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Difference between revisions of "The King of Fighters 2003"
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'''| Juggle Loop:'''
'''| Juggle Loop:'''
Some characters have the skill to juggle the opponent after they have already been hit on air, resulting in a combo. It is something similar to the juggle system found in The King of Fighters 2001 and The King of Fighters XI(Arcade). The characters who have been found to have this skill are Gato, Mary, Kim, Tizoc and Chizuru.
Some characters have the skill to juggle the opponent after they have already been hit on air, resulting in a combo. It is something similar to the juggle system found in The King of Fighters 2001 and The King of Fighters XI(Arcade). The characters who have been found to have this skill are Gato, Mary, Kim, Tizocand Chizuru.
*Example 1
*Example 1(Mary): https://youtu.be/_c2-v-AhxhI
*Example (Kim): https://youtu.be/btuym0X7a9Q
*Example (Tizoc): https://youtu.be/001T7KMxc4s
'''| Succession-Shift'''
'''| Succession-Shift'''
When a character, which is not the last,
When a character, which is not the last, defeated while blocking, the next character will be summoned right away. As a result, it is possible that when he comes in, the move used to defeat his comrade is still active, and so it can be punished. For example, if Kyo uses his qcfx2+AC LDM, which is also unGCRable, to defeat a character on cheap damage but defeats them on the first frames, Kyo will still be on it when the next character comes in through Succession-Shift, and will be punished.
Unlike Normal-Shift, Succession-Shift makes the opponent invincible upon landing, so they can choose to either block the move who defeated their partner, or also use an invincible move on their own to punish it, in case it is still active.
Unlike Normal-Shift, Succession-Shift makes the opponent invincible upon landing, so they can choose to either block the move who defeated their partner, or also use an invincible move on their own to punish it, in case it is still active.
*Example 1: https://youtu.be/GKwUZjZMMvk
*Example 1: https://youtu.be/GKwUZjZMMvk
Revision as of 16:16, 26 August 2018
The dawn of a new chapter in the King of Fighters legacy and the 3rd saga for the famous SNK fighting series. King of Fighters 2003 was developed in-house by SNK-Playmore (unlike King of Fighters 2001 and 2002, which were done by EOLITH Co.). The game marked the beginning of the new saga, the Neo-Orochi saga, and featured the biggest gameplay tweak in the history of the series. For the first time ever, KoF matches were governed not by team competitions of one-on-one fights, but rather 3-on-3 tag matches (though, the home version of KoF 2003 did feature the traditional 3-on-3 team matches as well as singles fights). Finally players could freely swap between their team's characters on the fly and even perform tag combos (as well as designate a leader whom would be able to perform a super move that is exclusive to the team leader). This gameplay element would also be found in The King of Fighters XI and appears to be the new standard of team gameplay in the KoF series.
The fighting competition of the highest standards, on the greatest scale in the world - "The King of Fighters." Here on this stage Rugal was defeated, the Orochi were contained and sealed away, and the mighty conglomerate NESTS was taken down. A myriad of unfolding dramas. Yet these were always hidden behind some sort of thick veil or other, remaining out of the public eye. Even with such a checkered history, the opening of this year's King of Fighters was decided on. The sponsor of the competition was, yet again, a mysterious personage, and owing to the circumstances, various suppositions traveled through assorted lands like wildfire. But in spite of all the hubbub, one veteran contestant after another made their intentions to enter the competition known. Upon verification that numerous well-known fighters had entered the competition, the heretofore discreet media coverage of the event shifted into 24/7 overdrive. With the announcement of the inception from this KOF tournament of the new "multi-shift" rule, allowing competitors to freely tag off during battles, the competition developed into a social phenomenon and monopolized discussions around the world. Newspapers and magazines put together feature articles almost on a weekly basis while ersatz critics pounded their desks and made impassioned commentary on TV day after day about this rule, which simultaneously required a speedy execution of the match and a unified team strategy. "There is still an awesome bunch of fearsome contestants in this world." Gato, Tizoc, Duo Lon, Shen Woo...and Ash Crimson. What made their names more and more familiar via the Internet was, without doubt, this moment of uproar concerning the present KOF. Will these contestants be able to become the new stars capable of shaking up the KOF tournament, or maybe...?
And during these crazy days, the preparations steadily went along. The venues of local competitions were determined, the schedules were completed, and the spectators moved from one location of the preliminary matches to another. To create the atmosphere of a true street fight, venues were established in city centers, the events of the competition were broadcasted live on giant screens, and various stadiums scaled to hold tens of thousands of people were procured in cities throughout the world during the period of the tournament.
December, 2003. The time has come. This year, the curtain rises once again.
Game Versions
- Arcade
- Neo・Geo
- PlayStation 2
- Xbox
- PlayStation Network
The PlayStation Network version is the same as the PlayStation 2 version. Both the PlayStation 2, Xbox and PlayStation Network version include arranged soundtrack, 3D backgrounds, access to all boss characters, and an arranged mode, that changes the game balance. Although I am not sure what exactly are the arranged mode differences, it has come to my attention that controls have been improved, since buffers have become much more viable. Leona's famous buffer combo [qcf,u+D,hcb+P], which was not executable through buffer in the arcade release, is then possible. It does not fix some bugs, though. The Xbox release also included a color edit mode, and an online mode thanks to the Xbox Live.
| Health Bar
The health bar includes 3 bars atop the screen, on both the left side(P1) and the right side(P2). A player loses when all of their 3 bars reach zero, meaning all of their 3 characters are down.
| Power Bar
The super bar is the bar on the bottom of the screen, on both the left side(P1) and the right side(P2). You will need power gauges from the super bar in order to use desperation moves[DM], leader desperation moves[LDM], guard cancel roll[GCR], guard cancel attack[GCA] and also multi-shift attacks[MSA]. This time, the power bar starts at 3 gauges, which is also the initial limit. If you lose a character, you can charge up to 4 gauges, and if you lose two characters, you can charge up to 5 gauges. The power gauge charges as you hit, gets hit by attacks, or make use of some special moves.
| Walk
Hold forward or backward to make your character walk. This is used to get close to the opponent more safely or strategicaly, since you can just block anytime, and you don't have the risk to activate a hyper hop/super jump by accident, in case you are planning to hop/jump. There are different animations to the character's walk, and some of them walk faster or slower than others.
| Run
Tap forward twice, and hold forward on the second. This is used to get close to the opponent fast, but upon running, there is a "cooldown" period until you can block again, which makes running risky. If you try to hop or jump while running, a hyper hop or super jump will be activated, instead. There are different animations to the character's run, and the speed may vary; Mai, for instance, run very fast, but Tizoc runs really slow; Malin can walk really fast, but she is slow while running. Also, some characters can shorten their hurtboxes while running, such as Gato and Iori, by lowering their bodies. With this, they can go under some attacks; this type of run is useful for some circunstances, such as running under the opponent, or running under King's qcf+P.
