Here is a description of what this code actually DOES:
It does like its name suggests, and allows you to connect with strikes and grapples on your opponent(s) from anywhere in the arena (not just in the ring).
Standing strikes do damage through their entire animation cycle. Thus, the longer the move's animation, the more damage it is capable of dealing. One of the longest-winded standing strikes is the thrust kick, which deals damage for at least 30 frames (if the first frame connects, that is).
Running strikes and certain strong strikes only deal one frame of damage (the actual point at which the move would connect with an opponent).
I'm not sure on this, but grapples may do damage through their entire animations, as well (I have seen an opponent receive a single finisher from Lugia and go from relatively fresh to clutching his gut).
Standing chain grapple animations can be attempted from anywhere, and will target the nearest character (not necessarily an opponent). Irish whips also follow this principle.
Ground strikes, both of the standing and running variety, will hit everyone in involved in the match (including partners and the referee).
Be forewarned: hit the referee three times and you will be disqualified, if DQ is enabled. Thus, I highly suggest you turn it off in whatever matches had it on by default.
Ground grapples do not cause you to zero in on your opponent, unfortunately.
If a hit-anywhere strike is countered by the AI (or you), you and the AI will engage in a "caught your punch" animation, even if the strike in question wasn't a punch. I guess this is just the game's way of handling this situation without causing a nasty game freeze.
Using this code will cause you and/or your opponent to absorb many times as much damage as you or they normally would. Therefore, BE CAREFUL! Even my super-powered Lugia CAW has taken enough damage (in a shockingly short time) to be injured to the point of his Durability icon appearing overhead. This is relatively uncommon, though; I had a match between Lugia and Zack Ryder, where poor Zack was a bloody, broken, nearly motionless mess afterward. Lugia was (relatively) unhurt.
Finally, I have all the tools needed to turn Lugia into the true "King of the 7 Seas", complete with "wind powers" and a permanent chip on his shoulder (get him even SLIGHTLY ticked off and see what happens...heh heh). Cheap AI = DIE!
'Nuff said.
It does like its name suggests, and allows you to connect with strikes and grapples on your opponent(s) from anywhere in the arena (not just in the ring).
Standing strikes do damage through their entire animation cycle. Thus, the longer the move's animation, the more damage it is capable of dealing. One of the longest-winded standing strikes is the thrust kick, which deals damage for at least 30 frames (if the first frame connects, that is).
Running strikes and certain strong strikes only deal one frame of damage (the actual point at which the move would connect with an opponent).
I'm not sure on this, but grapples may do damage through their entire animations, as well (I have seen an opponent receive a single finisher from Lugia and go from relatively fresh to clutching his gut).
Standing chain grapple animations can be attempted from anywhere, and will target the nearest character (not necessarily an opponent). Irish whips also follow this principle.
Ground strikes, both of the standing and running variety, will hit everyone in involved in the match (including partners and the referee).
Be forewarned: hit the referee three times and you will be disqualified, if DQ is enabled. Thus, I highly suggest you turn it off in whatever matches had it on by default.
Ground grapples do not cause you to zero in on your opponent, unfortunately.
If a hit-anywhere strike is countered by the AI (or you), you and the AI will engage in a "caught your punch" animation, even if the strike in question wasn't a punch. I guess this is just the game's way of handling this situation without causing a nasty game freeze.
Using this code will cause you and/or your opponent to absorb many times as much damage as you or they normally would. Therefore, BE CAREFUL! Even my super-powered Lugia CAW has taken enough damage (in a shockingly short time) to be injured to the point of his Durability icon appearing overhead. This is relatively uncommon, though; I had a match between Lugia and Zack Ryder, where poor Zack was a bloody, broken, nearly motionless mess afterward. Lugia was (relatively) unhurt.
Finally, I have all the tools needed to turn Lugia into the true "King of the 7 Seas", complete with "wind powers" and a permanent chip on his shoulder (get him even SLIGHTLY ticked off and see what happens...heh heh). Cheap AI = DIE!
'Nuff said.
dood
). He is referred to as "the King of the Sea" in second-generation Pokemon mythology (Pokemon Gold and Silver revolve around Lugia and another bird, Ho-oh). Lugia's appearance is sort of a whale/bird hybrid, with some dragon elements. His height (or rather, his length) is given in Pokedex entries as 17 feet, 1 inch. His weight is billed as 476 pounds. This may sound quite low given his overall size, until one considers how much of that length is comprised of Lugia's long neck and tail.
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