Sentences with phrase «special move bar»

Each special move used up a little bit of your special move bar.

Not exact matches

Anything else that's special should be laid out before the bar is out and moving.
In contrast to how ultimate special moves work in other fighting games, there's no «super» meter to fill up (unless you're playing as Akuma) to use a Rage Art, but it's «activated» once a player's health bar is in critical (signaled by the player's health bar flashing).
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Topping it off are two special moves for each character, the first used by tapping LB and the second, more devastating attack not being available until a special bar is filled.
DRIVE is available once you've filled the purple gauge top left, which in turn fills the bars top right (and the special moves once in DRIVE).
One bar gets you level 1, two bars level 2 and access to a special move slot, three bars gets you to level 3 and a second special move slot, and four bars gets you to Final DRIVE and three special move slots available.
Also, if you fill up your momentum bar, you can perform a special move related to your style.
Speaking of the adrenaline bars this is what drives all of your special moves within the game.
This super bar also comes into play when enhancing a few select special moves for each character, turning them into unblockables but requiring a longer wind - up time.
Consequently, fights are mostly exchanges of 1,2, or 3 hits finished off by a special move to add flare and a bit of damage at the end, to then dash back and recharge your special bar; it's then rinse and repeat: a tendency which fails to have a big impact as a technical fighter.
Health potions can be guzzled to obvious effect, and Energy Totems refill the energy bars dictating the use of your two special moves.
The bar is divided into three distinct parts with the first allowing you to increase the power of a single special move, the second allows you to break a combo in mid-flow, and the third allows the use of the awesometacular X-Ray moves.
There is no touch pad implementation which is a surprise as Crimsonland previously featured the touch pad as an accurate alternative to using R2 or L2 to fire and the right analogue stick for aiming, while there is also no light bar implementation which could have been used to display an alternative HUD as to when your character had earned the chance to perform a particular special move, although there is seemingly no vibration which could have reflected the recoil of your weapon, the force of your character's special move or when your character dies from enemy fire.
You also have the ability to pull off Street Fighter - style special moves, although doing so will drain a special meter located under your health bar.
I'd like to point out another use they added for the power gauge he didn't mention; they added EX (improved) versions of special moves similar to street fighter 3/4, used by burning 1 bar of power gauge.
On your Monstie, you get a noticeable boost, but as you and your Monstie are 1 unit at this point, there's no way to attack multiple monsters barring special moves.
These are special finishing moves that are designed to inflict approximately 30 % of an entire health bar's worth of damage.
The only thing anyone would recognize besides the special moves, would be the score / energy bar up top, a single fish on the right side of the screen and the birds flying around a dizzy Ken's head.
Once full, your meter bar can add more damage to your special moves of deploy X-RAY attacks., a powerful attack followed up by an x-ray view of a character «s organ damage or bones breaking.
To perform an Ultimate, simply do the Ultimate Special Move motion when your opponent is in their flashing red Life Bar.
Pressure Breaker So the best Super Bar gain is from the Pressure - Combo which ends with a «Rock / Paper / Scissors» Special Move, well this can be «broken»!!
I then experimented on getting a bunch of regular enemies down to low health bars and kicking in with Sonic Slide, chaining the special move to their mutual capitulation.
The biggest Super Bar gain will be obtained by doing the Pressure / Manual - Double into one of your character's «Rock / Paper / Scissors» Special Moves.
Ultra Combo To perform an Ultra Combo, just do the Ultra Combo Special Move at the end of a Combo when your opponent's Life Bar is flashing red.
Just do the Mini-Ultra Special Move at the end of a Combo, when the opponent's first Life Bar is empty.
Additionally, a Stamina Meter continues to be added beneath the medical bar, which consists of two sections, and is consumed whenever the player runs, performs particular special moves, like the canceled teleports of Scorpion, a combo breaker, a period interaction, or a rear sprint.
In contrast to how ultimate special moves work in other fighting games, there's no «super» meter to fill up (unless you're playing as Akuma) to use a Rage Art, but it's «activated» once a player's health bar is in critical (signaled by the player's health bar flashing).
A single bar can be used with Right Trigger (on a gamepad) to cause extra damage with certain special moves, or dodge.
The guns are boring and have little to no sense of impact, and you have a bar of special moves that fill up as you survive that don't do anything remarkable or terribly useful.
Special moves are executed the same way, regardless of character (direction + Y on the 360 pad), and you'll want to use them quite a bit because their successful use charges up the mana bar.
Be aware that when you use each character's special moves, it'll drain your dream gauge, the rainbow - colored bar below the character's hearts.
Throughout each fight a power bar on the bottom of the screen is charged up as you take damage or perform special moves.
Depending how much power you have, this can be unleashed to add damage to a regular special move or to break an opponent's combo, or — only once the bar is full — to deploy an X-ray move.
Each of them have their share of special moves that you can perform if either your Ki bar is filled up or using a time based attack.
The improved combo system, special moves, power bars and cross over characters all subtlety shifted Capcom's fighting game offering to the fans.
The gameplay is interesting for a tennis game, rackets have health bars and characters can perform special moves for offensive and defensive purposes.
Lastly, Stamina is a stat that Pokemon must use to perform any «special move» that you can tell from looking at the blue bar beneath your Pokemon's health bar.
However, if you do a special move with a lower power gauge, you'll get an «Overcharge» warning, which refills the gauge at the expense of one life bar.
Special features of the vivofit 2 include a backlit display, a «move bar» with an audible alert to keep you moving, and a goal - setting feature that helps you reach reasonable fitness goals.
When you move mouse over the window top area, a special caption bar with a restore button will appear.
There's a ki bar at the bottom of the screen, which powers special moves, but I wasn't sure exactly how to replenish it, or determine which moves make use of it.
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