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The Pembroke Welsh Corgi, the type of dog favored by the Queen of England, is not just going out of style — it might become a "vulnerable" native breed for the first time ever, according to Britain's Kennel Club.
The stout and sometimes toffee-colored canine has been placed on the organization's watch list; only 239 such dogs have been registered this year. The Kennel Club doesn't expect registrations to surpass 300 by the end of 2013, the threshold required to keep the dog off the list of vulnerable breeds.
The Corgi is a royal mascot of sorts; Queen Elizabeth II has had one by her side for decades. Her father, King George, brought a Corgi named Dookie home from a local kennel in 1933, according to the website of the British Monarchy.
On her 18th birthday Elizabeth received a Corgi named Susan that eventually bred several other royal Corgis. The Queen currently has four pooches: Willow and Holly, both Corgis, and Candy and Vulcan, a mix of Corgi and dachshund known as a Dorgi.
If the Queen's taste in pups is less trendy, the Kennel Club said celebrities and their pocket dogs of foreign origin may be to blame.
"Small dogs are becoming much more popular," Kennel Club Secretary Caroline Kisko said in a statement, "and whilst in some cases this is because they may be a better fit for particular lifestyles, it is also because people are buying on impulse and going for the most obvious or fashionable choices."
Take, for example, the French bulldog, which ranked in the Kennel Club's list of top 10 breeds for the first time this year. The number of registrations rose by 50 percent in the first three quarters of 2013 compared with the same time period last year. With more than 4,800 registrations, the French bulldog is now the seventh most popular breed in the UK.
According to Kennel Club, the French bulldog's surging popularity may have to do with star power: Reese Witherspoon and Hugh Jackman have reportedly owned the small, muscular breed.
Though the purse-sized smooth-coated Chihuahua and Boston terrier haven't cracked the Kennel Club's top 10 list yet, they are quickly rising through the ranks, while British breeds like the West Highland white terrier and the Cavalier King Charles Spaniel are falling out of favor.
But there may be hope yet for the Queen's treasured Corgi. The registration numbers for breeds like the Old English Sheepdog and the English Setter went up in 2013 after decreasing in recent years.
The Kennel Club didn't say whether either breed had been photographed walking alongside Hollywood royalty.
Angelo Carconi / ANSA
Life of a Queen
View images from the extraordinary life of Queen Elizabeth II.
Life of a Queenof
The life of Queen Elizabeth II
Queen Elizabeth II has reigned as the constitutional monarch of the Commonwealth for more than 60 years. See photos from the queen's life and long reign.
Britain's Queen Elizabeth II arrives in Rome for an official visit on April 3, 2014. Queen Elizabeth flew to Rome to meet Pope Francis for the first time.AFP - Getty Images / AFP - Getty Images
Life of a Queenof
High horse
Britain's Queen Elizabeth II, with Prince Philip and Prince William, unveil the Windsor Greys statue, which was made to mark the anniversary of the queen's coronation, in Windsor, England on March 31, 2014.AFP - Getty Images / AFP - Getty Images
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Think pink
Queen Elizabeth II and Prince Philip watch dancers perform during a visit to the Rambert dance company on March 21, 2014 in London.WPA Pool via Getty Images / WPA Pool via Getty Images
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Royal watch
Ed Parker, co-founder of Walking with the Wounded, shows Prince Harry and Queen Elizabeth II a pulk belonging to a team of wounded servicemen and women who were venturing to the South Pole.WPA Pool via Getty Images / WPA Pool via Getty Images
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Banquet bubbly
South Korea's President Park Geun-hye and Britain's Queen Elizabeth II toast at a state banquet at Buckingham Palace on Nov. 5, 2013 in London.WPA Pool via Getty Images / WPA Pool via Getty Images
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Royal meeting
President of Afghanistan Hamid Karzai visits with Queen Elizabeth II at Buckingham Palace on Oct. 30, 2013 in London.WPA Pool via Getty Images / WPA Pool via Getty Images
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Family chat
Britain's Queen Elizabeth smiles at the Epsom Derby as she speaks with Prince Andrew, in Epsom, England, on June 1, 2013.Reuters / Reuters
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Holding court
Queen Elizabeth II delivers her speech next to Prince Phillip, Duke of Edinburgh during the State Opening of Parliament on May 8, 2013 in London.WPA Pool via Getty Images / WPA Pool via Getty Images
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Warm welcoming
Queen Elizabeth II walks and talks with Emirati President Sheikh Khalifa bin Zayed al-Nahayan after a ceremonial welcome on the grounds of Windsor Castle, in Berkshire, west of London on April 30, 2013.AFP - Getty Images / AFP - Getty Images
Life of a Queenof
Somber moment
Queen Elizabeth leaves after attending the funeral service for former British prime minister Margaret Thatcher, at Saint Paul's Cathedral, in London on April 17, 2013. Thatcher, who was prime minister between 1979 and 1990, died on April 8 at the age of 87.Pool via Reuters / Pool via Reuters
Life of a Queenof
Lady in red
Queen Elizabeth leaves King Edward VII hospital in central London, March 4, 2013, a day after being admitted with symptoms of gastroenteritis.Reuters / Reuters
Life of a Queenof
Royal wave
Queen Elizabeth and the royal family appear on the famous Buckingham Palace balcony for a royal wave in front of thousands who are helping the nation's monarch celebrate 60 years on the throne.
