text:
Marvel vs. Capcom 2 – Captain America
PlayStation 3
Captain America by Isao
Version: 1.0 | Updated: 06/18/00
Marvel Vs Capcom 2: New Age of Heroes
Captain America FAQ
=---Legal Stuff-------------------------------------------------------------=
This FAQ is Copyright 2000 Isao (William Chiang)
Capcom characters are Copyright 2000 Capcom Co., LTD.
Marvel characters TM are Copyright 2000 Marvel Characters, Inc.
United States and International Copyright laws protect this FAQ.
No part of this document may be reproduced without the expressed consent of
Isao (William Chiang) (firstname.lastname@example.com)
I. Revision History and Introduction
II. Marvel Vs Capcom 2 Game System
III. Character Specifics and Move List
IV. Strategies (Specific and General)
V. Last Thoughts and Thanks
====Revision History====
V1.0 (6-18-00): First Version of FAQ. Everything is new.
The Vs series has been Capcom's bread and butter in the arcades these past
few years, and even between the ludicrous two and a half year wait between
MvC 1 and MvC 2, mindless drones have been dumping in quarters like no
tomorrow. My personal opinion about the Vs series is rather mixed. It's fun
and entertaining, but I have to admit that the gameplay isn't too great. Of
course Capcom has fixed the horrendous balance problems since X-men Vs Street
Fighter, Marvel Vs Street Fighter (the absolute low point in the Vs series),
and Marvel Vs Capcom 1. But in the extraction of some problems, and in the
quest to make an even more entertaining game, Capcom has allowed some glaring
problems in Marvel Vs Capcom 2. Almost every character has a 100% combo, and
an Infinite. Personally, I prefer games with more gameplay than flash (Like
King of Fighters). However I also prefer playing against a human opponent
rather than the computer, so I have committed myself to learning and becoming
a master of Marvel Vs Capcom 2.
This FAQ about Captain America is for the educated reader and player only. I
know it is long, but if you take your time to peruse the whole FAQ (including
the Legal Stuff ^_^), you will learn lots. I will try to stress fairness in
gameplay (i.e. stay away from throws), however even I have my cheap
inclinations sometimes, so I will not deny the reader of SOME cheap info.
But please, PLEASE do not play like a scrub. It just makes you seem like an
ass. In the Strategies Section, I will go into more depth about cheapness
and cheap characters, and how not to be one and how to stop one. Have fun,
and thanks for reading. (Note: An asterisk * beside a title means that there
are current plans to update that section.)
II. Marvel Vs Capcom 2 Game System
====Control Abbreviations and Symbols====
Do not, I repeat, DO NOT pay attention to the button labels on the Arcade
Board. They are wrong, and are labeled for MvC 1. Do not get confused when
I say Roundhouse (HK) and press the button labeled Roundhouse, which is
actually the Assist 2 (A2) button!
==Button Abbreviations==
LP: Light Punch (Jab)
MP: Medium Punch (Strong)
HP: Hard Punch (Fierce)
P: Any Punch
2P: Two Punches (LP + HP)
LK: Light Kick (Short)
MK: Medium Kick (Forward)
HK: Hard Kick (Roundhouse)
K: Any Kick
2K: Two Kicks (LK + HK)
A1: Assist 1
A2: Assist 2
==Joystick Abbreviations==
F: Forward
D: Down
B: Back
U: Up
DF: Down-Forward
DB: Down-Back
UB: Up-Back
UF: Up-Forward
QCF: Quarter Circle Forward
QCB: Quarter Circle Back
HCF: Half Circle Forward
HCB: Half Circle Back
270: Rotate Joystick 270 Degrees
360: Rotate Joystick 360 Degrees
+: Denotes button or joystick movement that must be performed in
conjunction with another button or joystick movement.
(i.e. D + LP = Down and Light Punch at the same time)
,: Denotes button or joystick movement that must be performed
immediately one after the previous button or joystick movement.
(i.e. D, DF, F = Down, then Down-Forward, and then Forward)
====Basic or Universal Moves====
For more info, please refer to other FAQs.
Jump: Simply tap up on the joystick.
Super Jump: Quickly tap Down, and then up. Or you may just press up
from a crouching (down) position. Or you may press two kicks (LK + HK)
for most characters (excluding Zangeif).
Dash: Simply tap forward twice. Or you may press two punches
(LP + HP) for most characters (excluding Zangeif.)
Roll: When falling from a knock down attack, quickly roll the
Joystick Back, Down-Back, and then Down plus any punch button.
Force Block: When blocking a multi-hit attack, such as a beam super,
Press two punches (LP + HP).
Switch Characters: To switch out to Character 1, simply press Jab and
Short buttons (LP + LK) at the same time. To switch out to Character 2,
press Fierce and Roundhouse (HP + HK) at the same time. Switching out
causes the character jumping in to lose all RED LIFE (The red life bar
behind the main life bar). So use smarts, and don't switch out every
three seconds, like some idiots do.
Assist: To call out an Assist, simply press the Assist 1 (A1) for the
second character, and Assist 2 button (A2) for the third character in
the team.
Snapback: Move the joystick Down, Down-Forward, and then Forward (QCF)
and press either Assist button (A1 or A2). The opponent will be knocked
out of the screen, forcing another opponent team member to jump in.
Uses 1 Hyper Combo Level.
Team Counter: To counter an attack by the opponent, simply press the
Assist 1 or Assist 2 (A1 or A2) button whilst blocking the attack made.
Either the second or third character will jump out accordingly and
attack the opponent. The characters will switch out at this point.
Uses 1 Hyper Combo Level.
Triple Delay Hyper Combo: Simply ram on both Assist buttons at the same
time (A1 + A2) and all three characters will appear on screen to perform
their according HC. Rather worthless if you ask me. Uses 3 Hyper
Combo Levels.
III. Character Specifics and Move List
Captain America is a character who has been looked upon as a weakling.
Because is on the slow slide, and because his combos aren't as flashy as
others, people think that he isn't good. However, on the contrary, Captain
America is one of the best characters in the game due to high priority,
range, and overall balance. All his attacks have their uses, and he has lots
to different styles to play as. He can even play a decent mind game.
Definitely underrated. (My rating system goes from 1: Really Crappy or worst
to 10: Totally Overpowered or best. 5 is the median rating, duh.)
====Character Rating====
Strength: 9.0. All of Captain America's attacks take out big chunks of
life from the enemy. He has simple combos that may strip away half of a
character's life bar in no time.
Vitality: 7.0. Captain America takes damage better than average. He can
sustain several Hyper Combos before ever being in critical condition. This
is part of the reason why he's so good.
Speed: 5.5. While Captain America isn't necessarily slow, he definitely
isn't fast either. I can't say that he has crap speed, but I can't say that
he has good speed either. If Captain America were faster, he'd be a monster.
Attack: 8.5. The difference between Attack and Strength is the character's
ability to go on the offensive. Someone may be powerful, but his or her
offense can completely suck (i.e. Hulk). Captain America has excellent jump
ins and lots of combos at his command. His double jump and Cartwheel are
excellent tools to confuse the opponent. The only thing that Captain America
can't to really well is to dash in blindly and combo.
Defense: 7.0. The difference between Defense and Vitality is the
character's ability to sit back and go on the defensive. Someone may have
high Vitality, but their defense can totally suck (i.e. Silver Samurai).
Captain America has a couple of defensive measures in his inventory. He can
use his Crouching Fierce, Stars and Stripes, or even Shield Slash. Things to
be careful of though are the facts that he has start-up on many moves and he
can't always match up against pixies in frantic speed battles. His high
vitality is a plus though. He can play keep away pretty well with his Shield
Overall: 9.0. The overall score is independent from the rest of the scores.
It depends on the overall effectiveness of the character when played at
maximum ability. Captain America is definitely in the top tier of characters
in the game. He is well balanced in his ability to attack, defend, and to
take hits. Once again, the only thing that really limits his ability is
speed. His combos can take off massive damage, and his Hyper Combos each
have their uses. He's definitely not a character for beginners or mashers.
It takes practice and patience to completely master him. If he's played
correctly he can dominate whole teams by himself.
==------------Assist Options------------==
Every character has three variations of assists. Your choice is extremely
important, as it decides whether you lose or win. All of Captain America's
are decent at the very least, Gamma being the very best.
Alpha Assist/Projectile Type: Shield Slash. Captain America jumps in and
performs a jab version of his Shield Slash. Not too useful, but the damage
is alright, and you can use this to lead combos off with since it is fairly
quick. However, there are better projectile assists out there, and compared
to his Gamma assist, this is almost laughable. Rating: 6.5
Beta Assist/Anti-Air Type: Stars and Stripes. Captain America jumps in and
immediately does a Stars and Stripes. While the damage and range is decent,
the priority isn't that good. You can't really combo after this assist
either. The only good thing this is used for is to knock back opponents who
are closing in. There are way better Anti-Air assists out here. Rating: 6.0
Gamma Assist/Dash Type: Charging Star. Definitely one of the best assists
there is. Not only does it cover ground nicely and damage the enemy well; it
negates all Normal or Special projectiles. It does not cancel Hyper Combo
projectiles though, so beware. Use this assist whenever the opponent is
Jumping in, Dashing in, anywhere near you, or just sitting back across the
screen. It's that good. The only downside is the long lag time in which
Captain America slides to a halt and taunts the opponent. You can always
cover his ass while he's doing this, making him unstoppable as an assist.