| Back Dash
Tap backwards twice to make your character backdash. There are different animations to the character's run. Some backdashes are faster, and some go further.
| Roll
Press A+B to roll. While rolling, you become invincible to attacks for a short period, and then you will turn vulnerable at the recovery, so be careful. You can roll forward or backwards.
| Hop / Hyper Hop
Tap up, up-back, or up-forward to hop, and by pressing down before, you can hyper hop, which goes further than a normal hop. Some character's hop go high enough to hop over mid-height projectiles, and Duolon's hop can even go over DM projectiles. In this game, you can also neutral hop, by taping down~up, which will result in you being able to use a neutral jump attack in case you press an attack button, even though you are using a hop.
| Jump / Super Jump
Hold up, up-back or up-forward to jump, and by pressing down before, you can super jump, which goes further than a normal jump.
| Triangle Jump
This is the action of jumping off a wall. It happens when, while in the air and close to a wall, up-forward is pressed. The character will jump forward, while mid-air. These are the characters which can triangle jump:
- Duolon - Mai - Athena - Malin
| Throw
You can throw the opponent by pressing forward or back+C or D close to them. Despite the button you use, there is only one grab; the animation will remain the same. The only difference is which side your opponent will be throw. Throws can be break by pressing the same button used by the opponent to throw; either C or D. There is also an option select that allows you to break despite their choice, by pressing CD together. Refer to the advanced techniques section for more information.
| Air Throw
Some characters can air throw the opponent by pressing any direction except UP, and then pressing punch or kick while mid-AIR. Unlike regular throws, these throws can't be broken. Also, you can option select into air throws. For example, if you are jumping in with Yuri's air D, keep holding forward while you press D; in case the opponent jumps, he will be air throw, while if he remains on the ground, air D will come out. These are the characters who can air throw:
- Yuri - Clark - Mai - Athena - Tizoc [Can air GRAB]
| Attack
There are normal attacks and special attacks. You can attack while crouching, standing or while mid-air, by pressing A[Light Punch], B[Light Kick], C[Hard Punch] or D[Hard Kick]. When you attack very close to the opponent while standing, a "close normal" will be activated, which is an attack that usually activates faster, and in most cases cancelable into special attacks. For some reason, in this game close normals have a shorter range, however, there is also less pushback on guard, meaning attack strings can be extended. There are also special moves, which are specific to the characters. Refer to the character's move list for more information on these.
| CD Attack
Due to the inclusion of shift, there is no universal CD Attack anymore. However some character's CD have morphed into command normals and air specials. These are the characters who can still use it:
- Terry: df+D - Chang: Air f+C - Leona: Air CD - Billy: df+A - Mary: Air CD - Athena: f+AC - Whip: Air CD
| Whiff cancel
It is not possible to whiff cancel anymore.
| Guard crush
In later games, the guard crush would take but a brief moment, so the only way to hit the opponent would be to cancel the move that guard broke them. This time, when the opponent is guard crush, they will be in a "stun" state for about 1 second, allowing you to follow up with a combo if you can react fast.
| Guard Cancel Roll[GCR]
This is a move that allows you to cancel guard into a roll, by pressing forward or backwards+AB while blocking. It can be used either to save you from a pinch, or to allow you to punish an opponent's attack string. Remember you MUST hold forward or backwards while pressing AB, or else it GCR won't come out.
| Guard Cancel Attack[GCA]
This is a move that allows you to cancel guard into a blowback attack. Unlike in previous games, this time the GCA deals no damage. It can be used to free you from a pressure, or to help you keep the offensive, when the opponent tries to counter through your pressure.
| Shift
This is a new mechanic introduced this year. It allows you to switch characters during the match, by pressing BC or CD. There are two ways to normaly shift: "Normal Shift" is what happnens when you just press BC or CD, and "Multi-Shift" is what happens when you input qcf+BC/CD. In order to learn which character BC or CD is going to call, you must pay close attention to the character list, that can be found under the life bar, and also replicates the order. BC will always call the first available character after the one you are using, and CD will always call the last. Consider your order is composed of Ash, Duolon and Shen, while Ash is in order 1, Duolon is in order 2, and Shen is in order 3. If you are using Ash, pressing BC will shift to Duolon, because after Ash, he is the first character available in the order, and pressing CD will shift to Shen, because he is the last. However, if you are using Duolon or Shen instead, the first character available will be Ash, and then pressing BC will shift to Ash, because he is the first character available in the order. The same way, if you are using Shen, the last character available in the order will be Duolon, and then pressing CD will shift to him instead.
| Multi-Shift Attack Landing
When you use a multi-shift attack, the incoming character will lock on the opponent and try to hit them with an attack. Depending on the character, they might land on the opponent's front or back. Refer to the character's page for more information.
| Leader
This year introduces the leader system, and teams are now composed of a leader and two members. The leader will always be the first character you choose when picking your team, and during the match, the leader will be highlighted by a blue life bar, unlike the members, whose life bars are orange. The leader gains access to a 2 stock super, known as LDM, which means "Leader Desperation Move". The characters have different effects for their LDM. There are many types: Install, OTG, Unblockable, Command Grab, Projectile, Anti-air and Combo types. Refer to the individual character's pages for more information.
- f - - Forward - Tilt stick forward/towards the opponent.
- b - - Backward/Back - Tilt stick backward/away from the opponent.
- u - - Up - Tilt stick upwards.
- d - - Down - Tilt stick downwards.
- qcf - - Quarter circle forward/Hadouken/Fireball - Tilt stick d, df, f.
- qcb - - Quarter circle backward - Tilt stick d, db, b.
- hcf - - Half circle forward - Tilt stick b, db, d, df, f.
- hcb - - Half circle backward - Tilt stick f, df, d, db, b.
- dp - - Dragon punch - Tilt stick f, d, df.
- rdp - - Rear dragon punch - Tilt stick b, d, db
- A - LP - Light Punch
- B - LK - Light Kick
- C - HP - Hard Punch
- D - HK - Hard Kick
- cr. = crouching
- cl. = standing close
- j. = jump
- sj. = super jump
- h. = hop
- hh. = hyper-hop
Combo Notation
- ~ - link
- [S] - Super Cancel
- [Number] - Means your attack must go to this number of hits
- / - Means you can use any of these moves.
- [L] = Leader
- DM = Desperation Move
- LDM = Leader Desperation Move
- GCR = Guard Cancel Roll
- GCA = Guard Cancel Attack
- MSA = Multi-Shift Attack
- MSC = Multi-Shift Combo
| Running Throw
This is a technique that allows you to cancel a run into a throw. Run and get close to the opponent, then imediately hold back for a brief moment(less than 1 second) and then press C or D. Unlike previous games, where you could press back+C or D, now you must hold back for a brief moment for it to work. Think of it as an special move, where you press back~C/D in a single motion.
- Example: https://youtu.be/akNV0OXPFKo
| Throw Invincibility
In this game, throws can win against close attacks. This is mainly notable during wake up, as a wake up throw will defeat a meaty attack.
