Dual Pistol

A very fast ranged style utilizing a pair of projectile weapons.

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Overview

  • A very fast ranged style utilizing a pair of projectile weapons.
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Source overview

Related article links (7)Interrupts · Vulnerable to Block · Block Breaker · Vulnerable to Interrupt · Dual Pistols Mastery · Dual Wield · Hand Blaster
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Source overview
SkillDescription
Dual Pistol Weapon ProficiencyAllows access to Dual Pistol Weapons and the Dual Pistol weapons Tree; Grants Multiple Abilities:; Lunge Strike : Hold Melee; Interrupts : Vulnerable to Block; Interrupts and deflects enemy attacks with a powerful pistol whip.; Full Auto : Hold Range; Block Breaker : Vulnerable to Interrupt; Continuously fires your weapons to smash through and stun a blocking opponent.
Slip ShotTap Range, Hold Range; Block Breaker : Vulnerable to Interrupt; Launches you into a backward dive with pistols firing.
Lifting StrikeTap Melee, Hold Melee; Interrupts : Vulnerable to Block; Interrupts and possibly deflects strong ranged, sustained, or charge-up attacks by pistol-whipping the enemy up and away.
Loft ShotTap Melee, Hold Melee x 2; Interrupts : Vulnerable to Block; Blasts enemies into the air and keeps them there with a bullet barrage.
Jump ShotTap Range, Hold Melee : Tap Melee, Hold Melee x 3; Interrupts : Vulnerable to Block; Fires an explosive burst as you leap into the air.
Sweep ShotTap Melee x 2, Hold Melee; Swings gunfire hitting enemies in a wide frontal cone.
Magnum RoundTap Range, Hold Range x 2; Block Breaker : Vulnerable to Interrupt; Fire a high-powered magnum round that sends your target flying. Magnum Round may be fired immediately after Slip Shot, or Jump Shot, Sweep Shot or Kick.
Dual Pistols MasteryRequires 8 points in Dual Pistols; Dual Pistols Mastery is a prerequisite for performing cross-weapon combos into select Dual Wield and Hand Blaster attacks.; Increases weapon attack damage while a dual pistols weapon is equipped.
Dual Flurry MasteryTap Melee, Hold Melee x 3; Requires Dual Pistols Mastery; Requires Dual Wield Mastery and Dual Flurry; Use Dual Wield to perform a high damage version of Dual Flurry.
Ultra Flurry MasteryTap Melee x 2, Hold Melee x 2; Requires Dual Pistols Mastery; Requires Dual Wield Mastery and Ultra Flurry; Use Dual Wield to perform a high damage version of Ultra Flurry.
Solar Flame MasteryTap Range, Hold Range x 3; Requires Dual Pistols Mastery; Requires Hand Blaster Mastery and Solar Flame; Use Hand Blaster to perform a high damage version of Solar Flame.
Meteor Blast MasteryTap Range, Hold Melee, Hold Range; Requires Dual Pistols Mastery; Requires Hand Blaster Mastery and Meteor Blast; Use Hand Blaster to perform a high damage version of Meteor Blast.
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Trivia

  • When holding Ranged for the continuous attack, pressing the directional keys will change the pose so the character is pointing each gun at a different direction, allowing the player to hit targets almost anywhere around them.
  • There is a rapid glitch in Jump Shot: In the jumping animation, tapping Melee rapidly to make the player teleport quickly side to side dealing extra melee damage and slightly finishing the jump animation faster. This doesn't happen all the time.
  • To get into Magnum Round with dealing more damage, go with Lunge Strike > Lifting Strike > Loft Shot > Slip Shot > Jump Shot > Sweep Shot > Magnum Round. Done like this: Hold Melee X3 > Hold Range > Hold Melee X2 > Hold Range
  • Due to how his parents died, Batman has a strong aversion to guns. When Nightwing worked as a police recruit for the Bludhaven Police Department, Batman wouldn't let him wear his sidearm in the Batcave.
  • It's safe to say Dual Pistol is the fastest weapon to deal continuous damage and range damage, but also the weapon with the weakest range attack.
  • The Crimson Avenger (Jill Carlyle) possesses a pair of 1911 Colt handguns that were originally owned by the first Crimson Avenger. These guns are cursed to make whomever wields them serve as a minor Spirit of Vengeance. The guns make Jill mentally relive the death of a victim and then is teleported to their place of burial, from which she is expected to avenge the victim's death but hunting down and killing the culprit. She has thrown the guns away many times and even blown them up but they always return to her holsters and the holsters never come off.
  • The Dual Pistols can link their combos together: Lunge Strike > Lifting Strike, Loft Shot > Slip Shot, Loft Shot > Jump Shot, Slip Shot > Jump Shot, Jump Shot > Sweep Shot, Jump Shot > Magnum Round, Sweep Shot > Magnum Round. Full auto is the only combo that does not chain.
Related article links (4)Batman · Nightwing · Bludhaven · Batcave
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Gallery

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See also

  • Dual Pistol Styles
  • Dual Pistol Weapon List
Related article links (2)Dual Pistol Styles · Dual Pistol Weapon List
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