Sentences with phrase «hyper combo»

The phrase "hyper combo" refers to a powerful combination of moves or attacks used in a video game, usually to deal a lot of damage to the opponent quickly. Full definition
This time there are no fighting game health bars and hyper combo gauges to hit his opponent with, but oh... he has moved far beyond that with this release.
I was able to perform this loop three times, ending with an easy hyper combo with the press of hard punch and hard kick.
The same goes for hyper combos, super moves.
Only thing missing was the over the top massive hyper combos.
Every single opponent I've played against online has used easy combos, or easy hyper combos, which only requires players to press the «Y and B» buttons simultaneously.
As players throw more attacks and successfully defend against their opponents, they increase their combo meter which builds at the bottom of the screen to unleash Hyper Combos.
UMvC3 also features flashy Hyper Combos, special techniques that can only be activated by filling a gauge.
This system, specifically designed for MARVEL VS. CAPCOM 2 is also key to the execution of the most powerful attack, the Team Hyper Combo, where all three members of your team use their ultimate powers.
A few actions including a new hyper combo shortcut if you don't want to input the main command are activated by pressing two buttons at once.
Despite the massive suit of armor, the warrior's hyper combos seem to help her overcome any lack of mobility, even giving her the strength to plow through Thanos» most devastating attack.
Easy Hyper Combo executes super moves with a simple two - button press.
It's going to be a full two weeks after the XBLA release before they can get their 3 - on - 3 hyper combo action on.
So what's to stop every player simply relying on this light punch combo or this two - button hyper combo, reducing MvCI to some braindead button masher?
Other than that the game plays out exactly as you'd expect; you have your light, medium and heavy attacks to chain combos, a special attack that launches people into the air (and back down to the ground) and you build up your meters to unleash ferocious hyper combos in order to juggle your opponent into your next KO.
The former is a general attack that charges the Infinity meter, and the latter can be unleashed once the meter is at least half full to devastating effect (and to unlock Hyper Combos).
-- Spider - Man seemingly has a new kick special and a level three super move — Nemesis still has access to his former repertoire, including his bazooka hyper combo — Frank West's picture taking, level - up mechanics return.
To perform a Crossover Combination Finish, use at least two character's Hyper Combo at the same time.
UMvC3 also features flashy Hyper Combos, special techniques that can only be activated by filling a gauge.
You'll also be able to execute a «Team Hyper Combo,» calling on friends to jump in and finish off opponents with a devastating attack.
Same thing with the hyper combo — you're just seeing a big, flashy action really quickly.
Power boosts damage, Mind refills the Hyper Combo meter, Soul revives a fallen ally, Time eliminates recovery on moves so they can be chained together, Space restricts movement, and Reality gives elemental properties to attacks.
Other significant mechanics include X-Factor and Hyper Combos.
Most characters have three hyper combos (although a couple have less), usually comprising of two hyper moves that cost one bar to perform, and one that takes three bars to perform.
Players can also use some of their Hyper Combo Gauge to Counter Switch which tags in a partner to possibly break up a combo and launch a counter attack.
And perhaps even most importantly — hyper combos.
In the game, the Power Stone increases damage and destroys projectiles, the Mind Stone stuns foes and regenerates the Hyper Combo Gauge, the Soul Stone drains health and revives fallen heroes, the Time Stone initiates a dash attack and increased speed, the Space Stone pulls opponents towards you and traps them in a box and the Reality Stone creates a heat - seeking attack of sorts and elemental attacks.
In MvC3 to do a hyper combo you would, typically, have to do a traditional fighting game motion such as a fireball or a dragon punch and press a couple of buttons.
When you use a simple hyper, you only have access to one hyper combo - one of many your character has.
In MvCI all you have to do to trigger your level one hyper combo is press two buttons: heavy punch and heavy kick.
Everything from the one - button combo to the easy level one hyper combo is designed to make newcomers feel like they can do something cool in a fight without having to put much effort in.
If you do a hyper combo you can switch out of it, running behind the projectile.
The Critical Edge is like a super move or hyper combo.
The action is fast and furious, with simple bread and butter combos, combos that can juggle opponents and keep them taking damage until they are knocked out, tag attacks that bring in team members for assists or hyper combos or to switch a character in, an X-Factor meter that powers up fighters and heals some damage, and more.
Some of the hyper combo animations look fantastic and the choreography for them is great fun to watch.
You have a choice of two assist characters to synthesize with combo chains, provide defensive support, and even combine for hyper combos.
The 3D psuedo - cell shaded look on the 2D plane jumps off the screen and gives these characters life even during the sometimes massive sensory overload caused by the game's visual stunning movesets and Hyper Combos.
These hyper combos are special moves that can deal tremendous damage if successful.
Other significant mechanics include X-Factor and Hyper Combos.
But there are still legions of fans — myself included — who can't even manage to pull off all of the tutorial links for Ryu, joystick resting in frustrated hands, let alone think about successfully parrying a hyper combo, or taking advantage of a dropped combo, or even beginning to fathom the timing involved in creating a combo that could, in theory, get dropped.
The most common occurrence of this rule is when Player 1 lands a Hyper Combo on Player 2, but the Hyper Combo animation is a grab and the damage isnʼt awarded till the final hit connects, but the opponent has legally lost the round.
The touch pad can also be used to unleash hyper combos by tapping a character's full hyper combo meter, and to tag in a new character from a player's team by simply touching the image of that character.
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