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Twin Detonators
Twin Detonator
Releases
Release Date (Japan) ???
Release Date (US) ???
Event No
Other Information
Element

Template:! Shoot

Stat Reliance

Template:! TEC

Recolors

Template:! Yes

The double automatic handgun that is excellent in long range and antiair combat. Don't let anyone touch you,for close range is not your style!


Style Equipable
FighterM FighterF SoldierW SoldierB SpyW SpyB HeroW HeroB KnightG KnightW
No No Yes Yes Yes Yes Yes Yes No No
DancerG DancerW MartialArtistM MartialArtistF NinjaM NinjaF MagicianM PsychicF WrestlerM WrestlerF
Yes Yes No No No No Yes Yes No No
UnicornB UnicornR BeastKingT BeastKingW KnightGearR KnightGearG FairyW FairyG AndroidW AndroidB
Yes Yes No No Yes Yes No No Yes Yes
EnchanterF EnchanterM BerserkerM BerserkerF GamblerM GamblerF Placeholder Placeholder
No No No No Yes Yes
Other Colors
TwinDetPlat Platinum
Placeholder Alter
Placeholder Gospel

Attack Moveset

Moveset Name Cross Fire
Long-range attack by handgun.
Inherit Name Aerobatic Act
Weak Dash "Stunt Kick" (Jumping Spinning Kick in inherit) -
Attack Command Attack Name Effect Additional Properties
Weak Last Guided Shot Smacks the foe at the barrel of the gun, before shooting them down on the ground.
Weak Pursuit Safety Off Quickly draw the gun.
Counter Attack Chain Shot Has the same attack as Guided Shot. Automatically draws the gun out after a successful counter.
Weak Hold Quick Set Draws both guns out.
Strong Hold Gun Loaded
Mode Change: Draws guns. Changed moveset.
Weak Combo Quick Draw Fires a single shot of bullet, up to two times.
Weak Last Snapshot Player takes one step before firing two rounds of bullet in front.
Strong Attack Air Shot Fires a single shot of bullet up on air.
Strong Last Aerial Break Player takes one step before firing a single shot of bullet up on air, sending anyone nearby upwards on hit.
Dash Weak Stunt Kick Kicks at the foe while running, making a small backflip when the hit connects. Allows another attack on successful hit.
Dash Strong Double Line Shot Fires a round of bullet in front, and if needed to press again, at the back.
Jump Strong Twin Break Fires a round of bullet diagonally downwards at the facing point. Can be fired twice.
Jump Weak Smart Shot Kicks in air.
Hold Weak Guns Reload Holsters both gun.
Strong Hold Flare Flings a flare bomb at air, following up with a bullet fired at the flare to cause a three-way triangular fire.
Standing Special Cosmic Barrel Fires a volley of bullets at the foe, sending them into an unrecoverable position before finishing them off with a strong dual bullet, knocking them back.
Standing Super Detonating Show Preparing the guns before firing at random direction in a complete circle, knocking anyone nearby off with showering bullets from all direction.
Dash Special/Super Big Bullet/Shooting Ammo Strikes at the foe with multiple melee combo before smacking them upwards at the barrel of the gun, before proceeding off to fire volleys of bullets up in air if the foe gets successfully hit on air. Super Version has more hits, and knocks the foe to the ceiling at the end.
Jump Special/Super Random Shot/Rain of Bullets Fires showers of bullet from air, before ending the shot with three strong wave of bullet that knocks foes off. Super Version has more bullet used.
Counter Attack Double Action Has the same attack as Guided Shot. Automatically holsters the gun after a successful counter.

See Also

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