The queen was without her husband Prince Philip at her side after he was taken to hospital with a bladder infection on the third day of the celebrations.Getty Images / Getty Images
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Bright white
Queen Elizabeth waves from her boat during the Diamond Jubilee Thames River Pageant on June 3, 2012 in London. A flotilla of 1,000 boats accompanied them down the river.Getty Images / Getty Images
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The blues
Queen Elizabeth and Prince Philip inspect horses in the parade ring on Derby Day on June 2, 2012, the first official day of her Diamond Jubilee celebration.AFP - Getty Images / AFP - Getty Images
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Rock royalty
Queen Elizabeth greets Sir Paul McCartney at a Celebration of the Arts event at the Royal Academy of Arts on May 23, 2012.WPA Pool via Getty Images / WPA Pool via Getty Images
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Buttoned up
Queen Elizabeth smiles as she arrives for a visit to Kings Lynn Town Hall in Norfolk, England on Feb. 6, 2012, 60 years to the day that she ascended to the throne.AFP - Getty Images / AFP - Getty Images
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Family portrait
The royal family poses for the official royal wedding portrait taken at Buckingham Palace in London on April 29, 2011.AFP-Getty Images / AFP-Getty Images
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Window to the world
Queen Elizabeth returns to Buckingham Palace after addressing Parliament during the official State Opening of Parliament ceremony at Westminster on Nov.18, 2009.AFP - Getty Images / AFP - Getty Images
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Perfectly pink
U.S. President Barack Obama and first lady Michelle Obama are welcomed by Queen Elizabeth to Buckingham Palace on April 1, 2009.White House via Getty Images / White House via Getty Images
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Queen Elizabeth attends the Remembrance Sunday Service at the Cenotaph on Nov. 9, 2008 in London. This year is the 90th Anniversary of the end of the First World War.Getty Images / Getty Images
Life of a Queenof
Sweet moment
To mark their diamond-wedding anniversary on Nov. 20, 2007, Britain's Queen Elizabeth II and Prince Philip re-visit Broadlands, where 60 years ago, they spent their wedding night. Broadlands in Hampshire had been the home of Prince Philip's uncle, Earl Mountbatten.Pool via AP / Pool via AP
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Seeing stripes
U.S. President George W. Bush, first lady Laura Bush, Queen Elizabeth and Prince Philip pose for a picture at the Grand Foyer of the White House for a State Dinner in Washington, May 7, 2007.Reuters / Reuters
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Flower power
Queen Elizabeth meets the public during a walkabout to celebrate her 80th birthday in Windsor, England. The queen was born on April 21,1926 and ascended the throne in Feb. 1952.Pool via AP / Pool via AP
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Inspecting the troops
Prince Harry smiles broadly as his grandmother Queen Elizabeth reviews him and other officers during the Sovereign's Parade at the Royal Military Academy at Sandhurst in Surrey to mark the completion of their training in April 2006.Abaca / Abaca
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New addition
The Prince of Wales and his bride Camilla, Duchess of Cornwall, pose with their families at Windsor Castle after their wedding ceremony on April 9, 2005. Seen standing, from left, are Prince Harry, Prince William and Tom and Laura Parker Bowles. Seated are the Duke of Edinburgh, Queen Elizabeth and Camilla's father, Major Bruce Shand.Pool via Getty Images / Pool via Getty Images
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Hot ride
Queen Elizabeth and Prince Philip ride in the Golden State Carriage at the head of a parade from Buckingham Palace to St. Paul's Cathedral to celebrate the Queen's Golden Jubilee on June 4, 2002.Getty Images / Getty Images
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Meeting the pope
Queen Elizabeth and Pope John Paul II meet at the Vatican on Oct. 17, 2000.AP / AP
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Honoring Diana
On Sept. 5, 1997, Queen Elizabeth paid tribute to Diana, Princess of Wales, as an "exceptional and gifted human being," during a TV appearance. Princess Diana was killed in a car crash in Paris on Aug. 31, 1997.AP / AP
Life of a Queenof
A first
Queen Elizabeth made history in 1991 by becoming the first British monarch to address a joint session of Congress. She opened her remarks by poking fun at herself and ended with, "May God bless America." She received three ovations and was interrupted by applause several more times during a 15-minute speech.Anwar Hussein / Anwar Hussein
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Horsing around
U.S. President Ronald Reagan and Queen Elizabeth go horseback riding on the grounds of Windsor Castle, England on June 8, 1982.AP / AP
Life of a Queenof
Day with Diana
Queen Elizabeth poses with Prince Charles and his fiancée Lady Diana Spencer at Buckingham Palace on March 27, 1981.
