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CAF Values


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#1 NWOHH

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Posted 03 March 2009 - 08:17 PM

CAF Values shown in these dev videos?


1m34s

http://uk.xbox360.ig...her_032808.html



17102 = Attack to DDT (In Hex / RAW 000042CE possible CAF Value?)
17104 = Attack to Piledriver
17105 = Attack to PowerBomb
17108 = Attack to Suplex

17200 = To Backbreaker
17201 = To Chokeslam
17202 = To DDT
17203 = To Oklahoma
17204 = To Piledriver
17205 = To PowerBomb
17206 = To SamoanDrop
17208 = To Suplex
17209 = To Argentine
17211 = To Reverse DDT
17212 = To Tombstone
17213 = To Lift and Toss
17214 = To Lift Up
17215 = To High Jack
17400 = Attack to Grapple 01
17401 = Attack to Grapple 02
17402 = Attack to Grapple 03
17403 = Attack to Grapple 04

17600 = To Highangle
17602 = To PowerBomb
17603 = To DoubleUnder
17604 = To Hijack
17605 = To Reverse
17608 = Taunt 01
17609 = Taunt 02
17610 = Taunt 03
17612 = Taunt 04
17613 = Taunt 05
17616 = Taunt 06
17617 = Taunt 07
17618 = Taunt 08

17620 = To Lift Piledriver


19708 = Repeating
19709 = Repeating
19710 = Repeating

Edited by NWOHH, 03 March 2009 - 10:30 PM.


#2 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 04 March 2009 - 11:09 AM

Yes they are.

#3 DoubleAgent74

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Posted 04 March 2009 - 01:06 PM

Hm. Promising...

#4 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 04 March 2009 - 03:30 PM

Don't hope too much...

#5 NWOHH

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Posted 04 March 2009 - 03:40 PM

I seem to remember the only reason why you wouldn't release the code was because you said they weren't stable in the fact the values kept changing what BS :rolleyes:

#6 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 04 March 2009 - 06:17 PM

Quote

I seem to remember the only reason why you wouldn't release the code was because you said they weren't stable in the fact the values kept changing what BS
What are you talking about ? I never said that...

#7 rey619manadam

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Posted 05 March 2009 - 07:12 AM

View Postॐﮢ ҜĢ¤ &, on Mar 4 2009, 06:17 PM, said:

Quote

I seem to remember the only reason why you wouldn't release the code was because you said they weren't stable in the fact the values kept changing what BS
What are you talking about ? I never said that...

KG you said that, i am saying that you are lying but you really said that check your past posts and you will see that.

#8 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 05 March 2009 - 10:08 AM

I never said that I don't post the codes because of the Values keep changing.

#9 NWOHH

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Posted 05 March 2009 - 10:45 AM

I found these today just in case you don't already have them.
I have another 60 odd values too as well as a few I missed out on this batch I just haven't had time to
type them all out in order.

4506 = Old School Piledriver Lift
4507 = Old School Piledriver Impact
4508 = Package Piledriver Clutch
450A = Package Piledriver Impact
450B = Texan Destroyer Clutch
450C = Texan Destroyer Impact / Pin
450D = Texan Destroyer Impact

456A = Partial Powerbomb Lift 01
456B = Powerbomb Drop
456C = Powerbomb Impact 01
456E = Sit-Out Facebuster Impact
456F = Gory Bomb Lift
4570 = Gory Bomb Clutch
4572 = Gory Special Lift
4573 = Gory Special Clutch
4577 = Partial Powerbomb Lift 02
4578 = Powerbomb Impact 02
4579 = Quick Powerbomb Lift
457A = Quick Powerbomb Impact
457B = The Last Ride Lift
457C = The Last Ride Impact

45CE = Partial Shoulder Breaker Lift
45CF = Shoulder Breaker Impact
45D0 = Full Throttle Step
45D1 = Full Throttle Impact
45D2 = Shoulder Breaker Step
45D3 = Shoulder Breaker Impact
45D4 = Devastator Lift
45D5 = Devastator Impact

4632 = Dragon Wings Lift
4633 = Dragon Wings Impact
4634 = Double Arm Shoulder Breaker Clutch
4635 = Double Arm Shoulder Breaker Impact
4637 = Vertical Drop Tiger Driver Impact
4638 = Double Arm Facebuster Clutch
4639 = Double Arm Facebuster Impact

