Dig and Fly are moves that are virtually unused in 1U, but in tiers outside of 1U, Dig and Fly start to actually find niche use. Dig allows Raticate and LC Rattata to force out ghosts that otherwise wall them and KO them in a last pokemon scenario (Most useful for Raticate 2U and below, where it outspeeds them and dodges their moves). Fly allows Raichu and LC Pikachu to deal decent damage to the grass types that otherwise wall it, allows Pidgeot to dodge status from sleeper bugs and grasses and scare them out, and is the only usable Flying STAB for Farfetch'd.
However, on cartridge, Dig and Fly have a glitch where being fully paralyzed on the second turn of the attack leaves the user invulnerable while regaining the ability to select attacks. The only way to get rid of invulnerability at that point is for the user to successfully use Dig or Fly or switch out, which the user likely has no need to do so. This has lead to it either being left unimplemented in simulators or banned.
One of my Pokemon related projects aims to improve RBY's simulator and make it as accurate to the cartridge mechanics as possible, and this would mean integrating the Dig and Fly glitches. While it is commonly decided to simply ban the two moves where the glitch is implemented due to nothing in 1U using it in any competitive set, banning the use of these moves affects Pokemon in lower tiers.
The way I see it, there are four options for handling Dig and Fly with the glitch mechanics implemented:
Leave it
Ban Dig/Fly
Clause that forces the use of Dig/Fly or the user to switch out when the user is invulnerable
Clause that prevents invulnerability from being retained via full paralysis, like Sleep and Freeze Clauses.
The pros of leaving it is that nothing has to be done, as they are rarely used except in niche sets (outside of perhaps Raticate, Farfetch'd and Rattata).
The cons of leaving it is that it creates unwelcome scenarios where the user can randomly become invulnerable and prevent the opponent from affecting it in any way, especially in tiers where the moves have viability.
The pros of banning Dig/Fly is that it is simple and does not affect 1U in any major way (Raticate loses a niche option vs. Gengar).
The cons of banning Dig/Fly is restricting moves and affecting tiers below 1U.
The pros of bring forced to use Dig/Fly or switch out when invulnerable is that it would be the closest to cartridge mechanics while preventing abuse.
The cons of bring forced to use Dig/Fly or switch out when invulnerable is that it is complex, forces the user to give up their advantage and does nothing to prevent a scenario where it is impossible to enforce due to the user being the last Pokemon and having no more PP for Dig/Fly (although would likely be an extremely rare scenario).
The pros of invulnerability being prevented is that it is moderately simple, would make Dig/Fly functionally the same as in most existing simulators, and allows use of the move and removes any potential for abuse.
The cons of invulnerability being prevented is that it is not accurate the the cartridge mechanics.
If Dig and Fly were to be accurate to cartridge mechanics, what option would you prefer?
(my own preference would be option 4, allowing use but preventing abuse of the moves)
However, on cartridge, Dig and Fly have a glitch where being fully paralyzed on the second turn of the attack leaves the user invulnerable while regaining the ability to select attacks. The only way to get rid of invulnerability at that point is for the user to successfully use Dig or Fly or switch out, which the user likely has no need to do so. This has lead to it either being left unimplemented in simulators or banned.
One of my Pokemon related projects aims to improve RBY's simulator and make it as accurate to the cartridge mechanics as possible, and this would mean integrating the Dig and Fly glitches. While it is commonly decided to simply ban the two moves where the glitch is implemented due to nothing in 1U using it in any competitive set, banning the use of these moves affects Pokemon in lower tiers.
The way I see it, there are four options for handling Dig and Fly with the glitch mechanics implemented:
Leave it
Ban Dig/Fly
Clause that forces the use of Dig/Fly or the user to switch out when the user is invulnerable
Clause that prevents invulnerability from being retained via full paralysis, like Sleep and Freeze Clauses.
The pros of leaving it is that nothing has to be done, as they are rarely used except in niche sets (outside of perhaps Raticate, Farfetch'd and Rattata).
The cons of leaving it is that it creates unwelcome scenarios where the user can randomly become invulnerable and prevent the opponent from affecting it in any way, especially in tiers where the moves have viability.
The pros of banning Dig/Fly is that it is simple and does not affect 1U in any major way (Raticate loses a niche option vs. Gengar).
The cons of banning Dig/Fly is restricting moves and affecting tiers below 1U.
The pros of bring forced to use Dig/Fly or switch out when invulnerable is that it would be the closest to cartridge mechanics while preventing abuse.
The cons of bring forced to use Dig/Fly or switch out when invulnerable is that it is complex, forces the user to give up their advantage and does nothing to prevent a scenario where it is impossible to enforce due to the user being the last Pokemon and having no more PP for Dig/Fly (although would likely be an extremely rare scenario).
The pros of invulnerability being prevented is that it is moderately simple, would make Dig/Fly functionally the same as in most existing simulators, and allows use of the move and removes any potential for abuse.
The cons of invulnerability being prevented is that it is not accurate the the cartridge mechanics.
If Dig and Fly were to be accurate to cartridge mechanics, what option would you prefer?
(my own preference would be option 4, allowing use but preventing abuse of the moves)
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