Life of a Queenof
Queen Elizabeth arrives at King's Cross railway station in London with her four corgi dogs on Oct. 15, 1969.AFP - Getty Images / AFP - Getty Images
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Public speaker
Queen Elizabeth addresses a vast gathering -- estimated at more than a quarter of a million -- at the Ramlila Grounds, outside the walls of Old Delhi, India, on Jan. 28, 1961.AP / AP
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Family picnic
Queen Elizabeth II and Prince Philip, with their children, Prince Andrew, Princess Anne and Charles, Prince of Wales, sit on a picnic rug outside Balmoral Castle in Scotland in 1960.Getty Images / Getty Images
Life of a Queenof
The queen
The Coronation of Queen Elizabeth II was held on June 2, 1953, in Westminster Abbey, London, more than a year after Elizabeth, then aged 26, ascended the thrones of the United Kingdom upon the death of her father, King George VI, on 6 February 1952.
She was crowned Queen of the United Kingdom, Canada, Australia, New Zealand, South Africa, Ceylon, and Pakistan, as well as taking on the role of Head of the Commonwealth. The coronation was the first ever to be televised and was also the world's first major international event to be broadcast on television.Getty Images / Getty Images
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Kids in tow
Princess Elizabeth stands with her husband, Prince Philip, and their first two children, Prince Charles and Princess Anne, at Clarence House, the royal couple's London residence. The photo was taken in August 1951.AP / AP
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Pretty in pearls
Princess Elizabeth wears a silver gown with a diamond tiara and pearl necklace in this formal portrait taken in August 1949.AP / AP
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In uniform
Princess Elizabeth sits side-saddle in her uniform as colonel-in-chief of the Grenadier Guards in this 1947 photo.Getty Images / Getty Images
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Mad for plaid
Princess Elizabeth in April 1940.The Royal Collection via EPA / The Royal Collection via EPA
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Playing with penguins
Princess Elizabeth and a friend take the London Zoo's penguins for a walk on June 30, 1938.AP / AP
Life of a Queenof
Family portrait
Britain's King George VI and Queen Elizabeth with their daughters Princesses Elizabeth and Margaret in Dec. 1936.The Royal Collection via EPA / The Royal Collection via EPA
Life of a Queenof
Baby photo
The future Queen Elizabeth is seen here as a young girl with her mother, affectionately known as "Queen Mum," and her younger sister, Princess Margaret, in 1930.Hulton Archive via Getty Images / Hulton Archive via Getty Images
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Daddy's little girl
Albert, Duke of York, and his daughter, Princess Elizabeth, in July 1929.The Royal Collection via EPA / The Royal Collection via EPA
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Playing nicely
Albert and Elizabeth, Duke and Duchess of York, and their daughter Princess Elizabeth in June 1927.The Royal Collection via EPA / The Royal Collection via EPA
Life of a Queenof
Early moment
The Duchess of York holds her baby Princess Elizabeth (later Queen Elizabeth II), May 1926.Getty Images / Getty Images


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Slow Cooker Vegetarian Chili
I was a vegetarian for seven years, and in that time, I worked really hard to avoid frozen processed vegetarian meals. I just didn't feel good about eating that way especially if my whole goal in vegetarianism was to eat healthier and closer to nature.
One of my favorite recipes during my vegetarian years was this Crockpot Veggie Chili. I loved how quickly it came together and that I didn't have to babysit it. I could prepare it in the morning and have a delicious, healthy, flavorful meal ready for me by the afternoon.
This chili is great all on its own or served over rice. If you want to get even more fancy, you can sprinkle it with some shredded cheddar and a dollop of sour cream or greek yogurt.
Note: My real secret is one, 15-ounce can of fire roasted tomatoes. Do try and use these because the flavor from the tomatoes really gives this chili it's depth.