46FA = Partial Cliffhanger Drop
46FB = Cliffhanger Impact
46FC = 360 High Ange Thunder Spin
46FD = High Angle Thunder Impact
46FE = Partial Guillotine Drop
46FF = Guillotine Impact
4700 = Partial Tiger Bomb Lift
4701 = Tiger Bomb Impact
4702 = High Angle Powerbomb Step
4703 = High Angle Powerbomb Drop
4704 = High Angle Powerbomb Impact

47C2 = Shima Driver Lift
47C3 = Shima Driver Impact
47C4 = Nothern Lights Driver Clutch
47C5 = Nothern Lights Driver Impact
47C6 = Partial Swing Side Neckbreaker
47C7 = Swing Side Neckbreaker Impact
47C8 = Crashlanding Clutch
47C9 = Crashlanding Impact 02
47CA = Nothern Lights Bomb Lift
47CB = Nothern Lights Bomb Impact
47CC = Heaving Nothern Lights Bomb Lift
47CD = Heaving Nothern Lights Bomb Impact
47CE = Gordbuster Lift
47CF = Gordbuster Impact 01
47D0 = Suplex Lift
47D1 = Suplex Impact
47D2 = Body Splash Suplex Lift
47D3 = Body Splash Suplex Impact
47D4 = Back Suplex Lift
47D5 = Back Suplex Impact
47D6 = Rolling Suplex Lift
47D7 = Rolling Suplex Drop
47D8 = Rolling Suplex Impact

48EE = Last Call Bend
48EF = Last Call Toss
48F0 = Last Call Impact
48F1 = Swing Bottom Turn
48F2 = Swing Bottom Throw
48F3 = Swing Bottom Impact
48F4 = Vortex Backbreaker Twist
48F5 = Vortex Backbreaker Spin-Out
48F6 = Vortex Backbreaker Impact
48F7 = Fall-Away Facebuster Bend
48F8 = Fall-Away Facebuster Spin-Out
48F9 = Fall-Away Facebuster Impact
48FA = Backbreaker Lift
48FB = Backbreaker Impact
48FC = Rolling Swing Bottom High Angle Twist
48FD = Rolling Swing Bottom Impact 01
48FE = Rolling Swing Bottom Downward Twist
48FF = Rolling Swing Bottom Spin-Out
4900 = Rolling Swing Bottom Impact 02
4901 = Bulletride Lift
4902 = Bulletride Impact
4903 = Wrestling Hero Slam Clutch 02
4904 = Wrestling Hero Slam Impact 02

4952 = Step Piledriver
4953 = Step Piledriver Impact
4958 = Jumping Piledriver Lift
4959 = Jumping Piledriver Impact 02
495A = Forward Leap Piledriver
495B = Forward Leap Piledriver Impact
495C = Cradle Piledriver Clutch
495D = Cradle Piledriver Impact
495E = Cradle Knee Piledriver Clutch
495F = Cradle Knee Piledriver Impact
4960 = Cradle Face Piledriver Clutch
4961 = Cradle Face Piledriver Impact

49B6 = Chokeslam Lift
49B7 = Chokeslam Impact
49B8 = Tsunami Bend
49B9 = Tsunami Impact
49BA = Boogeyslam Lift
49BB = Boogeyslam Impact
49BC = Battering Ram Bend
49BD = Battering Ram Impact
49BE = Flip Bottom Bend
49BF = Flip Bottom Impact
49C0 = The Rock Bottom Clutch
49C1 = The Rock Bottom Impact
49C2 = Bedrock Drop Clutch
49C3 = Bedrock Drop Impact
49C4 = Complete Shot Clutch
49C5 = Complete Shot impact

4BAA = Fireman Carry Drop
4BAB = Fireman Carry Impact
4BAC = Frenchbomb Drop
4BAD = Frenchbomb Impact
4BAE = Samoan Drop
4BAF = Samoan Drop Impact
4BB0 = Shock Drop
4BB1 = Shock Impact
4BB2 = Swing Shoulder Cutter Drop
4BB3 = Swing Shoulder Cutter Impact
4BB4 = Steamroller Drop
4BB5 = Steamroller Impact
4BB6 = Death Valley Drop
4BB7 = Death Valley Impact
4BB8 = F-U Drop
4BB9 = F-U Impact
4BBA = Go 2 Sleep Drop
4BBB = Go 2 Sleep Impact
4BBC = Face Plant Clutch
4BBD = Face Plant Impact

