The current Stad1 Wrap implementation is just...wrong. Like, completely wrong. Both of my videos have some commentary to show my perspective and thoughts. Pls forgive my pre-trans voice, it makes me very insecure.
Partial Trapping Info Leaks / Flawed Messaging
In Pokemon Stadium, when being partially trapped, you will get no indication of when it will actually end. Unlike RBY, the fight button doesn't really do anything here, and you can click a move and such. This goes for both ends. This is important, as it comes into the issue later.
Considering this information,
this replay presents an info leak that can influence your next play. When a target is freed from any partial trapping move is
never given in Stadium, and that distinction is very important. Neither player should know when the partial trapping is about to end, not even the user. In addition, you should be able to click any move at any point, as once again, you literally aren't supposed to know whether it'll actually be used.
So as a result of this, both players kind of just throw moves out and pray if they intend to attack. Neither party knows when the partial trapping will actually end. As such, in PS, all moves should be available to click. If they're released from trapping, you get the attack; otherwise, the trapping keeps going.
WrapSwitching Test Results
I was also curious about how WrapSwitching truly works, as my previous test wasn't in-depth, so I did some tests on Pokemon with different speed stats. Namely, a perfect DV/Stat Exp Rapidash and the Rental Rapidash against two perfect DV/Stat Exp Magikarp. I kept with Fire Spin since I'm kind of tired and can't be bothered to edit things. Only got one miss anyway.
To sum up;
- If either player switches out, the turn ends there and then. Wrap and friends will not continue, no attacks will be used, the turn just ends. It's as if a Pokemon fainted.
- If both players switch out, they will both get their switches.
- Speed does not matter at all.
From a competitive perspective, when the move is used, both players should just switch out. There's no reason for either party to stay in unless you want a pseudo-whirlwind that's completely safe for the opponent. You're kind of forcing the opponent out if you're faster anyway, since uh...they'll die if you spam it. This entire thing isn't really implemented on PS and should probably just be recoded from the ground up, honestly.
It should be noted that in some cases of switching in Stad1,
Wrap is used upon a switch, but nothing happens. I don't know how or why this happens, but it shouldn't.
EDIT:
Mimic Infinite PP Glitch
This is mainly so everything I mentioned
here in reference to Stadium is on the record here.
This is an issue with inheritance. In later generations, if you have the same move, the PP will be deducted from the first instance of it basically forever. However, this does
not happen in RBY or Stadium, but as there hasn't been anything to say otherwise, it just inherits the mechanic.
Here's a video where I demonstrate it, as well as verify that everything else about Mimic (bar the display error from earlier) is correct.