Sentences with phrase «damage to your opponent if»

Not exact matches

It would damage the squad's morale, strengthen another opponent, especially if he were to go to another Barclay's Premier League side, show signs of weakness and a lack of ambition, we wouldn't even get a transfer fee which we could use to reinvest and we would lose a vital player.
Regular opponents have to be way way above your level to be a real threat, but they do soak up damage like sponges if only a few levels above you.
It feels a little slow in the start as you wait for your character's turn so you can unleash some damage to the enemy before they do the same to you, but it is also highly satisfying if you manage to put the opponent in your carefully orchestrated trap.
It is a fantastic visual cue indicating that you have done a good amount of damage to your opponent and that you might want to continue focusing on that area if at all possible.
If you have one more creature than your opponent, you won't have to worry about it taking any damage while it earns bloodlust.
An explosion is now triggered from the roof when this happens - Ra (Scarab mode, Tag Combo Ranged Attack): Fixed effect camera - Ra (Bomb mode, Special Move 1): Fixed bug where explosion would trigger out of bounds when using move near a border - Slayer (high Melee Attack): Adjusted trajectory of opponent upon final strike - Loki (Character Special Ability, Tag Combo): Fixed bug where, if you triggered an Awakening while Loki is carrying a pizza box, two boxes were shown during the Awakening trigger - effect delay time - Loki (Calorie Gauge): Fixed bug where the «almost out» animation that triggers when the gauge goes below 25 % remained on even after the gauge was filled up via Character Special Ability, etc. - Loki (arms when damaged): Fixed bug where arm animation would occasionally stop after Loki takes damage - Kali (Special Move 1): Fixed bug where the Special Move 1 cancel effect wasn't applied if the move was launched by Kali during an attack - Kali (Ranged Attack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calories.
For example, if the opponent you are currently locked on to attempts to swing his weapon at you from his right, to block this attack, you must block to your left to avoid taking damage.
However, if Sakura can land this Critical Art right next to the opponent, it'll go into a special animation that deals significantly more damage.
You can use about everything in the background against your opponent if timed correctly and also punch or kick your opponent out of the level dealing an insane amount of damage and also moving to a new part of the level, it's really fun to do!
If I choose to take out my opponent's legs and damage them enough, they will struggle and fail to do lift - up moves, which are designated in the move list accessible through the pause screen.
Whichever one bets more — if you have any to bet at all — wins the clash either regaining health or dealing more damage to your opponent depending who used the clash.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
If the attack landed, the player would deal a significant amount of damage to the opponent, leading to a faster knock out.
Moves that let you avoid damage or can safely get you away from an aggressive opponent are limited, and if you do get caught up in a combo, it's pretty tricky to escape.
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There's a dodge mechanic, and if you can time it correctly, time will briefly slow down allowing you to get in extra hits that do a nice sized chunk of damage to your opponents.
Additionally, players also get to use special heavy units from time to time, allowing players to drive tanks, fly bomb - carrying griffins, and more, giving them a chance to deal heavy damage to an opponent using special abilities that can quickly turn the tide if used effectively.
When charged, this attack gives your characters slight super armor that will allow them to take a hit while the animation for the move is underway, so if a character tries to attack with a normal punch while your is in the middle of the attack then your character will take damage from the hit but the hit will not knock them out of the focus attack allowing you to hit your opponent and stun them.
In addition to Rage Arts, another new feature is called «Rage Drive» which is sort of like the EX moves from Street Fighter, and deals significant damage with one blow and will leave an opponent vulnerable to combos if it connects.
Matchmaking is so unbalanced that you'll spend the first few hours getting kill assists if you're lucky because your opponents have more health and higher damage weapons because they had enough credits to buy enough loot boxes.
You can hold onto and charge up a fireball, to unleash additional damage toward your (preoccupied if you're smart) opponents.
This would open up the possibility for Rex to do things like Topple opponents or inflict twice the damage if they're facing away from him.
If an opponent is knocked down on the perimeter of the ring they receive bonus damage and a flight in to the air for their troubles.
Holding down Circle gradually spins up a devastating power attack if you have time to complete the lengthy charging animation, while area attacks can help you engage two foes at once in a pinch or damage a faster opponent.
If you can land successive damage on your opponent you can drain their brain gauge to the point that they become dazed, allowing you some cheap free shots to take down their main health meter.
If your entire bar is gone, your opponent is wobbly, and those overhand punches aren't going to do much damage if you you don't have the energy to put some oomph into theIf your entire bar is gone, your opponent is wobbly, and those overhand punches aren't going to do much damage if you you don't have the energy to put some oomph into theif you you don't have the energy to put some oomph into them.
If you use it when it's completely filled, you activate Rage Mode, which makes you harder to knock back and increases the damage you do to opponents.
If you're just starting out, you might think your best bet for easy victories is to learn all of a character's most damaging combos and go to town on your opponents.
«To succeed in an action for damages, an injured professional footballer would need to show that, on the balance of probabilities, that his opponent would have known that there was a significant risk that if he tackled in the way he did, the other player would be seriously injured,» he sayTo succeed in an action for damages, an injured professional footballer would need to show that, on the balance of probabilities, that his opponent would have known that there was a significant risk that if he tackled in the way he did, the other player would be seriously injured,» he sayto show that, on the balance of probabilities, that his opponent would have known that there was a significant risk that if he tackled in the way he did, the other player would be seriously injured,» he says.
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