Sentences with phrase «do combo moves»

It pioneers two player co-op moves where you can do combo moves that can only be done with two players.
Unlike past games however, Kirby can do combo moves which boost attacks or allow for special moves which couldn't be accomplished alone.

Not exact matches

But the East - leading Celtics made that move from a position of strength: Not only did they receive 6» 9» combo forward Jeff Green and 7 - foot center Nenad Krstic from Oklahoma City, but they were also optimistic that they would replenish their front line with 6» 11» Troy Murphy and a couple of other potential buyout candidates.
In today's tutorial, I'll be going over how to do this move with proper form and a little bonus combo bodyweight sequence I use all the time to challenge myself.
The glutamine by itself to me, it just doesn't move the needle as quick as the combo products like you talk about.
And because you don't take a rest between one move and the next, these complexes — or simply combo's — deliver a fantastic strength as well as cardiovascular workout.
Not the best combo which had lead me into the of a spiral of why did I move to Houston?
The minimalist twist to Gauntlet: Seven Sorrows may turn of those gamers looking for depth, but the game really does pull you in with some great visuals and slick combo moves.
Oh yeah, there are special skills and combo moves in the combat, but you don't need them except against Boss monsters so that's about 1 in 30 to 1 in 50 fights then.
Kon - Tiki 2012 - 13, 119 minutes, NR / Directors: Joachim Rønning, Espen Sandberg / Writers: Petter Skavlan, Thor Heyerdahl / Stars: Pål Sverre Hagen, Anders Baasmo Christiansen, Tobias Santelmann Buy It: Blu - ray Combo • DVD • Instant Video An unusually moving true survival story from Norway that sadly didn't make much noise or draw many admirers in the States.
With a vast list of achievements to acquire, a large repertoire of moves, and weapon and vehicle combos to experiment with, and the trademark plethora of collectibles and side - missions to do, your fun is guaranteed.
Mostly, fighting game tutorials don't teach lessons that can be applied in various situations; they simply instruct players how to perform a special move or a flashy combo.
While smooth movement, as seen with the DualShock 4, won't be available with the Move controllers at launch, they do come with interesting features, like the chance to assign specific abilities to each hand for mixed combo attacks.
The fighting isn't that bad in Nights of Azure 2, but the moves and available combos aren't anywhere near as fanciful in Fire Emblem Warriors and as for graphics, while the cut - scenes and backgrounds and main characters look great, everything else, like the enemies, look like they could have done with a bit more time to flash them out.
We don't need to know why these 36 characters (including DLC characters Black Panther, Sigma and the newly - confirmed Venom, Monster Hunter, Black Widow and Winter Soldier) are filling our screens with flashy special moves and aerial combos.
So if you like Akantor and Ukanlos and always wished that you could do the new GreatSword charge from Tri on them, or the Bow's new pellet rain move, or the Longsword's extended spirti combo from Tri and so on, this is the only game so far that gives you the chance to do that.
Not only do the lessons teach you key moves and combos for each character, but when and how to use them for the greatest effect possible.
This powertrain combo also seems to be rather efficient as I did a nearly 60 - mile roundtrip commute and the fuel needle barely moved.
Fidelity vs. Vanguard How international small - caps spice up a retirement portfolio Foreign big - cap value stocks outshine U.S. counterparts What global large - cap stocks do for your retirement portfolio Six reasons you should invest internationally How to double your target - date retirement fund's return in a single move Why REITs belong in your retirement portfolio When it pays to go all - in on small - cap value This 4 - fund combo wallops the S&P 500 index Buy the best performing stock sector for 87 years How to make money with small - cap stocks Looking for action?
The bullet - time slow - down gives you a brief window of respite but it isn't long enough to finish even a basic combo, so don't be surprised to find that as soon as you come out of it the enemy will shrug off your moves and wallop you one unless you're quick enough with that dodge button again.
Doing so successfully builds your combo meeting, making your strikes faster and giving you access to special combo moves.
I did nt see hardly any actual new moves in the form of new hammer attack combos or such.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 2): Fixed move so that Loki isn't motionless while chargmove so that Loki isn't motionless while charging.
Dragon Ball Xenoverse: Change Character's Attributes, Appearance After Creation Dragon Ball Xenoverse: Learn Moves with Masters, Do More Damage with Z - Assist Dragon Ball Xenoverse: Level Up, Make Money Fast Dragon Ball Xenoverse: Unlock All Characters, Collect Crystal Shards and Dragon Balls Dragon Ball Xenoverse: Complete English Walkthrough Dragon Ball Xenoverse: Created Character Races, Genders, and Combos Dragon Ball Xenoverse: DBZ, DBGT Marquee Match - Ups Dragon Ball Xenoverse: All Skills, Z - Souls, Parallel Quest Names / Descriptions Dragon Ball Xenoverse: DLC Videos and Information Dragon Ball Xenoverse: All Characters, Transformations, Accessories, Clothing, Throws Dragon Ball Xenoverse: All Super Attacks Dragon Ball Xenoverse: All Ultimate Attacks
Something I do wish they'd change is that when you're waiting to match up with a player you'll be tossed into a room with an AI to pummel on; it'd be really helpful if I could access a character's move - list and display the combos on - screen while waiting so I could practice a specific combo while I'm there.