- Example: https://youtu.be/r628OlWZGcY
| Throw Break Option Select
You can option select a throw break with C+D in order to break either a punch or kick throw. Just be careful, since C+D is also the command for the shift, so if you press it when you are not being throw, your character will procceed to execute a normal shift, and let you open.
- Example(Notice the inputs at the bottom left(P1) and bottom right(P2) of the screen): https://youtu.be/D-uMi2weINA
| Guard Cancel Roll Basic Option
As a general rule, every string ending in a projectile that lets the character standing still can be GCR and punished. Since projectile strings make a very important part of some character's gameplay, such as Athena's [f+AC, qcb+P], it is very important you know this, so you can limit their choices, since there is a risk of you GCRing on them.
- Example: https://youtu.be/E0aD1EZEdGE
| Counter Wire
Recurring from The King of Fighters 2001, this mechanic has been even more limited this time around. Although some moves have the ability to automatically counter wire, such as Hinako's LDM or Tizoc's Hercules Throw, they don't actually counter hit. Despite the method, every counter wire allows juggles. Moves which counter wire on counter hit include K's f+A, Maxima's qcb+P, Shen's qcfx2+P and Ralf's qcfx2+AC(this one does not allow any useful juggles).
- Example 1(K'): https://youtu.be/qfXkfH3u_Ik
- Example 2(Maxima): https://youtu.be/AzOVZQ_5qt0
- Example 3(Shen): https://youtu.be/dK_Vtak3M-w
| OTG(On/Off The Ground)
This is a technique that allows a character to hit the opponent when they have already landed on the ground after a knockdown. Characters who have been found to have this ability are Ryo and Kim.
- Example 1(Ryo): https://youtu.be/_046btSg4yM
- Example 2(Kim): https://youtu.be/jfB_jCyAjOo
| Normal-Shift Vulnerability
When a player normal shifts by using BC or CD, they get vulnerable before leaving, meaning they can be freely hit, and their shift will be stopped. If their shift succeeds, the summoned character will come in, and although during this phrase they will be invincible, upon touching the ground they will also be vulnerable for about 1 frame, meaning anything you use will freely hit them. For example, if a character shifts in front of Iori, and Iori uses his Ya Otome[qcf,hcb+P] when the summoned character is falling, then the incoming character will be unable to block it.
- Example 1(Before leaving): https://youtu.be/dzz7WPcsYf0
- Example 2(After leaving): https://youtu.be/TjxaDjnXSVo
| Multi-Shift Lock Off
When the opponent uses a multi-shift attack, their incoming character will lock on your character, and reach you with an attack, even if the first hit of their MSA whiffs. If you use a normal-shift just after the first hit of the MSA misses, then their incoming character will not be able to track you, and land somewhere else.
- Example: https://youtu.be/JMk5pPXpHAc
| Multi-Shift Punish
The lock on attack used by the opponent's incoming character can be punished by your character's attacks. Refer to the character's page for more information.
- Example: https://youtu.be/h1WclutSdOA
| Down-Shift Air Throw
When your character is defeated(Down), your next character will be send exactly to where the previous character was. If a character is defeated while backturned, that means the incoming character will be send across the screen, possibly passing through the opponent. If the opponent jumps, then the incoming character, while still on air flying to where his defeated teammate was, can air throw the opponent, even though it is not possible to attack.
- Example: https://youtu.be/3A2z4FuM6i8
| Juggle Loop:
Some characters have the skill to juggle the opponent after they have already been hit on air, resulting in a combo. It is something similar to the juggle system found in The King of Fighters 2001 and The King of Fighters XI(Arcade). The characters who have been found to have this skill are Gato, Mary, Kim, Tizoc, Ralf and Chizuru.
- Example 1(Mary): https://youtu.be/_c2-v-AhxhI
- Example 2(Kim): https://youtu.be/btuym0X7a9Q
- Example 3(Tizoc): https://youtu.be/001T7KMxc4s
| Succession-Shift
When a character, which is not the last, gets defeated while blocking, the next character will be summoned right away. As a result, it is possible that when he comes in, the move used to defeat his comrade is still active, and so it can be punished. For example, if Kyo uses his qcfx2+AC LDM, which is also unGCRable, to defeat a character on cheap damage but defeats them on the first frames, Kyo will still be on it when the next character comes in through Succession-Shift, and will be punished. Unlike Normal-Shift, Succession-Shift makes the opponent invincible upon landing, so they can choose to either block the move who defeated their partner, or also use an invincible move on their own to punish it, in case it is still active.
- Example 1: https://youtu.be/GKwUZjZMMvk
- Example 2: https://youtu.be/DDyogOpR2dM
Route Select
- There are 2 routes in the story mode, which also result in a different ending. The "bad end" route, where you fight Adelheid as the final boss, can be accessed by defeating the Mid-Boss KUSANAGI without a MSA, DM or SDM, while the "Good End" route, where you fight Mukai as the final boss, can be accessed by defeating KUSANAGI with a MSA, DM or SDM.
Play as KUSANAGI
- At the character select screen, input this command: qcb,ub,hcf,uf, and without letting go of uf, press A,B,C or D.
It MUST be input as a special command, without letting go, but there is no need to rush, you can input the command very slowly if you want, but it is very important that you don't let it go. You must keep holding the directional at all times, until you press a button to select the character.
Play as Chizuru
- At the character select screen, input this command: u,ub,b,db,qcf,uf,f,df,d,db, and without letting go of db, press A,B,C or D.
It MUST be input as a special command, without letting go, but there is no need to rush, you can input the command very slowly if you want, but it is very important that you don't let it go. You must keep holding the directional at all times, until you press a button to select the character.
- There are disabled features which can be enabled by using the dip-switches. These are the effects:
NOTE: The first digit corresponds to the row, and the second digit to the number(appearing as 0).
- |Dip 1-4: Activates collision boxes - |Dip 1-5: Freezes clock - |Dip 1-6/7: "Change" time recharges fast, plus invincibility for both players - |Dip 2-3: Show inputs on screen - |Dip 2-7: Zoom in/out effect. Get away from the opponent to see. - Boss Code: Enable Developer Mode(Glitches online; use the Uni-Bios Enable Boss code instead).
| Ash's pseudo Sans-Culotte:
This is a glitch that allows you to have two A Ventoses[b~f+A] on screen. Throw an A Ventose from fullscreen while buffering a second. After it connects with the opponent or passes through, throw a second Ventose, while buffering a third, and then you will be able to throw the third before the second connects to the opponent, having 2 Ventoses on screen. As long as you keep buffering, you can keep throwing Ventoses. The glitch will be cancelled as soon as you let go of b or db.