You can abuse this assist to your heart's content. Rating: 9.5
Recommended Assist: Gamma. No Doubt. One of the best assists in the whole
==------------Normal Moves-----------==
*Note: Captain America can fight without his shield. If after a Shield
Slash, Captain America does not retrieve his shield, he will fight without
it. He becomes faster, but loses priority and damage. I tend not to play
without his shield though. Some people consider him without his shield just
as good. But I beg to differ. I will go into further examination and
explanation of a "Shieldless" Captain America in upcoming revisions.
====Light Punch====
To perform a Light Punch, press the "Jab" button once.
Standing: Captain America shoves his arm out for a pretty quick, nice ranged
Jab. The priority is okay, and so is the damage. It's a nice poking tool
and combo starter. A very good Jab. Rating: 7.0
Crouching: Captain America does the same thing as his Standing Jab except
he's crouching this time. Nothing really bad about this, but I prefer his
Crouching Light Kick. Use this to poke at people and to keep opponents who
have landed from Jump ins in check. Rating: 6.5
Jumping: Captain America punches downward at a 30-degree angle. The
execution and priority is pretty good. The range is good too. You can use
this to poke at people, play an Air to Air game, or even as a jump in.
Rating: 7.0
====Medium Punch====
To perform a Medium Punch, press the "Jab" button a second time.
Standing: Captain America punches at an upward angle with his shield. This
used to be a mini launcher in the previous games, but now it just stuns the
opponent. Both Vertical and Horizontal range is okay for this move. The
execution and lag isn't bad either. But priority isn't that good. You can
use this to poke at people, but it's not a very good Anti-Air. Rating: 6.0
Crouching: Captain America chops downward with his shield in hand. The
range isn't very good, but the speed and priority makes up for it. You can
use this as a safe poke, just as long as you make sure the opponent is in
range to get hit. Rating: 6.0
*Jumping: Captain America chops in almost the same animation as his
Jumping Jab, except he does it with his shield this time. A lot slower than
the Jab version, and as far as I can tell, it doesn't have that much priority
(I may be wrong). The only real advantage this has over his Jumping Jab is
the damage done. Stick to using this as Aerial Rave filler. Rating: 5.5
====Hard Punch====
To perform a Hard Punch, press the button that is labeled "Strong" on the
arcade board. This is incorrect, due to the new button setup that MvC 2 has
introduced. Pressing the "Strong" button will result in a Hard Punch
(Fierce) to come out.
Standing: Captain America takes his shield and swings it in a sort of
circular motion parallel to the ground (not quite). The range is just
amazing on this move. The damage inflicted and priority are just unbeatable
for a fierce. There is some start up and lag time though, so you should
refrain from throwing this out every other second. If the opponent gets hit
with this, they are sent flying to the end of the screen. If the block it,
then they are pushed back a considerable distance. One of the best standing
Fierces in the whole game. You should use this in retaliation, combos and in
safe poking (if you're VERY careful). You can't really abuse it. Rating:
Crouching: Captain America sweeps upward with shield in both hands. This is
his main launcher. The priority is great, and so is the damage, but the
execution and lag time is something to be careful of. You must ALWAYS
anticipate your opponent's Jump in, or you will always get hit you if it.
People mistake this move for having little priority because so many times, a
Captain America player is hit out of it. The truth is, the start-up is so
bad, that it takes some time for the actual move to come out. You have to be
careful with this. It can beat out most jump ins, even Strider's or Spider
Man's. Rating: 7.5
Jumping: Cap takes his shield and sweeps his arm across in front of him.
Almost everything about this move is great. The damage, range, priority, and
even lag time is good. There is only a little start-up to be aware of. This
becomes a problem when you attempt a jump in or Aerial Rave finish and it
doesn't come out fast enough. Try to finish all his Aerial Raves with this
though. You can use this to poke, Jump in, combo, or even just to build up
your meter. It's really good, and you can almost abuse it. Rating: 9.5
====Light Kick====
To perform a Light Kick, simply press the "Short" button once.
Standing: Captain America lifts his leg up to hit the opponent in the
midsection. It's decent for a Light Kick. The range is good, but the
execution time is slower than normal. There is no real difference between
this and the Standing Jab. It has the same uses as the Standing Jab too.
It's you choice to choose which one you like better. Rating: 7.0
Crouching: Captain America sticks his foot out like every other character's
Crouching Light Kick. Has good speed and priority, so I rather use this than
his Crouching Jab. The damage is okay. It's an essential part of his ground
combos. You can use this to poke or for combos. Rating: 7.0
Jumping: Sticks his foot out in almost the same angle as this Jumping Jab.
Good range, and decent priority. This has pretty much the same uses as the
Jumping Jab. It's your choice to choose which you like better; execution and
priority or range and damage. Rating: 6.5
====Medium Kick====
To perform a Medium Kick, press the "Short" button as second time.
Standing: Captain America makes a medium speed kick to the upper section of
the opponent. This has been known to miss a character like Serv Bot (Kobun)
and Roll completely. It has good range and okay priority. I only use this
for poking and combo filler. There's not that much to say about it. Rating:
Crouching: Cap kicks forward on the ground. It has very good speed and
priority, so you can use this for many occasions. Since the range is so
good, you can use it to poke. Lots of his ground combos stem from a
crouching Medium Kick. You can also use it as combo filler and a keep away.
Rating: 8.0
Jumping: Cap sticks his leg upward in a 25-degree angle. The range is okay,
but since it's angled upward, its use is limited. I usually just use this
for Aerial Raves or Air to Air battles. It acts like a sort of mini launcher
in the air though, if you're interested. Rating: 4.0
====Hard Kick====
To perform a Hard Kick, press the button that is labeled "Forward" on the
arcade board. This is incorrect, due to the new button setup that MvC 2 has
introduced. Pressing the "Forward" button will result in a Hard Kick
(Roundhouse) to come out.
Standing: Cap props himself on one arm and swings his legs around to knock
the opponent in the midsection. Not only does this have impressive range,
but also the execution and lag times aren't too bad. Use this instead of the
Standing fierce if you want to combo. You can punish the enemy easily with
this, and play keep away. You can use this to combo into ANY of his Hyper
Combos. It's one of the best Roundhouses in the whole game. Rating: 8.5
Crouching: Cap sweeps his foot outward to trip up the opponent. The
execution time is very good. There is a little lag time afterwards though.
The priority is good, and so is the range. You can use this as a keep away
tactic. This used to be a major factor in his bread and butter combo (D +
LK, D + LK, D + HK, LP Shield Slash). Now, he has a new bread and butter
combo involving this that is more powerful (See Combo Section for more).
This is a major tool in his OTG combos and ground combos in general. Rating:
Jumping: Cap kicks at an almost completely straight angle. There is almost
no Vertical range whatsoever on this move. The Horizontal range and priority
is pretty good, but I'd stay away from using this too much. It's not like
the execution time is bad or anything, but it just that it has little or no
use. There are better Aerial Rave finishers is Captain America's move list,
better jump ins, and better poking tools. The only real use for this is for
Air to Air battles and to beat out a jumping opponent's priority. Rating:
==------------Command Moves------------==
F + HP (Ground Version): Cap grabs the opponent and tosses them over his
shoulder, onto the ground. Nothing spectacular here. I think you may be
able to OTG after this, I'm not sure. Like I have said in my other FAQs,
please do not use Non-Command throws. They're mostly for scrubs only. Don't
abuse them. Rating: 6.0
F + HP (Air Version): Cap crabs the opponent and smashes them back down to
the ground with his shield. I usually only do this on accident. People
sometimes like to finish off their Aerial Raves with throws, but I suggest
otherwise. Aerial Throws do miniscule damage most of the time, and can
always be Tech Hit out of. You shouldn't ever go for throws on purpose.
Rating: 6.5
F + HK: Cap grabs the opponent, rolls onto his back, and flips them skyward
by pushing them off with both feet. You can do a mini Aerial Rave after
this. Stay away from throws please. Rating: 7.5
D + HK (Air Only): Captain America kicks downward as opposed to his normal
straight Jumping Roundhouse. Use this as an alternative to Captain America's
Jumping Hard Punch. The execution and lag is much better, and the priority
is still excellent. Better for combo starting purposes. Rating: 8.5
U or UB or UF (Air Only): Double Jump. Use this to trick your opponent into
attacking early and to escape Hyper Combos. You can also tack on extra hits
to your Aerial Raves if you're good enough. Very useful if you know how to
be unpredictable with it. Rating: 10.0
==------------Special Moves------------==
====Shield Slash====
QCF + P (Air or Ground):
Captain America tosses his shield at his opponent at a decent speed. If the
shield hits, then it slowly returns back to Cap. If it misses the opponent
completely, then it falls to the ground, and you must go retrieve it.
