Pokémon Ruby Version, Sapphire Version, and Emerald Version - Two-turn attacks
In a two-turn attack, the user prepares for the attack on the first attack segment, and hits target on the second attack segment. The user can’t take any action until the user finishes using the two-turn attack. On both attack segments, the user uses the two-turn attack. If the user is prevented from using the two-turn attack, the effect ends. PP is deducted on the first attack segment of the two-turn attack.
If the last move called by the user was a two-turn attack and the second attack segment of the attack wasn’t done yet, it uses that attack instead of the move it chose for use when the Pokémon’s attack segment comes.
A two-turn attack is not a multi-turn attack, and vice versa.
A two-turn attack remains a two-turn attack even if the attack would not take two turns.
For all two-turn attacks, on the first attack segment of the attack’s use, no accuracy check is done and no check is made to determine whether the attack will be ineffective against the target or otherwise be avoided by the target.
For the two-turn attacks Bounce, Dig, Dive, and Fly, all attacks other than the exceptions given in the attack descriptions, even those that "can’t be evaded" or that have an accuracy of 0, and even the returned attack from Future Sight and Doom Desire, will miss the user while it is using any one of these two-turn attacks, unless noted otherwise. Exceptions include Memento, Psych Up, and Sketch. The user of a two-turn attack just mentioned will also be affected by Helping Hand as normal.