- Example: https://youtu.be/WY8h8DetSaY
| K's Unblockable Ein Trigger:
This is a glitch that will make K's Ein Trigger[qcf+P] unblockable. Uppon knocking down an opponent, use qcf+A/C as a meaty, and cancel into b+B/D to teleport with Blackout. The game will consider K' not to be attacking, and until Blackout ends, Ein Trigger will turn unblockable. On corner, an unblockable A Ein Trigger will allow K' to combo into his qcfx2+K DM or a MSA.
- Example: https://youtu.be/TzewMHWmQZk
| Tizoc's gravitation:
Tizoc's throw can be followed by a pursuit attack, dfx2+C. If the pursuit attack is input just as Tizoc holds the opponent(before he actually executes the move), the follow up will come out, and the opponent will spin in the air as if the throw were still undergoing. Tizoc recovers first, and if fast enough, can grab the opponent with a free hcb+P or hcbx2+P.
- Example: https://youtu.be/O-aXR422hH4
| Jhun's Levitation:
This is a glitch that allows Jhun to levitate until he jumps or gets hit. Use an air dw+B, and just after the hit, when Jhun is starting to recover, try rolling forward or backwards. As a result, Jhun will roll in the air, and stay there. In this state, Jhun's attacks will not push him back, allowing him to use a infinite corner combo with dw.A. However, in this state, Jhun CANNOT block, making him vulnerable to any attacks. Also, if Jhun tries a second dw+B while levitating and it whiffs, Jhun will not be able to fall, resulting in him being stuck until hit by the opponent.
- Example: https://youtu.be/uXggjleBvrU
| The Super Cancel Levitation:
Similar to Jhun, this is a glitch that allows other characters to levitate. As far as I know, it works for Joe and Iori. It happens when you try to super cancel Joe's dp+D on the first hit, or Iori's after the second hit while the opponent is high in the air, in a way that the camera will follow them, such as after a jump in or a multi-shift combo. The super cancel comes out but out of time, resulting in the levitation.
- Example: https://youtu.be/6VsvV7nKeek
| Leona's "Heart Attack"'
If you hit an opponent's character which is not their last with Leona's Earring Bakudan 2, and manages to defeat this very character backturned before the earring explodes, it will be inherited by their next character.
- Example: https://youtu.be/Y6dUPiuyYxg
WARNING: Due to the lack of competitive play in over a decade, the only tier list that can be found everywhere is very outdated:http://www.geocities.ws/psychochronic2004/Tiers-Archive/tiers-snk.txt
I have built an updated tier list based on my own experience of years of competitive play on FightCade, which I humbly defend as more acurate than the old tier list. It mightly slightly change over the years, as new data about the characters and the game is found.
|Mukai, Maki
|Duolon, Gato, Adelheid
|Iori, Daimon, Ash, Malin
|King, Ryo, Billy, K', Yamazaki
|Yuri, Shingo, Whip, Terry, Kyo, Mary, Kim, Jhun, Benimaru, Shen, Clark, Athena, Robert, KUSANAGI, Hinako
|Griffon Mask/Tizoc, Ralf, Maxima, Joe, Leona, Chizuru, Chang, Mai
1st: Duolon, Gato, Iori[L]
- No disavantaged match-up. - Potential Okizemes. - Good teamwork everywhere. - Medium cost Multi-Shift Combos. - Difficult Leader 100% combo.
2nd: Duolon, Gato, Daimon[L]
- Only a few disavantaged match-ups. - Powerful Okizemes. - Potential teamwork midscreen, good on corner. - High cost Multi-Shift Combos. - No Leader 100% combo.
3rd: Duolon, Gato, K'[L]
- Many disavantaged match-ups. - Weak Okizemes. - Good teamwork only on corner. - High cost Multi-Shift Combos. - Easy Leader 100% combo. - Includes an unblockable glitch
Crouching Hitboxes
Extra high: The Griffon/Tizoc
High: Chang, Maxima, Daimon, Whip
Medium: Duolon, Shen, Terry, Joe, Ryo, Robert, Kim, Jhun, Ralf, Clark, Kyo, Gato, Billy, King, Mary, Shingo, K'
Low: Ash, Yuri, Leona, Iori, Mai, Benimaru, Yamazaki, Athena, Hinako, Malin
- Some moves will connect on a certain height, while not on others. This is mainly notable during the application of attack strings, such as KUSANAGI's hop dw+C crossup, which will always whiff on low crouchers.
- In this game, most crossups fail on normal characters; those can be blocked even if the opponent is blocking the wrong way. However, for characters of high and extra high height, they will work normally, just as in previous games; except for Whip, who is character specific.
Multi-Shift Attack Frame Data
2 Frames - Iori
4 Frames - Yuri, Kim, Billy, Athena, Maki, Adelheid
5 Frames - Ash, Duolon, Shen, Terry, Ralf, Kyo, Chizuru, Hinako, K', Maxima, KUSANAGI
6 Frames - The Griffon/Tizoc, Robert, Mary, Daimon, Malin, Mukai
7 Frames - Ryo, Gato
8 Frames - King, Shingo, Whip
9 Frames - Chang
10 Frames - Jhun, Benimaru
11 Frames - Leona, Yamazaki
12 Frames - Mai
13 Frames - Clark
14 Frames - Joe
- Every MSA over 10 frames is not combo-able from an air attack; except for Mai, who can combo only from her air dw+A, due to extended hitstun.
- Beginning from 10 frames, every MSA has a lot of invincibility; except for Jhun and Leona.
The Characters
Protagonist/Hero Team
Garou/Fatal Fury Team
Kyokugen-ryuu/Art of Fighting Team
Japan Team
Women's Team
Korea Team
Outlaw Team
K' Team
Ikari Warriors Team
Schoolgirls Team
Solo Entrants
Final Bosses
- ボクけー : http://you.lolipop.jp/s/kof/2003/ - Contains partial information on the KoF 2003 Flame of Nova Mook released long ago. The page is in japanese.
- The King of Fighters 2003 Discord Group : TO COME


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Technology is the one area of our lives that is now constantly in a state of change, what was the best just yesterday is the fluff of today and it seems there is no end in sight. For those of use who are lucky enough to be able to test and review hardware sometimes it looks like an endless sea of the same thing with just a new face on the surface. On some occasions however being a tech guy has its really up points and I feel today is one of those days. Having tested hundreds of hard drives on so many different systems it insane, I was really bored at what the current tech level has balanced out at in the spinning platter market and desperate for something new and relevant. SSD technology is still I its infant stages don't be fooled by the Hype and you can see how in just one generation of controllers how much has changed on that horizon and is still changing.
When I first started playing with SSD tech I was like everyone else really in high anticipation of what the real possibilities could be and antsy as hell about seeing the results. My first impressions were mainly just in awe of the read write capabilities now being offered on a drive that has no moving parts or sound, not to mention an almost total lack of heat. Needless to say I was hooked. Then came the issue of performance depending on the controller not only on the SSD, but on the motherboard as well as different controllers IE: Marvell/Intel/ASMedia all showed different test results making things a bit confusing for the beginner PC builder or those just new to this technology.