4COE = Repeated Military Presses
4C0F = Fall-Away Military Press Slam
4C10 = Forward Lift-Up Drop
4C11 = Forward Lift-Up Drop Impact
4C12 = Forward Body Press Drop
4C13 = Forward Body Press Impact
4C14 = High Military Press Drop
4C15 = High Military Press Impact
4C16 = Catapult Military Press
4C17 = Forward Military Press Slam

4CD6 = Final Cut Drop
4CD7 = Final Cut Impact
4CD8 = Extreme Twist of Fate Drop
4CD9 = Extreme Twist of Fate Impact
4CDC = Rolling Facebuster Drop
4CDD = Rolling Facebuster Impact
4CDE = Extreme Twist of Fate Pin

4D3A = BLK Whole Spin-Out Drop
4D3B = BLK Whole Spin-Out Impact
4D3C = Vicious Twist Spin
4D3D = Vicious Twist Spin Impact
4D3E = Reverse F5 Drop
4D3F = Reverse F5 Impact
4D40 = Reverse F-U Drop
4D41 = Reverse F-U Impact
4D42 = Extreme Gut Buster Drop
4D43 = Extreme Gut Buster Impact
4D44 = Swing Argentine Bomb Drop
4D45 = Swing Argentine Bomb Impact
4D46 = Sitdown Shock Drop
4D47 = Sitdown Shock Impact

Edited by NWOHH, 05 March 2009 - 08:06 PM.


#10 undertaker ba

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Posted 05 March 2009 - 02:05 PM

Thanks for the Values. Greatly appreciated weather or not KG has them already i am not too sure. I have some of them but not that many. I do have some Reversed ones and by that i mean totally different values for when the move is horizontally reversed.

AS for this "KG is lying bussiness, which i am not going to take anyones side as i rather stay out of it. However as a rule of thumb normally when you call someone a liar you provide some kind of proof. I am not as i said taking sides there for i am not calling anyone liar or anything like that, but just stating what i believe is true.

Normal
4339 = Argentine Clutch 02
43FE = Back Kick to the Groin
4407 = Back of the Hand Slap
4330 = Backbreaker Clutch 02
43FC = Body Blow
4331 = Choke Slam Clutch 02
4332 = DDT Clutch 02
4403 = Eye Poke
43F9 = Eye Rake
43FF = Front Kick to the Groin
43FB = Gut Kick
4400 = Gut Punch
433F = Hijack Clutch 01
43FA = Knee Thrust
43FD = Kneel Down Groin Strike
433E = Lift Up Clutch
4406 = Lifting Knee Thrust
4401 = Measured Strike to the Head
4404 = Mid-Section Knee Stike
4333 = Oklahoma Clutch 02
4334 = Piledrover Clutch 02
43F8 = Poison Fog

Horizontally Flipped
C339 = Argentine Clutch 02
C3FE = Back Kick to the Groin
C407 = Back of the Hand Slap
C330 = Backbreaker Clutch 02
C3FC = Body Blow
C331 = Choke Slam Clutch 02
C332 = DDT Clutch 02
C403 = Eye Poke
C3F9 = Eye Rake
C3FF = Front Kick to the Groin
C3FB = Gut Kick
C400 = Gut Punch
C33F = Hijack Clutch 01
C3FA = Knee Thrust
C3FD = Kneel Down Groin Strike
C33E = Lift Up Clutch
C406 = Lifting Knee Thrust
C401 = Measured Strike to the Head
C404 = Mid-Section Knee Stike
C333 = Oklahoma Clutch 02
C334 = Piledrover Clutch 02
C3F8 = Poison Fog

#11 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 05 March 2009 - 04:21 PM

It's the same thing as the Reversed Moves from the Move-Set Mod, to get the Reversed CAF Move, add 8000 to the Value.

Quote

I found these today just in case you don't already have them.
I have another 60 odd values too as well as a few I missed out on this batch I just haven't had time to
type them all out in order.
Great work, and like Mike said, even if I think I already had them, it's greatly appreciated.

#12 NWOHH

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Posted 05 March 2009 - 07:53 PM

Here's a few I missed out on that batch.