Execution and lag isn't too bad, but you'll lose out to projectile characters
easily. The execution and lag times are all pretty much the same for all
versions. In the Jab Ground Version of this, Captain America tosses the
shield at almost shoulder height. This is a change from the past Vs games in
which he appeared, as the Jab Version used to travel low to the ground at
foot level. His Jab Ground Version used to be VERY useful, but now, it's
used mainly as a keep away and to combat some fireballs. Never get into
Fireball fights with this though, because the time it takes for the shield to
return to Cap, the opponent should have already thrown out another fireball.
The Fierce Ground Version travels upward at a 20-degree angle and is used to
keep jumping opponents in check and to play keep away. Never pull it out if
the opponent is jumping in. The Jab Air Version is the most useful version
of Shield Slash. Cap throws the shield downward at a 30-degree angle. In
doing so, he slowly floats down only a couple of pixels during the WHOLE
duration of the attack (included is the shield return). You can use this to
play keep away and is better to combat fireball characters with. It has no
execution or lag times whatsoever. Lots of people choose to finish their
Aerial Raves with this, but it actually does less damage than a normal
Jumping Fierce or Roundhouse, so I don't recommend it. The Fierce Air
Version causes Cap to throw the shield straightforward in the air. It has
little or no use, so don't really try it. The only time in which you should
use it is when you're going up against someone like Gouki (Akuma) who throws
angled Air Projectiles all day. The closer you are when you execute this,
the more damage it inflicts on the opponent. However, I don't suggest
running up into the opponents face and doing a Jab Ground Shield Slash. It's
not too smart. This isn't as useful as it used to be, so don't use it as
much. Jab Ground Version Rating: 6.5. Fierce Ground Version Rating: 6.0.
Jab Air Version Rating: 8.0. Fierce Air Version Rating: 5.5
*Supposedly there may be a way to perform his "Old" Jab Ground Shield Slash,
where it travels at foot level on the ground. If you press QCF + HP + WK,
it may work. This is what my friend has told me, but I don't know if this is
true or not myself. I know that other characters can press HP + WK in order
to do an alternate version of their attack (like Gambit), but I'm not too
sure about Cap. In later revisions, I will either confirm this or prove it
to be wrong.
====Charging Star====
Cap brings his shield up to his shoulder and dashes forward some distance.
There is a little start up on both Versions, but the lag is very bad on the
Roundhouse Version. You can cover yourself from counters by calling in
assists to help you. The Short Version travels only about 2/5 of a screen
and does a couple of hits. The Roundhouse Version travels about 5/6 of a
screen and does several hits. What makes Charging Star so excellent is not
only the damage it deals, but also it's ability to negate most Normal/Special
projectiles. It negates such projectiles as Hadoken, Optic Blast, Captain
Fire, and more. This is a HUGE advantage, since you can use this to punish
projectile scrubs. Just execute this once you see the opponent committing to
a projectile, and you will travel through the projectile, hitting the
opponent. If a projectile hits Captain America while doing a Charging Star,
he is slowed down and the overall distance of the attack is lessened. Be
aware though, that this does not negate Hyper Combo Projectiles. Hyper
Charging Star negates Hyper Combo Projectiles. If you try a normal Charging
Star to counter a Hyper Combo projectile, you will be very sorry you did.
His bread and butter ground combo uses this. D + LK, D + MK, D + HK, cancel
into QCF + HK. If you want to, you can even tack on a Hyper Charging Star
after the first hit of the Charging Star connects. Use this as a Counter,
Combo Ender, and even Combo Starter. The farther away you are from the
opponent when you execute a Charging Star, the more damage it incurs on them.
Short Version Rating: 7.5. Roundhouse Version Rating: 8.5
====Stars and Stripes====
Captain America jumps up with this shield raised to cover his shoulders. The
execution time is actually very good, but like all other "Dragon Punch" esque
Anti-Airs, the lag time is totally horrendous. This doesn't even have very
good priority. So, use the Jab Version as an Anti-Air, and the Fierce
Version as a combo tool. There is little use for the Fierce Version however,
since the Horizontal range is only decent at best. It does good damage, but
the risk is just too high. Use the Jab Version when you do not have time to
pull out a Crouching Fierce to counter the opponent's jump in. In my
opinion, the Fierce Version is a pretty useless move in Cap's repertoire.
Only the Jab Version has its uses from time to time. But even that has a lag
time. Don't rely on this like you would a normal Shoryuken. Jab Version
Rating: 7.0. Fierce Version Rating: 5.5
Captain America does a cartwheel forward, dodging all attacks during the
duration of the move. The only thing Cap is susceptible to is throws. Then
again, if you use this correctly, then your opponent will never be quick
enough to throw you. Use this to quickly switch sides with your enemy. Both
versions come out immediately, but the lag afterwards is different. The Jab
Version goes a shorter distance and has less lag while the Fierce Version
goes about 1/3 of a screen with some lag. Use this move liberally to piss
off your opponent. You can even use this to combat jump ins. Pull this off
while the opponent is jumping in, and they'll be facing the wrong way and
will get hit. It's really an excellent move. One of the main weapons in
Cap's mind game. You can't really abuse it though, so be careful. Use the
element of surprise and speed to make this effective. Jab Version Rating:
9.5. Fierce Version Rating: 9.5
==------------Hyper Combos------------==
====Final Justice====
Cap faces with his back to the screen for about 1/2 a second with his shield
attached to his back, then dashes forward with his hands raised in a sort of
blocking manner (like his Charging Star animation but without the shield).
If the opponent is hit with the dash, they are knocked up into the air,
juggled on the ground with a combo, and the thrown up and slammed back down.
Cap dashes about 4/5 of a screen. The priority and damage is VERY good,
especially since it's a "Dashing" Hyper Combo. A "Dashing" Hyper Combo is a
Hyper Combo that once the initial hit makes contact, an Auto-combo is most
definitely guaranteed. The only real downside to this Hyper Combo is it's
rather long start-up. An Assist, Switch out, or a Hyper Cancel can protect
the lag after a miss. You can combo into this after many attacks. It CANNOT
OTG immediately after a Crouching Roundhouse though, so don't try it. What's
even better and rather unknown is that a Final Justice can go through certain
projectiles. If you're fighting against an annoying Gouki (Akuma) who throws
fireballs all day, then Final Justice through it to punish him. It's that
simple. On another note, this is his only Hyper Combo that can be used as a
pseudo-Anti-Air. Once an opponent commits to jumping in, execute a Final
Justice at the correct time and you will knock their asses up into the air
and finish the Auto-Combo. This is rather difficult though, and exact
precision and timing is needed. You certainly can't pull this out every
three seconds. As a warning though, NEVER attempt a Final Justice against a
Mech Zangief, Hyper Armor Colossus, or other characters with unbreakable
Hyper Armor (Super Armor characters like the Hulk and Juggernaut are okay to
use it on.) If you hit Hyper Armor characters with it, nothing will happen.
Cap will just hit them and slide slowly to a stop, allowing the opponent to
tear you into pieces. Be weary of this. You'll have to use patience and
smarts. Rating: 8.0
====Hyper Stars and Stripes====
Captain America crouches down and IMMEDIATELY begins to perform three Stars
and Stripes in a row. This is Cap's quickest Hyper Combo. However, it is
also his weakest and largest in lag time. It has very limited use too. The
opponent must fully be on the ground for it to connect for maximum damage.
The bread and butter combo to set this up is D + WK, D + MK, cancel into F,
D, DF + 2P. At first this is pretty difficult to pull off, but you'll get
used to it with practice. Only use this Hyper Combo if you see an opening in
a standing opponent or if you want a relatively easy combo containing a Hyper
Combo in it. This is NOT an Anti-Air Hyper Combo. I use this Hyper Combo
the very least. Rating: 6.5
====Hyper Charging Star====
Captain America crosses his arms across his chest exactly like the start
animation of a normal Charging Star, then dashes forward with a huge wave of
energy surrounding his shield. This has the exact same uses as the normal
Charging Star. He covers ground VERY quickly and has high priority. Hyper
Charging Star is his best and most useful Hyper Combo. It can even negate
Hyper Combo Projectiles. Use it mainly as a combo ender. The lag time
afterwards isn't too good, so be careful with it. It can beat out the
priority of most Hyper Combos. I'll go more into depth later. Rating: 8.5
IV. Strategies (Specific and General)
==------------General Strategies------------==
To truly become a masterful Captain America player, you must pay attention to
several things.
His strengths:
+ All of his attacks pack some heat. Simple combos can drain at least HALF
of your opponent's energy.
+ His Double Jump and Cartwheel can both contribute to Cap's ability to play
mind games.
+ He can play both Offense and Defense well on command. He's a well-rounded
+ His moves have high priority.
+ Lots of people underestimate him because there are so few Captain America
"Masters" out there. This should shock them when you totally tear up on
their worthless ass.
+ All of his Hyper Combos are useful.
+ His Gamma assist is one of the best in the game.
His weaknesses:
- He doesn't exactly have good speed.
- He has no excellent Anti-Air that can be abused.
- He's a character for experienced players only.
- He's not a mashing character (bad for some of you, good for me).
- He's corny.