In my search for a solid test bed I have used many different controllers in an effort to see what one offered the best baseline performance across a variety of SSD products. After numerous attempts and testing I have discovered that the Marvell SATA3 6GB controller seems to give the best results overall on the Z68 and Z79 chipset motherboards I have been testing on. The new OCZ Octane 512GB model is one of the highest capacity SSD products that are available on the market today. It uses the Proprietary Indilinx Ndurance Technology as its controller, which is rumored to be very fast with the latest Firmware release that we have now flashed the drive to before testing. Lets take a look now at the features of the new Octane 512 and then check out if it lives up to the Hype and if it's really worth the high price tag. The drive does come with a whopping $800.00 or more price tag attached so it's not for the meek of wallet in any case, but it is the latest tech available.

subset: commoncrawl


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Hi, welcome to Dungeons and Dragons Wiki! Thanks for your edit to the User talk:Ghostwheel page.
Please leave a message on my talk page if I can help with anything! -- Surgo (Talk) 03:14, 18 April 2010
Testing, one-two... Edit
Ok, writing on my own talk page (I think)... it's a lot easier to just surf and pick information up than it is to try to put stuff in. I hope to eventually figure this stuff out. I wonder if there's a page on here for fanfiction? Probably not, since most people (at least the ones I play with, anyway) don't seem to like to write detailed background stories for their characters or campaigns. I have to write detailed background stories for each character I make, it seems like. We're talking of 15-20 pages of background story per character (size 8 font). It doesn't get put onto the stat sheets, although it does help with deciding personality and backgrounds (I keep them with the stat sheets though, just in case something comes up in-game).
Wow... Edit
I didn't realize that Surgo is the administrator for the site! I thought he was just a really nice and helpful guy who knew way more about the site than I did! Hmm... note to self: actually look at the person's user pages, instead of just going into their talk pages... :)
- If you're interested in the other admins, see here. --TK-Squared 18:20, April 18, 2010 (UTC)
New Demonic Bloodline feats Edit
Ok, I've just added Demonic Alacrity to the 4e feats, hopefully there are no snags or hiccups on that one (although there probably are). I wanted the bonus to be racial, to reflect that the bonus is coming from a further awakening of the PC's demonic blood, but I think that might stack with Fleet-footed's +1 feat bonus to speed. That might make it too powerful, opening the door to a lot of abuse.
I'm still trying to figure out the best way to implement some elemental damage. My current favorite idea for the damage feat is something similar to the Stormsoul Genasi's racial power (FRH). I like how the elemental damage is implemented, with a minor action adding the damage to your attacks for that turn.
I'll also put up a Paragon Telepathy feat similar to the Kalashtar's telepathy, although I'm toying with extending the range to 10, or 50 feet, half the telepathy range of demons in the 3.5e MM. I don't currently have a copy of the 4e MM, so I don't know the telepathic capabilities of demons in 4e. I don't know, telepathy with a range of 5 would probably be alright. Also, I'm going to put in a feat for acquiring Darkvision (will probably require lvl 16-ish).
I'm somewhat torn regarding the regeneration feat. I want to make it an epic daily skill with regeneration being half of your highest ability score, kind of like a poor man's Demigod regeneration, but that's probably too powerful. I'll look in the rulebooks, see what an appropriate level equivalent power would be.
By the way, I don't suppose anybody can enlighten me as to the purpose of the red and green numbers next to the pages in my watchlist mean?
- I'm pretty sure the green and red numbers you are referring to are additions (green) and subtractions (red) of text/code from edits. Can't especially help you with 4e at the moment though. -- Jota 06:40, April 20, 2010 (UTC)
Same idea, different implementation Edit
Ok, I decided that the best way to implement most of the desired abilities was to make a new Epic Destiny, the Demon Lord. Hopefully I got all the formatting right. If not, please tell me.
Odd... Edit
Hmm... my Demonic Alacrity feat isn't showing up either in the website search, or in the lists, although the two feats I did after that are showing up... how odd... Ah, well, it'll probably show up eventually. Until then, it's a good thing I've got it bookmarked in my Favorites folder. :)


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From SCEE London Studio, the same team who persuaded you to leap around your living room swatting imaginary ghosts and busting lethal kung fu moves in the direction of your TV with EyeToy, comes SingStar, the latest in interactive entertainment designed to get everyone up and playing. One of the most involving and addictive titles to come out for PS2 for some time, SingStar has the rather impressive ability to ensnare everyone who sees it in action.
Unlike the typically mortifying experience of getting up on a small stage in your local pub and being forced to croak out a number from the popular hit parade (circa 1982, usually), SingStar is actually a stress-free and hugely entertaining experience that, once sampled, will have even the most shy and retiring of types casting aside their inhibitions.
As well as having the canny knack of breaking the ice at even the frostiest of familial get-togethers, SingStar is also an involving single-player game that actually encourages you to hone your warbling skills. This may all sound suspiciously familiar, but leave your preconceptions at the door: SingStar is actually a highly innovative title that's unlike anything you'll have ever played before.
SingStar comes fully equipped with two microphones which, with the help of a nifty adapter, plug into just one of your PS2's two USB ports. Simple, eh? SingStar is also EyeToy compatible so, once you've set-up your mics, there's also the option to plug in your wonder-cam and watch yourself sing with added visual effects to keep things interesting.
There are four different modes to warm-up your vocal chords with. Sing Mode is the quickest route to crooning glory, with the option to either belt one out alone, or battle it out with another amateur vocalist; Multiplayer is the most party-friendly mode of the lot, encouraging 1-8 participants to perform duets and team competitions; Career puts you on the capricious road to fame and fortune, a la Pop Idol, and Freestyle lets you croon without any scores.
When you select a track, the lyrics and a set of bars will appear onscreen which indicate the pitch, tone and timing required for that song. Points are scored depending on how well you manage to adhere to these guides. Remarkably accurate voice-recognition technology analyses your voice and displays how well (or badly) you're singing onscreen. The mics are colour-coded (red and blue), so you'll be able to follow your timbre on the TV as you get your vocal chords around Ricky Martin, Madonna et al.
Of course, if you're playing against a pal in Sing Mode, the element of competition comes to the fore with Battle mode gameplay. Naturally, it often leads to some highly impressive, not to mention amusing, face-offs between would-be songstrels, determined to out-sing each other.
There's a huge track listing of classic and contemporary numbers on offer - 30 in all - so there's something to suit everyone's tastes. Get ready to siiiiiing...
1-8 Players
See it in action


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Percona MongoDB Monitoring Template for Cacti¶
These templates use
ss_get_by_ssh.php to connect to a server via SSH and
extract statistics from the MongoDB server running there, by executing the
serverStatus admin command from the MongoDB shell. This means that the
mongo CLI needs to be in
$PATH and you must be running version 1.2 or
newer of MongoDB.
