Generation I/Comparison/In-Battle Issues


 * Critical hits would ignore stat increases from both parties rather than just the target.
 * could be used in response to or  to instantly defeat an enemy Pokémon, even if the move hit the user's.
 * With the exception of, every attack had at least a 1/256 chance of missing.
 * ,, , and immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
 * was programmed with offensive properties instead of being programmed to ignore type matchups, making it ineffective against Ghost types.
 * When a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against one of the target's types.
 * Waking up from sleep took a full turn.
 * Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
 * As soon as connected, the user would become disobedient and would be unable to use any other move until it fainted. When Rage was used, it only lost the initial 1PP, and if the user is inflicted with an accuracy-reducing move right before or while using Rage, its accuracy would drop by 1/256 for each succeeding turn of Rage before eventually capping out at 1/256.
 * Multi-hit moves dealt the same amount of damage for each hit in a turn, meaning that if the first hit was a critical hit, the other hits would be critical hits as well.
 * In-game opponents had infinite PP, so that they could use powerful moves with 5 PP without limit.