Uploaded December 2014 | Updated September 2026, 3 weeks ago
If a Pokemon that was frozen or put to sleep with either Charging (e.g. SolarBeam), Bide, Rage, or Thrashing About condition is cured Sleep or Freeze by Haze, that Pokemon will be unable to select and use a move for as long as it stays on the field (Rage may still build).
Long explanation:
When Haze is used, the other player's selected move address is set to 0xFF. This would translate to something like "has not selected a move and cannot use a move". This is necessary because otherwise the cured Pokemon (if slower) will use again the move he last used before getting frozen or being put to sleep.
The very first thing that happens when the game attempts to execute a move is that if the selected move address contains 0xFF, the game will skip directly to applying poison/burn/leech seed damage and then finish the turn. This doesn't only mean that the move execution is skipped, but also that a lot of stuff involving the handling of substatuses and other conditions is skipped. Particularly, the part that clears the charging status, or decrements the Bide or Thrashing About counter would be skipped.
There is another portion of code in the game that makes the move selection part be skipped if the player is into Charging, Bide, Rage, or Thrashing About condition. If one of these conditions is active no move can be selected, so if the selected move address is 0xFF, it will remain 0xFF. Because the selected move is 0xFF, no move can be used and the code that removes the condition is never executed. Stuck in a loop over here.
Note that this glitch would also apply to Fly/Dig and Trapping moves (being used in either side) like Wrap, but it's not possible to inflict sleep or freeze to a Pokemon in those conditions (at least I wouldn't know how). Hyper Beam is not affected by this glitch because the Recharge condition is cleared when the Pokemon is put to sleep or frozen.
EDIT: Thanks to ChickasaurusGL for helping me figuring this out! I failed to notice that the Recharge condition is only cleared when it's the player who uses the freezing move and Haze, but it's not cleared if it's the other way around. So this means that the glitch would also apply to Hyper Beam if we could swap the Pokemon in the video. In addition, the glitch would also apply to Hyper Beam in general during Link Battles. It's technically a desync glitch with one game thinking the Pokemon needs to recharge and the other game thinking it doesn't need to. However, since the affected Pokemon can't use any move, the game in which the Pokemon could technically use a move doesn't receive data for any move used and thus, the glitch is performed but no desyncing errors are experienced.
If a Pokemon that was frozen or put to sleep with either Charging (e.g. SolarBeam), Bide, Rage, or Thrashing About condition is cured Sleep or Freeze by Haze, that Pokemon will be unable to select and use a move for as long as it stays on the field (Rage may still build).
Long explanation:
When Haze is used, the other player's selected move address is set to 0xFF. This would translate to something like "has not selected a move and cannot use a move". This is necessary because otherwise the cured Pokemon (if slower) will use again the move he last used before getting frozen or being put to sleep.
The very first thing that happens when the game attempts to execute a move is that if the selected move address contains 0xFF, the game will skip directly to applying poison/burn/leech seed damage and then finish the turn. This doesn't only mean that the move execution is skipped, but also that a lot of stuff involving the handling of substatuses and other conditions is skipped. Particularly, the part that clears the charging status, or decrements the Bide or Thrashing About counter would be skipped.
There is another portion of code in the game that makes the move selection part be skipped if the player is into Charging, Bide, Rage, or Thrashing About condition. If one of these conditions is active no move can be selected, so if the selected move address is 0xFF, it will remain 0xFF. Because the selected move is 0xFF, no move can be used and the code that removes the condition is never executed. Stuck in a loop over here.
Note that this glitch would also apply to Fly/Dig and Trapping moves (being used in either side) like Wrap, but it's not possible to inflict sleep or freeze to a Pokemon in those conditions (at least I wouldn't know how). Hyper Beam is not affected by this glitch because the Recharge condition is cleared when the Pokemon is put to sleep or frozen.
EDIT: Thanks to ChickasaurusGL for helping me figuring this out! I failed to notice that the Recharge condition is only cleared when it's the player who uses the freezing move and Haze, but it's not cleared if it's the other way around. So this means that the glitch would also apply to Hyper Beam if we could swap the Pokemon in the video. In addition, the glitch would also apply to Hyper Beam in general during Link Battles. It's technically a desync glitch with one game thinking the Pokemon needs to recharge and the other game thinking it doesn't need to. However, since the affected Pokemon can't use any move, the game in which the Pokemon could technically use a move doesn't receive data for any move used and thus, the glitch is performed but no desyncing errors are experienced.



![Pokemon Red / Blue - Unused (Glitch) Move Effects
This video is a compilation of unused move effects from 0x99 through 0xC3
Follow the byte at 0xCFD3 in the Memory viewer (RAM) to see which attack effect Im using each time.
Effects that didnt show any effect other than causing normal damage (e.g. 0x9E), crashed the dame (e.g. 0xA8), or were repeated (e.g. 0xB3), where cut from the video. Additional tests were made on move effects like 0x9D or 0xB8 to come up with a more accurate conclusion.
99 Normal damage + Haze effect
9A Normal damage + Bide effect
9B Thrash effect
9C Normal damage + Roar/Whirlwind effect
9D Normal damage + Makes the next move to hit 2-5 times? (notice that, in the video, the second time I was attacking with No Effect [00])
9E-9F No effect?
A0 Normal damage + Puts target to sleep
A1 Normal damage + Poisons target
A2-A6 No effect?
A7 Normal damage + Dug in a hole text + Forced to repeat attack next turn (its the turn when Dig would deal damage)
A8-A9 Crashes the game
AA Wrap effect
AB Normal damage + Dug in a hole text + Forced to repeat attack next turn (its the turn when Dig would deal damage)
AC Normal damage + Makes the next move to hit 2-5 times?
AD Crashes the game
AE Normal damage + Mist effect
AF Normal damage + Rage related text (doesnt lock the Pokemon into using the same move and neither the attack stat seems to increase)
B0 Recoil effect
B1 Normal damage + Causes confusion
B2-B7 Normal damage + Nothing happened! text
B8 Normal damage + Recovers HP = Max HP / 2 ?
B9 Normal damage + Transforms into opponent
BA-BF Normal damage + Lowers glitched stat
C0-C1 Normal damage + Reflect effect
C2 Normal damage + Poisons target
C3 Normal damage + Paralyzes target Pokemon Red / Blue - Unused (Glitch) Move Effects](https://i.ytimg.com/vi/h3-4AZGw4XU/mqdefault.jpg)