Once the SSH connection is working, confirm that you can login to
MongoDB from with the "mongo" cli tool. From this tool, confirm that the
serverStatus command is present by running:
db._adminCommand({serverStatus : 1});
This should produce quite a bit of output. With all of this confirmed, test one of your hosts with the command below. You may need to change some of the example values below, such as the cacti username and the hostname you're connecting to:
sudo -u cacti php /usr/share/cacti/scripts/ss_get_by_ssh.php --type mongodb --host 127.0.0.1 --items mk,ml
Sample Graphs¶
The following sample graphs demonstrate how the data is presented.
Background flushes
Index Operations


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Governance & Charters
AMD's Board of Directors is responsible for selecting the Chief Executive Officer of the Company, monitoring the operating performance and financial condition of the Company, and overseeing the Company's adherence to corporate standards.
The AMD Board has developed a set of Principles of Corporate Governance as a framework for its oversight activities devoted to protecting and advancing the long-term interests of shareholders and other stakeholders—including employees, customers, suppliers, creditors, and the communities where we operate.
View AMD's Principles of Corporate Governance.
The AMD Board will continue to assess the appropriateness and effectiveness of these principles and to update these guidelines periodically as needed.
AMD employees can report illegal activities, violations of the Worldwide Standards of Business Conduct or obtain guidance about AMD policies by calling AMD Aware (1-800-381-6221). AMD Aware is toll-free, multi-lingual, accepts anonymous reports and is accessible 24 hours a day, seven days a week.
Committee Charters
Governance Documents


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When you think about "Judge Dredd," forget the 1995 film in which Sylvester Stallone made an awkward fit in the armor of Mega City-One's merciless law enforcer. Compared to Karl Urban's grim take on the unrelenting hero of British comic books in "Dredd 3D," it's apples and oranges – as far afield as Adam West and Christian Bale's takes on Batman.
Urban is best known for practically channeling DeForest Kelley's spirit as Dr. Leonard "Bones" McCoy in 2008's re-imagination of "Star Trek," a role he will reprise in next year's sequel "Star Trek Into Darkness." A fan of the Judge in his comic book-reading youth in New Zealand (Dredd debuted in the UK comic "2000 AD" in 1977), the actor didn't have to reference any prior performance this time around.
Have you tried to steer clear of the original "Judge Dredd" film, or what are your impressions of that film as you worked on this one?
Here's the thing: when I read the script it became obvious to me that what we were endeavoring to do was completely different. Tonally, you couldn't get more different. Going into this this movie I watched the Stallone version to see what worked and what didn't work, and the way that I wanted to approach the character was to not have the character be a posturing, bellowing character that was kind of grounded in ego. That wasn't the Dredd that I knew. To me it was far more interesting to have a character with this inner rage and struggling to contain it rather than letting it all explode.
So that's sort of the direction that I was going in, and I decided that what I wanted to do was find the humanity within Dredd – because he's not a superhero. He's a cloned man, but he's just a man. He's not a superhero. He doesn't have superhero powers. His heroism is defined by the fact that he's walking into a building while everybody else is running out. He does the things that most people wouldn't dare to do in real life. That was the challenge, and especially a huge challenge to convey all of this without the use of eyes, because the character oscillates from being a protector to being incredibly violent to having this wry, sardonic humor and displaying passion, protecting citizens. There's a weariness to him which I just really enjoyed.
The comic book was such a product of its time and place, in the 1980s when the urban landscape was starting to get scarier and more prone to violent crime, and legal loopholes made justice seem elusive. Do you think those themes remain relevant for the film in today's world?
To be honest with you, I didn't think about how this movie was going to be perceived for the relevance of it when I was making it. To me, my mission in this was just to a) honor the creation that [John] Wagner and Carlos Esquerra created back in '75 as best I could, and b) service the script and be in the moment and make the best film that we could. Everything that kind of happens after it, it's not something that's really on my radar. That's not for me to pull it apart and analyze it. I just wanted it to be a good, fun piece of entertainment.
Did you take that same approach with 'Star Trek' and another character that brings certain expectations with it?
Yeah, I think you can't. I think it's a mistake. There are so many things in this world that are actually beyond your area of control. All you can do when you're in a situation like that, despite the fan pressure, despite the expectation, the best thing you can do is not think about that stuff and just concentrate on the character and the story you're trying to tell. Then it's for everybody else to think about it.
Did you find it at all helpful to look at the source material?
Oh, yeah. I went through that, and that was a part of my whole process of entering into this. First of all, I spent 13 weeks in the gym lifting heavy things, eating seven times a day just to get physically where I needed to be with the character, to feel like the character. Then there was the part of the process which I liked the most, which was the investigative part. That was getting my hands on every graphic novel that I could. The real wonderful thing was that I discovered a whole lot of new 'Dredd' stories that I wasn't aware of, that had come out subsequent to my reading 'Dredd' as a teenager. It was stories like 'Origins' and 'The Dead Man's Walk Into Necropolis,' 'America.'
These are all really great stories and there's a wonderful maturity that developed in Wagner's storytelling where sort of a seed of doubt had been planted in this character about the sort of semi-fascist cop who was a desperate solution at a desperate time. He gets to a point in these sort of stories where he's starting to question that. To me that's fascinating. It's like the opening 20 years is just this guy doing a job and then suddenly there's this switch and this change as the character is written and he becomes a lot more complex and interesting. That's one of the things that I wanted to try and seed in this movie, the beginning of that weariness.
Was it always a mandate that you were going to keep the helmet on?
Oh, yeah – hugely important! My agent called me up and said, 'Would you be interested in "Judge Dredd"?' I was like, 'Oh, yeah. Send me the script.' I read it and I was immediately relieved to discover that the character kept the helmet on. So we set the meeting with the DNA Boys in L.A. and it was Andrew [Macdonald], Allon [Reich], Pete [Travis] and Alex [Garland]. At one point Alex turned to me and said, 'Just so you're clear: you're aware that Dredd keeps the helmet on in this movie. It's not coming off at any point.' I looked at him and I said, 'I wouldn't be taking this meeting if he did.' So we were all on the same page.
As an actor, how do you retrain yourself since you can't use your eyes? What are you then conscious of trying to use to emote?
Well, then you have to look at all the other tools that are available to you. Your voice becomes extremely important, and in my research I discovered a passage in one of the comics, which described Dredd's voice as a saw cutting through bone, so that was kind of the starting point for my character. What you sort of feel and hear in the movie is my sort of approximation of what that is, and also, before, I wanted to do something that was distinctly different from the shouting, bellowing Dredd. That was of no interest to me. So that's how that sort of evolved. Other tools: obviously the physicality. What can I express with my movement, the weariness, when is he tired, when he is struggling to really contain his rage? And then it's really important to identify where the humor lies. That's one of the things that I loved in the comic, just that really dry, dark humor, so that became an important element as well.
What was your reaction the first time you put the entire Judge regalia on, and how difficult was it to do action scenes in that?
