Semi Invincibility Clause
Hi chums, this is Beelzemon 2003, the leader of the Gen 2 Item Clause Format. This is a short thread that I created to help those players that want to host Gen 1 matches or tournaments with the moves Dig and Fly allowed.
As you may know, in the first turn of Dig / Fly the user becomes Semi Invincible; however, if the second turn of the move is interrupted by Paralysis or Confusion damage, the move is disrupted AND the pokémon stays Semi Invincible indefinitely. The only way to get rid of the Semi Invincibility phase is to switch the user or use Dig or Fly again. If the user doesn’t switch or uses Dig or Fly again, it keeps its Semi Invincibility and can continue attacking from the Ground or the Sky with any move it desires, this creates an unfair advantage, because the only moves that can damage said pokémon are Bide and Swift.
To prevent a player’s pokémon to become Semi-Invincible for the rest of the match, I created the Semi Invincibility Clause, which says the following:
As I said before, the intention of this thread is to establish a standard for Gen 1 matches or tournaments that allow the moves Dig and Fly; my intention is not to change the mechanics of Pokémon Showdown’s Simulator so the moves Dig and Fly are allowed (although that would make me very happy).
By the way, to disqualify players that break the Clause, the Tournament Organizer has to use the following command:
Where NAME_OF_THE_PLAYER is, well, the name of the player that violated the Clause and refuses to forfeit (Note: this command only works in tournaments that are created in private Chat rooms).
That’s all for now, see ya chums.
Related Topics
Tips for using Dig and Fly
Probability that a pokémon activates the Semi-Invincibility Glitch when it uses Dig anf Fly
Hi chums, this is Beelzemon 2003, the leader of the Gen 2 Item Clause Format. This is a short thread that I created to help those players that want to host Gen 1 matches or tournaments with the moves Dig and Fly allowed.
As you may know, in the first turn of Dig / Fly the user becomes Semi Invincible; however, if the second turn of the move is interrupted by Paralysis or Confusion damage, the move is disrupted AND the pokémon stays Semi Invincible indefinitely. The only way to get rid of the Semi Invincibility phase is to switch the user or use Dig or Fly again. If the user doesn’t switch or uses Dig or Fly again, it keeps its Semi Invincibility and can continue attacking from the Ground or the Sky with any move it desires, this creates an unfair advantage, because the only moves that can damage said pokémon are Bide and Swift.
To prevent a player’s pokémon to become Semi-Invincible for the rest of the match, I created the Semi Invincibility Clause, which says the following:
If your pokémon gets stuck during the Semi Invincibility phase of the moves Dig or Fly, your next successful action must be Dig, Fly or Switch. If your next successful action is none of the ones mentioned before, you lose the match.
If your pokémon gets stuck during the Semi Invincibility phase of the moves Dig or Fly, your next successful action must be one of the following:
1. Switch the pokémon that got stuck.
2. Use Dig.
3. Use Dig via another move in your first try (e.g. using Dig via Metronome).
4. Use Fly.
5. Use Fly via another move in your first try (e.g. using Fly via Mirror Move).
If your next successful action is other than the ones mentioned before, you lose the match even if you refuse to select the Run / Forfeit Options.
If your first successful action is one of the allowed options, but your pokémon gets stuck again in the Semi Invincibility phase, you have to repeat the process until you cease to be Semi Invincible.
You will also lose the match if none of the allowed options are available (e.g. if your last reamining pokémon uses Dig via Metronome´s last PP, gets stuck and doesn’t have the moves Dig or Fly).
1. Switch the pokémon that got stuck.
2. Use Dig.
3. Use Dig via another move in your first try (e.g. using Dig via Metronome).
4. Use Fly.
5. Use Fly via another move in your first try (e.g. using Fly via Mirror Move).
If your next successful action is other than the ones mentioned before, you lose the match even if you refuse to select the Run / Forfeit Options.
If your first successful action is one of the allowed options, but your pokémon gets stuck again in the Semi Invincibility phase, you have to repeat the process until you cease to be Semi Invincible.
You will also lose the match if none of the allowed options are available (e.g. if your last reamining pokémon uses Dig via Metronome´s last PP, gets stuck and doesn’t have the moves Dig or Fly).
As I said before, the intention of this thread is to establish a standard for Gen 1 matches or tournaments that allow the moves Dig and Fly; my intention is not to change the mechanics of Pokémon Showdown’s Simulator so the moves Dig and Fly are allowed (although that would make me very happy).
By the way, to disqualify players that break the Clause, the Tournament Organizer has to use the following command:
/tour dq NAME_OF_THE_PLAYER
Where NAME_OF_THE_PLAYER is, well, the name of the player that violated the Clause and refuses to forfeit (Note: this command only works in tournaments that are created in private Chat rooms).
That’s all for now, see ya chums.
Related Topics
Tips for using Dig and Fly
Probability that a pokémon activates the Semi-Invincibility Glitch when it uses Dig anf Fly
Last edited: