Sentences with phrase «stronger special attacks»

Perhaps you'd rather stronger special attacks to increased luck for loot - finding abilities.
He has some of the strongest special attacks and defensive abilities in the game.
Nor will a follow - up triangle combination enact a strong special attack.

Not exact matches

Time for some brutal honesty... this team, as it stands, is in no better position to compete next season than they were 12 months ago, minus the fact that some fans have been easily snowed by the acquisition of Lacazette, the free transfer LB and the release of Sanogo... if you look at the facts carefully you will see a team that still has far more questions than answers... to better show what I mean by this statement I will briefly discuss the current state of affairs on a position - by - position basis... in goal we have 4 potential candidates, but in reality we have only 1 option with any real future and somehow he's the only one we have actively tried to get rid of for years because he and his father were a little too involved on social media and he got caught smoking (funny how people still defend Wiltshire under the same and far worse circumstances)... you would think we would want to keep any goaltender that Juventus had interest in, as they seem to have a pretty good history when it comes to that position... as far as the defenders on our current roster there are only a few individuals whom have the skill and / or youth worthy of our time and / or investment, as such we should get rid of anyone who doesn't meet those simple requirements, which means we should get rid of DeBouchy, Gibbs, Gabriel, Mertz and loan out Chambers to see if last seasons foray with Middlesborough was an anomaly or a prediction of things to come... some fans have lamented wildly about the return of Mertz to the starting lineup due to his FA Cup performance but these sort of pie in the sky meanderings are indicative of what's wrong with this club and it's wishy - washy fan - base... in addition to these moves the club should aggressively pursue the acquisition of dominant and mobile CB to stabilize an all too fragile defensive group that has self - destructed on numerous occasions over the past 5 seasons... moving forward and building on our need to re-establish our once dominant presence throughout the middle of the park we need to target a CDM then do whatever it takes to get that player into the fold without any of the usual nickel and diming we have become famous for (this kind of ruthless haggling has cost us numerous special players and certainly can't help make the player in question feel good about the way their future potential employer feels about them)... in order for us to become dominant again we need to be strong up the middle again from Goalkeeper to CB to DM to ACM to striker, like we did in our most glorious years before and during Wenger's reign... with this in mind, if we want Ozil to be that dominant attacking midfielder we can't keep leaving him exposed to constant ridicule about his lack of defensive prowess and provide him with the proper players in the final third... he was never a good defensive player in Real or with the German National squad and they certainly didn't suffer as a result of his presence on the pitch... as for the rest of the midfield the blame falls squarely in the hands of Wenger and Gazidis, the fact that Ramsey, Ox, Sanchez and even Ozil were allowed to regularly start when none of the aforementioned had more than a year left under contract is criminal for a club of this size and financial might... the fact that we could find money for Walcott and Xhaka, who weren't even guaranteed starters, means that our whole business model needs a complete overhaul... for me it's time to get rid of some serious deadweight, even if it means selling them below what you believe their market value is just to simply right this ship and change the stagnant culture that currently exists... this means saying goodbye to Wiltshire, Elneny, Carzola, Walcott and Ramsey... everyone, minus Elneny, have spent just as much time on the training table as on the field of play, which would be manageable if they weren't so inconsistent from a performance standpoint (excluding Carzola, who is like the recent version of Rosicky — too bad, both will be deeply missed)... in their places we need to bring in some proven performers with no history of injuries... up front, although I do like the possibilities that a player like Lacazette presents, the fact that we had to wait so many years to acquire some true quality at the striker position falls once again squarely at the feet of Wenger... this issue highlights the ultimate scam being perpetrated by this club since the arrival of Kroenke: pretend your a small market club when it comes to making purchases but milk your fans like a big market club when it comes to ticket prices and merchandising... I believe the reason why Wenger hasn't pursued someone of Henry's quality, minus a fairly inexpensive RVP, was that he knew that they would demand players of a similar ilk to be brought on board and that wasn't possible when the business model was that of a «selling» club... does it really make sense that we could only make a cheeky bid for Suarez, or that we couldn't get Higuain over the line when he was being offered up for half the price he eventually went to Juve for, or that we've only paid any interest to strikers who were clearly not going to press their current teams to let them go to Arsenal like Benzema or Cavani... just part of the facade that finally came crashing down when Sanchez finally called their bluff... the fact remains that no one wants to win more than Sanchez, including Wenger, and although I don't agree with everything that he has done off the field, I would much rather have Alexis front and center than a manager who has clearly bought into the Kroenke model in large part due to the fact that his enormous ego suggests that only he could accomplish great things without breaking the bank... unfortunately that isn't possible anymore as the game has changed quite dramatically in the last 15 years, which has left a largely complacent and complicit Wenger on the outside looking in... so don't blame those players who demanded more and were left wanting... don't blame those fans who have tried desperately to raise awareness for several years when cracks began to appear... place the blame at the feet of those who were well aware all along of the potential pitfalls of just such a plan but continued to follow it even when it was no longer a financial necessity, like it ever really was...
By donating now we can show that we are much stronger than the special interest driven money that dominates Albany and we will make sure Bill has the money he needs to put together a strong Election Day operation and withstand the negative, unfair attacks.