To be able to win with Captain America, you have to be able to play a game of
both Defense and Offense. You need to be able to switch back and forth
between the two smoothly. You cannot just go crazy and mash on the controls
all day. Captain America is not a character to choose if you don't like to
use your brain while playing (Or if you don't like to win ^_^). Seriously,
Captain America has the skills to be one of the most dominating characters in
the game. A couple of Aerial Raves and a Hyper Combo will take most people
out of commission for good. Just remember, like I always stress, USE YOUR
BRAIN (if you have one).
*More stuff later.
Captain America works well with certain characters Assisting him. Here are
some teams that I have found very effective. Most of these teams have earned
me 15 or more win streaks.
1. Captain America, Jin, Magneto:
The trick to winning in MvC 2 is constant assisting. Never should there be a
second in the match when there is no partner assist coming out. Definitely
pick Gamma Assist for Captain America (Dash), Beta Assist for Jin (Anti-Air),
and either Alpha or Gamma Assist for Magneto (Projectile or Launch). Whenever
you face an opponent who just sits back or is a cheap Fireball/Beam character
(I.e. Ice Man), whip Magneto (Alpha Assist) out. Magneto will stop the
projectile in most cases. Against beam characters, I suggest going totally
on the offensive or to switch out to another character. That way, you can
use Cap's Charging Star Assist to teach those projectile scrubs a lesson.
Liberally use the Jin assist whenever the opponent nears you or is going for
a jump in. They will ALWAYS have to block or take hits. Abuse his assist.
You should always throw out a well-timed Jab Shield Slash to cover your
assist if needed. If you choose the Gamma Magneto Assist (Launch), just use
it to replace your own Crouching Fierce Punch. It's mainly an Anti-Air or a
combo starter. The range for it isn't too good though, so beware. His
Crouching Fierce is just as good, if not better, than your own Launcher.
People tend to get pissed when you play this team (for several reasons)
because it is so effective Assist wise. Many consider this style of play
cheap, but it's not like it's unstoppable. In fact, with this team, comboing
after the assists is almost impossible, so the overall strength is weakened a
little. Go for powerful, calculated hits instead. Magneto can hold is own
against anyone, and Jin's Hyper Combos are some of the best in the game.
This team is amazing. The Delayed Triple Hyper Combo for this team is hard
to connect, so don't use it. In fact, never use Delayed Triple Hyper Combos.
They all suck anyhow. Team Rating: 9.0
2. Captain America, Ryu, Dr. Doom:
The trick to winning in MvC 2 is constant assisting. Never should there be a
second in the match when there is no partner assist coming out. Pick Beta
Assist for Jin (Anti-Air), either Alpha or Gamma assist for Ryu (Anti-Air or
Variable), and Alpha or Beta assist for Dr. Doom. Use Alpha Ryu to knock
back incoming opponents and people who constantly jump in. Use Gamma Ryu to
knock back pixies trying to dash in and to play a keep away game. Dr. Doom's
assist will help you in fighting people who constantly jump in or dash in.
His Alpha assist, Photon Shot, spreads in all directions, so it's good to
keep people away and to keep projectile characters in check. His Molecular
Shield assist (Beta) will beat out most people who try to rush in. The best
character in the team is probably Ryu (it's really close between Ryu and
Captain America... I'm having a hard time choosing), so it's best if you
fight the match most of the time with him in the lead (plus, his assists are
the worst in the team). Captain America should be used mostly in the
beginning to weaken the opponent's team. Ryu should finish what Cap started.
And Dr. Doom should only be the main character if Ryu and Captain America are
both in critical situations (it should never happen). The Triple Delayed
Hyper Combo works alright with this team, but I'd rather not use it anyway.
Team Rating: 8.0
3. Captain America, Jin, Gambit:
The trick to winning in MvC 2 is constant assisting. Never should there be a
second in the match when there is no partner assist coming out. Pick Gamma
Assist for Captain America (Dash), Beta Assist for Jin (Anti-Air), and any
Assist for Gambit. This team is just like the first team I mentioned, only
with Gambit instead of Magneto. While Gambit isn't very strong in the assist
area, with partners like Cap and Jin, he can stand his own against more than
one opponent. Both of his Hyper Combos are assist friendly and are amazingly
useful. But like Captain America, Gambit can't play a mindless game. Gambit
should be the main character most of the time because both Captain America's
and Jin's assists fit his gameplay style perfectly. Captain America should
start out in most occasions though. The Triple Delay Hyper Combo for this
team actually works very well. Use it if you're not skilled enough to Hyper
Cancel. Team Rating: 8.0
4. Captain America, Jin, Captain Commando:
The trick to winning in MvC 2 is constant assisting. Never should there be a
second in the match when there is no partner assist coming out. Definitely
pick Gamma Assist for Captain America (Dash), Beta Assist for Jin (Anti-Air),
and either Alpha or Beta Assist for Captain Commando (Projectile or Anti-
Air). Captain Commando is definitely the weakest character in the whole
team, so be careful when using him. His assists are good in aiding Captain
America and Jin. Jin and Captain Commando actually work very well as a team
for some reason. Captain Commando gives this team a very much-needed boost
in speed. Use his assist to play keep away or as an Anti-Air. Since Captain
Commando is VERY easy to learn this team can be effective in the hands of a
Semi-Experienced player. It's still not for beginners or scrubs since
Captain America and Jin are the exact opposites of scrubs. The Triple Delay
Hyper Combo works alright with this team, but it really isn't that effective
in all situations. Team Rating: 6.5
*More Teams to come soon! I need to play a little more and experiment.
====Cheap Characters====
These are characters you shouldn't be playing for many reasons. Either
they're just cheesy, overrated, or just stupid. This is good advice to
follow if you want to become a respected player, not a loser scrub. This
section is bound to piss off lots of gamers out there, because so many call
themselves "Masters" at these cheese characters. People will argue that
these characters are good, but in truth, do you ever see the best players
using them without being cheesy? Character Ratings are based on how most
people play them, NOT how a master plays them. That is why their ratings are
so low. I'm not claiming to be a "Master" at these characters either, so
please do not e-mail me about being conceited or something.
1. Ice Man:
Grrr... the only people who play him are complete scrubs and worthless
idiots. His no blocking damage for "energy" attacks is an unfair advantage.
People just sick back and shoot Ice Beams all day. He's a scrubby character
that can't stand on his own. He takes Damage poorly, and without that cheap
ability to take no block damage, he'd be totally worthless. Stay away from
playing him. It only takes about two minutes to master his style of play.
If you rely on him, you're a scrub. Nothing brings me as much pleasure as
beating the living crap of an Ice Man player. If you play him, you might as
well label yourself as a no-skilled, worthless scrub. Enough said.
Character Rating: 4.0.
2. Wolverine (Both Versions):
It doesn't matter whether or not Capcom weakened him; he's still a masher's
dream. He almost totally sucks now, and is mostly flash. There's almost no
reason to play him at all. It's boring to play him too. He's old and tired
out. Capcom, please just let him age gracefully far, far away from the video
game spotlight. Most people who play him are beginners or people who haven't
realized how crappy he is. Character Rating: 3.0.
3. Strider:
Overrated, overrated, overrated! Sure, he has the speed and sometimes the
priority, but he's pretty much just a one trick pony. All people ever try to
do is jump in, Aerial Rave, and then Uroburos or Legion. Sigh... he's so
predictable, and so boring to play. Masher's dream too. His assists are
totally worthless. Only idiots will keep on choosing him. Please, just let
off, because he sucks. Most people that use Strider are beginners, cheap
asses, or people who are not skilled enough to play a concentrated game.
Character Rating: 5.0
4. Cable:
So many people do not know how to play Cable correctly. They just use his
Viper Beam over and over again. It's as if they don't know the meaning of
Execution and Lag time. He's actually pretty good if played correctly; but
then again, he's almost never used correctly. Basically a second scrub
version of Ice Man. If you wish to play him, please read up on some nice
FAQs first, or practice hard. Because if you don't then you just look
stupid. Character Rating: 4.5
5. Spider Man:
Sigh... like a second version of Strider. Jump-in, ground combo, Aerial
Rave, Web Ball, crap poking game, and sweep into a Crawler Assault. Spider
Man players are very predictable also. Spider man can not play a varied
game. He is limited to the same moves and same combos over and over again.
If played even at maximum ability, he is far from the best. He's a semi-
masher for semi-experienced characters. Most people who use Spider Man are
decently skilled, however they like to use predictable and characters with an
easy game to learn. Character Rating: 5.5
6. Jill:
Geez, she seems to be the most favorite, new character. She is used in about
3/5 of all the matches I have played. She really isn't that great of a
character either. And most people are very predictable when they play Jill
too. All they do is dash in for a ground combo, Aerial Rave ending in her
Hyper Combo, call countless undead helpers onto the screen, and try to do
chip damage with her Rocket Launcher hyper Combo. And they're not very
successful with it either. I have never really met someone who could play
her at her maximum ability. She has potential to be a very good Pixie
character, but no one seems to bother to learn how to use her correctly. Use
Jill only after practicing and reading up on her. But you'll still won't get
much respect for playing her because Jill players are a dime a dozen.
Masters are very rare. Character Rating: 4.5
*People to be added/removed to the list as time goes on.