Crock Pot Veggie Chili
Serves 6
3 stalks celery, cut into 1/4 inch dice
1 large zucchini, cut into 1/2-inch dice
1 small red onion, finely diced
2 cloves garlic, minced
1 (15 ounce) can cannellini beans, rinsed and drained
1 (15 ounce) can red kidney beans
1/2 teaspoon salt
1/2 teaspoon black pepper
1 teaspoon cumin
2-3 bay leaves
1 (15 ounce) can fire roasted tomatoes
2 tablespoons tomato paste
2 cups water
Optional garnishes: Sour cream, greek yogurt, shredded cheddar cheese, fresh chives
1. Cut up veggies.
2. Place veggies, beans, fire roasted tomatoes, cumin, salt, pepper and tomato paste into the crockpot.
3. Add in water and bay leaves. Stir, cover and set to HIGH. Cook for 4 hours. Remove bay leaves before serving.
4. Serve warm with the toppings of your choice. Enjoy!

subset: commoncrawl


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Office of Vice President and
Chief of Staff
Florida Gulf Coast University
10501 FGCU Blvd S.
Fort Myers, FL. 33965-6565
Phone: (239) 590-1006
Fax: (239) 590-1066
Email: firstname.lastname@example.com
Werntz Named Assistant Women's Basketball Coach
FORT MYERS, FL - Florida Gulf Coast University named Lindsay Werntz as assistant women's basketball coach. This reunites Karl Smesko, FGCU women's head coach, and Werntz together as Werntz played for Smesko at Indiana University at Fort Wayne, where they went 19-8 her senior year.
"I'm excited and looking forward to working with Coach Smesko," said Werntz. "I have played under his system, and am looking forward to teaching his unique style of play."
Prior to attending IUFW, Werntz played a season at Arkansas State University. As high school prep, Werntz was an All-State selection both her junior and senior years at Freeport High School, in Freeport, Ill., while she averaged 19 points per game and 4 assists per game. She was an All-Conference selection all four years and led her teams to two third place finishes at the state championships her sophomore and junior seasons.
Smesko looks forward to having his first ever assistant at FGCU, "I'm excited to have someone who is familiar with our system, and look forward to having Lindsay help implement our style of play."
For more information, contact sports information director Andy Platt at (941) 590-7068.


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Anderson Ready to Give Mets a Lift Off the Bench
By BEN SHPIGEL
Published: July 20, 2007
Marlon Anderson's first at-bat in the major leagues seemed to foreshadow the rest of his career.
Anderson, hailed as the Phillies' long-term solution at second base, was called up on Sept. 8, 1998, but did not start that night against the Mets. He waited on the bench for six innings before coming in as a pinch-hitter to face Mel Rojas in the seventh inning. With two strikes, he hit a ball into the Phillies' bullpen for a home run.
Anderson has bounced around the major leagues since then, never quite living up to the expectations heaped upon him in Philadelphia, but at each stop along the way he has solidified his standing as one of baseball's elite pinch-hitters. In 2004 with St. Louis, his 17 pinch hits tied for most in the National League. In 2005 with the Mets, his 18 pinch hits ranked fourth in the majors. Last season with the Dodgers and Nationals, Anderson had 15.
''That's what I do,'' said Anderson, who is a career .288 pinch-hitter with 7 home runs and 30 runs batted in.
Normally, at least. Anderson, recalled Wednesday from Class AAA New Orleans a week after signing a minor league contract with the Mets, walked into the Dodger Stadium clubhouse a little after 4 p.m. Thursday to learn that he was, in fact, in the starting lineup. He played left field and batted second, becoming the 14th different player to bat in the No. 2 slot this season, against the team that designated him for assignment earlier this month.
Julio Franco was ostensibly Manager Willie Randolph's first choice as a pinch-hitter this season, but his propensity for hitting to the right side and into double plays lost its charm. Rub?Gotay entered Thursday hitting .391 (9 for 23) off the bench, but he is seeing increased playing time at second base. The Mets needed someone who could fill Franco's role but do it better than Franco did.
''It takes a certain mentality to do it, and he's one of the better ones at it,'' Randolph said of Anderson, who took over Franco's No. 23, too.
Evolving into an accomplished pinch-hitter is not an easy task because it generally means that a player is talented enough to keep on the roster but does not have a natural fit as an everyday player. He has to have the makeup to spend eight innings on the bench and come up in the ninth inning of a tie game and deliver a hit. John Vander Wal set the single-season record, 28, with Colorado in 1995.
