Sentences with phrase «hit enemies while»

So if you time it correctly, you can go ahead and hit an enemy while already in mid-air and then immediately jump again.
If a character hits an enemy while that enemy is in the «cast» portion of the meter, they're interrupted and move backwards to around 2/3 down the gauge.

Not exact matches

As an army medic, he single - handedly evacuated the wounded from behind enemy lines, braved fire while tending to soldiers and was wounded by a grenade and hit by snipers.
I did NOT invest in blacksmithing or crafting at all, and yet by level 30 - 35 i was able to one - hit nearly any enemy with the exception of boss creatures and dragons, all while remaining completely undetected.
After you're done there you can hit up the game's 4 player co-op escalation mode where players work together to survive infinite waves of enemies while strategically spending points for weapon upgrades, health and more.
Hitting an explosive barrel with your pickaxe and quickly retreating to a higher plane with your grappling hook while triggering a massive explosion, killing enemies and clearing your path is something that never gets old.
Missions involve guiding hero units around the map on seek and destroy sorties or establishing and maintaining bases in order to develop a strong, healthy war machine to fend off enemy hit and run attacks while attempting to destroy their base.
It was insanely easy to get carried away while destroying enemy soldiers, and end up surrounded by archers or getting killed in one hit by Lu Bu.
Elsewhere, the foes in DiscStorm's campaign do brilliantly in training players for the game's multiplayer mode with enemies that can only be hit in behind for example, really forcing folks to work on their rebound game while other opponents mimic human players in an effort to replicate the frenetic conflict which is synonymous with the DiscStorm's competitive multiplayer offering.
While that might not be quite the right word, as there are still some brilliant combinations that are hard to achieve, there's nothing as tactical as Skyward Sword's motion controls, where enemies would be shielded on one side or had to be hit from a specific angle.
Capcom has announced that they will be releasing downloadable content for Dark Void beginning next week. In the Survivor Missions, relive key events from Dark Void as you battle waves of increasingly difficult enemy troops. Rack up massive points with score multipliers for headshots, and hijack enemy aircrafts. This new content will be an arcade-esque experience where the player battles through hoards of enemies on the ground and in the air while collecting points and upgrading weaponry, with the goal being to survive to Round 10 and increase their previous high score. This new content will hit XBox Live on February 10th and will cost 400 Microsoft points. It will hit the Playstation Network on February 11th for $ 4.99.
Throw in quick kills by hitting B when prompted and you have a brutal combat system, though there is only 1 quick kill for most enemies and some of the animations are re-used on other enemies and as such you will find yourself getting a little bored with the quick kills after a while.
- characters are drawn in the main screen in a super-deformed style - features a lot of fan - service - play as Eduard, an innkeeper of an inn who doesn't have a lot of customers - stumble into a cave while looking for crystals and meet a girl who has amnesia - this girl also has six sisters who unlock each other's memories as you come across them - your subordinate at the inn gets the idea to put all of the girls into maid uniforms - the girls transform into battle - appropriate clothing during the battle sequences - strategy / action - RPG hybrid - unlimited movement within a circle around the character's starting point - combo system - when attacking weaker enemies, you knock them back in a fashion that takes out others and builds up a combo - extra turn awarded if you manage to take out 10 or more enemies in one swing - enemies do respawn their weak helpers at a hit point cost to them - right side of the screen shows a time bar so you know which friend or foe will attack nex - male character you play as is more of a support role in battle - he'll provide a lot of your stat buffs - events for each of the maidens that give them a chance to level up and unlock new abilities in each battle - possible 18 quests - each of the girls has their own quirks
This mode is a race style feature that tasks players with hitting consecutive checkpoints while slicing through enemies in the shortest amount of time.
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker, while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
I would have to dodge an attacking bird, while also keeping an eye on enemy archers who would take pot shots at me until I could land a total MLG turnaround no scope arrow shot on both enemies while hitting just the right jump.
