Sentences with phrase «different attack buttons»

Timing is everything when you are striking enemies in the air, so don't just mash the different attack buttons.
I'd like also to point out that the game plays pretty decently, with responsive controls and quite a nice amount of different attack buttons, allowing you to execute quite a few combos.
Take your character into the field of battle, mash 3 different attack buttons and block / roll whenever you get bored.
MUA has two different attack buttons, and hitting them in certain orders creates combos with effects like tripping or stunning enemies.

Not exact matches

As you go back and forth across the island of Narapela, you will find yourself fighting hoards of zombies using either a stealth mechanic, or by mashing the square button to attack with one of two melee weapons that feel no different from each other, with the occasional dodge and run away thrown in for good measure.
Akiba's Beat's battle system is quite easy as all you do is mash a button to attack while pushing in different directions to perform slightly altered slashes.
The R1 button dodges, the X button jumps, the Square button attacks, the Triangle button is a different attack that pops an enemy into the air, and the Circle button unleashes Musou.
All four of the PS4 controller's face buttons could be assigned with a number of different attacks (up to twenty from what I could see, if the melee character had enough combat artes) and customized freely into combos by dialing in the buttons in different orders.
The implementation of button combos for different attacks feels very reminiscent of a fighting game, albeit not quite so complex.
Although you start with the Mana Sword, each of the three characters can gain a variety of other different weapons, but all are used in the same basic fashion: press the button and wait for a little meter to build up to 100 % before you unleash the most powerful attack possible.
The classic controller feels the most natural, with different attacks as well as grappling moves tied to the face buttons.
You have a normal attack button that you can use in conjunction with the analog stick's direction to execute different moves.
You can cycle through attacks of a different level of strength and then press the A button to select what you want to do, but then rather than watch your character immediately strike, it will feel like your input hasn't registered if you aren't paying full attention.
- Ryu from Street Fighter confirmed, has weak / strong attacks, tap / hold attack buttons for different attacks, uses combs, toss a hadouken with the press of one button or by using the original button press from Street Fighter, shoryuken works the same, two final smashes
Changes aren't just coming in the form of how many dimensions you'll have to think in either: the old Mortal Kombat system which saw different punches and kicks mapped to the face buttons has been changed in favour of a more Tekken like system with each attack button controlling one of the fighters limbs which will (hopefully) result in a deeper fighting system than we've seen before, but don't be fooled this is still going to be a return to the original free - form fighting that got it so many followers and resulted in so many frantic fights.
Unlike more traditional Beat»Em Ups, 99Vidas features two attack buttons - Punch (fast but weak) and Kick (slow but strong), which players can alternate to perform different combos.
AC III had an entirely different control scheme and made the Right Trigger pointless, B would be the counter button, X would still be attack and A would break enemies defenses.
While some moves are complete screen - fillers (such as Amaterasu's elemental attacks), others can be fired in different directions by using different combinations of attack buttons, or fired in mid-air.
Supermove juice can stack up to level three, and each level allows a different kind of attack, easily triggered with a single button press.
The way you can mix up attacks with different weapons plus the fact you feel awesome taking down several enemies at one time with a flick of few buttons.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
All the attacks are linked to the square button, but a double tap followed by a brief pause and another hit results in a different move than a simple triple tap.
I found myself button mashing most of the time as I wanted to use different moves in order to change things around a bit — I can see people easily resorting to just using the moves once for the trophies and then just spamming the attack button in order to take out the enemies — there is nothing wrong with this but you will probably find it a little repetitive if you don't experiment.
You can get away with just mashing the attack button until you get a parry prompt, carry on mashing, then (again) hold the button down to do some brutal finishers once you hit Fury mode... which isn't even that different to the standard combat mode.
The button presses don't even vary much by character type, although the attacks are vastly different from one another — visually, at least.
Most weapons have attacks mapped to the X and A buttons and some sort of special move attached to the R button, which can be another attack that can be used with the other buttons to generate simple combos or something completely different entirely.
Core systems change little from the first game — three different strengths of attack and a character - specific trait sit on the face buttons, with shortcuts for throw and interact on triggers along with the Meter Burn button for powering up moves and NetherRealm's ever - pointless stance switch button.
Hunters may engage in battle utilizing one of fourteen different weapon types, and while they all use the same light, heavy, and special attack buttons, each handles drastically different from the rest.
You can press the assist button while remaining neutral for one attack then press the assist button while holding in a direction for a different attack.
Unlike more traditional Beat»Em Ups, 99Vidas features two attack buttons — Punch (fast but weak) and Kick (slow but strong), which players can alternate to perform different combos.
There is a bit of initial confusion as you get your head wrapped around eight different buttons you must use during combat, and it's not exactly the most intuitive of systems either, but give it some time and you'll be launching barrages of attacks.
Combos that offer extended button combinations for extra attacks, as well bonuses to different skills can increase your character's power.
Mashing those two buttons makes it feel like the game is on autopilot as the same button presses yield very different attack animations.
Different enemies have various weaknesses and resistances that come into play and change up the dynamic of battles, making tough enemies more than just simple attack button mashers.
You dole out pain by using the Attack and Special buttons, which dish out different moves based on which direction you're holding the analog stick.
Holding the attack button on the ground has different effects depending on your class - some characters block, whilst others charge MP or other effects.
Many different weapons are available to you but the essence is that you will just mash the attack buttons repeatedly to beat of the constant waves of enemies, and when you have built up enough power in your Musou meter you can unleash a special move, which varies depending on the character you are using and it's a very effective way of clearing out large groups of enemies.
The combat is rather simplistic, with an Attack button and one Special Attack, but it can be customized all sorts of different ways.
Each button (Square, X, Triangle, Circle) has four different attacks that can be assigned to them.
While this seems like a nod to the days of classic 2 - button side scrollers, it seems somewhat unnecessary to have the best part of 10 different attacks pinned to two buttons, the rest laying dormant on your controller.
Raven plays a lot like Kat, only with different projectiles, a birdlike ultimate form, and an attack method that favors slamming the button rapidly.
You get to pick one Lily to accompany you into battle, each has three unique attacks which are triggered via three different button combinations.
During battle, you control one character, while the other three are AI controlled, you have two different types of attacks, normal physical attacks with the X button, and Artes based attacks with the O button, which uses up TP (Technical Points.)
The newest Final Fantasy decided to minimize swordplay to just one button, and then using the left stick to switch between different attacks with the weapon of choice.
Pushing the sticks forward or back when attacking will modify the attack yet again, and holding the shoulder buttons and the stick will perform a different attack.
I started the demo on Normal difficulty hoping to test the different battle style's strategy, but all I ended up doing was holding down the attack button in each encounter until the fight was over.
This plays out much like the Dynasty Warriors series where you'll be executing multiple button presses in different sequences to perform combinations of attacks.
As with previous installments, performing different moves is as simple as pressing the attack buttons in conjunction with different directions on the control stick.
Different sequences of these buttons will unleash combo attacks which are more damaging than the basic ones.
Battles play out through the use of real - time commands, with different attacks and special moves designated to different buttons on the controller.
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