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How can i dodge attacks in dragonballz tenkaichi3

The one in which the player moves his neck on order to dodge fists

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I think u press triangle or r3

Posted on Apr 24, 2009

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Posted on Jan 02, 2017

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3 Answers

I need the instructions of piranha panic board game please


How to Play:

When your turn starts you roll the die
» If you roll a number (1 or 2) you can move one of your 3 fish-marbles the number of spaces rolled. You can "swim" forward, left, or right, but not diagonally. Fish also cannot jump over other fish (so it is possible to box some players in so that they cannot move at all)
» If you roll a blue fish, then that's the same as "lose a turn"
» If you roll a piranha, it's time for a piranha attack! You must roll the die again to determine how they will attack. If you roll the blue fish then the attack has been averted. If you roll a number, that's how many piranhas will attack. If you roll a piranha, then all 4 piranhas will attack (that's the "piranha panic!") You place the appropriate number of piranha marbles up on the top, "piranha zone" row, then pull the release lever to drop the marbles down and trigger the feeding frenzy.

The object is to have your fish "race upstream" and make it to the safe area. The first player who gets all 3 of their fish into the safe area wins!

Mar 21, 2011 | Computers & Internet

1 Answer

I don't have the game rules for the game Admirals by Parker Brothers. Where can I find a free copy?


ADMIRALS NAVAL BATTLEfor 2 or 4 players ?ADMIRALS? is a mobile game that compels the players to strategically place the ships of their fleets in order to engage in individual combat or spectacular captures. THE FLEETSTwo fleets are placed face to face one WHITE and one RED. Each fleet is composed of 32 pieces classed by the following decreasing values 1 Admiral 1 Aircraft Carrier....................6 2 Helicopter Carriers.................5 3 Cruisers............................4 4 Destroyers..........................3 5 Convoys.............................2 6 Submarines..........................1 5 Mines............................... 5 Mine Sweepers....................... 32 Pieces Total PREPARATIONEach player places his fleet on his side of the game board. The strategic positioning of the pieces is fundamental this positioning is the basis for the tactics that follow, and also determines the outcome of the game. The strategic placement of the pieces is the most important aspect of ?ADMIRALS?. The opponent must not know the value of the ships and, therefore, each player most place the pieces on the board with the numbers facing him. Only the ?Admiral? is visible to all players The Mines, once placed, may NOT be moved. These are the only pieces that are not mobile. The squares forming the two rows in the middle of the board, must not be occupied at the start. They will be occupied during the course of the game by the attacking ships. No ship may occupy the squares marked by islands. COMBAT ACTION The WHITES move first. Each Player, in his turn, moves one piece at a time in the direction of his choice. He moves, square by square. towards his opponent or retreats in the same manner, if this is his strategy. The ?Admiral moves? horizontally or vertically, but never diagonally. (Exception, see Individual Attack).

ATTACKSAttacks are never compulsory: they are left to the judgment of the players, when two opposing ships are within contact of each other. BUT: ? The attacking ship is not necessarily the winner. The attacking ship could be blindly attacking a mine. The attacking ship could be attacking a ship stronger (in value) than himself. The attacks are of two types ? those that provide individual combat
? those that aim for the destruction of opposing pieces INDIVIDUAL COMBATIn this type of combat, the value of the pieces is the most important. The Mine: destroys all ships, except the ?Mine-Sweeper?. The Mine-Sweeper: destroys the mine, and may be destroyed by all other pieces. The Aircraft-Carrier: destroys all ships except the mine. The Admiral: The Admiral is superior to all other ships in attack and inferior to all in defense. (The Admiral will be destroyed when attacking a mine.) To provoke an individual combat, a player may move his piece to any square, in any direction. (Only in this particular instance can the Admiral move in any direction). If the attacker feels that his ship is stronger, he places his piece on the square occupied by his opponent. He announces the value of his ship. His opponent does the same. The stronger of the two remains in the square and the losing piece is taken by the winning player. If both pieces have the same value, they are both removed from the board. DESTRUCTIONA player may also destroy his opponent's piece by jumping over it and removing it from the board, just as in Checkers. In this case, the attacker need not disclose the value of his piece. His piece does not have to be greater in value. Also, he may take the Admiral in this way.

The jumps are done either horizontally or vertically, never diagonally. There may be multiple jumps as well as singular, provided that there is never more than one free square between each piece jumped.