I was probably thinking, 'How the f*** am I going to do this?' honestly. Seriously, that was part of the process. Being in that costume and getting used to it, that took time. I wore it every day for two weeks before actually stepping in front of the camera and it still took more time to get used to it. It had its limitations. I don't think it was as limiting as what I've heard about the Batman costume for Christian [Bale], but it sort of really helped inform me – it dictated to me how the character moved.
What was it like going back to work on 'Star Trek' and playing 'Bones' McCoy a second time around?
It was surreal. It was four years since we'd made the last 'Star Trek,' and I remember coming to set for the first day and I literally felt like that I'd been transported on a time warp and Obama was about to be elected. We walked on and there's the exact same cast, the same crew, the same extras and it was so trippy, so weird, but so wonderful to start that again. This time everyone was a lot more relaxed with each other. When you develop a shorthand with colleagues who you've been through the war with, that's kind of the way that it felt. It was really interesting to see the evolution on everybody's processes.


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Pre-dawn terror: Clifton fire kills two women
Stepping through the front door of Clifton Inn on Friday morning, November 14, one sees sickening evidence of the pre-dawn blaze that took two lives and left two other guests hospitalized.
In the entryway, once elegant wallpaper is crinkled into brown scraps on the wall, a result of the searing heat. The walls and ceiling are dark brown and cracked, and the acrid scent of smoke is overpowering– even hours after the fire has been extinguished.
This pre-fire notice is a poignant reminder of happier times at Clifton.
Although to the left of the entry hall a small library is untouched by flames, in the drawing room to the right, where firefighters believe the blaze started, the fire has consumed everything in its path.
Here, where restaurant chefs used to regale dinner guests with descriptions of the exotic menu offerings for the evening, ruination is everywhere. Broken glass crunches underfoot, and the once polished floorboards are black and covered with ash. The charred remains of antiques look like grotesque logs in a room-sized fireplace.
But while the ground floor presents the most stunning display of destruction, it's on the second level that true tragedy struck.
That's where two women, Billie Kelly and Trish Langlade, recruiters for the New York law firm of Willkie Farr & Gallagher, perished. Kelly and Langlade, accompanied by seven other members of the firm, were in town visiting students from UVA law school.
Porch furniture escaped the nearby blaze unscathed.
Bob Lowery, Albemarle fire marshal, says firefighters using thermal imaging equipment were able to pierce the dense smoke and find the bodies of the two women, as well as their colleague who survived, Margaret Mansouri, a 2002 graduate of UVA law school. Lowery says that Kelly and Langlade were not in their beds when they were found, but declined to elaborate further on the investigation.
According to Albemarle County Fire Chief Dan Eggleston, Mansouri, who was rescued unconscious from a bedroom on the first floor, and a male guest, who jumped from a second story window to escape the flames, were taken to UVA for treatment.
A male guest jumped to safety from a rear second-floor window.
The property's other 11 guests– including two also staying in the main house– escaped unharmed. According to Chief Eggleston, one firefighter received minor injuries during the blaze and was taken to UVA hospital. She was later released.
How did it happen?
"We're checking to see if smoke detectors and other systems were working," says Eggleston, who reports that no cause for the fire has been established. Whether those detectors were battery operated or hard-wired is unknown. The Inn was not equipped with sprinklers, Lowery says.
And because of the extensive damage to the sitting room, the fire's alleged point of origin, Eggleston says, "We may not be able to find the cause."
High winds had knocked power out over much of the Charlottesville area Thursday night into Friday morning, including at the Clifton Inn, but it's unclear whether candles or fires in the Inn's many fireplaces contributed to the blaze.
Albemarle County spokesperson Lee Catlin says the last major safety inspection of the premises occurred in 1999. The inspection, she says, found some deficiencies that were remedied by October of that year. Faulty wiring has already been ruled out, Catlin says.
As for structural damage, although the county released a damage estimate of $250,000, it might have been worse, says Dave Cason, volunteer chief from Monticello Fire and Rescue.
"The fire didn't run the walls," says Dave Cason, volunteer chief of Monticello Fire and Rescue.
"The heavy timbers kept it in check," says Cason. While new construction– with paper-coated drywall and 2X4 framing studs– can go up like a matchbox, Clifton, built around 1799 by Thomas Jefferson's son-in-law, Thomas Mann Randolph Jr. [see sidebar], is "heavy duty," says Cason.
The fire never made it to the attic, he says, which slowed down the progress of the blaze through the remaining rooms of the Inn.
J.F. Legault, Clifton's general manager, says he was summoned from bed at 5:15am with a phone call from the fire department. Five hours later, he stands in the front yard stunned, staring at the shattered windows and the charred rooms.
"This," he whispers, choked with emotion, "is so rough."
Firefighters shoveled ash and debris by the wheelbarrowful on Friday morning, November 14.
The fire started in the drawing room; UVA law school grad Margaret Mansouri was rescued from the adjacent room.


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Home > Jewelries & Watches > Jewelries > Jewelry-Making Tools & Accessories > 20pcs Antique Silver Heart Lobster Clasps
Product Details
- Vintage style lobster clasps in heart shape
- Great accessories for making necklaces and bracelets
- Overall Size (L x W): Approx. 0.98 x 0.55 inch / 25 x 14mm (Small ring included)
- Hole Diameter: Approx. 0.16 inch / 4mm
- Material: Alloy
- Color: Antique silver
Package Includes:
- Approx. 20pcs heart lobster clasps
Note: Please be reminded that due to lighting effects and monitor's brightness/contrast settings etc, the color tone of the website's photo and the actual item could be slightly different.
Related Tags


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ASU president-elect to present MLK Civil Rights lecture | Arts & Culture
Title (Max 100 Characters)
HOLLAND, Mich. – The Rev. Dr. Gwendolyn Boyd, president-elect of Alabama State University, will present the address "The Heart of an Activist: Grow Local, Think Global" on Tuesday, Jan. 21, at 7 p.m. in Dimnent Memorial Chapel as part of the 2014 Martin Luther King Jr. Civil Rights Lecture at Hope College.
The public is invited. Admission is free. The presentation will address key issues regarding the use of scholar-activism in addressing major social and cultural issues.
Boyd will begin her tenure as Alabama State University's 14th president, the first woman to hold the position, on February 1. The first African-American to earn a master's degree in mechanical engineering from Yale University, she has most recently served as an engineer and executive assistant to the Applied Physics Laboratory chief of staff at Johns Hopkins University in Washington, D.C., where she worked for the past 33 years.
Her history of leadership is extensive. She is a past national president of Delta Sigma Theta Sorority Inc., chaired the Johns Hopkins Diversity Leadership Council and was appointed by President Barack Obama to serve on the Board of Trustees of the Barry Goldwater Scholarship and Excellence in Education Foundation.
