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Overview
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Attacks


Max Stats
Sharking Attacks
Overview

Using the GameShark, it is possible to set any attack to any of the four attack slots on each Pokémon. You can overwrite HMs, and even give multiple copies of the same move to a monster.

While giving a Pokémon an attack it could not normally learn will disqualify it from tournament play, it will never result in an error from the game system, as the animations produced by a move (both on the Game Boy and in Stadium) are either independent of the actual creature (Game Boy) or dependent solely on the type of move (Stadium).

The Game Boy games will let you use illegal attacks normally, without complaint. During battles, Stadium will highlight illegal moves in purplish-red, but will still let you use them. It will also turn the Player Designator (eg, "1P", "COM") this color during move selection, to show that the current monster knows attacks that it shouldn't.

If, however, you have sharked something onto your Pokémon that isn't an actual attack (ie, you used some hex number that isn't in the table below), you will not be able to enter that monster into a Stadium battle. The attack itself will be listed as "??????" and will be highlighted in yellow, if you inspect the Pokémon.

Using such a "non-attack" in R/B/Y will produce an unpredictable result. The attack might do nothing, inflict an enormous or insignificant amount of damage, crash your game, etc. The Azure Heights staff has decided not to cover glitch attacks.

Directions for Use

These codes should be activated in a similar fashion to most codes: the GS switch should be off until the monster to be modified is placed in the top position, at which point it should be turned on, then back off. Then the status of the monster should be checked: if it at all disagrees with the predicted value, do not save, as it is possible that another section of memory was overwritten by a slightly improperly entered code.

NOTE: All codes affect the first monster in the party.

Shark a Move

The codes for modifying the moves in the four attack slots are as follows:

Slot Red/Blue Yellow
1st 01XX73D1 01XX72D1
2nd 01XX74D1 01XX73D1
3rd 01XX75D1 01XX74D1
4th 01XX76D1 01XX75D1

The XX should be replaced with the hex number of the attack you want to put into the respective slot. These numbers are listed in the table below.

Attack Listing
00 = Nothing 10 = Gust 0A = Scratch
47 = Absorb 6A = Harden 67 = Screech
33 = Acid 72 = Haze 45 = Seismic Toss
97 = Acid Armor 1D = Head Butt 78 = Selfdestruct
61 = Agility 88 = Hi Jump Kick 9F = Sharpen
85 = Amnesia 1E = Horn Attack 2F = Sing
3E = Aurora Beam 20 = Horn Drill 82 = Skull Bash
8C = Barrage 38 = Hydro Pump 8F = Sky Attack
70 = Barrier 3F = Hyper Beam 15 = Slam
75 = Bide 9E = Hyper Fang A3 = Slash
14 = Bind 5F = Hypnosis 4F = Sleep Powder
2C = Bite 3A = Ice Beam 7C = Sludge
3B = Blizzard 08 = Ice Punch 7B = Smog
22 = Body Slam 1A = Jump Kick 6C = Smokescreen
7D = Bone Club 02 = Karate Chop 87 = Softboiled
9B = Bonemerang 86 = Kinesis 4C = Solarbeam
91 = Bubble 8D = Leech Life 31 = Sonicboom
3D = Bubblebeam 49 = Leech Seed 83 = Spike Cannon
80 = Clamp 2B = Leer 96 = Splash
04 = Comet Punch 7A = Lick 93 = Spore
6D = Confuse Ray 71 = Light Screen 17 = Stomp
5D = Confusion 8E = Lovely Kiss 46 = Strength
84 = Constrict 43 = Low Kick 51 = String Shot
A0 = Conversion 60 = Meditate A5 = Struggle
44 = Counter 48 = Mega Drain 4E = Stun Spore
98 = Crabhammer 19 = Mega Kick 42 = Submission
0F = Cut 05 = Mega Punch A4 = Substitute
6F = Defense Curl 76 = Metronome A2 = Super Fang
5B = Dig 66 = Mimic 30 = Supersonic
32 = Disable 6B = Minimize 39 = Surf
92 = Dizzy Punch 77 = Mirror Move 81 = Swift
26 = Double-Edge 36 = Mist 0E = Swords Dance
18 = Double Kick 65 = Night Shade 21 = Tackle
03 = Double Slap 06 = Pay Day 27 = Tail Whip
68 = Double Team 40 = Peck 24 = Take Down
52 = Dragon Rage 50 = Petal Dance 64 = Teleport
8A = Dream Eater 2A = Pin Missile 25 = Thrash
41 = Drill Peck 8B = Poison Gas 57 = Thunder
59 = Earthquake 28 = Poison Sting 55 = Thunderbolt
79 = Egg Bomb 4D = Poisonpowder 09 = Thunderpunch
34 = Ember 01 = Pound 54 = Thundershock
99 = Explosion 3C = Psybeam 56 = Thunder Wave
7E = Fire Blast 5E = Psychic 5C = Toxic
07 = Fire Punch 95 = Psywave 90 = Transform
53 = Fire Spin 62 = Quick Attack A1 = Tri Attack
5A = Fissure 63 = Rage 29 = Twineedle
35 = Flamethrower 4B = Razor Leaf 0B = Vicegrip
94 = Flash 0D = Razor Wind 16 = Vine Whip
13 = Fly 69 = Recover 37 = Water Gun
74 = Focus Energy 73 = Reflect 7F = Waterfall
1F = Fury Attack 9C = Rest 12 = Whirlwind
9A = Fury Swipes 2E = Roar 11 = Wing Attack
89 = Glare 9D = Rock Slide 6E = Withdraw
2D = Growl 58 = Rock Throw 23 = Wrap
4A = Growth 1B = Rolling Kick  
0C = Guillotine 1C = Sand-Attack  
Maximum PP

