Sentences with phrase «special effects these attacks»

I have not seen any special effects these attacks have, but they do have a limited amount of uses per day.

Not exact matches

Both styles come with their own ranged and special attacks, but their more pervasive effect is that they change Kat's weight and therefore the velocity at which she falls.
«The X-Files» is rated PG - 13 for violent gunplay and fist - fighting, as well as some vicious alien attacks, gory special effects, profanity, vulgar gags, brief female nudity and use of one racial slur.
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.
Attack of the Killer Donuts is directed by an American filmmaker named Scott Wheeler, who is also an experienced special / digital effects supervisor, camera operator, producer, and second unit director, plus director of a few other bad horror films previously including Martian Land, Transmorphers: Fall of Man, Sink Hole, and Avalanche Sharks.
With «Star Wars Episode II: Attack of the Clones» opening in mid-May, there's been a lot of talk lately about how good computer - generated special effects have become.
For each successful attack, the kinship bar grows, allowing the player to trigger special effects to help out their Monstie.
True story: when I was watching King Kong, the Empire State Building sequence, which I knew was totally fake, all special effects, was dizzying enough that it gave me an attack of vertigo and I had to watch the rest of the film lying on the floor.
Special effects have come a long way in the last generation, and they're used to good effect in some scenes — as when demon - possessed parade floats mount an attack.
There are also top contributions from production designer Jack Fisk, editor Stephen Mirrione and some extraordinary special effects for that instant - classic bear attack scene that simply has to be seen to be believed.
Harry Potter and the Sorcerer's Stone boasts of keen production design and exceptional costuming, but it relies on computer - generated images (CGI) for its special effects, the result of which is that everything from the Quidditch match (a game played on broomsticks, the rules of which are difficult to grasp in the film), to a troll attack, to a confrontation with a three - headed dog is carried off with an inserted unreality that's distracting.
The «Pre-production» section kicks off with «Nightcrawler Attack: Multi-angle Study», which offers X2's opening scene in both animatic form and in film form with unfinished special effects.
The special effects vary from charming to astonishing to deliciously cheesy, and at least a couple of shots of mass destruction seem to have been engineered specifically in response to Independence Day, although Mars Attacks!
The Scorecard Review Movie Awards: Best of the Decade (Almost) CLICK HERE to vote Best Visuals — special effects 2002 — Lord of the Rings: Two Towers 2002 — Star Wars: Episode II — Attack of the Clones 2003 — Lord of the Rings: Return of the King 2003 — Matrix Reloaded 2004 — Spider - Man 2 2004 — House of -LSB-...]
As Magneto sets down the bridge and prepares to loose his minions in an attack, one minute it's light, the very next shot it's dark... perhaps easier to render the myriad special effect shots that await in the finale.
The snake attacks are appropriately gruesome, and the special effects that create them would be considered low - grade in the mid-1990s.
Of course the ferocious beast is cheesy CGI, but the way it moves and attacks is unlike anything ever put on screen in the history of special effects.
Likewise, the generic creature design feels just about as uninspired as the storytelling, though the special - effects team does manage the impressive feat of making the alien technology seem at once highly advanced and vulnerable to attack.
Soranaka - san: There aren't any accessories that change special skills or attack power or influence battle in any way, but there are Reaction Accessories that react when taking damage and some accessories that have special sound effects.
An explosion is now triggered from the roof when this happens - Ra (Scarab mode, Tag Combo Ranged Attack): Fixed effect camera - Ra (Bomb mode, Special Move 1): Fixed bug where explosion would trigger out of bounds when using move near a border - Slayer (high Melee Attack): Adjusted trajectory of opponent upon final strike - Loki (Character Special Ability, Tag Combo): Fixed bug where, if you triggered an Awakening while Loki is carrying a pizza box, two boxes were shown during the Awakening trigger - effect delay time - Loki (Calorie Gauge): Fixed bug where the «almost out» animation that triggers when the gauge goes below 25 % remained on even after the gauge was filled up via Character Special Ability, etc. - Loki (arms when damaged): Fixed bug where arm animation would occasionally stop after Loki takes damage - Kali (Special Move 1): Fixed bug where the Special Move 1 cancel effect wasn't applied if the move was launched by Kali during an attack - Kali (Ranged Attack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calAttack): Fixed effect camera - Ra (Bomb mode, Special Move 1): Fixed bug where explosion would trigger out of bounds when using move near a border - Slayer (high Melee Attack): Adjusted trajectory of opponent upon final strike - Loki (Character Special Ability, Tag Combo): Fixed bug where, if you triggered an Awakening while Loki is carrying a pizza box, two boxes were shown during the Awakening trigger - effect delay time - Loki (Calorie Gauge): Fixed bug where the «almost out» animation that triggers when the gauge goes below 25 % remained on even after the gauge was filled up via Character Special Ability, etc. - Loki (arms when damaged): Fixed bug where arm animation would occasionally stop after Loki takes damage - Kali (Special Move 1): Fixed bug where the Special Move 1 cancel effect wasn't applied if the move was launched by Kali during an attack - Kali (Ranged Attack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calAttack): Adjusted trajectory of opponent upon final strike - Loki (Character Special Ability, Tag Combo): Fixed bug where, if you triggered an Awakening while Loki is carrying a pizza box, two boxes were shown during the Awakening trigger - effect delay time - Loki (Calorie Gauge): Fixed bug where the «almost out» animation that triggers when the gauge goes below 25 % remained on even after the gauge was filled up via Character Special Ability, etc. - Loki (arms when damaged): Fixed bug where arm animation would occasionally stop after Loki takes damage - Kali (Special Move 1): Fixed bug where the Special Move 1 cancel effect wasn't applied if the move was launched by Kali during an attack - Kali (Ranged Attack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calattack - Kali (Ranged Attack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calAttack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calattack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calAttack): Fixed bug where, if you used a Character Special Ability cancel right after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character Special Ability, etc. to refill calories.