With a combo based combat system with finishing moves that have you overloading a persons mind with memories, platforming sections that offer ways to get off the required path, and an interesting story revolving around the fragility and importance of the memory, I simply didn't want to put down the controller.
In what the experts are calling «free - flow combat», the footage depicts Batman's capability of linking devastating attack moves from one thug to the next, building up combo points and unlocking new ways of smashing The Joker's henchmen to pieces. If that doesn't assuage the pain of not having your hands of the game — we don't know what will.
These include low attacks, down strikes, throws, evades and signature skills, and they really do offer a good mix of abilities — with each character having their own set of combos and moves to learn.
And our community manager Matthew Edwards, for example, has played every build that we've released for every event, and sees videos captured from the beta that are doing moves and combos that he didn't even know were possible and he's a pro-level gamer.
They have made it really easy to kill people and do acrobatic moves at the same time to get a large combo going.
Unlike other Match - 3 games, each move doesn't have to be a match so you can strategize combos (though each time you make a move with no match, your enemy gets a free attack on you).
Unlike the first game the signature moves don't break the flow of combat meaning you can add a signature move into combos for even more variation.
So if there exists a combo that is a «loop» of repeated moves, it may be possible to do 3 or 4 repetitions of the loop, but eventually the opponent's hitstun becomes so short that the combo simply stops working.
Little did I know that this title would be more than a simple re-skin; The 3 - tier finishing move system encouraged combos and action, as people who tried to sit the battle out hiding in the corner couldn't keep up.
No matter what attacks the enemy have or numbers they come in, all you need to do is hammer away at the regular three - hit combo and chuck in special moves whenever it seems like they'll be most effective.
Where you have to do moves in a certain order to complete the combo.
There isn't a run button or massive push - button chain combos, but you can chain shorter more effective combos and juggles with special moves to do some serious damage.
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.
There's just one problem: You're still not quite sure what you're doing, and before long, you're getting swept up by 50 - hit combos and screen - filling super moves.
Visuals put aside, this is a pretty standard fighting game that didn't really deviate from the formula of the time: light and hard hits, simple inputs for special moves, more complex ones for «supers,» and lots of combos to learn.
Needless to say there is tons of button mashing for those that choose not to learn some of the more advanced moves, and while the combat isn't varied enough, it does offer some very nice combos to help defeat your opponents.
After certain moves, a yellow wave animation appears above their heads, and if hit with a combo during this time (hitting square 5x works for this as it does for everything) you can stun them, allowing you to get in some extra hits or even to participate in boss specific QTEs.
Do you use your super move to deplete your opponent's armour and give yourself a breather or do you keep backing away hoping for the right moment to go into a massive combo that will turn the tideDo you use your super move to deplete your opponent's armour and give yourself a breather or do you keep backing away hoping for the right moment to go into a massive combo that will turn the tidedo you keep backing away hoping for the right moment to go into a massive combo that will turn the tides?
Avil is quite the destructive force and can cut through Jackals with ease, but this all boils down to just pressing the attack button over and over again and doing some basic combo moves.
The rules for breaking are very simple; If the opponent is doing a Punch move, break with your character's Combo Breaker motion + Kick, if the opponent is doing a Kick move, break with your character's Combo Breaker motion + Punch.
Ultra Combo To perform an Ultra Combo, just do the Ultra Combo Special Move at the end of a Combo when your opponent's Life Bar is flashing red.
Dragon Ball Xenoverse: Change Character's Attributes, Appearance After Creation Dragon Ball Xenoverse: Learn Moves with Masters, Do More Damage with Z - Assist Dragon Ball Xenoverse: Level Up, Make Money Fast Dragon Ball Xenoverse: Complete English Walkthrough Dragon Ball Xenoverse: Created Character Races, Genders, and Combos Dragon Ball Xenoverse: DBZ, DBGT Marquee Match - Ups Dragon Ball Xenoverse: All Skills, Z - Souls, Parallel Quest Names / Descriptions Dragon Ball Xenoverse: DLC Videos and Information Dragon Ball Xenoverse: All Characters, Transformations, Accessories, Clothing, Throws Dragon Ball Xenoverse: All Super Attacks Dragon Ball Xenoverse: All Ultimate Attacks
Combat is the same as you mash buttons, land combos, and do the occasional strong move to wipe out more enemies in one go.
If your opponent does a Pressure - Combo which ends with a «Rock / Paper / Scissors» move, do your countering Special Move, and you will come out of your Block stance, and Counter their Pressure - Commove, do your countering Special Move, and you will come out of your Block stance, and Counter their Pressure - ComMove, and you will come out of your Block stance, and Counter their Pressure - Combo!!
Just do the Mini-Ultra Special Move at the end of a Combo, when the opponent's first Life Bar is empty.
a b c d e f g h i j k l m n o p q r s t u v w x y z