==------------Specific Strategies------------==
Assist, Jab Shield Slash, Assist, Charging Star, repeat. ^_^ Just kidding.
*Coming Soon!
V. Final Thoughts and Thanks
Sorry for the missing sections, but they will be coming soon! I think that
this FAQ is a respectable size already ^_^. Anyway, just remember, the most
important part of playing a game is to HAVE FUN! Don't let the lust for
winning totally ruin your enjoyment of the game. Don't be an ass. Have
manners. Nothing's worse than a loser who takes the game too seriously.
There was once this guy who called me a derogatory name for African Americans
while playing me >_<. Even though I am Taiwanese, that's a no-no. Please
don't be like that. It's not cool. Oh yeah, and don't bring your boy/girl
friend to the arcade! It sucks for them!
Thanks to:
All the scrubs who have forced me to learn to play fair and still kick ass.
My best friend who's Importing habits have given me lots of time to play.
All the people who write FAQs.
The owner of www.Gamefaqs.com.
Please e-mail me at firstname.lastname@example.com if I have violated any Copyright Laws
or have insulted you in some way. Or just e-mail me if you have comments or
opinions or suggestions. Please limit your bitching to 1 e-mail only please.
Replies will take some time so please wait.
That's it for now! Look for more FAQs on other characters and updates!
Laters people!
Copyright Isao (William Chiang) 2000.
View in:


text:
About our Legal InfoLine
How does the InfoLine work?
- Trained volunteers work one-on-one with callers to provide information, support and referrals within New England.
- The InfoLine operates 1:30-4:30 pm, Monday - Friday. Staff are available to answer calls and email in both English and Spanish.
- GLAD's Legal InfoLine is completely confidential.
- NOTE: GLAD's InfoLine offers legal information about matters arising in the New England area (Connecticut, Maine, Massachusetts, New Hampshire, Rhode Island, and Vermont). Find legal resources for LGBT or HIV concerns outside of New England.
Why contact the InfoLine?
- Have you been treated unfairly at your job, school, in housing or elsewhere because of your sexual orientation or gender identity?
- Have you been the victim of anti-gay or anti-trans violence or harassment?
- Do you need information about how to protect your family?
- Have you been harassed by the police because you are gay or trans?
- Do you want to know more about your rights as a gay man, lesbian, bisexual, or transgender person?
- Have you been treated unfairly at your job, doctor's office, school, in housing or elsewhere because of your HIV status?
- Has a health care provider refused to treat you because of your HIV status?
- Do you have trouble on the job because of an HIV-related health problem?
- Have you been the victim of violence or harassment related to your HIV status?
- Do you worry about the privacy of your HIV status at work or at your doctor's office?
How can the InfoLine help?
- We can discuss your situation and tell you how the law protects gay men, lesbians, bisexuals, transgender people, and people with HIV.
- We can give you information about how to defend your rights.
- We can tell you where and how to file a discrimination claim.
- We can refer you to experienced and friendly attorneys.
- We can point you toward other resources that are sympathetic to LGBT and HIV issues.
Who contacts the InfoLine?
- Gay, lesbian, bisexual, & trans individuals and their friends & family in New England.
- People with HIV/AIDS, friends, family & health care providers in New England.
- English speakers, Spanish speakers.
- You!

subset: commoncrawl


text:
Concrete Buffer vs. Construction Workers – Who Initially Wins? [VIDEO]
Apparently it takes up to 18 construction workers to stop an unmanned, running concrete buffer! The video is hilarious because of two things:
- the genious ideas the guys come up with to stop this thing
- the commentators' comments from inside the office recording this scene


text:
One Web upgrade ofLinutop OS 14.04 Operating System and linutop Kiosk Applications.
Alows PC System replacement,
faster and secured.
PC Min Memory requirement RAM 512MB Storage 1GB
Installation via Linutop OS DEMO .
go to Linutop configuration panel>Install
UBUNTU 14.04 based, Software package includes:
- Firefox 28, Libre Office4, VLC 2
- Linutop Kiosk, linutop lock
- PDF Viewer, On screen keyboard,
- Picture viewer, Flash player
- RDP et VNC client, Remote Management
- USB key back up
- All languages and standard formats compatible
bootable system for USB key, flash, or Hard Drive
Price for one Installation
more details.
- Credit/Debit Card.
- PayPal.
- European Bank Transfer.
- Check/Money Order.
Customers outside European Union are exempted.
European companies with EU VAT Number are exempted.
20% is applicable in EU and for french based companies.
Local import taxes may apply.
We use Colissimo international Registered Mail service with insurance, 5-10 days and tracking.
Small PC |
Digital Signage |
Fanless PC |
silent computer |
mini pc |
small OS |
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kiosk software |
mini desktop pc |
fanless computing |
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text:
ReleasesBack to
Kenny Dorham
It seems strange and somewhat tragic that this was trumpeter Kenny Dorham's last full album as a leader for he was only 40 at the time and still in his prime. Dorham contributed three of the four selections to the session (Joe Henderson's catchy "Mamacita" also receives its debut), and his very underrated abilities as a writer, trumpeter, and talent scout are very much in evidence. This modern hard bop quintet set with Henderson on tenor, pianist Tommy Flanagan, bassist Richard Davis, and drummer Albert "Tootie" Heath served as a strong (if premature) ending to Dorham's impressive career as a solo artist. ~ Scott Yanow


text:
Are you ready for game day? I don't usually get too worked up about the Super Bowl, in fact, it's usually a great time to shopping, no traffic! But this year is different. This year, Superbowl XLVII, pits two great teams against each other, each coached by terrific coaches, who happen to be brothers. It will be quite the Harbrawl. (Can you imagine being their parents? Who do they root for?) I, a former San Franciscan, haven't had this much fun watching the home team since the days of Coach Walsh. Anyway, to celebrate this epic matchup we looked for recipe ideas that would honor the cities of both teams, Baltimore and San Francisco. What better way to do that than with a crab salad panini? Both Baltimore and San Francisco are known for their local crab. In Baltimore it's blue crab, in San Francisco, Dungeness. The crab salad itself is made with fresh, sweet lump crab meat, parsley, green onion, lemon, mayo, and Tabasco. The crab salad is spread between two pieces of sliced sourdough bread (a nod to SF), painted with butter, and then put in a panini press, where the two sides are jammed together, and sizzled. Just like the upcoming game.
If you don't have a panini press, you can easily make the sandwich as if you would make a grilled cheese sandwich. Just press down with a metal spatula as you sear each side. If you want to make the sandwich more Californian, put a few avocado slices in the sandwich. If you want to make it more reminiscent of Baltimore, swap out the Tabasco for plenty of Old Bay. If you are Mr. and Mrs. Harbaugh, or for some other reason are neutral about the outcome, you can skip the panini part altogether, and serve the crab salad over some butter lettuce with lemon juice sprinkled on top.
And for whoever you are cheering on, GO TEAM!
We've made this with fresh crab and with canned crab, and fresh crab is infinitely better. The instructions call for using a panini grill, but you can easily make this as if you make any grilled sandwich on a cast iron pan or griddle surface. Just press down on the sandwich with a metal spatula and flip it once one side is browned. You can dress up the sandwich a bit with a few slices of avocado in each sandwich.
- 1/4 cup chopped fresh parsley
- 1/4 cup chopped green onion
- 1/4 cup mayonnaise
- 4 teaspoons lemon zest
- 1 teaspoon lemon juice
- 1 teaspoon Worcestershire sauce
- 1/2 teaspoon freshly ground black pepper
- 1/4 to 1/2 teaspoon Tabasco sauce
- 14 to 16 oz fresh lump crab meat
- 8 slices sourdough bread
- 4 Tbsp butter, room temperature
1 Place parsley, green onion, mayonnaise, lemon zest, lemon juice, Worcestershire sauce, black pepper, and Tabasco sauce in a large bowl. Stir to combine. Gently fold in the crabmeat, taking care not to break up the clumps of crabmeat.
2 Heat your panini grill. Spread some butter on two slices of bread to flavor the outside of the sandwich. Turn over one slice of bread and top it a quarter of the crab mixture. Close the sandwich with the other slice of bread, buttered side up.
3 Grill two panini at a time, with the lid closed, until the the bread is toasted, 4 to 5 minutes.
Yield:Makes 4 sandwiches.


text:
If you're looking for some music to spice up your time in Westport, The Cove is the place for you to set yourself down. We bring in the best we can find and keep a healthy mix on rotation. From Blues to Jazz, Rock to Folk, Country to Bluegrass, Soul to Funk, we love it all. In the warmer months, larger performances and full band shows take place on our Lounge stage while solos, duos and small groups play to the patio crowds. When it gets cooler, all shows happen in the Lounge.
Always best to call ahead for reservations so you have a seat too! 1.888.COVE.INN
To discuss a gig, please email email@example.com with your name, number, email, web/social media links, particular dates you might want to play and anything else we might need to know about you. We appreciate your request but know that we can only book a limited amount of acts. Thank you for your understanding.
Check out our CALENDAR of EVENTS below for the next show!
- This event has passed.