''For me, the keys to being a good pinch-hitter are mental preparation, positive thinking and bat control,'' said the Dodgers coach Manny Mota, whose 150 career pinch hits rank second behind Lenny Harris's 212. ''Marlon has all that. He's aggressive, but at the same time is very selective. He knows when to hit a single and when to go for extra bases. He goes up there with a plan. He knows what he's doing.''
Anderson regularly started at second base through 2003, when the Tampa Bay Devil Rays released him and the Cardinals snatched him up. At that point, Anderson said he knew his major league future hinged on his ability to play different positions -- he has played first base, second base and all three outfield positions since 2006 -- and his success as a pinch-hitter.
So when he arrived at the park each day and saw that his name was not in the lineup, Anderson would start thinking ahead. He would study the opposing pitchers' tendencies and figure out in what type of situations he might be used.
Mota said there are two general types of pinch-hit situations: when a team is looking for an offensive spark and when it is looking for a clutch hit with runners in scoring position. He struggled to think of someone better suited for the latter role than Anderson. During his first stint with the Mets, in 2005, he hit a score-tying inside-the-park home run in the ninth inning against the Angels.
''From my point of view, when it's getting late, you want to look down your bench and see a guy like Marlon,'' Mota said. ''You see him at the plate, it's a threat.''
Moises Alou played six innings in left field and went 1 for 4 for the Mets' rookie-league team in Port St. Lucie, Fla. General Manager Omar Minaya said Alou is expected to rejoin the team at some point next week. ... With the July 31 trade deadline quickly approaching, Minaya said he has spoken with several general managers about possible deals. But he added that because many teams seem less inclined to dump salaries in trades and have locked up several players to long-term contracts, he does not expect many trades to go through. ''You have to ask yourself whether the guys you have are better than the guys we have now,'' Minaya said.


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X-Men vs. Street Fighter
Sabretooth by JCulbert
Version: 2.0 | Updated: | Search Guide | Bookmark Guide
SABRETOOTH Guide version 2.0 X-MEN VS. STREET FIGHTER (ARCADE) By John "CUL" Culbert (firstname.lastname@example.com) INTRODUCTION: IMO Capcom's coolest game, XMENVsSF combines favs from the X-Men universe with with everyone's favorite Street Fighters (except Sagat :( ). This awesome game combines the combo system of Marvel Super Heroes and the speed (and feel, really) of Street Fighter Alpha 2. In addition to the various new aspects of gameplay is playing in a tag-team fashion; you choose 2 players and can switch between them during battle, and even gang up on opponents! Now, if only our arcade would bring the price down from 3 tokens... :( Anywho, I like Sabretooth because of his awesome combo-ability (especially air combos), and GREAT range of attacks. He must be played carefully, because all of his moves have weaknesses, especially if blocked. And hey, he calls on his chick to gun his enemy down! NOTE: I refer quite frequently to other character's moves and combos (especially when explaining the combo system), so it may be wise to read another general moves FAQ so you know what I'm talking about. Also, for an even MORE in-depth explanation of the combo system in X-Men Vs. Street Fighter, I HIGHLY recommend reading James Chen's Combo FAQ, currently available on the newsgroup alt.games.sf2, ftp://brawl.mindlink.net and www.gamefaqs.com. VERSION UPDATES: ---------------- -MORE COMBOS! -Vs. Section added -general typos corrected (gotta proof read more often!) -knock-down moves added ******* LEGEND: BUTTONS ******* .-------------Jab JOYSTICK | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT = Quarter Circle Toward (roll the joystick from D to F) QCB = Quarter Circle Back (roll the joystick from D to B) HCT = Half Circle Toward (roll the joystick from B to D to F) HCB = Half Circle Back (roll the joystick from F to D to B) + = enter commands simultainiously (A) = indicates it can be done in air (AIR)= MUST be done in air OS = Overhead Strike--CANNOT be blocked low MS = Magic Series MSH = Marvel Super Heroes BB = Berserker Barrage (Wolverine's move) SBB = Super Berserker Barrage (Wolverine's move) OTG = Off the Ground FS = Flying Screen J. = Jumping CU. = Cross-up (jump behind opponent and hit back of neck with attack) SJ. = Super Jumping S. = Standing C. = Crouching FL. = Flying AD. = Air Dashing XX = Buffer/Cancel into following move -> = indicates Magic Series cancelling SFA2 = Street Fighter Alpha II VC = Variable Counter DP = Dragon Punch or similiar joystick motion (F, D, D/F) HK = Hurricane Kick or similiar joystick motion (QCB) FB = Fireball SC = Super Combo FK = Flash Kick or similiar joystick motion (charge D, U) SB = Sonic Boom or similiar joystick motion (charge B, F) YF = Yoga Flame or similiar joystick motion (HCT) SBK = Spinning Bird Kick SPD = Spinning Pileriver or similiar motion (roll 360 degrees) *************** A WORD