To give the first Pokémon in your party the equivalent of 3 PP UPs (the maximum allowable) for each of its 4 attacks, enter the following codes:

Red/Blue Yellow
01C088D1 01C087D1
01C089D1 01C088D1
01C08AD1 01C089D1
01C08BD1 01C08AD1

We just set the the current number of PP to 0, for reasons explained below, so after you go to a PokéCenter to refresh your Pokémon's PP, you'll be good to go.

If you're interested in why this works, or you want to be more selective in Sharking your PP, please continue reading. If you don't give a damn, you're done with this page. Might I suggest that you read our fine Sharkery Overview, if you haven't already?

The Explanation

Both Current and Maximum PP scores can be modified with a GameShark.

The Current PP score can hold any value from 0 to 63, but the Maximum PP score can only hold four predefined values (ranging from 0 to 3), corresponding to the number of PP UPs used on the move. So, setting this value to 3 duplicates the effect of applying 3 PP UPs to the attack. Maximum PP is determined from a constant base value for each attack plus a set number for each PP UP.

The following codes set the Maximum PP scores for each of the 4 attack slots on the first Pokémon in your party:

Slot Red/Blue Yellow
1st 01XX88D1 01XX87D1
2nd 01XX89D1 01XX88D1
3rd 01XX8AD1 01XX89D1
4th 01XX8BD1 01XX8AD1

In the above codes, XX is a hex number equal to the number of PP UPs used, times 64, plus the number of Current PP. When we maxed out the Pokémon's PP in the example above, XX was set to C0, since:

3 * 64 + 0 = 192 = C0h

That's 3 PP UPs per attack, times 64, plus 0 Current PP.

To dispense with the complexity of adding in the proper number of Current PP, we suggest you just worry about the setting the number of "applied" PP UPs, and ignore the part of the equation that deals with Current PP. Because your Pokémon will now have 0 Current PP for any modified attacks, you must take a trip to a PokéCenter before giving your new PPs a test drive.

Using the equation above, we see that if you want to simulate "normal" PP for an attack (ie, zero PP UPs), your XX should be 00. For the equivalent of 1 PP UP, use 40. For 2, use 80.

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