The Soothsayer class allows you to fill your spell book with all kinds of spells and scrolls to aid your army in defeating the enemy, while taking a hit in bonuses that may help your troops defense or morale.
The core mechanics are simple enough: X is your direct, heavier attack while Y offers up sweeping moves capable of hitting multiple enemies at the same time, and the left trigger takes on the role of both dodge and block.
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 charging.
Enemies can be relentless and knock down players, and will keep hitting while they are down.
- Magnification: Fixed bug where image of the previous page was shown behind magnified videos while playing - Character tutorial (Awakening): Brought enemy / ally positions closer, as Tag Combos weren't hitting for some characters - Popups: Fixed bug where the movie play and page buttons would appear for a moment, disappear, then be displayed again
Each mode offers it's own gameplay style — 8 - bit has graphics reminiscent of the NES era with limited movement and slower enemies while 16 - bit plays a lot like some of the classic SNES action RPGs of which it was obviously inspired by with full movement and multiple hit combos.
Whilst on the subject of the combat, Elex tries to take inspiration from the well - loved Dark Souls series in which you must rely on your cunning to hit, dodge and parry at the right time to take down the difficult enemies, all while managing your stamina.
Kay Rayner is a close quarters combat specialist who carries a Epirus V - 7 Bow as a primary weapon and an Eclypse Katana as a secondary weapon, while his special abilities include Pull Enemy that utilises a telekinetic ability to pull closely situated enemies toward him while inflicting damage and incapacitating enemies for a period of time; Throw Enemy is a powerful telekinetic attack that inflicts serious damage to enemies and flings them away; Devastation causes a massive amount of damage to all close by enemies through a powerful ground hit; and Zeal produces a huge bonus for melee attacks in addition to a simultaneous protective aura around Kay.
Gunnar Davis is a heavy weapons specialist with an assault rifle as a primary weapon and a pistol for a secondary weapon, while his special abilities include Shockwave which sends a powerful electrical impulse that knocks down enemies; Stasis projects a stasis field that stops time for enemies albeit while simultaneously protecting them from incoming fire, but could still be useful to strategically change position, finding cover or running past a large group of enemies; Barrier creates a protective energy bubble that prevents damage from being received by Gunnar; and Storm hits enemies with a lightning strike.
Health upgrades increase the maximum amount of health, while damage increases the amount of damage you are capable of inflicting on enemies; luck improves the possibility of critical hits on enemies, increases the amount of credits looted and makes rarer loot easier to find; energy provides the required fuel to utilise abilities; and slots increases the amount of cybernetic enhancement slots available in order to install more enhancements.
I remember spending hours kicking asses and taking names back upon the game's release and, even though the controls admittedly feel clunky when compared to modern titles, the core gameplay that made Devil May Cry such a standout hit is still very much an addictive romp through crowds of enemies... Even if it did take me a while to figure out how to shoot when on the ground, which necessitates holding a trigger button to aim unlike when you're airborne and unloading clips into the faces of possessed marionettes.
While you take turns between your attacks and the enemy's attacks, when it is your turn you don't just tap on a spell or weapon to attack but you also have a meter bar at the top, generally with a section in red which is your critical hit section.
However, if he gets hit by enemies or dies while on a disco trip, he loses points.
While Super, he gains the ability to break Brick Blocks and allows him to take one more hit from an enemy (shrinking down to Small Mario before losing a life).
While obviously there are variants, as Chibi uses his «whip» to both defeat enemies, hit switches, and allows him to hover for a short period of time, but there were times when I was dodging and battling enemies and platforming where I thought to myself «If Chibi was a Belmont, I could totally dig it ``.
Enemies with shields, for instance, can be damaged more by using the heavy - hitting weapons, while the witch, which is able to perform numerous long - ranged attacks, can be hurt more with the quick weapon.
