^^^
oh shit, you know I can actually see that being the case---I think that movie was popular in Japan?
Anyway, today we cover some sound moves, then we drop some acid.
Sing - Normal [Status]
15PP/55%
A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
If powered up by a Normalium Z into Z-Sing, the user's Speed stat raises one stage.
Sing is the first move that can cause the opponent to fall asleep, and it's another status effect that's been somewhat nerfed over the years. First of all, originally it could last up to seven turns (though Stadium balanced it a bit and made it three turns max) which could really ruin your day, and when your Pokemon woke up they were unable to act till the next turn. It's very possible you could find yourself stuck in an infinite sleep loop. Later Generations made it possible for the Pokemon to attack as soon as it woke up, and currently Sleep will only last a max of three turns. In some Generations switching out would actually reset the counter, so you could find yourself waiting even longer, but as of Generation VI that's no longer the case. Generation V was one such Generation where switching would reset the counter, and thus forcefully switching out an opponent's sleeping Pokemon could prove to be a useful strategy.
In the competitive scene, sleep can be a very useful status effect though perhaps with some caveats. Needless to say sending your foe to sleep can be absolutely devastating to their strategy as that Pokemon basically becomes useless unless they're carrying Sleep Talk, but you never know how long said Pokemon will remain asleep and thus there is some random element to it. Other status effects, such as paralysis, burn, and poison, are more of a "one-and-done" deal, as you've effectively lowered the opponent's Speed/Attack/HP, but there's no such long-term benefits with sleep. There's also quite a few sleep counters now, such as Abilities that negate it, and Sing as a Sound-based move has an extra hurdle to clear since it's blocked by Soundproof, as well as having rather low accuracy though if it hits sleep is 100% guaranteed. Most serious competitions have invoked a "sleep clause" where only one Pokemon per team can be inflicted with sleep at a time, excluding self-inflicted sleep via Rest, which I imagine "balances" out the possibility of just sending the entire opposing team to sleep and going to town.
I feel like Sing should've been called "Lullaby" (it's Sing in Japan too) to make the sleep element clearer, but most Pokemon fans know exactly what this move does thanks to Jigglypuff using it in the anime and in Super Smash Bros. to send folks to sleep. I think "Jigglypuff's Lullaby" was based on the original tune Sing played in RBY, but not an exact match? But that's become the trademark Sing sound for many. I was actually trying to see if there was a "Sing Throughout the Generations" video on Youtube showing what it sounded like in each game but no luck, nor has Bulbapedia got all the sounds up either. So I really don't know off the top of my head what it sounds like now. By the way, that Jigglypuff? After being absent from the show since early Hoenn it's made a reappearance in Sun and Moon, and there are rumors it may end up captured by Lillie thus finally becoming a "main character".
Anyway, Jigglypuff is the main user of this in popular media, but many other cute Pokemon can learn it such as Clefairy, Skitty, and recent Water Starter Popplio. Though it ultimately wouldn't matter due to being a Status move, I'm kind of surprised it didn't become a Fairy-type move since it's associated with Pokemon of that Type or in the Fairy Egg Group. Kricketune kind of breaks the mold as while not ugly, its "Sing" is less cute and I guess, uh, nightmarish DEEEDLE-DEEDLE-DEE-WOOO-WOOO. Also it's possible to get this move on Mega Glalie, though this involves obtaining a purified Snorunt with it in Pokemon XD and trading it up through three Generations. Is it worth it? Probably not, but seeing a demonic, bearded entity singing has to be good for a laugh.
Supersonic - Normal [Status]
20PP/55%
The user generates odd sound waves from its body that confuse the target.
If powered up by a Normalium Z into Z-Supersonic, the user's Speed rises one stage.