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 chaattack): 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 chaattack): 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 chaattack - 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 chaAttack, 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 chaAttack 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 chaAttack): 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 chaattack - 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.
* Bugfixes - Super Armor effect: Fixed bug where characters» white glow disappeared for a moment before fading out once the effect ends - Fixed shuddering effect when killed while incapacitated by a spin - Brynhildr (Character Special Ability): Fixed cancel effect while doing a wheelie in Overdrive mode - Brynhildr (Special Move 2): Fixed bug where the cancel effect remained in place while keeping an opponent in the air with attacks - Odin (Ranged mode, Special Move 2): Fixed bug where the marker would appear out of bounds when using move near a border - Odin (Ravens): Fixed bug where Odin would stick to the ceiling upon hitting it and be unable to move up or down - Odin (Ranged Attack): Fixed bug where the hitboxes for the Ravens» shots were reversed if you changed lock - on targets immediately after launching Ranged Attack - Odin (Sweep mode, Special Move 2): Fixed bug where satellite - cannon shots would land on the ground even in areas with roofs.
Sound effects include striking, bunting and smashing the ball, performing a special attack and the ball rebounding off surfaces; which are complimented by catchy dance and funk music.
Special melee attacks land with a resounding thump, ranged arrows knock enemies down with excessive force, and magic wonderfully consumes the battlefield with shiny arcane effects.
While the game generally may begin to feel repetitive as you reach the latter part of the game, the combat's flashy animations and effects (including the blood) never fail to feel satisfying especially when you unlock some of the characters» Frenzy or Berserk modes and perform their special Deathblow attacks.
For some reason, he doesn't obtain any more guns until quite late in the game, but they act as you would expect — Dante can switch between them for varied typed of shot (i.e. range and damage) as well as upgrading for special effects such as charge shots and increased damage, as well as a couple of special attacks with more unique functions.
Details on special attacks and shadow effects are pretty cool too, although there can be times when the entire package comes together and it's almost a sensory overload.
Weapons deal out different special attacks and bonuses depending on their elemental effects, while various armour sets, potions and temporary performance - enhancing crystals are all up for grabs so long as you can afford them.
His special attack summons lesser robot versions of himself (two by default, but it can be upgraded to four) who attack nearby enemies before exploding in a large area of effect attack.
It's essentially an expansion of the turn - based positional combat of Trails of the Sky; you equip «Orbments» that grant spells and status buffs and go to town with area - of - effect attacks and special moves.
Sound effects include opening and closing doors, destroying walls and furniture, applying special moves to nearby enemies and surroundings, firing weapons and melee attacking enemies, enemies firing back at your character, explosions, entering and exiting slow down time and the time travelling equipment.
Each one has a basic attack, as well as a special move that also discards the weapon — usually with the added effect of being able to stun an enemy.
One applies a special effect to your melee attack, another is your grenade, and the third varies by class: Hunters have a dodge, Titans a deployable shield, and Warlocks an area - of - effect buff.
The game is also many things with in its self, mainly it is a exploration and turn based RPG with tactical elements similar to those seen in the banner saga where you can move in a restricted range, however special attacks have arcs and effect areas that reach beyond this, but require stamina and for the effect to be targeted at the enemies manually (mostly anyway).
The combat is simplistic enough, there are two types of attacks — a single target attack and a special area of effect attack, the latter of which uses Pablo as the weapon.
Fighting in the game amounts to an exercise in button - mashing, followed by the occasional special attack when it's ready to be used, which in effect is another button to mash periodically.
You can plan multiple special attacks for each of your playable characters and activate them at the right moment to amplify their effect.
This whole fury system could have been really epic, like some of the special attacks in the Dynasty Warriors series but sadly it's more of the same just with a different visual effect.
Where it stops dictates what happens, effects which can range from special attacks to level - ups.
Occasionally, there would be slowdown when multiple effects and attacks are on screen at once, such as a critical hit triggering an exploding block on the battlefield while your own character has a special ability up.
Mass Effect ™ Metal Slug 3 Metal Slug XX Might & Magic Clash of Heroes ™ Mirror's Edge ™ Missile Command Monday Night Combat Monkey Island: Special Edition Monkey Island 2: Special Edition Ms. Splosion Man ™ Mutant Blobs Attack!!!
I'll often find that I forget to utilize my special attack, the R1 button, which can unlock a variety of new moves temporarily, or produce character - specific effects such as lay energy bombs or launch fireballs.
If he finds himself surrounded in combat his special attack will do area of effect damage around him to all enemies.
There are lots of special effects to, especially when you launch one of the many «uber» attacks that each character has.
For Darkhawk's disc, his animation is combined with the special area of effect attack.
Moon Diver also features «MoonSault Combinations» which are upgradeable and cooperatively combinable character special abilities that include area - of - effect attacks, passive power boosts, invisibility, and more.
The characters look really good out on the battlefield and the special effects for all of the energy attacks and explosions are great.
The materials are used in upgrading weapons, adding special properties to them, whether it increases attack power, or how healing items effect you, the results can vary.
Piccolo will be one of the more technical characters in the game and will focus in long range attacks, his special beam cannon can be charged for guard breaking effects.
On dragon - back, the special effects from dragon fire, along with the dragon's special attack, in addition to the lightshow of incoming artillery and magic can grind your visuals to a slideshow.
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