WINGS 'n TUNES + OPEN MIC with SHAWN McCULLOUGH
March 20 @ 6:30 pm - 9:30 pm
An event every week that begins at 6:30pm on Wednesday, repeating until May 15, 2019
Event Navigation
Master guitar player/singer/alternative lyricist/showman/songwriter Shawn McCullough helps you break up your work week and give you a little social fix. Shawn has played and toured with Canadian Country star Jason McCoy (The Roadhammers) and has been a part of Telecaster supergroup The Telebastards featuring Steve Piticco, as well as a member of DoubleBack with Wade Foster and John Wilberforce. He is highly in demand as a session musician and sideman for his incredible skill, wit and stage presence. He has a solo record to his name "This is Me" and is currently performing with rising CMAO and CCMA nominated Country star Brea Lawrenson!
Have a Night out on the town with Music and a Rack of Ribs with Fries $15
Thanks to Nate and everyone at Long and McQuade Music in Kingston, you can win an acoustic electric guitar if you get up and perform a song! Sign a ballot and you are good to go! THE GUITAR DRAW will happen on Wed.Oct.3 and you must be present to win!
Choose The Blues Productions in co-operation with The Cove Inn, Westport is pleased to announce the 2018/19 LINE-UP for Blues On The Rideau @ The Cove – our 14th year! In memory of Diane Leduc Doran this year's Series is being dedicated to her.
BOTR @ The Cove is now recognized as one of the premier Blues Series in the country featuring some of Canada's best Blues, Soul and R&B artists (all Juno, Maple Blues Award, Western Canadian Music Award and/or Quebec Lys Blues Award winners/nominees). The Cove venue is friendly and intimate located in a beautiful 140 year old country inn in one of the most scenic villages in eastern Ontario – Westport – located on the shores of Upper Rideau Lake on the historic Rideau Waterway (a UNESCO World Heritage Site) – only a 1.5 hour drive from Ottawa, 45 minutes from Kingston, 2.5 hours from Syracuse, 3 hours from Toronto and Montreal.
There are 9 shows this season including one 2 Night Stand – Jack de Keyzer in January. All shows take place from 7-11 pm. The ticket price remains the same – for the fifth year in a row – $65 (plus HST). That includes a delicious full course buffet dinner, dancing, door prizes and a chance to win 2 Grand Prizes at the end of the season. Proceeds from each show go to support different local charities. To date $68K has been raised for the Westport community and the goal is to raise at least another $5K this season.
September 28 – From Hamilton: STEVE STRONGMAN BAND (Raw, powerful Blues Rock)
October 19 – From Toronto: SAMANTHA MARTIN & DELTA SUGAR (Fabulous Soul Blues with beautiful harmonies)
November 16 – From Toronto: THE HOGTOWN ALLSTARS (Big time Blues, Soul & R&B from 6 members from 2 of Canada's most famous Blues bands)
January 18 & 19* – From Toronto: JACK DE KEYZER BAND (Canada's King of the Blues guitar. One of BOTR's favourites. *2 Night stand)
February 15 – From Montreal: DAWN TYLER WATSON & THE BEN RACINE BAND (Winners of the 2017 International Blues Challenge – great Blues, Soul & R&B)
March 22 – From Montreal – RIA REECE BAND (More great Blues, Soul & R&B)
April 19 – From Peterborough & Niagara: RICK FINES & SUZIE VINNICK w. BAND (2 of Canada's best Roots/Blues artists together on one stage)
May 10 – From Ottawa: WICKED GRIN (High energy get-up-and-dance rockin' Blues!)
Full details on the Series including the artists' Bios, links to their websites and YOU TUBE videos – plus the charities that are being supported this year – can be found at www.BluesOnTheRideau.ca More info on The Cove at www.coveinn.com
Advance reservations are required for all shows and can be made at The Cove, by phone 1-888-COVEINN 613-273-3636 or email firstname.lastname@example.com Well priced accommodation is available at The Cove and nearby B&B's and a motel but book well ahead. All the beds in Westport usually sell out on BOTR nights.
Blues On The Rideau is produced by Choose The Blues Productions www.choosetheblues.ca in co-operation with The Cove Inn www.coveinn.com Sponsored by Perth Brewery www.perthbrewery.ca, Jacob's Creek Wines www.jacobscreek.com, DAWG FM Ottawa www.dawgfm.com, LAKE 88 Perth www.lake88.ca and the Ottawa Blues Society www.ottawabluessociety.com
For more information contact:
James Doran, Choose The Blues Productions, 613-574-0086 firstname.lastname@example.com
Seamus Cowan, Manager, The Cove Inn, Westport ON 613-273-3636 email@example.com


text:
Pop heartthrob Justin Bieber was reportedly rushed to the hospital after experiencing breathing troubles during his show at London's O2 arena Thursday night, his rep has confirmed to E! News.
"He got oxygen from emergency personnel. He insisted on finishing the show. He is on the way to the hospital right now," his rep said.
Fans at the show flooded Twitter after the 18-year-old passed out, TMZ is reporting.
In a video posted to the site, Bieber's manager, Scooter Braun, is seen walking onstage and letting the crowd know he needed a few minutes to get back on his feet.
"[Justin] is gonna come out and finish the show... He might not be jumping around as much... but we're not trying to be disrespectful. We're truly trying to put on a show. Just bear with us, he's a tough kid."
A "source close to Justin" told the site he felt "woozy during the show ... and with 4 songs to go, he stumbled backstage where he collapsed."
He was carried into a private room and given a healthy dose of oxygen from an on-site medic. But the show went on anyway.
Once he left the stage, he was rushed to the hospital for further evaluation.
This isn't the first time he's passed out.
Over the summer, Bieber suffered a mild concussion after slamming into a glass wall backstage at a Paris show. He later collapsed while walking down the stairs, E! News reported.
And it was just two days ago that fans booed the singer after he showed up two hours late to a concert at the same London arena as Thursday night's incident.
"Everyone was on edge and as more time passed, everyone was getting more worried and booing," a fan told the BBC.


text:
Now is the time of year when we need to look at what we have outside that we want to keep going by bringing them inside. Remember, whatever you bring inside can also contain some of the outside like insects.
Gardening, Containers, Planning, Garden Coaching, Perennials, Annuals, Shrubs, Evergreens, Bulbs
Saturday, September 17, 2011
A Long Goodbye
Now is the time of year when we need to look at what we have outside that we want to keep going by bringing them inside. Remember, whatever you bring inside can also contain some of the outside like insects.
23 comments:
- Bernie said...
Over here I'm saying goodbye to a few plants, but it's courtesy of some rather hungry wallabies. As you think about plants to overwinter, I'm already thinking of those that will soon be needing protection from the full late spring-into summer sunlight. Things are starting to warm up here.
You've still got so many lovely things around your garden, like your gorgeous Roses and Phlox. That Echinacea is simply lovely and the Cordyline is fantastic.
Your unknown plant looks very much like Stromanthe sanguinea 'Tricolor'.
- Sat Sep 17, 07:45:00 AM 2011
- Jennifer@threedogsinagarden said...
Hi Eileen, What a perfect title! I never thought about it before, but you are right to point out that perennials pass slowly into winter, while annuals can disappear overnight. I can see why you want to try to over-winter the Rex Begonia. It is very unusual and has such interesting foliage. I love the purple Persian Sheild and have noted the Knee High echinacea, so I can try to rememeber it for next summer. I seen to have difficulty keeping all but the more standard ajuga. I have no idea why? I did have some Chocolate Chip, but it has disappeared mysteriously. Have a great weekend!
- Sat Sep 17, 09:03:00 AM 2011
- Larry said...
Fall is definitely in the air, although we did escape most of the frost... I find it restful to not have to be concerned with the 'neatness' of the gardens this time of year... Larry
- Sat Sep 17, 11:19:00 AM 2011
- Gatsbys Gardens said...
Hi Bernie,
It is so difficult each year here to welcome the demise of the garden. I am not a fan of cold and snow so it is difficult to look forward to the season beyond fall.
- Sat Sep 17, 04:36:00 PM 2011
- Gatsbys Gardens said...
Hi Jennifer,
Our weather has been cool the past few days but warming up nexxt week. This up and down is a fooler and I still need to keep up with the garden clean up.
- Sat Sep 17, 04:39:00 PM 2011
- Gatsbys Gardens said...
You are right Larry, Fall is a much more relaxing season. I can do things on a day by day basis rather than trying to do everything at once.
- Sat Sep 17, 04:40:00 PM 2011
- Zoey said...
That Chocolate Chip ajuga is a beauty.
You have some nice plants, like the Rex Begonia, that I would certainly try to overwinter (if I had the space and sun requirements).
I started the big cut down yesterday. I am determined to take a bit each day and get it all done this fall. I will be so much happier when spring arrives and the majority of the work is done.
- Sun Sep 18, 06:35:00 AM 2011
- Karen said...
Eileen, wonderful post. I have so many things I'd like to bring in, but no place to overwinter them in our tiny hut. Did I remember you saying last year that Diamond Frost Euphorbia can also be a houseplant? That is one I would love to overwinter.
Your roses completely put mine to shame, I never even posted a picture of them because they look so gruesome.
