Sly Cooper Cane
Drake Cooper's Fast Dive Attack Code: 7-9-2. Pounces forward while spinning his cane.
This simple yet effective attack is great for taking out regular enemies quickly. Coupled with the upgrade, this is one of most useful special moves.Sally Cooper's Fast Getaway Raccoon Roll Code: 2-2-7. Curls up into a ball and rolls around. You can press the Left Stick to direct his rolling. This move supposedly helps get away from danger, but until he finds the upgrade, there are much better moves to use.Dev Cooperinda's Slow Motion Jump Code: 5-7-9.
The world of Sly Cooper is a version of the real world that is populated by anthropomorphic animals, with film noir and comic book motifs. The series tells the story of Sly the raccoon who is the latest descendant in a line of master thieves who pass down their expert techniques from generation to generation using the 'Thievius Raccoonus,' a book that contains all the Cooper family's secrets and tricks. Plus they forced caveman 'Bob Cooper' in, despite it being established in 3 that the earliest Cooper thief was Slytukhamen II. Not to mention, Sly 2 plays off of 1 and 3 plays off of 2 and 1, but each one stands alone as its own story and provides all of the backstory necessary to understand.
Adrenaline kicks into overdrive, letting him perceive time at a superhuman (Or superraccoon?) level. He must be in midair to use this. This is best for Players who have trouble timing jumps across tricky terrain. Other than that, this 'Matrix' effect is not very useful, at least not until Sly finds the upgrade. Experienced Players who are bored can look and feel extra cool by pulling this off as Sly jumps towards a bad guy and whips his ass.Chris Cooper's Dive Collection Technique Code: 2-4-2. Shoots straight down while spinning his cane.
He must be in midair to use this. This move is practically a vertical version of the original dive, and it is very effective for destroying targets or collecting items directly below Sly.Karin Coopergina's Coin Magnet Technique Code: 7-1-9. Doesn't have to get as close to collect as he normally needs to, because a magnetic force from his cane pulls them in.
This makes collecting easier, but not much else. Rioichi Cooper's Spire Jump Obtained after defeating. Twirls and automatically lands on a narrow point marked by a sparkling light. He must be in midair to use this.
This move is vital to finishing the game and is one of the coolest, since it lets land on any marked point, no matter how sharp or unstable it looks. (And yes, is apparently part-Japanese.)Rob McCooper's Explosive Hat Technique Code: 3-1-4. Drops his cap (And then puts another one on). The dropped cap is now a remote bomb. Pressing the Triangle Button again detonates the cap, killing anybody nearby - including. That means he can only set one mine at a time, not to mention how detonating it requires him to stop for a few moments.
This skill is best used against unwitting guards stationed directly below. It is also great for guards on patrol; enemies do not notice the cap, so can just drop it, run away, and then detonate it as they walk up to it!
If switches to another special move, the dropped cap will vanish (Great for getting rid of unwanted caps).B.F Cooper's Speed Up the Clock Technique Code: 3-3-8. Parasympathetic system kicks into overdrive, letting him perceive time at a reduced rate. To, everything will seem to be accelerated. This move supposedly lets wait less while he's studying a trap or guard's periodic behavior, but other than that this is completely useless.Suzanne Cooper's Water Safety Technique Code: 5-3-2.
Can now bail himself out of deep water, without losing a life or a charm. Basically, the sucker learns to swim. This is extremely useful for Players who see get dunked. A lot.Sir Andrew Cooper's Thief Replica Technique Code: 4-6-8. Pulls out and drops a cardboard silhouette of himself, complete with a waving arm. Enemies who are fooled will aim for the decoy instead of. Throwing decoys around is a lot of fun, but is usually better off with other special attacks.
(After all, the bad guys who can be tricked shouldn't pose much of a threat in the first place, and the ones who won't fall for the decoy will have to be taken out the hard way!) If switches to another special move, the decoy will be destroyed. Can also break it by whacking it. Nothing beats bashing your own image.' Tennessee Kid' Cooper's Rail Walk and Rail Slide Obtained after defeating. Walks or grinds along certain narrow edges with perfect balance. This 'double' move can be treated as an extension of the spire jump.
Must first spire jump onto the edge, and from then on he will either walk or grind along it. He cannot fall unless he jumps off, gets hit, or slides off the end of the edge. Whether he walks or grinds depends on the edge itself. Like the spire jump, this rail walk/slide is vital to finishing the game.Kelle McCooper's Electromagnetic Raccoon Roll Code: 5-8-8. Creates an electrical field around himself when he rolls, knocking out any regular enemies who touch him. Can mow down a row of guards like this, but in many cases using the dive produces faster results. Ibb and obb level 6.
As suggests, can also get 'excited' off of this move.Bruce O'Coop's Computer Hacking Technique Code: 4-4-4. Lets hack into the database of henchmen and upload guard data onto. Whenever looks at a bad guy through his, information about the bad guy will be displayed. The only thing good this feature does is to detect hidden enemies like ghosts, but otherwise this blocks view because the data panels cannot be turned off.Matthew de la Coopeur's Perpetual Slow Motion Technique Code: 5-7-1. Can now 'slow down time' without having to be airborne first. Somehow, the 'Matrix' effect does not look as cool when is just running across the ground or climbing a pole, but it can help Players time his movements through tricky areas without having him to jump all the time.
This can come in very handy for novice Players.Slytunkhamen Cooper's Invisibility Technique Obtained from defeating. Invokes mystical forces to render himself completely invisible. While in this state, he cannot be discovered by enemies, even if he touches searchlights or the bad guys themselves! However, this ability does not work if enemies are already aware of presence. Also cannot move while he uses this, unless he finds the upgrade.Huckleberry Cooper's Move While Staying Invisible Technique Code: 5-7-8. Can now move while using the invisibility technique.
Staying invisible still requires much of concentration, so he will only be able to walk at a sneaking pace. Unless if he is in a hurry, this upgrade gives him an obscene advantage over regular enemies.Sir Augustine of Cooper's Briefly Defy Gravity Technique Code: 9-3-2. Can now bail himself out of bottomless pits, without losing a life or a charm. Basically, the sucker learns to magically jump on thin air and land back on safe ground. Okamiden switch. This is extremely useful for Players who see plunging into lethal depths. A lot.Otto van Cooper's Vehicle Modifications Obtained from defeating.
Lets our heroes add a turret and a battering ram to the getaway van. These upgrades are not actually any special moves can wield on foot, but they are necessary for entering the.Colonel Reid Cooper's Time Stopper Technique Code: 2-3-1. Creates a blinding flash from his cane, freezing enemies for a couple seconds. The point of this move is pretty obvious, but keep in mind that must stop for a few moments to create the flash. This move also cannot be obtained until the game is beaten at least once, which means that by the time obtains this, its usefulness will be rather diminished.