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An Explaination of How Anime Moves Work

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I've noticed that a lot of people are confused about the differences between Anime Movesets and In-Game Movesets. I know that moves in the games are classified by type and whether they are Physical, Special, or Status moves. But the Anime is so dynamic that I feel that a different classification system should be made. Thus I create this, my first Blog Entry.

First, I make five primary catagorys:
  1. Ranged Class: These attacks hit opponents from a distance, and are used to keep opponents from getting close. Effective at countering Combat Class attacks.
  2. Rush Class: These attacks close the distance between the attacker and the opponent, and are often used to set up Combat Class attacks. Effective at countering Ranged Class attacks.
  3. Combat Class: These attacks hit opponents that are close to the attacker. Effective at countering Rush Class Attacks.
  4. Power Up Class: These attacks increase the powers of a Pokemon, and are used to turn the tide of battle to one's favor.
  5. Hinderence Class: These attacks hinder the opponent in some way, and are used to turn the tide of battle to one's favor.


Now, with so many moves with different effects and usages, I will now be going into each sub-class in detail.

Ranged
  • Beam Class: These attacks are usually energy based, and fire a continuous stream of damage. Ex: Ice Beam, Water Gun, Thunder Bolt
  • Shot Class: These attacks are made up of multiple small, solid projectiles that are fired at the opponent either in small bursts or a continuous stream. Ex: Bullet Seed, early DP Ice Shard, Ember, Stone Edge.
  • Cannon Class: These attacks are made of a single, large, and usually round projectile, typically energy based, that is fired at the opponent. These attacks are typically very powerful. Ex: Shadow Ball, Energy Ball, Zap Cannon, Electro Ball, Rock Wrecker.
  • Weapon Class: These attacks make use of some kind of weapon, such as nearby rocks or a bone. There are very few of these attacks around anymore. Ex: Bonemarang, Rock Throw.


Rush
  • Speed Rush: These attacks are typically weaker, but very fast an maneuverable, and are very difficult to dodge. Ex: Aqua Jet, Quick Attack, Flame Wheel, Aerial Ace, Wing Attack.
  • Power Rush: These attacks are extremely strong and typically cloak the attacker in some kind of energy field. However, these attacks suffer from maneuverablility and stability issues. Ex: Giga Impact, Flare Blitz, Volt Tackle.
  • Stealth Rush: These are tricky attacks that strike from out of sight. They are hard for beginners to counter. Ex: Dig, Dive, Shadow Force.


Combat
  • Weapon Class: Uses some kind of held or created weapon to battle. Ex: Bone Club, Bone Rush, Razor Shell.
  • Body Class: These attacks are made up of punches, kicks, and headbutts. They are sometimes energy based. Ex: Mach Punch, Mega Kick, Fire Punch, Close Combat.


Power Up
  • Strengthening: These are moves that slightly increase the power of a Pokemon. Ex: Work Up, Howl, Bulk Up, Growth.
  • Trade Off: Lowers some stats for a powerful increase. Ex: Non-Ghost Curse, Shell Break.
  • Recovery: These moves cure status conditions and/or recover vitality. Ex: Recover, Rest, Heal Bell, Aromatherapy.


Hinderence
  • Trap: These attacks affect the whole battle field, weakening the opponent. Ex: Mud Sport, Stealth Rock, Spikes, Toxic Spikes.
  • Restriction: These attacks immobilize and/or prevent retreat. Ex: Mean Look, Constrict, Attract.
  • Weakening: These moves lower the stats of an opponent, making them easier to defeat. Ex: Metal Sound, Leer, Growl.
  • Ejection: These moves force an opponent to retreat. Ex: Roar, Whirlwind.
  • Weather: These moves change the weather of the battle field, weakening the opponent and strengthening your Pokemon. Ex: Hail, Sunny Day, Sandstorm.



Please discuss how this list could help or hinder the understanding of Pokemon battles in the anime, and if there are classes or categorys of attacks that were missed.

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