Some pokemons, often due to particular movepools, are subject to exceptions to the rules. Here is a list of them:
Pokemons with slight exception:
063: Abra: You are able to learn moves from Kadabra's leveling up moves, for the same cost.
111: Rhyhorn: You may start with Horn Attack. It may be learned later for 2 LP instead of 4.
112: Rhydon: You may start with Horn Attack. It may be learned later for 2 LP instead of 4.
130: Gyarados: You start with 2 moves from those you learn up to level 30
173: Cleffa: You are able to learn moves from Clefairy's leveling up moves, for the same cost.
174: Igglybuff: You are able to learn moves from Jigglypuff's leveling up moves, for the same cost.
236: Tyrogue: You are able to learn Egg Moves without another character, like a Leveling up move.
273: Seedot: In addition to your level-up moves, you are able to learn Leech Seed, Bullet Seed and Worry Seed without another character, like a Leveling up move.
298: Azurill: You are able to learn moves from Marill's leveling up moves, for the same cost.
366: Clamperl: In addition to your level-up moves, you are able to learn Aqua Ring, Brine and Water Pulse without another character, like a Leveling up move.
401: Kricketot: You are able to learn moves as thought you were a Kricketune. However, you cannot learn Claw/Slash based moves (such as Slash, Fury Cutter and Hone Claws)
406: Budew: You are able to learn moves from Roselia's leveling up moves, for the same cost.
415: Combee: You are able to learn moves as thought you were a Vespiqueen. However, you cannot learn Claw/Slash based moves (such as Slash, Fury Cutter and Hone Claws) and cannot learn Order moves.
416: Vespiqueen: Your Additionnal ability is the following: You can tame up to 3 Combee Pokemons at once. While they are very weak, they are used for your Order Moves. Their stats are 1/3 yours, except Speed which are 2x yours.
440: Happiny: You are able to learn moves from Chansey's leveling up moves, for the same cost.
464: Rhyperior: You may start with Horn Attack. You may learn this move for 2 LP instead of 4.
479: Rotom: Your Additionnal ability is the one to possess Electronics. You cannot learn side-moves such as Blizzard, but you can simulate moves like them by amplifying possessed Electronics.
602: Tynamo: You are able to learn moves as thought you were a Eelektrik. However, you cannot learn Crunch.
Pokemons with big exception:
132: Ditto: In addition to being able to transform into any Gijinka or Pokemon you see, you are able to permanently learn how to transform into any Gijinka. You may only use moves up to level 30 for that Transformation. Learning a new permanent Transform costs in LP the Pokemon's total base stats divided by 50 (rounded up: a total base stat of 260 will cost 6 LP), and must be trained with a character of the pokemon you want to learn.
201: Unown: Unlike other gijinkas, you are able to learn multiple Hidden Powers (HP). You start with two HPs, the first one you learn afterwards costs 4 LP, and every HP you learn cost 1 LP more than the previous one.
235: Smeargle: Sketch is a move that allows the user to copy a move, store it into a drawing, and reuse it later. Those drawings may only be used once. However, you may learn any move like they were move tutor moves, meaning that you may only permanently learn a move that another player or NPC teaches you. You learn it via Sketch. Learning a move means that you do not have to see the Move to draw it anymore!
You start with 4 moves, like every other pokemon. The first move is Sketch. The three moves are moves that you choose yourself, up to a certain limit: For offensive moves, you may not choose a move that has a Base Power higher than 60. For status moves: You may not pick a move that has PP of 10 or less.
292: Shedinja: When leveling up, you cannot spend more than one point in HP. His stats are the following:
Sp. Attack: 20
Sp. Defense: 15
Wonder Guard gives immunity to physical attacks by phasing out, and does not take in consideration Type weaknesses. However, you cannot hurt an opponent with your own body under the effect of Wonder Guard, and needs to be deactivated to do so. Your Defense stat, in addition to its normal effect, also shows how easily you are able to control your Wonder Guard.
You start with Protect, Tackle, Bug Bite and Hidden Power. You may also learn as level-up moves:
Sand Cloak: Rock Blast (2 LP), Harden (2 LP), Fissure (5 LP)
Trash Cloak: Mirror Shot (2 LP), Metal Sound (2 LP), Iron Head (5 LP).
Plant Cloak: Razor Leaf (2 LP), Growth (2 LP), Leaf Storm (5 LP).
All Cloak: Nature Power (4 LP), Secret Power (4 LP), String Shot (2 LP).
You are also able to learn the following list as TM (Or Egg Move if unavailable as TM). Moves for a specific Cloak cost 2 LP less to learn (with a minimum of 1):
Sand Cloak: Earthquake, Dig, Sandstorm, Rock Tomb, Bulldoze, Earth Power, Mud-Slap.
Trash Cloak: Gyro Ball, Flash Cannon, Stealth Rock, Magnet Rise, Gunk Shot, Iron Defense.
Plant Cloak: Solar Beam, Energy Ball, Grass Knot, Bullet Seed, Giga Drain, Seed Bomb, Synthesis, Worry Seed.
All Cloak: Natural Gift, Signal Beam, Struggle Bug.
Much like in the games, you change cloak depending on your location: Trash Cloak when in civilized areas, Plant Cloak when in Grassy Areas, and Sand Cloak everywhere else. You are only able to use Specific Cloak moves when with that Cloak, but you can use All Cloak moves at all times.