I guess it's time to talk about confusion? You know we had Thrash which caused it as a side-effect, but as Supersonic is the first move that directly causes it it's time for a proper introduction. Though confusion is usually considered a major status effect alongside sleep, poison, and such, it's actually in a different category as a "volatile" condition, one that lacks an icon and can be stacked. As volatile suggests, the status effect isn't permanent and will disappear when the Pokemon is switched out, or when the battle ends. That being said confusion is quite annoying as you'll either have to waste a turn switching out or take a chance and attack, which until Generation VII, was a 50% (now 60%) chance of the attack succeeding---or you hurting yourself and wasting a turn. Confusion lasts 1-4 turns, however only turns you select a move and pull it off count towards lowering it so you can't merely sleep it off with Rest, and if you're fully paralyzed that effectively wastes a turn recovering from it.
You might not know this, but the damage inflicted by confusion is actually based on the Pokemon's Attack, and the damage done is if said Pokemon was hit by a Typeless, non-critical 40BP Physical move. So, Physical-based Pokemon actually have a disadvantage when confused, and for Special-based Pokemon purposefully making one's Attack IV as low as possible is a viable anti-confusion precaution. Confusion wasn't used all that often in the competitive scene from what I gathered, being based on random chance, except when it came to Swagger. I'll talk more about Swagger when we get to that move, however.
Supersonic is one of the more "popular" confusion-inducing moves, but not for the player---oh no, the CPU loves to use this move to mess with you, and the fact that the Zubat, Tentacool, and Wingull lines carry it is a cruel-joke on the part of Game Freak. Except them to use this move all the time against you. Sure, you can run, but all three of them are also fairly fast Pokemon so that won't always work and you'll waste a turn regardless. Anyway Supersonic is basically "echolocation", and thus learned by bat-based Pokemon and those who utilize sound, though some users are kind of odd. I guess seagulls do make sound, but why does Wingull get it specifically? Do jellyfish/squid creatures use it explaining while Tentacool gets it? I really do think Game Freak in some cases just picked the most annoying Pokemon they could find to give it to. Oddly enough despite it being a move you'd associate with bat-based Pokemon, Woobat doesn't learn it naturally, only as an Egg Move. Not sure why this is since it is said to use echolocation like the other bats, but I guess debuting in a Zubat-free region Game Freak finally wanted to give us a break?
Sonic Boom - Normal [Special]
20PP/90%
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
A move which has been ruined by memes, you'll either have the Guile Theme playing in your head or think of that horrid abomination of a Sonic game...I'm of course talking about Sonic CD, in which "Sonic Boom" was the theme song.
Sonic Boom is the first "fixed damage" move, always taking away 20HP from the opponent regardless of Type, Special Defense, or any other factors---besides its imperfect accuracy, this is one of the most predictable moves you can use. In Generation I it could even hurt Ghost-type Pokemon, though that's no longer the case. Early game, this move is fairly powerful when Pokemon don't have a lot of HP but as the journey goes on you'll be using it less and less as your other moves will prove to be more effective, though it can still find a use when it comes to catching Pokemon as a way to deal chip damage without accidentally fainting them. It's banned however in "Little Cup" competitions, including in-game ones such as Pokemon Stadium and Battle Revolution, because 20HP can be absolutely deadly when you're up against Level 1-5 Pokemon and not very fair.
Though a sonic boom is the result of something moving faster than the speed of sound, it's not a Sound-based move. But I guess this makes sense since it's not the sound that does the damage necessarily, it's the shockwave. In Generation I it was learned by the two "mechanical" Pokemon Magnemite and Voltorb, the latter which ended up being the fastest Pokemon once it evolved into Electrode and thus the most likely to cause a sonic boom, and since has been learned by a few other Pokemon, such as Yanma whose wings are said to emit powerful shockwaves and Buizel, who can use its tails to launch shockwaves much like Guile can. Once more the fact it's not a Sound-based move is highlighted by the fact prominent Sound-based Pokemon such Exploud and Chimecho cannot learn it. The two Pokemon who learn it via breeding, Spinarak and Munna, are kind of oddballs here though.
Disable
20PP/100%
For four turns, this move prevents the target from using the move it last used.
If powered up by a Normalium Z into Z-Disable, all of the user's lowered stats are reset.