Boyd has received numerous awards and honors in recognition of her service and dedication as a community leader and volunteer. Among other honors, she received the 2010 Public Service Award from The Pigskin Club of Washington, D.C.; the 2007 Public Service Award from the Baltimore, Md., chapter of the Wilberforce Alumni Association; the 2006 Chancellor's Award from North Carolina Central University; induction into the National Black AIDS Institute Hall of Fame in 2004 in honor of advocacy to promote education and awareness about HIV/AIDS in the Black Community; selection for Who's Who Among African Americans; the JHU Women's Leadership Award from The Johns Hopkins University Women's Network; the Anheuser Busch Leadership Award; the Leadership Washington Outstanding Alumnus Award; and the Outstanding Service Award from the Howard County Branch of the NAACP. Other recognition includes selection in 2006 and 2007 by the Black Engineer Association as one of the 100 Most Important Blacks in Technology in the nation, and honorary degrees from both Lincoln University and Bennett College for Women.
Boyd is a native of Montgomery, Ala. She was educated in the public schools and received a four-year scholarship to attend Alabama State University, where she graduated summa cum laude with a Bachelor of Science degree in mathematics with a double minor in physics and music. She is a former Miss Alabama State University and an initiate of ASU's Beta Eta Chapter of Delta Sigma Theta Sorority Inc.
In addition to her other degrees, Boyd holds a Masters of Divinity and a doctoral degree in ministry from Howard University.
Boyd's presentation is sponsored by Herman Miller Inc. and the college's Office of Multicultural Education and multicultural student organizations. It is scheduled as part of the college's 2014 Civil Rights Week, which has been organized in conjunction with the national commemoration of the life of Dr. Martin Luther King Jr. on Monday, Jan. 20, and includes additional activities for the campus community.
Dimnent Memorial Chapel is located at 277 College Ave., on College Avenue at 12th Street.


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Via Ferrata Vallon
A panoramic round trip on the peaks above Rifugio Vallon. Never particularly busy, the ascent starts with a short, relatively straightforward ferrata which leads up to a solitary summit. From here the route winds its way down through a fabulous Dolomite setting along an equipped path.
Start from Corvara, Val Badia, Dolomites.
Start from Rifugio Kostner al Vallon 2536m. This is reached quickly from Corvara with the Boé lift and the Vallon chairlift. Alternatively, start from Passo Campolongo and follow along path No. 638 or, longer still, start from Arrabba and take path No. 637.
From Rifugio Vallon follow signs for the Vallon ferrata and enter into the rocky amphitheatre which is dominated by Sasso delle Nove and Sasso delle Dieci. Continue up its left-hand side and in the upper section walk past large boulders following the painted markers to reach the steep final section which leads to the ferrata proper. Put on your equipment here (harness, helmet, ferrata kit) and then follow the and thick ferrata cable diagonally right to the obvious waterfall.
This first section is not demanding, but pay attention on the slippery loose rocks. Cossing the bridge and walk beneath the waterfall: on windy days the icy water often provides a cool shower! The ferrata soon steepens and tackles the steep, exposed final wall. This athletic section finishes on the col between Sasso delle Nove and Cima del Vallon, from where a path then leads comfortably onwards. The quick side trip up to the summit of Sasso delle Nove is highly recommended: to do this, follow the easy south ridge (tracks and cairn markers) up to the splendid views in perfect solitude. Return along the ascent path.
The itinerary continues around to the south face of Cima Vallo to a fork (signposts) where you can either continue up to Piz Boè or begin the descent towards Rifugio Vallon long path No. 672. Equipped with a cable, this descends into the spectacular and exposed gully to the east of Cima Vallon. Cross a section at the base of the rocks prone to landslides, then continue easily back to the Refuge.
Normal ferrata gear (harness, helmet, ferrata kit)
Info Rifugio Kostner al Vallon. Cell: 333 8759838
Boé lift and Vallon chairlift: times: 08.30-12.45 and 14.00-16.45
Guide alpine ProGuide Cell: 339 1055653
Meteo Arabba: Tel. 0436 755711
1:25.000: Alta Badia- Arabba- Marmolada (sheet 07)


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The Navrang Show on KTRU 90.1HD2 & ktru.org
The radio show with the greatest variety of music from the Indian subcontinent!
Tuesday, March 27, 2012
0 Comments:
KTRU Houston, Texas | ktru.org Rice University
The Navrang Show is a specialty show since Spring 1992 on KTRU Houston, Rice University radio. We play on Saturday mornings 10am-noon, Central Time. Our goal is to introduce listeners to the diverse and enormous plethora of music from the Indian subcontinent, and its worldwide diaspora. We play all kinds of music: Bollywood hits old and new, Indian classical, Indipop, folk and Asian Underground. Listen to us on the radio, iheartradio, iphone and droid apps or online
Basic Glossary
- South Asia = region including India, Pakistan, Sri Lanka, Bangladesh, Bhutan and Nepal (possibly Afghanistan and Myanmar?)
- Indian Subcontinent see South Asia
- Desi meaning countryman in several South Asian languages, rhymes with racy, referring to all people of South Asian origin or descent
- Brown person see Desi :)
See Musical Glossary further below And CLICK on Artist name to listen to Concert/Show/Interview
Live Concerts and Shows
- Shankar Bhattacharyya and Sri Gourisankar
- Pandit Suman Ghosh
Artist Interviews
ktru outdoor shows
- Laya Taal Saadhna -Pt. Shantilal Shah (18th show)
- SwaraRagaLaya -Vidushi Rajrajeshwary Bhat (21st show)
Related Links
- KTRU Houston, our parent Radio station at Rice University
- Music India Online, MIO for short, great collection of online Indian music in realaudio, well-categorized and searchable.
Desi radio in Houston
Music Glossary
- Asian Underground: Fusion of various Indian styles, and electronica, with Western beats and genres, originating in 2nd generation communities in UK, US etc.
- Bollywood: Amalgam of Bombay + Hollywood, referring to India's immense Hindi film industry, churning out musical melodramas by the hundreds, also the source of most popular music.
- Chutney: Fusion of Indian folk music (typically from Bihar) with Caribbean beats like soca and calypso, originating in the Indian diaspora in Guyana and Surninam. Wikipedia
- Carnatic: Traditional Indian classical styles of Southern India
- Ghazal: Style originating with Muslim rulers in India, derived originally from Middle East, exquisite love poetry in Urdu sung in North Indian styles
- Hindustani: Traditional Indian classical styles of the Northern India/Pakistan
- Indipop: Western-style pop by Indian performers, usually in Indian languages
Please feel free to correct any errors!
Previous Posts
- SwaraRagaLaya - KTRU outdoor show 2012
- SwaraRagaLaya - Starting off the KTRU outdoor show...
- KTRU's 21st Annual Outdoor Show - A Huge Success
- Program on March 17, 2012
- Program on March 10, 2012
- KTRU 21st ANNUAL OUTDOOR SHOW - March 17, 2012.
- Program on March 03, 2012
- Program on February 25, 2012
- Reason to Party on Friday, FEB 17 2012,10:00PM.
- Program on February 11, 2012