4509 = Package Piledriver Lift
456D = Facebuster Drop
4571 = Gory Bomb Impact
4574 = Gory Special Impact
4575 = Partial Jackknife Lift
4576 = Jackknife Impact
4636 = Vertical Drop Tiger Driver Clutch
4954 = 720 Step Piledriver
4955 = 720 Step Piledriver Impact
4956 = Half Step Piledriver
4957 = Half Step Piledriver Impact

I'm currently typing out the other batch 42CC - 4CFF.

#13 Rated_RKOwned

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Posted 05 March 2009 - 08:02 PM

View PostNWOHH, on Mar 4 2009, 04:40 PM, said:

I seem to remember the only reason why you wouldn't release the code was because you said they weren't stable in the fact the values kept changing what BS :rolleyes:

he said it. Someone asked if they would be able to hack the created finshers and he said they cant do it because the values constantlly changed. I remember after he said it i was going to take my game back and get the 360 version.

He also said that the regular moveset mods were almost done to the point that they were getting ready to have people tesr the codes.....that was 3 months ago.

Edited by Rated_RKOwned, 05 March 2009 - 08:10 PM.


#14 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 05 March 2009 - 09:22 PM

Quote

he said it. Someone asked if they would be able to hack the created finshers
It was concerning the CAF Hacked as a normal Grapple, in using the Move Set Mod it's not possible, that what i said, one more time, i never said what you are talking about.

What would be the point in me lying about that ?

#15 NWOHH

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Posted 05 March 2009 - 10:25 PM

Why can't you just use the same value that it uses in the finisher slots on any move in the move-set?
there should only be 30 values 1 for each created CAF.
I mean you can use finisher moves on any grapple or strike move in the moveset so I don't see how it'd be any different.

Anyway here's the rest

42CC = Backbreaker Clutch 01
42CD = Chokeslam Clutch 01
42CE = DDT Clutch 01
42CF = Oklahoma Clutch 01
42D0 = Piledriver Clutch 01
42D1 = Powerbomb Clutch 01
42D2 = Samoan Drop Clutch 01
42D4 = Suplex Clutch 01
42D5 = Argentine Clutch 01

4330 = Backbreaker Clutch 02
4331 = Chokeslam Clutch 02
4332 = DDT Clutch 02
4333 = Oklahoma Clutch 02
4334 = Piledriver Clutch 02
4335 = Powerbomb Clutch 02
4336 = Samoan Drop Clutch 02
4338 = Suplex Clutch 02
4339 = Argentine Clutch 02
433B = Reverse DDT Clutch 01
433C = Tombstone Piledriver Clutch 01
433D = Two Handed Chokeslam Clutch 01
433E = Lift Up Clutch
433F = Hijack Clutch 01

43F8 = Poison Fog
43F9 = Eye Rake
43FA = Knee Thrust
43FB = Gut Kick
43FC = Body Blow
43FD = Kneel Down Groin Strike
43FE = Back Kick to the Groin
43FF = Front Kick to the Groin
4400 = Gut Punch
4401 = Measured Strike to the Head
4402 = Upward Thrust Strike
4403 = Eye Poke
4404 = Mid-Section Knee Strike
4405 = Quick Groin Strike
4406 = Lifting Knee Thrust
4407 = Back of the Head Slap

44C0 = High Angle Clutch 01
44C2 = Powerbomb Clutch 03
44C3 = Pedigree Clutch
44C4 = Hijack Clutch 02
44C5 = Belly-to-Belly Inverted Mat Slam 01
44C8 = Angry Cutthroat Gesture
44C9 = Bicep Kiss Taunt
44CA = Upward Point Taunt
44CB = Destroy Taunt
44CC = The Warriors Prayer Taunt
44CD = Mystifying Taunt
44CF =
44D0 = Single Crotch Chop
44D1 = Cigar Burn Taunt
44D2 = Triple Crotch Chop
44D4 = Lift Piledriver Clutch 01

4CFC = Argentine Backbreaker Taunt 01
4CFD = 360 Argentine Backbreaker Spin
4CFE = Argentine Backbreaker Taunt 02
4CFF = Reverse DDT Clutch 03

Edited by NWOHH, 05 March 2009 - 10:37 PM.


#16 Rated_RKOwned

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Posted 06 March 2009 - 01:28 AM

View Postॐﮢ ҜĢ¤ &, on Mar 5 2009, 10:22 PM, said:

Quote

he said it. Someone asked if they would be able to hack the created finshers
It was concerning the CAF Hacked as a normal Grapple, in using the Move Set Mod it's not possible, that what i said, one more time, i never said what you are talking about.

