Sentences with phrase «double jump attack»

Not exact matches

The Amazon juggernaut continued last quarter, despite President Trump's tweet attacks, with revenues jumping 43 % over the previous year to $ 51 billion and net income doubling to $ 1.6 billion.
On the other side, Louisville has jumped out to an 18 - 5 record behind a balanced offensive attack in which 4 players» average double - figures with two others on the cusp.
Slippa proclaims that «thessse minesss are oursss» and attempts to attack Diddy, but Diddy stomps him with a double jump.
It would take more than a double - jump, grappling hook and a screw attack to reach the lofty goal of being a new generation's 2D Metroid or Castlevania.
Or if there's an enemy approaching, I want to feel the fear that I might screw up and miss my attack, not just casually double tap the jump button and continue on my way.
... btw if you don't use the cork in Larry's Boss fight eventually he'll do a jump attack that hits you about 7 times or something and each hit doubles in power until it eventually kills you.
Anyway, the gameplay is simple as all you do is run around, jump off walls, double - jump, and attack.
Devouring enemies has the added effect of activating your character's burst mode, giving your character stronger attacks, a double jump, and regenerative properties.
Secondly, Sonic is able to employ his homing attack when enemies are locked onto, but when they are not, Sonic double jumps.
There are actually two jump buttons: one that is specifically for double jumping and one that is for doing a homing attack.
You have double jumps, homing attacks and a special «Shinobi Action» at your disposal; only by mastering each with sharp reflexes will you make it through your quest.
Upgradeable character after defeating each final boss: double and triple jump, different magic attacks... Graphic engine that mixes pixel art and cartoon characters, hand drawn, giving the game a 90's arcade feeling.
In addition to a standard double - jump, he can do a spin attack in the air that acts a brief hover to slow down your landing.
Upgrades range from new abilities, such as a double jump, charge attack and short range teleportation, to new weapons, such as kunais, different elemental properties for Cypher, and the Options.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump or double tapping X quickly to double jump; pressing O to build LEGO objects or interact with an object or holding O to perform a Spinjitzu attack; pressing triangle to switch from controlling one character to a nearby character or holding triangle to enter the character wheel; pressing square to perform an attack or holding square to perform a ranged attack; pressing R1 or L1 to cycle through to the next or previous character; pressing L2 or R2 to perform a dodge roll; changing the direction of the left analogue stick or alternatively pressing up, down, left or right on the d - pad to move your selected character; changing the direction of the right analogue stick to pan the camera or pressing R3 to centre the camera; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The traditional double jump and mid-air stomp, as well as simple attacking methods, are all here — a familiar set of mechanics typical of the genre, making for a fun, albeit fairly straight - forward, game that appeals to adults and children alike.
If you're keeping it normal, take out each Psion and strafe, double jump to avoid the War Beasts, Gladiators, Legionnaires and Phalanx that attack.
When you first enter a level, everything comes across as your standard platform fare, with jump, double jump and attack options all present.
That is, it works well against attacks coming from above (unless the enemy expected it, and double jumped).
Sonic can also perform a double jump to get a little extra height and scale some obstacles, as well as bounce downwards to quickly attack enemies.
Characters can still be levelled up and acquire new attacks, but with fewer brawls and the inclusion of a double jump, it opens the environments up to more adventure than action.
There's a Tension gauge which, once full, allows you to enter High Tension, a temporary state, which makes you invincible and allows you to use spells and abilities without expending MP, as well as unlocking the ability to double jump and allowing you the opportunity to use the most powerful attack in each characters arsenal: the Coup de Grace, which is the games take on the Musou ability from the Warriors games, allowing you to take out a full screen worth of enemies with a visually dazzling attack.
By the time I reached the demo's final arena, I was constantly double - jumping over enemy attacks and avoiding the bursts of fire coming from the floor below, while still locking - on and firing away at my foes.
Each character has a regular and strong attack that varies from character to character, and a dodge, block, double jump and dash.
Of course the classic double jump ability is there, but the spectacular attack abilities are what make Evil Genome shine.
The controls are easy to master as they are as responsive and intuitive as the first Destiny with the default control scheme consisting of pressing R2 to shoot; pressing R1 to perform a melee attack; pressing L2 to aim down the weapon's sights; pressing L1 to throw a grenade; pressing L1 and R1 to perform a super ability; pressing X to jump; double pressing X to engage thrusters in order to reach greater heights; pressing O to crouch; pressing square to reload; holding square to interact with an object; pressing triangle to change weapon; pressing up on the d - pad to wave; pressing right on the d - pad to dance; pressing down on the d - pad to sit; pressing left on the d - pad to perform a customised movement; changing the direction of the left analogue stick to move your character; pressing L3 to sprint; changing the direction of the right analogue stick to look around your surrounding environments; pressing R3 to highlight a player; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Similarly, the dash attack can be erratic and the automated screw attack double jump that Ash gets in the rare instances when he leaves the spinny death wheel leaves you completely devoid of control over where you'll end up.
