Sentences with phrase «simple combo attacks»

Not exact matches

Simple but deadly — Combat in BloodRayne is fairly simple, you have one attack button which you can use to execute various cSimple but deadly — Combat in BloodRayne is fairly simple, you have one attack button which you can use to execute various csimple, you have one attack button which you can use to execute various combos.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
and the combat was sublime, starts out simple, but it gets more involved later one, when you have to factor the effects different attacks do, especially when you get into the multicharacter combos.
Simple but satisfying combo system, including Move Canceling, Attack Nullifying, Invincible Dashing, and Rigid Body States!
The combat is very simple though, especially the third person shooting, with the only real complication being a special combo attack once you kill enough enemies in a row.
You can also call in strikers (assist attacks) from other mobile suits to provide covering fire, learn a few simple combos, and choose between one of two power - up states.
There's a combo system that is ridiculously easy to pull off and targeting from one enemy to another, something I've always found annoying in action games like this, is sublimely simple with the stylus controls as all you have to do is slash over the enemy you want to attack.
They added the attack «Mil Fleur — Campo de Flores»... but its super sad that especially one of her new abilitys is used as a simple «low aoe» - skill in her combos.
You can stun enemies with a shield bash and follow up with simple combos and charge attacks.
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.
It's easy to pick up the controller and pound a baddie with a simple weak or strong attack combo, but mixing in grabs and power attacks, along with defense and dodging makes for a varied, but approachable combat system.
The fighting was pretty simple with just a few attack buttons but I prefer that to trying to remember dozens of combos.
Relying on simple combos of three made up of its two attacks, the forward and upward thrusts, this weapon should be very simple to use, but also drains stamina.
Quick shooting, split second dodging, combo attacks, monster punching and punishing special moves — all achieved with simple, intuitive touch gesture controls.
It's fluid combo - driven fare; initially simple in terms of basic attacks, shuriken, blocks, throws and dashes, but allowing for moves to be modified into ruinously potent strikes by loading them with chakra.
Famitsu also made a blurb that the simple method of combining □ with △ button for attack combos are still being kept intact.
I mainly played PaRappa and learned a fairly simple combo that could quickly net me a level 3 super which is an immediate screen clearing attack; I'd consistently pull this off without much trouble and easily win online matches.
The combat is simple to start with but after a while you'll pick up the more advanced moves and notice how deep it can be, weak attack, strong attack and 3 special attacks, varying combos and sheer enemy count keep this title from being stale.
Among this information are the most essential core mechanics that Soul Calibur V introduces, including the Critical Edge attack, a simple showy high impact combo move that drains 100 % of your critical gauge and is basically Namco's response to SFIV «s Ultra combos.
You can stun enemies with a shield bash and follow up with simple combos and charge attacks.
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