What would be the point in me lying about that ?
thats not what you said. You said that there werent going to be any hacked create a finsher moves because the values always changed. I come to his site for one reason and one reason only. To check for ways to hack the move sets and createdmovesets which means every thread mde about hacking movesets i go into them. And in one of these threads you said that hacking the created finsher was impossible because the values always changed.

why would you lie..beats the hell out of me. But you said it none the less. I'm certaintly not about to go through your tracker and look for where you said it..but you said it.

There was no mention of any grapple hacks..some guy sked about created finsher hacks and you said exactly what NWOHH said you said.

#17 undertaker ba

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Posted 06 March 2009 - 08:12 AM

PSP Code Support
http://www.code-x.ws...t...4&hl=Create

PSP Code Support
http://www.code-x.ws...t...1&hl=Create

PS2
http://www.code-x.ws...t...978&hl=move


These are all i found when searching "Create" or "Move". Also i only viewed topics related to Move Sets and CAF.

I haven't found anything in relation to KG saying Create A Finisher Values keep changing. I did however myself state in the 2nd link of the PSP Code Support above this.

Quote

"I have found Batisa's Move Set Modifiers. However they kept on changing on me so they were inconsistent."

I urge that people just drop this "KG said this or that". The fact remains the codes work and so it seems pointless to keep this topic going as a "KG said" topic while it was and as of now is back as a "CAF Values" topic.

Anyone that feels the need to continue this thing about KG saying Values keep changing or whatever will have thier reply deleted as i see no more reason to continue bringing up the past weather if he said this or not it doesn't have any relivance on us having the Codes and that were able to use them.

If anyone feels the need to say anything in regards to my reply then feel free to PM me. Also if you feel the need to PM me then please be advised it better be something relievent to my reply and not some theory or further acusations against KG on the matter this topic turned into.

#18 Hernan

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Posted 06 March 2009 - 09:18 AM

Please STOP, why always have to divert from the original subject.
If they ask for another response from something that KG did, please close the topic.

#19 tillrules

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Posted 06 March 2009 - 09:18 AM

Bringing this back to the things that matter, does having these values mean that we might eventually be able to hack together moves that don't normally connect in the CAF feature? For example, would we be able to tie together Poison Fog and the X-Factor drop (I forget the name in the actual CAF) without needing to go through the DDT grapple?

Would it be like we have an address for CAF slot five and then would type in the addresses. For example, let's say the address for CAF 1 is 12345678, so would there be some code like:

12345678 0000abcd
12345678 0000ab12
12345678 0000ab23

And that code would then make CAF 1 into a move with three parts that previously hadn't connected. I'd love to see that happen in that there are some logical gaps in the way that the moves are tied together or not tied together.

#20 Hernan

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Posted 06 March 2009 - 09:27 AM

Quote

For example, would we be able to tie together Poison Fog and the X-Factor drop (I forget the name in the actual CAF) without needing to go through the DDT grapple?
Not that you can't do, I might link two movements that would not normally be connected, and not work for me.

Edited by Hernan, 06 March 2009 - 09:27 AM.


#21 NWOHH

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Posted 06 March 2009 - 09:34 AM

I'm still missing these Impact moves there's probably a few other grapples missing as well that are around the same areas.