ABOUT... *************** SUPER METER: >>>>>>>>>>>> This is a Meter located at the bottom of the screen; and as you perform moves or hit opponents (performing Special Moves fills it the fastest), it will fill up. Once it is full, a one will appear beside it. This means you have one Super Level, allowing Sabretooth to perform a Super Combo. It can continue to be filled to at least L3 (not sure if it goes higher). ----------------------------------------------------------------------------- SUPER COMBO: >>>>>>>>>>>> This is a devastating move that can only be performed when at least one level of Sabretooth's Super Meter is full. Once activated, the screen will grow dark for a moment as Sabretooth gathers his/her energy; they will then perform the move. Note that all animation, except the Sabretooth's "gathering" of energy, is halted during the dark screen, so your opponent cannot move, i.e. if the enemy is standing right in front of you and you pull off the SC, they cannot avoid it (unless it is slow of course). ----------------------------------------------------------------------------- VARIABLE SUPER: >>>>>>>>>>>>>>> This is a totally devastating team-up move done with a QCT+Fierce+Roundhouse. When activated, your current character will begin their Super, then the other partner will jump in and begin theirs! The first character will jump out when done and the character that was out at first will now be playing. A Variable Super can only be done with a Level 2 or higher Super Meter. ----------------------------------------------------------------------------- VARIABLE ATTACK: >>>>>>>>>>>>>>>> To switch to your partner, tap Fierce+Roundhouse. Your current character will go into a stance and say some sort of taunt or whatever--DURING THIS TIME YOUR CURRENT CHARACTER IS INVULNERABLE. Just as that fighter jumps off the screen, your partner will come on with a jumping attack that will knock the opponent away; they will then perform an opening taunt--DURING THIS TIME THE TAUNTING CHARACTER IS _NOT_ INVULNERABLE. This is very important, as you want to make absolutely sure that jumping attack will not be blocked or avoided, otherwise your left wide open during the opening taunt. Therefore, it is ideal to switch characters only when the enemy gives you the opportunity to hit them with the jumping attack (eg. after blocking a slow recovering move, or they miss a slow move). BTW, when your partner is "idle", they slowly regain health. ----------------------------------------------------------------------------- PUSH AWAYS: >>>>>>>>>>> Thanks to our constant whining and bitching, Capcom finally got rid of them stupid Alpha Counters, and now we have Push Aways; when you block an enemy's attack, quickly tap all three punches (before your fighter finished their blocking animation) and Sabretooth will shove his foe away from him. This takes NO energy from the Super Meter, nor does it do any damage. It does however help put some distance away from overly offensive opponents. ----------------------------------------------------------------------------- VARIABLE COUNTER: >>>>>>>>>>>>>>>>> After blocking an attack, perform a roll from B to D and hit Fierce+Roundhouse during your characters blocking animation--your partner will jump in and attack the enemy with one of their moves; they will also remain to continue the fight. See the Moves Analysis for more info on Sabretooth's VC. The Variable Counter takes 1 level of the Super Meter. ----------------------------------------------------------------------------- SUPER JUMPING: >>>>>>>>>>>>>> Super Jumps cause Sabretooth to jump very high into the air; to perform a Super Jump, quickly tap D before jumping, or hit all three kicks. ----------------------------------------------------------------------------- THROWS: >>>>>>> To perform a Throw, hold towards or away from the opponent and hit Fierce or Strong up close. To perform Sabretooth's Air Throw, hold F or B and hit Fierce or Strong up close IN MID-AIR. ----------------------------------------------------------------------------- TECH HITS: >>>>>>>>>> Tech hits allow Sabretooth to recoverfrom Throws done to him. To tech hit a Throw, perform the motion for one of your own Throws just as they Throw; this will lessen the damage to you. ----------------------------------------------------------------------------- DASHING: >>>>>>>> To perform a dash forward, tap forward twice. To perform a retreating dash, tap back twice. Dashing is an important part of a lot of combos (see combo system). Alternately, you can also perform a dash by hitting all three punches simultainously. To dash back, hold B while hitting the punches. All characters can interrupt their forward dash with any move, including a backward dash. ----------------------------------------------------------------------------- TAUNT: >>>>>> To taunt or tease your opponent, press Start. Note that taunts cannot be stopped, and Sabretooth will be totally vulnerable, so choose where to do it wisely. ----------------------------------------------------------------------------- SAFETY ROLL: >>>>>>>>>>>> After being knocked down, it is possible to roll in recovery to standing. This does not lessen the damage of the knockdown, but it allows you to avoid an