The Japanese name of this attack is "Kanashibari", which is the Japanese term used to refer to sleep paralysis. If you've spent any time in GAF's "Creepy Story" threads, you know quite a few people suffer from this condition which leads to one waking up more or less conscious, but with the inability to move---traditionally attributed to a ghost or demon sitting on one's chest---and often hallucinations follow. I used to horribly suffer these as did my mom, waking up in the middle of the night screaming in terror. I've since learned the best method to get around them is to focus on one body part when you feel it coming on, and it's been a few years since I've had a serious night terror issue. But, needless to say, the generic localized name of the move removes that neat little element.
I always associated this move with Drowzee since I remember it using it the most in Red and Blue, which is quite fitting since as a Pokemon based on a creature that's said to steal dreams it could be seen as the best user of "Sleep Paralysis", the type of creature who in superstition would cause such a phenomenon. Likewise Darkrai learns it being the Nightmare Pokemon and all, and many of the other natural users are somewhat creepy Pokemon or those with occult powers. Through breeding you get some weird examples however, like Seel and Horsea, but others make sense if you think it through---Kecleon isn't creepy, but it could stand on your chest invisibly without your knowledge. Likewise as a Pokemon prominent at night Venonat could easily spread some paralyzing powder. Anyway, from a lore standpoint, this is a pretty fun move to imagine the reasoning behind each Pokemon using it.
Disable has the fairly unique property of temporarily disabling a Pokemon from using one of its moves---originally in Generation I this was random, but now it's the last move they used. Though you can switch out to get around it, this move has interesting properties if used in tandem with a trapping move or Ability as it's possible you could take away the opponent's only way of countering you. But also you're wasting a valuable move slot with Disable, so in practice I don't think folks actually make use of it since simply having another coverage move is probably more preferable in the long run. Furthermore, the opponent would have to use said move first before you could Disable it, and if it's the counter to the Pokemon with Disable you might die before you even get to activate your strategy.
How long Disable lasts has jumped around through the Generations, but has currently settled down at 4 turns, a turn subtracted whenever you attempt an attack. Its accuracy has also greatly risen over the years, from 55% to 100%. Generation I was perhaps its high-point however, as the limited moves at the time meant it could be fairly destructive, and it was another move the CPU seemed to enjoy using to mess with you. Losing out on a move randomly could very well leave you without a single useful attack, especially early on.
Acid - Poison [Special]
40/30PP/100%
The opposing Pokémon are attacked with a spray of harsh acid. This may also lower their Sp. Def stat.
Acid was the second strongest Poison-type attack in Generation I, and the only "attack" that didn't poison the foe. Instead it had a 1/3 chance of lowering their Defense instead, likely representing how various acids can eat through certain substances in real life. Including various metals, though Steel-type Pokemon are immune to this---I think it'd be interesting if this move didn't hurt Steel-type Pokemon, but still lowered their Defense. After all, its Japanese name is "Corrosive Liquid", and eventually we got an Ability called "Corrosion" that allowed Steel-type to be poisoned.
This ultimately wouldn't have mattered through as Steel-type Pokemon are mainly Physically defensive, and Acid as of Generation IV now has a 10% chance of lowering Special Defense. This was due to Acid becoming a Special move, thus using it to lower a Pokemon's Defense would've been somewhat counterproductive. Personally I think from a lore standpoint Defense made far more sense, eating away at the Pokemon's "shell" whereas Special Defense is usually a more abstract from of protection, and they could've kept Acid as a Physical move. We have plenty of moves which easily could be Physical or Special and are tossed in one category or the other, so I wish Game Freak would've thought this over and looked at how this move is utilized and how Acid would physically effect a Pokemon by eating away at them.
Anyway though one may associate acid with man-made pollution and such, this is another Poison-type attack which is associated with "natural poison", more or less meant to represent digestive acid I imagine. While it was limited to Poison-type Pokemon in Generation I, the Grass/Poison Pokemon sort of being the trademark bearers, non-Poison Pokemon have since learned it but those you could imagine having some sort of powerful stomach acid. Interestingly despite the "Corrosive Liquid" = "Corrosion" aspect I pointed out earlier, the Salandit line who have Corrosion cannot learn Acid through any means.