Generation IV hybrid: Difference between revisions

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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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