THE WINNERThe winner is the player who succeeds in destroying the opposing ?Admiral?. In the improbable case that the two Admirals are the only pieces on the board, left facing each other, this would be a ?null? game. HINTS ON PLAYOne may play a game with 4 players. In effect, the game of ADMIRALS requires a player to memorize the value of his opponents pieces that have successfully eliminated his own pieces, and also the placement of Mines, over which his pieces have jumped. Using 4 players, the opponents consist of 2 teams. Within the team, the function of each player is different, but complementary: One is in charge of the placement of the pieces on the board, and particularly of the strategy to follow. The other keeps score of the attacks, captures, etc. Players may indicate their captures on the appropriate squares on the left side of their half of the board. Remember, when planning your attacks, that you may attack or jump over a Mine. Keep in mind, the pieces that your opponent does not move might be Mines. The Mine that destroys a ship remains on the board. However, if a Mine Sweeper jumps over a Mine, the Mine is removed from the board. In the case of Individual Combat, each player must reveal the value of his ship. The player who loses his ship should remember the value of his opponent's ship, so that he may eventually try to capture that ship with one of his own ships of a higher value.

Jan 17, 2011 | Toys

2 Answers

Starts and dies 5 times then won't start for 2 or 3 hours


If this happens mostly while idling - it is a strong indication that the fuel filter needs to be replaced.. Very common on these Caravans..
The fuel filter is located at the top of the tank and connects to the fuel line and the fuel pump via fixed hoses that are attached to the filter.. The tank will have to be lowered some what to get the hose fittings off.. Be very careful removing the fixed hose clips bacause if you disturb the 2 plastic goose-necks on the fuel pump that the hoses are connected too - the plastic goose-necks could break - and that would mean you would need a new fuel pump also..

Good luck..

Sep 23, 2009 | 1998 Dodge Grand Caravan

1 Answer

On my ps2 my dragonballz


if your disc is that scratched then you need to take it somewhere and have it professionally resurfaced. If you have a video store or a Radio Shack they can remove your scratches for a few bucks.

Aug 09, 2009 | Sony PlayStation 2 (PS2) Console

1 Answer

How to change dodge neon fuel filler neck? The old one on my 1997 SOHC rusted off and messing my fuel system.


unbolt the neck from the body of the car. Drop the gas tank enough to get the neck out. Reinstall.

Mar 10, 2009 | 1997 Dodge Neon

1 Answer

Help wiyh 8-6 bowser


---Taken from GameFAQ's---
Bowser has a multitude of attacks. The first is to toss hammers in the air that
will rain down on you. It isn't that hard to avoid.

Another is to jump and exhale a continuous stream of fire, which can be avoided
by ducking.

A third attack is to charge to the other side of the screen, which can be
dodged by jumping over him. The statues have crystals in it, though, so you may
want to just wait on top of the statue so he breaks it, then just avoid the
attack he does next.

Bowser's fourth move is to jump in the air over your current position, drop
down, and send shockwaves out from either side. This can be dodged by jumping.

A fifth move is to shoot a stream of fire at you, which can be avoided by
jumping.

Bowser's final attack in his arsenal is to shoot a drop of fire at you. Once it
hits the ground, it will turn into a pillar of fire.

Now, how do you damage him? Like I've said before, if nothing else works, use
Rage. And Rage you shall. Fire it up and get in his face. Hit him twice to deal
damage. Every time you damage him after the second time, he will use the Vibe
Scepter to attack somehow.

On the second hit, Bowser will get happy and do the fourth move I listed, five
times. Then he resumes attack as normal.

Hit him three times and Bowser will cry, toss hammers in the air, and then jump
off screen. It's like the first move I listed, but these hammers are HUGE and
can be tough to avoid.

Before you hit him once more, make sure the Vibe Gauge and your HP are both
filled. There are two emotions left for Bowser to abuse. One is Calm, and the
other is Rage. Guess which one he's gonna use next.

Hit him a fourth time and Bowser will use the Vibe Scepter to go nuts; if you
guessed Rage, you're right. His speed is doubled and fires off multiple attacks
at once. One may say it's not even fair, but if you can hit him with Rage
again, you got this battle beat.

...Just kidding. Guess Bowser's not giving up that easily.

Bowser's got all new attacks this time around, which include:

- Slamming a claw on the ground to make small spiked balls fall. Easy to dodge.
- Summoning a circle of hammers that fly in separate directions. Easy to dodge.
- a fireball from his mouth. Easy to dodge if you keep moving.
- Slamming both claws on the ground to drop Bob-ombs. Use these to replenish
the Vibe Gauge.

When Bowser gives you Bob-ombs, eat all except one. This is so you don't get
nailed by the other Bob-ombs walking around. Scoop it and wait right under
Bowser's head. When it's about to explode, toss it straight up to his face. If
it explodes near his eyes, he will take damage.

