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* DP hybrids can be caught in a cartridge version without the game crashing by using a fossil modifier code. | * DP hybrids can be caught in a cartridge version without the game crashing by using a fossil modifier code. | ||
* Hybrids grow to the levels 1, 4, and 9 twice. | * Hybrids grow to the levels 1, 4, and 9 twice. | ||
* Hybrids skip levels 22, 30, 35, 44, 51, 56, and 62. | ** Hybrids skip levels 22, 30, 35, 44, 51, 56, and 62. | ||
* The DP hybrids' unknown starting move is similar to the nameless glitch move Cooltrainer type move on R/B as it initially has no avaiable PP. | * The DP hybrids' unknown starting move is similar to the nameless glitch move Cooltrainer type move on R/B as it initially has no avaiable PP. | ||
* At level 1, hybrids attempt to learn an alternating sequence of Double-Edge and seemingly random move. | * At level 1, hybrids attempt to learn an alternating sequence of Double-Edge and seemingly random move. | ||
* At level 42, hybrids attempt to learn Signal Beam seven times. | ** At level 42, hybrids attempt to learn Signal Beam seven times. | ||
* At level 64, hybrids attempt to learn the glitch move "-" ten times. | ** At level 64, hybrids attempt to learn the glitch move "-" ten times. | ||
* Hybrids can learn several [[signature move]]s, such as Present, Heal Order, Chatter, and Heart Swap. | * Hybrids can learn several [[signature move]]s, such as Present, Heal Order, Chatter, and Heart Swap. | ||
* Hybrids try to learn the placeholder move Struggle at level 59. | * Hybrids try to learn the placeholder move Struggle at level 59. |
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