And while you can always look at your boss fight time attack for a numerical encapsulation of your skill, the much more important aspect of each performance is the feeling of overwhelming power on each turn, each double jump, and each perfectly choreographed dance around a stage of enemies and projectiles.
Spawning, taking a split second to line up a perfect cross-stage shot, loosing an arrow that pins one opponent to the wall, double - jumping over to his corpse to retrieve both your arrow and his, leaping down to meet a fresh airborne assault, timing a button press just right to catch an incoming projectile, retaliating instantly with a pair of arrows to nab a second kill, feinting a ranged attack on the sole remaining player before accelerating your fall and ending her with a swift head - stomp.
Instead of double jumping to a previously out of reach platform, you've got to use your bombs and attacks to figure out how to get from point A to point B. I'm enjoying this unique approach to the genre, and I like how the game forces me to think in a different way than I'm used to in these kinds of games.
CFR's mod increases the double jump, turning speed is tighter, the homing attack no longer has a cooldown, and adds a few other tweaks (some optional) that should make Modern Sonic less frustrating.
Wisely, Deep Crimson retains the accessibility of its ancestor - assigning two buttons to light and heavy attacks while the abilities to double jump and dash are your primary defensive tools.
You can spin attack with means you don't have to worry about accuracy, and you can swing from stationary robotic prompts that get you across the larger gaps that double jumping can not cross.
Combat mode is turn based, where the brothers have basic attacks of using jump and hammer, as well as also having access to Bro moves that require the two to double up on the attack, costing BP points as they unleash some powerful attacks.
This means that it's often a good idea to use a powerful weapon for the opening stages of an engagement and then use the double jump and the trusty Omniwrench melee attack to take the opponent out.
The controls are well mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump or double tapping X quickly twice to roll when playing as an on - foot character or pressing X to flight evade when piloting a ship; pressing O to interact with an object or to use the Force, build, use or activate; pressing triangle to switch from controlling one character to a nearby character; pressing square or R2 to perform an attack, holding square or R2 to aim; pressing L1 or R1 to cycle through characters; pressing L2 to dodge roll when playing as an on - foot character or pressing L2 to boost when piloting a ship; changing the direction of the left analogue stick or alternatively pressing up, down, left or right on the d - pad to move your selected character or ship; changing the direction of the right analogue stick to move the camera; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The skill tree has been expanded to feature all sorts of new skills including a double jump, ally summons, and a spectral glaive that dishes out heavy attacks.
Some heroes» skill trees take this further: Rabbid Luigi can chain multiple dash attacks, Luigi can do a double team jump, Mario can use a team jump to land on enemies and bop them for yet more damage.
As you progress, you gain new abilities, such as attacking, wall - running and double - jumping, which allow for some neat level designs and sometimes it's hard to decide what to do in the split second you have to make a decision.
Super Lucky's Tale, on the other hand, feels like a spiritual successor to Crash Bandicoot, a game with small but tight levels intensely focused on players using a series of basic but versatile moves — jump, double jump, spin attack, dive — to survive an escalating series of platforming challenges, all while poking and prodding the environment for flashy collectibles hidden among the chaos.
Jak is able to double jump, use two different attacks and has some serious dance moves when he does discover a power cell.
At the beginning, you only have a double jump and a dash attack but further on in the game, you will find new skills and also several items.
Although you are without jump, you do have a roll which doubles as an evasion from enemy attacks.
Mario can go «3 - D» and see the world in both vision, Peach can float and use her umbrella as a shield, Bowser has x2 power (cause he has no double attack a la double jump) and can breathe fire, and Luigi can super jump.
The second one allows you to attack with a bow and double jump, but makes you more vulnerable to enemy attacks, and the third one is specialized in magic attacks.
With the ability to jump, double - jump, dodge, and launch special attacks, there's a constant sense of commotion, as you dart around enemies and whittle away their health.
ARMS will have five playable characters at launch, each of whom are equipped by default with one of the six previously mentioned techniques: Spring Man (Fire) can parry attacks, but a failed attempt results in double - damage; Ribbon Girl (Thunder) can double - jump, triple - jump with a well - timed air - dash, and super-jump to avoid attacks; Ninjara (Boomerang) can phantom - dash to avoid attacks and teleport directly to his opponent; Master Mummy (Big) is a slow «Tank» character, however the brute can regenerate health and can not be stunned by normal attacks; courtesy of her jetpack - powered suit, Mechanica (Revolver) possesses the ability to hover and air - dash longer than the other characters.
May I remind them that Sonic 2 introduced spin dash and Sonic 3 introduced «double jump abilities» (invincible, shild use, Tails flying / Knuckles gliding») Every game put something new with keeping the old stuff (spin attack, spin jump, etc.).
Initially, Hiryu is a surprisingly «immobile» character compared to his past incarnations; players can still climb and attack from just about any surface, and can slide underneath obstacles, but Hiryu lacks the ability to double - jump and dash in the early - game stages - roughly the first 1 - 2 hours of gameplay.
As you progress, you'll gain an extra attack with your double - jump and more options with your crossbow.
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