What I mean is, while in Dainsleif mode, any hit you land on your enemies will restore some of your HP — with kills giving an even bigger boost.
Hitting an explosive barrel with your pickaxe and quickly retreating to a higher plane with your grappling hook while triggering a massive explosion, killing enemies and clearing your path is something that never gets old.
It was arguably the most inventive game in the series as well, with outrageous designs for stages; such as riding on missiles shot out of a helicopter, which are hitting the boss you're fighting, the top down perspectives in mode 7, and riding a futuristic motorcycle while shooting down enemies.
You can press Square to attack enemies and you'll hit Triangle to counter when the correct icon (a green icon means you can counter while a red icon means you can't) appears over your head.
Your standard attack is a three hit combo, while tapping X releases a defense shattering strike designed to... uh, shatter defenses and interrupt enemies.
This continuous barrage of new enemies meets with my approval, especially while playing the game on the harder modes like Dante Must Die where big enemies that require specific attacks are mixed in with crowds of smaller enemies, creating some brilliant fights as you have to react on the fly to make sure you're hitting the right enemies with the right moves, otherwise you could find yourself in some serious trouble, like sword in the arse trouble.
Fixed an issue where direct hits on a Stinger Boss Salmonid from either a Blaster or shots fired while using the Ink Jet special did not deal the added damage of their shots exploding, and only destroyed one level of the towering enemy.
Aside from his trusty blade and pistols Dante's biggest combat change comes from his heritage as a freaky half - breed thing: holding down the right trigger swaps Dante to demon mode which gives him access to the heavy - hitting demonic weapons, while holding down the left trigger gives him access to fast but light hitting Angelic weapons for dealing with crowds of enemies.
Enemies come in all manner of shapes and sizes with varying weaponry and armour such as some enemies have a cloaking device, while others have physical shields that are held in front of them, but do not cover their feet providing a weakness that can be taken advantage of, although some enemies have self - contained shields that will withstand a certain quantity of hits before exposing the enemy to taking Enemies come in all manner of shapes and sizes with varying weaponry and armour such as some enemies have a cloaking device, while others have physical shields that are held in front of them, but do not cover their feet providing a weakness that can be taken advantage of, although some enemies have self - contained shields that will withstand a certain quantity of hits before exposing the enemy to taking enemies have a cloaking device, while others have physical shields that are held in front of them, but do not cover their feet providing a weakness that can be taken advantage of, although some enemies have self - contained shields that will withstand a certain quantity of hits before exposing the enemy to taking enemies have self - contained shields that will withstand a certain quantity of hits before exposing the enemy to taking damage.
They can do simple things such as increase the amount of Soul you get from hitting enemies or improve your attack range, as well as apply more complex modifications such as doubling your health but preventing you from healing or giving you a ranged attack while at full health.
This is because all Mr. Nukem needs to sprint towards a horde of enemies while being hit by hundreds of bullets is his overly inflated ego and his stereotypical machismo.
The main thing is that while blocking, you can press the jump button to dodge around your enemy, thus confusing them briefly for free hits.
This removes much of the strategy from each conflict, especially with your troops able to one - hit kill many enemies, while surprisingly they can take a barrage of bullets before succumbing to their own demise.
While there's not much to do after players hit the level cap and complete most of the content and explore the Dark Zone, there is plenty of loot to collect and enemies to face, and more content is on the horizon.
While this may not sound all that difficult on paper, each enemy type requires a certain number of hits to take out, and some require you to recognize a pattern to defeat, alternating left and right as they teleport around you.
Most enemies take quite a while to kill unless you're going for the headshot — and hitting one is challenging enough to feel rewarding when you connect.
The key to conserving the limited ammo was in mastering the ability to hit the leg of an enemy and then quickly bum rush him while on the ground to drop a lit match.
If you hit or don't hit, you'll have to wait a few seconds for the weapon to recharge in order to use it again, all the while accurate enemies are firing at you at the same time.
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