After hitting him once, he gains a new attack: gather energy, then shoot three
spiraling fireballs to the front of the screen. Move to the side to avoid it.

After hitting him twice, the hammers he summons will fly faster, which makes
them a little harder to dodge. He'll also shoot two fireballs from his mouth.

Strike him three times to unlock another move. Bowser's eyes will glow red and
he will breathe a huge stream of fire that is tough to dodge. Stay on the move.

After four hits, he will summon the Vibe Scepter. Remember when I said Bowser
never used Calm? Guess what. The Vibe Scepter will put a pink shield around
Bowser's head, which will restore his HP! If you sit there, Bowser will
regenerate to full HP. He will put this barrier up every time his HP drop to 1.

As soon as the shield comes up, bust it with Rage. Bowser will then continue
his attack. He gains one final attack; the ability to perform the attack he
gains after you hit him once, three times.

Toss a Bob-omb in his face just once more and you win. For real this time.
---Taken from Game FAQ's.---
Good luck!

Dec 30, 2008 | Nintendo Super Princess Peach for DS

1 Answer

How do you beat the last bowser in 8-6 ?


---Taken from GameFAQ's---
Bowser has a multitude of attacks. The first is to toss hammers in the air that
will rain down on you. It isn't that hard to avoid.

Another is to jump and exhale a continuous stream of fire, which can be avoided
by ducking.

A third attack is to charge to the other side of the screen, which can be
dodged by jumping over him. The statues have crystals in it, though, so you may
want to just wait on top of the statue so he breaks it, then just avoid the
attack he does next.

Bowser's fourth move is to jump in the air over your current position, drop
down, and send shockwaves out from either side. This can be dodged by jumping.

A fifth move is to shoot a stream of fire at you, which can be avoided by
jumping.

Bowser's final attack in his arsenal is to shoot a drop of fire at you. Once it
hits the ground, it will turn into a pillar of fire.

Now, how do you damage him? Like I've said before, if nothing else works, use
Rage. And Rage you shall. Fire it up and get in his face. Hit him twice to deal
damage. Every time you damage him after the second time, he will use the Vibe
Scepter to attack somehow.

On the second hit, Bowser will get happy and do the fourth move I listed, five
times. Then he resumes attack as normal.

Hit him three times and Bowser will cry, toss hammers in the air, and then jump
off screen. It's like the first move I listed, but these hammers are HUGE and
can be tough to avoid.

Before you hit him once more, make sure the Vibe Gauge and your HP are both
filled. There are two emotions left for Bowser to abuse. One is Calm, and the
other is Rage. Guess which one he's gonna use next.

Hit him a fourth time and Bowser will use the Vibe Scepter to go nuts; if you
guessed Rage, you're right. His speed is doubled and fires off multiple attacks
at once. One may say it's not even fair, but if you can hit him with Rage
again, you got this battle beat.

...Just kidding. Guess Bowser's not giving up that easily.

Bowser's got all new attacks this time around, which include:

- Slamming a claw on the ground to make small spiked balls fall. Easy to dodge.
- Summoning a circle of hammers that fly in separate directions. Easy to dodge.
- a fireball from his mouth. Easy to dodge if you keep moving.
- Slamming both claws on the ground to drop Bob-ombs. Use these to replenish
the Vibe Gauge.

When Bowser gives you Bob-ombs, eat all except one. This is so you don't get
nailed by the other Bob-ombs walking around. Scoop it and wait right under
Bowser's head. When it's about to explode, toss it straight up to his face. If
it explodes near his eyes, he will take damage.

After hitting him once, he gains a new attack: gather energy, then shoot three
spiraling fireballs to the front of the screen. Move to the side to avoid it.

After hitting him twice, the hammers he summons will fly faster, which makes
them a little harder to dodge. He'll also shoot two fireballs from his mouth.

Strike him three times to unlock another move. Bowser's eyes will glow red and
he will breathe a huge stream of fire that is tough to dodge. Stay on the move.

After four hits, he will summon the Vibe Scepter. Remember when I said Bowser
never used Calm? Guess what. The Vibe Scepter will put a pink shield around
Bowser's head, which will restore his HP! If you sit there, Bowser will
regenerate to full HP. He will put this barrier up every time his HP drop to 1.

As soon as the shield comes up, bust it with Rage. Bowser will then continue
his attack. He gains one final attack; the ability to perform the attack he
gains after you hit him once, three times.

Toss a Bob-omb in his face just once more and you win. For real this time.
---Taken from Game FAQ's.---

Dec 30, 2008 | Nintendo Super Princess Peach for DS

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