Awakening Neckbreaker Impact
Backstabber
Beldigo Impact
Beldigo Pin
Body Drop Suplex Impact
Chokebreaker Impact
Crashlanding Pin
Crashlanding Impact 01
Curtain Call Impact
Double Arm DDT Impact
Double Arm Suplex Impact
Dreamer DDT Impact
Dreamer Driver Impact
Drop-to-Behind Neckbreaker Impact
Edgecution Impact
Face Suplex Imapact
Falcon Arrow Impact
Fisherman Buster Impact
Fisherman Buster Pin
Fisherman Suplex Impact
Fisherman Suplex Hold
Forward Electric Chair Drop Impact
Forward Vertical Fisherman Impact
Gordbuster Impact 02
Head Crash Landing Impact
Hold Electric Cjair Impact
Jackkife Powerbomb
Jumping Pedigree Impact
Jumping Piledriver Impact 01
Kick-Out DDT Impact
Knee Facebuster
Leaping Tombstone Impact
Leaping Tombstone Pin
Leglock French Bomb Impact
Necklock Suplex Impact
Oklahoma Slam Impact
Old School DDT Impact
Pedigree Impact
Playmaker Impact
Powerbomb Impact 03
Powerful Knee Thrust & Spin Out
Powerslam Impact
RKO
Reverse Facebuster Impact
Rising Sun Impact
Rolling Facebuster Impact
Samoan Spike
Shoulder Breaker Impact
Sidebuster Impact
Sit-Out Chokeslam Impact
Sit-Out Facebuster Impact
Slash Suplex Impact
Slide Suplex Impact
Spinebuster
Spinning Fisherman Buster Impact
Spinning Neckbreaker Impact 01
Spinning Neckbreaker Impact 02
Stunner
Suplex DDT Impact
Suplex Slam Impact
Suplex Stunner Impact
Sweet Chin Music
Swing Bottom Impact
Swing Neckbreaker
Swing Neckbreaker Impact
Shock Pin
Spinning Fisherman Buster Pin
Tiger Bomb Pin
Tombstone Cradle Pin
Tombstone Cradle Impact
The Last Ride Impact
Two-Handed Chokeslam Impact
Twist of Fate
Vertical Fisherman Buster Impact
Vertical Suplex Impact
Vicious Twist Impact
Wrestling Hero Slam Impact 01


View Posttillrules, on Mar 6 2009, 03:18 PM, said:

Bringing this back to the things that matter, does having these values mean that we might eventually be able to hack together moves that don't normally connect in the CAF feature? For example, would we be able to tie together Poison Fog and the X-Factor drop (I forget the name in the actual CAF) without needing to go through the DDT grapple?

Would it be like we have an address for CAF slot five and then would type in the addresses. For example, let's say the address for CAF 1 is 12345678, so would there be some code like:

12345678 0000abcd
12345678 0000ab12
12345678 0000ab23

And that code would then make CAF 1 into a move with three parts that previously hadn't connected. I'd love to see that happen in that there are some logical gaps in the way that the moves are tied together or not tied together.

You can connect any move to another move you just have to make sure that you end the finisher with a finisher / Impact move or the game will hang as it can't complete the finisher.

#22 Hernan

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Posted 06 March 2009 - 10:27 AM

Quote

You can connect any move to another move you just have to make sure that you end the finisher with a finisher / Impact move or the game will hang as it can't complete the finisher.

I try to put a motion in Slot 1 (usually this movement can not be), and the Slot 2 is that if I put a can. What happened was that the first movement I appeared incomplete

#23 tillrules

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Posted 06 March 2009 - 10:31 AM

View PostNWOHH, on Mar 4 2009, 02:34 PM, said:

You can connect any move to another move you just have to make sure that you end the finisher with a finisher / Impact move or the game will hang as it can't complete the finisher.

That is awesome. Now I have two codes, this and move mods, to wait for. Great work on everyone's part in finding these.

#24 ॐﮢ ҜĢ¤ וּלقۗ*

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Posted 06 March 2009 - 02:55 PM

Allright, Fallow what undertaker ba said.

Also, Rated_RKOwned, If you have a problem or anything about it, PM me and justify your says by a link to the post you are talking about. But don't post about that anymore. As well as NWOH.

Back on the Topic, Like i said, you can't have a CAF as a grapple, like you would do with a normal finisher, The Game Freeze.

#25 NWOHH

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Posted 06 March 2009 - 06:06 PM

View Postॐﮢ ҜĢ¤ &, on Mar 6 2009, 08:55 PM, said:

Allright, Fallow what undertaker ba said.

Also, Rated_RKOwned, If you have a problem or anything about it, PM me and justify your says by a link to the post you are talking about. But don't post about that anymore. As well as NWOH.

Back on the Topic, Like i said, you can't have a CAF as a grapple, like you would do with a normal finisher, The Game Freeze.

What about with strike moves? also can strike moves in the move-set be replaced with grapple moves and vice versa?

I don't even think with these CAF values you can do a move like the DOA unless you can somehow change who the opponent is in each CAF slot
say the swing motion to the powerbomb position then Gory to Texan Destroyer Impact.

Do you know when the table finishers where introduced was it 2007?

Edited by NWOHH, 06 March 2009 - 06:14 PM.