- Sun Sep 18, 10:55:00 AM 2011
- Gatsbys Gardens said...
Hi Karen,
The Diamond Frost Euphorbia is cold tolerant but not frost resistant. I have seen it paired with Pointsettias around the holidays.
I have not brought mine in before but it seems like you could do this to save it for the holidays. It is worth a try.
- Sun Sep 18, 11:16:00 AM 2011
- Gatsbys Gardens said...
Hi Zoey,
The Chocolate Chip Ajuga is a very controlled variety, don't know why it didn't flower this year.
The Rex Begonia is so large I hate to throw it away so we will try to find a place for it indoors.
- Sun Sep 18, 11:18:00 AM 2011
- CanadianGardenJoy said...
Eileen girl you always have me in wonder of you with your gorgeous gardens .. how on earth do you manage to keep up with them all!
I love the alley garden with the KF grass .. ornamental grass is such a great addition isn't it ?
Yes if I was a good plant mum I might just try to keep some coleus cuttings .. I did take in that great planting of succulents though .. I so don't want to lose them ! .. Ah yes .. Autumn is coming : ) phew !!
- Mon Sep 19, 05:26:00 AM 2011
- Wsprsweetly Of Cottages said...
In Southern California we don't worry about bringing in plants..usually. But..the way the weather pattern has been going...this is nice to know. What lovely things you have growing your garden. It must be like Christmas every Spring when thing begin to grow and bloom once again!
I am sending this to my daughter...
- Mon Sep 19, 03:06:00 PM 2011
- Wsprsweetly Of Cottages said...
I bought the same color of mums this year..aren't they beautiful! I know they will probably not last through October..or November..but I could not resist them. Your plants..are simply..gorgeous! What a wonderful, wonderful yard!
- Mon Sep 19, 03:09:00 PM 2011
- Beth said...
Eileen, Your echinacea, phlox, roses, vinca and sweet alyssum all look great! You've done a very good job making a 3 season garden at your home. Have a wonderful week, Eileen!
Hugs, Beth
- Mon Sep 19, 03:41:00 PM 2011
- Gatsbys Gardens said...
Hi Joy,
I do not always have luck when I bring plants into the house, but this year I used more houseplant types outside so I hate to just throw them out.
- Tue Sep 20, 05:28:00 AM 2011
- Gatsbys Gardens said...
Hi Wsprsweetly,
Thanks for visiting. We have pretty bitter winters so it is such a joy when we see all of those spring flowers. The mums won't last long but are such a welcome sight this time of year.
- Tue Sep 20, 05:30:00 AM 2011
- garden girl said...
Your Stromanthe should make a very nice house plant Eileen. They overwinter well, and look great around the holidays thanks to their festive colors.
Everything looks great there. So many pretty containers and borders!
I hope the long goodbye continues for quite a while longer. Down here in the south 'burbs, we haven't had frost until November for the last three years.
- Tue Sep 20, 05:57:00 PM 2011
- joey said...
Awesome growing season for you, Eileen. You must be very happy/sad saying goodbye to all these beauties.
- Tue Sep 20, 07:13:00 PM 2011
- scottweberpdx said...
Your experience has made me decided to give the Kim's Knee-High a try next year! I was a little unhappy with how spindly Prairie Splendour was this summer...time to try something new! Love the Alley Garden! I have to cut back my Blue Fortune as well...our recent rains have made them flop all over.
- Wed Sep 21, 06:22:00 PM 2011
- Gatsbys Gardens said...
Hi Beth, I am having fun trying this three season thing, we will see how successful I am.
- Wed Sep 21, 07:38:00 PM 2011
- Gatsbys Gardens said...
Hi GG,
Thanks for the name of that plant. It is really pretty and I hope it will do well inn the house.
- Wed Sep 21, 07:39:00 PM 2011
- Gatsbys Gardens said...
Hi Scott,
I did read that Prairie Splendor was a replacement for Kim's Knee High in certain local nurseries, but when I saw it there was no comparison.
- Wed Sep 21, 07:40:00 PM 2011
- humble gardener said...
Love your photos. I saw your Autumn Fire Sedum, and am wondering if mine is Autumn Fire or Autumn Joy. I would welcome your thoughts!: http://wellwateredgardenjournal.blogspot.com/2011/09/autumn-wine.html
- Sat Sep 24, 11:03:00 AM 2011


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Diamond diffused light pattern to spread light more evenly. Produced to help grow room hot spots. 100% light tight (a true black out). PET coated to protect against corrosion and wear. With membrane memory to dramatically reduce creasing effect. Dimensions: 1.25 meters x 30 meters / 4.1 feet x 98.4 feet.
— Ships separately from H: WA, CA, CO, MI, TN, PA, FL USA.


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For a while we had a Flame War Forum but one night after several G and T's and a glass or two of red wine I decided it was crap and merged it with the Rants, Opinions and (spelt wrongly) humor. You don't have to Flame here - its just Flame Wars will get moved here... eventually.
Sri Lanky wrote:...and you guys just deprived me of a mach award.
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-E. A. FitchDid we ever hear a music sweeter than the one that thrills, as it floats along the Deerfield, as it echoes o'er the hills.
How we watch that little engine as it stalks across the plain; was there ever music sweeter, was there ever sight completer, than the coming of the train?
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|Gena Philibert-Ortega's new book
Are you one of the lucky genealogists? Are you the one person who inherited the family heirlooms? Maybe you have the family recipe cards, community cookbooks or even the silverware and table linen. How can you preserve the stories behind these items so that future generations will understand their significance?
The following are just a few ideas for preserving the stories and names of the owners of these items so they can be enjoyed by all family members.
One way to gather and share in a family's heritage is through a scrapbook that includes recipes and photos of your family in the kitchen, eating meals, and celebrating. You can create a paper scrapbook that includes copies of photos and recipes along with notes.
An alternative to a physical scrapbook is a digital scrapbook. Several websites exist for helping you create a digital scrapbook or you can create one using a scrapbook or design software program.
A Family History Book
Consider creating a short family history that includes only a generation or two, complete with narratives telling the story of your female ancestors. In addition to the dates and places important to their lives, add stories of your family and their food traditions. You can also add interest by including photos of you re-creating the dishes with step-by-step instructions.
Once you create the family history you can print it or provide a digital copy to share with family members. Most office supply and photocopy stores can print out copies of your book and provide various binding options. Family history books don't need to be complex or costly. There are options available for a variety of family history books. If you are looking to create a book that will be professionally published, look towards a printer that specializes in family history books. Another printing option is to use a print on demand publisher who will only print copies when they are ordered by you or your family. This saves money over traditional publishing methods.
A Family Cookbook
Buttermilk Soup from the Collection of Gena Philibert-Ortega.
What better way to share family recipes and traditions than by creating a family cookbook that combines recipes passed down from earlier generations with the recipes of present-day family members? You can print the book using a cookbook printing company or you can create the book on your own and take it down to your local printer to be duplicated. The benefit of using a specialized cookbook printing company is that they can assist you with the formatting including adding sections, formatting recipes, adding recipes, uploading content online and other considerations.
Family cookbooks don't need to be limited to recipes alone. Include the name and photos of the recipe's contributors, stories about the recipe and other relevant family history photos. Also consider including a pedigree chart or family group sheets as part of the book. If the cookbook is presented in some type of three-ring binder, recipes can be added to the volume at a later date, allowing for additions as they are discovered or written down.
Technology has provided us with great ways to share information with others. Many family historians use a website to post their research and their family trees. Another way to share family food history is by writing a blog. Within a matter of minutes, you can start a blog that shares family food memories, photos of family kitchens, dishes, linens, and other food related items. Want to invite others to contribute to your blog? No problem, you can invite other relatives to be co-authors of your blog and share what they have found. One benefit of a blog is that if the blog is made public, rather than private, search engines will include your blog in their hit results, making it easier for other family members to find you and share what they have as well.
Family Food History Archive
Catalog and preserve cookbooks, recipe cards, kitchen tools, linens, aprons, china, and silver to create a family food history archive. This archive can include photographs and written observations that document food traditions and food-related heirloom and artifacts. Prepare a page for each item that includes the following information:
- The name of the item
- A physical description of the item (size, weight, color, markings, condition)
- Where it came from (any story related to how it was obtained)
- The chain of ownership (who originally owned it, other owners, who owns it now)
- Any special stories attached to the item (how it was/is used)
- Where the item is located now (whose home it is stored in, how it is displayed)
- Any condition concerns (holes, damage)
- Photograph of the item
The final product can be in the form of a scrapbook (digital or physical), notebook, album, or electronic document sent to other family members. Include heirlooms that you own but also ask to collect information on heirlooms owned by other family members. The final product will provide a nice history for family members as well as a practical guide to what family heirlooms exist and descriptions should a disaster occur.
These are just a few ideas for preserving the stories behind your family's food history. For more ideas check out Gena's new book From the Family Kitchen. You can also find the book on Google Books and look at some of the pages. Be sure to check out Gena's food blog, Food.Family.Ephemera and her Virtual Book Tour.
How have you preserved your family's food history?


