Sure! I cut down on the narrative, but here are the basics of an action.
GM: You're atop a mag-train, the man facing you down throws his knife from one hand to the other, then dashes forward to stab! <Bad Dude with a Knife [4]>
PC: I snap my focus to him, try to block it, and knock him down!
GM: Sounds like you want to Kick Ass! Good thing you're a Cool Dude, so your pool is 3d6.
PC: Oh, I want to make sure this works, so I will spend 4 Juice to get +2d.
GM: That brings it up to 5d6, pretty good! This is pretty dangerous, a knife fight on a moving train - let's say it's danger 2.
PC: Ok, I rolled a 6, 5, 3, 3, and 2.
GM: The 5 and 6 count as hits, so reroll those. You've got 2 hits and one explosion so far. You already beat the danger.
PC: I got 5 and 1. That's 3 hits so far, and a second explosion! I rerolled the hit and got a 2, so that's it. I got 2 Juice back though!
GM: 3 hits, that's great! You get him down to [1], how does it happen?
PC: I use his momentum against him and slide to the side so he stabs the air, and I knee him in the stomach!
GM: He turns around, furious, and starts slashing wildly at the air. Danger 2 again.
PC: I'm going to Kick Ass again, but I'm feeling confident, so no Juice this time. 3d6... 1 hit, I got 6, and two 4s. I rerolled it and got 2. 1 hit, 1 explosion.
GM: Oof, didn't avoid the danger there, but enough to get rid of him and earn another juice. How do you do it?
PC: Ok, with him swinging as wildly as he is I back up and keep dodging, hoping for an opening. I back closer to the edge but don't get a shot until I'm on the very edge. He lunges too far and we both go over the edge.
GM: You hang on to the side rail, and see the dude plummet to the neon markets below. Mark off 1 HP. You're on the edge, and you see a tunnel coming, better get out of there quick!