pokémon.

In Pokémon Red, Blue and Yellow, enemy Pokémon from computer controlled Trainers (but not wild Pokémon) prioritize super effective moves over regularly effective or not very effective/non effective moves even if the move does not deal damage.

The AI was changed in Pokémon Gold and Silver so that opponents will not always use a non-damaging super effective moves if no super effective damaging move is known. (e.g. Bird Keeper Jose's level 34 Farfetch'd on Route 27 will not be locked on to Agility against a Zubat)

Example

In Pokémon Red and Blue, all three of Lance's Dragonair know Agility as their only Psychic-type move. Agility is a status move rather than a damage dealing move, however, these Dragonair will be 'locked on' to Agility against a Poison type Pokémon such as Zubat, because the Psychic type is super effective against the Poison type.

A low level Poison type Pokémon could eventually beat one of Lance's Dragonair, and the process could be made quicker with a poison inducing move such as Toxic.

As enemy Trainers don't use PP in Generation I, Dragonair running out of PP on Agility is not a problem.

External links

  1. A thread on the forums about the flaw.