Disable: Difference between revisions

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As a Normal-type status move, the mechanics of Disable have changed throughout the generations of {{uv|Pokémon}}. In Generation I, Disable inaccurately and randomly disallows the opponent to use one of its moves for a random chosen number of turns. From Generation II onward, it always disables the last move used by the opponent, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in Smash Bros., where it prevents the victim from moving entirely, making it more accurate to the move's representation within the Pokémon anime series.
As a Normal-type status move, the mechanics of Disable have changed throughout the generations of {{uv|Pokémon}}. In Generation I, Disable inaccurately and randomly disallows the opponent to use one of its moves for a random chosen number of turns. From Generation II onward, it always disables the last move used by the opponent, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in Smash Bros., where it prevents the victim from moving entirely, making it more accurate to the move's representation within the Pokémon anime series.


The Japanese name of this move is somewhat named after the term ''kanashibari'' (金縛り, lit. golden binding), the Japanese term for sleep paralysis.
The Japanese name of this move is somewhat named after the term ''kanashibari'' (金縛り, lit. gold binding), the Japanese term for sleep paralysis.


==Short Hop Disable==
==Short Hop Disable==