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Filed under: Music | Tags: a bunch of noise, a drill going off, a horror film, a new idea, abrasive experimentalism, aggravating, aggressive, alien waves on AM radio, amusement, an experiment in sound deconstruction, annoying people, aphex twin, atari madness, aural pain, avant garde noise, bad chords, beautiful, better luck next time, blind, blowing speakers, caught by surprise, challenging tracks, clueless about sampling, commentary, confused listeners, cool, crossing rhythms, cutting sounds, d bene tleilax, demons of attack, digital hardcore, doing my own thing, ear-grating, earache, electrical madness, electro trash, experimental noise, experimental sociology, experimentalism, extremely powerful, falling down the stairs with a guitar, fear stunts progress, feedback, feel the noiz, forcing reactions, frank zappa, garageband.com, harsh noise, headache, heavy distortion, highly annoying, hilarity, humor, hypnotic, i like noise, ick, incredibly painful to listen to, intentional mess, interesting, irritating, it has potential, it never breathes, jelly mind, keep the noise alive, keeping on, korn, loopy electronix, mad as fuk, make way for the annoying king, misleading, much better on acid, nice, nice effect good beat, night-time listening, no rhythm, no tune, noise, noisemania, not music to squares, not so good, not very encouraging, obnoxious goodness, odd sounds, optional mute button, original, PBR, phasers, pretty good, proper intense, pure noise, pushing the envelope, repetitious noise, reviews, rubber knees, scratchy and repetitive, sociological research, sonar, sound effects, sound-effects gun, srl, strangely compelling, strangely interesting, strong drugs, survival research laboratories, terribly annoying, the juice, the listeners just need to catch up, the tleilaxu music machine, the worst song i've ever heard, too dark beats, too monotonous, tv static, ugly sounds, unsuspecting listeners, video games, waste of space, way too repetitive, weird stuff, what's the point
Garageband.com used to be a fun site which I regularly used for a few years around the turn of the millenium. The premise was that anybody could upload songs which competed in charts (for prizes and exposure I guess, that wasn't my motivation), but you had to listen to and review a certain number of other people's songs to participate and get your own reviews & ratings based on listeners' grading of your music. The songs were presented anonymously and the reviewer was supposed to listen for at least 90 seconds and provide legitimate critique on a variety of elements. The musicians could then rate the quality of the reviews they received and each user was given a grading as a reviewer as well.
It was a pretty active site with a lot of users, many of which were fairly straight-laced so to speak, and I used to get a kick out of putting some..err…more challenging tracks on there, such as harsh noise. It was essentially forcing people to perceive and react to completely abrasive experimentalism since they had to listen and write something to qualify their own music. The results were completely hilarious (to me at least).
Below I present to you the most amusing portions of this experiment in sociological research! There are two sets of comments from two experimental noise tracks. Only one of the tracks is currently available online–the other is more or less obsolete until revised for re-release. The format is::
Title of review
Body of review
Fear Stunts Progress
Extremely powerful, aggressive mix.
#2 Noise
fine on a pure noise level but the snare pattern seemed confusing.
Aphex Twin? Is that you?
This is damn aggressive! It feckin' rocks! That's a hell of a lot of drums goin' on there! Wow! That is some MAD guitar noise! For what it is, this is a proper intense song! I might not play it for my parents and dance around the livingroom, but it's certainly got it's own thing goin' on (if that makes any sense at all). Keep it up – the world needs people like you to keep pushing the envelope. Nice one!
I couldn't go past the required 90 seconds. This is not music.
Well, I like noise, but only if it is well structured and has a point. Just wanking doesn't excite me. Well, that's what I think. You might disagree .CHeers
nice track
nice effect good beat
I don't usually like ambient noise tracks, but this one is pathetic. If your goal was to cause pain, you've succeeded.
now, see here…
…that's just a bunch of noise…
[mind gone jelly can't think]
oh boy… I'd love to know how you achieved this! what a trip. the crossing rhythms are way out there this is the sort of stuff I'd like to have for night-time listening…. only instead of 5-and-a-half minutes it would go for hours on end. beautiful, beautiful, beautiful, really well produced I'm very sad that it ends
it never breathes
this sounds like it might be cool – i like the way a beat sort of forms from the noise maybe this shouldnt be so compressed – it never breathes – i am a fan of compression though. 2:12 its sort of lost my interest – although im wondering where it'll go… hopefully something more solid will come in – if it does this'll be cool – it doesnt & ive got a headache – im sure you're find that funny, but i dont – this doesnt work in headphones////////
Waist of time
Seems like I receive alien waves on my AM radio.
OK it would probably be much better on acid
Electrical Madness = obnoxious goodness!!!
I kind of appreciate digital hardcore, but I need a mix of melody to offset the madness. I feel that after you go through the mess, you should feel the sweet release of melody. Your song is just an intentional mess. One out of 2 thumbs.
Turn it down
I don't like this song. It needs a melody. The beats are too dark. Sorry, it's just a bunch of noise.
Noise is Wonderful!
Yes! Breaks it wide open! love the ending. Good to hear something creative, nothing to add.
Demons of Attack
pretty good
pretty good
Make way for the annoying king
This song is way too repetitive. It has the same basic sound for the whole song. It is highly annoying
great intro and build up but i don't like what it builds up to
waste of tape/drive space
No thanks, i'll just mic up my bathroom the next time I take a dump – there's more musicality in that. The similarity is that it's a relief when it's over though.
i need some PBR now.
this was pretty close to noise, as in experimental. which isn't what i was expecting.
real annoying but strangely compelling
goddamn that's terribly annoying, but in a strangly interesting way. reminds me of the performance group srl. check them out at srl.org
Headache anyone
Needs to be mixed better. Some of the sounds are kind of irritating
Aural Pain
MY EARS!!!! OWW!! I have to admit, this is one of the most ear-grating tracks I've ever heard. I don't know how to describe it other than aggrivating. Yet, it makes me laugh.
Ouch! I mean, OUCH! Now THAT's what I call some avant garde noise! It's too over the top for me, but for Zappa (Frank) fans, it might be just the thing. Not too shabby.
What in the name of God is this?
Rock on dude! This is the worst song i've ever heard. Keep it real.
Better luck next time
I didn't like that one at all! It is not my style, sound fx sound a little like aphex twin, but there is no beat, just a bunch of noise. You should incorporate a bass drum or something. Also, it to repetive,
Falling down the stairs with a guitar…
The guitars are way to heavy and scatchy and repetive. You may want to do some revision but, rememeber that it was just my opinion and someone out there might think this is the juice.
And The Point Is?
No rythm, no tune. Sorry guys, you can't play and you're clueless about sampling aswell. Not very encouraging.
The on/off-ness of the introduction reminds me of a horror film, and Korn's Blind. The continues for another minute while layering some ambience. Ugh, extremely irritating!
Be patient
Although I believe that there is an artistic statement behind your music, it is unfourtunate that not everyone has an ear for your style. You are probably way ahead of us, the listeners just need to catch up. Be patient.
Too Loud
Wow – a little too loud and odd for my electronia tastes.
Hurts my ears
Ouch! This song was incredibly painful to listen to. The heavy guitars are just too much for my ears. I had the volume down on my speakers and it still left my ears aching when the song stopped. I would have put a little less distortion in, and made some chords that resolved themselves, not just bad ones.
Come on feel the noiz!
Ahh yes, finally something so abstract as to grab the attention and senses of a listener, such as myself. Great job guys/girls…reminded me of a nostalgic Sonar track…very great stuff…keep the noise alive!
Sounds like someone changing static channels on the TV while playing video games.
Atari madness
I swear I already reviewed this track, This really reminds me of a guy from SF called "Bran (..) Pos. I like the sounds. it is very hypnotic and avant garde. Cutting soounds I bet this would be really incredible live on a great system. The use of simple components combined is great.
its not scotish
try again
i think this song is too monotonous. it has potential to be a lot better though.
an experiment in sound deconstruction
I really enjoyed your music. It caught me by surprise. What a misleading little tune!
drugs I need
Idont know what kind of drugs I need to get inside this music , but I sure it`s strong
Need a new idea!
makes my knees feel like rubber!!!
loved it!!!!! interesting little diddy
Ok, now this is what I'm taking about. Nice ugly sounds. Nice weird stuff. Nice distortions. nice feedback; Nice ugly. ugly is ugly for about a year; then it becomes cool. you're on track to doing your thing. Kepp on keeping on, baby!
Make…the hurting…stop…
This song conjured up images of that stupid sound-effects gun I had when I was a kid. I feel like thirty of them are attached to amplifiers and pointed at my head.
Well this song almost blew my speakers it was so loud, got kind repetitive.
video game anyone?
this is not a song at all, it's just random video game sound effects.
What is this sound?
All I heard was a sound like drums and a drill going off; no music or anything. Then it sounded like it turned to phasers. This is not so good.
Loopy electronix
Intro good but a lil annoying after awhile.
Electro trash, whaw unusual…
Congratulation, You won the oscar of the first electro trash combination, well I never heard a kind of music like that, A bit hard to listen but original.
Wasn't sure what I was listening to……very repiticious noise samples.
Glad I invested in that optional mute button!
It sure pays off in the short run. I know it did here.
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