opponent's attempted ground attack or possible OTG combo, and you can also roll behind them and perhaps surprise them. To get a Safety Roll, perform a complete motion from B to D and hit any punch. Note that if the move you're hit with executes the Flying Screen phenomenon, you cannot Safety Roll. ----------------------------------------------------------------------------- DIZZYING: >>>>>>>>> When a fighter is hit many times in a row with powerful moves in a short time (it doesn't have to be a combo) they will eventually dizzy; after a certain point the character will bounce up then stand to be dizzy. At this point is the opponent's chance to do an attack or combo that the dizzy character will have no defense against. When Sabretooth is dizzy, shake the Joystick repeatedly and hit the buttons rapidly to regain control faster. ############################################################################# ************************** THE XMENVsSF COMBO SYSTEM: ************************** (FINALLY CORRECT) NOTE: in some cases, Sabretooth's specific combo system is explained in his combo section later on. MAGIC SERIES: >>>>>>>>>>>>> This is the name given to Capcom's version of a chain combo system. X-MEN: CotA, MSH and now XMENVsSF have adapted Street Fighter's original combo system so that there is a way to cancel normal attacks into other normal attacks as well as normal--> Special Attacks. Each fighter has his or her own Magic Series that follows a distinct pattern. Note that you can skip any of the steps in the series, but you cannot go backwards. Sabretooth's MS is the "Weak Start", meaning he can chain any Jab or Short into any of the other four attacks. However, he cannot cancel Strong, Forward, Fierce or Roundhouse into any other normal move. The rules for the Ground Magic Series are that you can input crouching or standing attacks following the series (for example, Sabretooth can cancel a S.Short into a S.Roundhouse, or C.Roundhouse). You can perform a Magic Series while jumping as well. This is great for starting jump-in combos, allowing you to get in more hits as you jump in at the enemy before continuing a combo on the ground--Sabretooth's Jumping MS is "Zig-Zag", done like so: Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse. As well, MS combos can be done during a SUPER jump, again following the Zig-Zag Magic Series described above. Like the other two version of the Magic Series, it allows you to do any version of one button. See Air Combos for more info. ----------------------------------------------------------------------------- AIR COMBOS: >>>>>>>>>>> These, put in loose terms, are juggles. But, the exception laid down is that they must be done as you jump in the air. So, to do an air combo by definition, you must knock the enemy up into the air with a launcher (eg. Sabretooth's C.Fierce), or use the other two setups (see below), then follow them up and perform an air combo before either of you land. BOTH fighters must be in the air for an Air Combo to register (for example, launching the opponent with Cyclops' S.Strong then juggling quickly with a Gene Splice will not count as an Air Combo, even if the Splice connected against an airborn enemy). There are three different ways for Sabretooth to setup an enemy to perform a true Air Combo: -After knocking the enemy up with a launcher -Super Jumping up and connecting the combo against a Super Jumping enemy -Jumping up and connecting a combo against a jumping enemy or an enemy on their way down from a Super Jump, or perhaps DP move... As well, there are two different types of Air Combos: regular Jumping Air Combos and Super Jumping Air Combos. Read on... Setups: ******* 1. Launchers: Launchers are by far the most effective way of setting the opponent up for an air combo, as they throw the enemy straight up in the air. Note that the enemy recovers on their way DOWN and can then air block everything (except if launched by a Throw, like Cyclops' Fierce Throw), so you must follow your opponent UP after a Launcher and hit them before they reach the apex of their flight. Now, in order to successfully follow up a Launcher, you must cancel the Launcher with a Super Jump, i.e. hit the enemy with the Launcher, then before its animation is complete, simply tap U and the Super Jump comes out automatically. 2. Super Jumping: You can Air Combo any Super Jumping enemy simply by following them up with your own Super Jump and nailing them as you go. This is not as precise as a Launcher because you must be a close distance to the enemy with your Super Jump, so some hits that connect after Launchers may not do so during a Super Jump. 3. Regular Jumping: Use this when the enemy does a regular jump towards you; jump up to meet them and try and get in your hits first. Also an ideal counter if the enemy misses a DP move (eg. Wolverine's Tornado Claw). ----------------------------------------------------------------------------- Types: >>>>>> Super Jumping Air Combos: Something unique to this game exists only in Super Jumping Air Combos; the ability to bring out a "combo finisher" similiar in fashion to Killer Instinct. In X-Men Vs. Street Fighter, the combo system of Super Jumping is highly customized because for every fighter the