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.
Great Sword: a special type of sword that boasts strong attack and defense, which really shines in group battles.
Each Invizimal feels kind of the same in terms of core gameplay, with a quick attack, strong attack, and a special attack that are all somewhat similar.
As expected, each of the game's 18 playable characters feature their own set of weak, medium, and strong punches and kicks, as well as special attacks that can be pulled off in typical Street Fighter 2 fashion.
There's a light and medium attack, as well as a strong attack that serves as more of a combo ender / knockdown button that you can play with and cancel into special moves.
Players can perform basic attacks, strong attacks, special attacks and unleashing Focus Energy to unleash a barrage of attacks on your enemies.
12 Strong (R for violence and pervasive profanity) Adaptation of «Horse Soldiers,» Doug Stanton's best seller chronicling the declassified exploits of a Special Forces unit deployed to Afghanistan in the wake of the 9/11 attacks.
When you dive in to control your heroes directly, there's still plenty of satisfying button mashing (divided into weak, strong, and special «Warrior» attacks) involved.
The support system allows for each fighter to grow closer on the battlefield, eventually developing a strong enough bond to share special cutscenes and have combined special attacks against enemies.
Developed as an attack dog for the Czechoslovakian Military Special Forces, he has strong fighting instincts.
- Travis has a weak attack, strong attack and jump attack - Travis also has different skills and a running slash - you can do a 2 - player special attack - story focuses on the relationship between Travis and Badman - some of the alternate / secret routes in the game will make your path ahead more challenging - camera style will change depending on where you are in a level - includes a cameo from The Silver Case - Suda used games like Smash TV as an inspiration for Travis Strikes Again - the staff working on this game is about 10 people in total - Suda still has the idea of a game starring Shinobu, but isn't sure if that would be for No More Heroes 3 or another spin - off - Suda says he'd like to put Juliet from Lollipop Chainsaw into the game, but he'd need permission from Kadokawa WB
When you fight against one of the Elder Lycans you're put in this awkward 2D - fighting game style set up where you can choose to attack with a quick attack (L2) or a strong attack (R2) only it seems like there's a special window for when to hit these buttons that you can never find so you find yourself spamming whichever attack you want until it goes.
New Battle Features Characters can link up for stronger attacks, «Parts Break» allows you to split enemies into pieces to lower their stats and disable special attacks, and «Giant Battles» impose limits that will challenge the strategist in you!
Even facing your first boss monster or two can be almost laughable as you spam your favorite (i.e. strongest) special attacks and watch them roll over and die with little resistance.
As with the other Warriors titles, you will also have three different attack types - normal, strong and special.
That said, the more you use these specials, the quicker they can level up for even stronger attacks.
There are certain special attacks that can only be performed with a combination of characters from both games, including some of the strongest attacks available, which you may need to fight some of the bosses in the True Ending.
The support system allows for each fighter to grow closer on the battlefield, eventually developing a strong enough bond to share special cutscenes and have combined special attacks against enemies.
No one character is stronger than another, which really forces you to learn all the combos and special attacks.
You have a weak attack and a strong attack, along with a special move button.
Rocket's special attack is a strong but short - ranged AOE gunshot.
One slight annoyance is that the game's combo system isn't very accepting of those who like to start up long combos, as the strong and special attacks tend to slam the character down into the ground automatically for the most part.
There are a handful of special moves you can buy from the store like switching enemy alignments (enemies come in blood & light forms as well as the stronger steel form) and power attacks which can be used with the game's equivalent of MP (one special move = 1 MP).
Each android comes equipped with a standard, unique shooting attack, and a special attack that's very strong at clearing enemies quickly but is timed and must recharge between uses.
The temptation to mash A and B is strong, given how effective it can be, but eventually you'll have to start using the right trigger (with one of the face buttons) to pull off the special attacks.
Even if the attacks differ in their execution, each weapon still has a quick / weak attack, a strong attack, a more «unique» attack and a special attack.
In addition to the 3 attack buttons — weak, mid, and strong — is the «Drive button,» which is used for character - specific special moves.
Combat is easy to learn, allowing players to perform weak, strong, and ranged attacks, along with access to three unique magic attacks, which require Magic (MP) to use, and powerful Special Aattacks, along with access to three unique magic attacks, which require Magic (MP) to use, and powerful Special Aattacks, which require Magic (MP) to use, and powerful Special AttacksAttacks.
You have a strong attack, a weak attack, a jump / dodge move, and a special attack that is based off of your particular Pokemon's move - set.
Strang attacks you can hold for more power, medium attacks are punched and stuff, grabs you can mix up with medium and strong attacks, and specials are just fun as hell.
On your controller you have strong attack, medium attack, special and grab.
Ideally, it's good to save up Synchro Stock for the game's boss fights because they are stronger, capable of using juggling attacks and special, shirt tearing power hits.
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.
In the Majora's Mask DLC pack, Young Link uses the Ocarina of Time as his base Strong Attack, to exchange his filled Special Attack Meters to fill his Magic Meter.
As the game progresses, they get stronger and more resilient, and also learn special attacks.
The more damage Raven receives, the stronger his normal attacks and Overdrive specials will become; if the player does not attack while there's still red potential damage within his Health bar, Raven's normal health will regenerate.
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