combo finishers are simply done by chaining in a Fierce or Roundhouse at the end of that series (for Sabretooth it is just Roundhouse). Note that you can only perform this Finisher if you do not start the air combo with the Roundhouse (otherwise that will finish the combo right there). The finishers are pretty cool and allow you to knock the enemy away and the camera will follow them to the ground. After they land, you'll jump back into the screen from the side (some finishers will also knock the enemy straight down towards the ground, but the same properties apply). This is known as the "Flying Screen" phenomenon, which I will explain later. Regular Jumping Air Combos: The only difference between these and Super Jumping Air Combos is that there is no special finisher. This will allow you to use the entire combo series if you wish. You can still cancel into a Special Move. So, if you and your opponent are both in regular jumps at each other, it is possible in theory to hit them with an entire 6 hit Zig-Zag series with any character that has the full Zig-Zag Regular Jumping MS (eg. Magneto), and then even cancel with a Special Move! Note, however, that Sabretooth has no air Special Moves to speak of :(. Normal Move/Special Move Cancellation Combos: Ah, the classics. Remember the good ol' Fierce Punch cancelled into a Dragon Punch with Ken and Ryu? Well, Capcom's given us much more possibilities, because ANY normal move can now be cancelled into a Special Move. This allows A LOT of freedom for combos, and these combos are usually very easy pull off. Also note that "any" normal move also includes mid-air moves cancelled into Air Special Moves (again, Sabretooth has none), which is what allows Air Magic Series combos to cancel into Special Moves. Dashing Combos: Dashing before entering a combination allows for more hits. This is because it gives more momentum after your first hit, so it won't push you as far away from the enemy, allowing you to get in more hits. For example, Wolverine can perform a S.Jab -> S.Short -> S.Strong -> S.Forward series on Juggernaut, and perhaps even finish with a Berserker Barrage. But, if he performs the series while dashing into Juggernaut, he can go into a S.Fierce to finish off the series, or a S.Roundhouse followed by an air combo, whereas without the dash, the series would have pushed the opponent too far away for the Fierce to connect. This skill should be mastered, because it is best utilized after the enemy misses a DP move like Ken's. As well, it is difficult but possible to initiate a Dash Combo after a jump-in hit or even series. The key is to tap F, F after you tap the button for your last hit plus the button you're going to start the Dash Combo with. This must be timed correctly so that the last F of the dash motion is tapped AS you plant your feet on the ground. For example, with Magneto, to perform a J.Strong -> J.Forward -> J.Fierce, D.S.Short -> S.Roundhouse XX Jab EM Disruptor, do all three hits of the Air Combo, but AS you are tapping Fierce you should also do the first F of the dash command; time it so that the first F comes out JUST as he finishes the J.Fierce, then the second F should be done simultainiously with the S.Short AS Magneto's feet hit the ground. Off the Ground (OTG) Combos: An Off the Ground (OTG) attack is an attack that hits a downed opponent, and if doing an OTG combo, allows the attacker to continue into more hit. Technically, an OTG combo is NOT a true combo. The definition of a combo from way back in the SF2 days is-- "a series of attacks that, once the first hit has connected, the rest cannot be defended against." But, if the opponent is wary, he can perform a Safety Roll, which will avoid OTG attacks. But if he doesn't, the combo number will continue to rise. (NOTE: There is an exception to this rolling escape--see Flying Screen Combos). So, an OTG combo is a combo where you knock the enemy down, then combo them OFF the floor as they land. To do this, you must hit the fallen enemy with a low enough attack (eg. a sweep or perhaps slide). Now, no matter what move you used, when an opponent is hit while on the ground, they are "bounced" a VERY small ways into the air, then they fall again. During the time before they land, they cannot block anything, so you can hit them with any attack that will reach. If you want an easy example, perform a C.Forward with Wolverine and cancel into a Berserker Barrage; the sweep will knock them down, and the BB will hit the opponent just as they land. One thing to remember is that rarely in this game to people stay on the ground for very long, even if they aren't rolling. You MUST hit an opponent OTG with a move that has significantly good recovery time; for example again with Wolverine, the C.Forward is fast enough in recovery that Wolverine can actually do this combo: S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short (OTG) -> S.Forward XX BB The C.Forward recovers fast enough for Wolverine to continue into the C.Short (provided they don't Safety Roll) and the rest of the combo. On the other hand, a knockdown attack like Magneto's C.Roundhouse is far too slow in recovery for him to hit the enemy OTG afterwards effectively. BTW, to be fair, you cannot do two OTG combos in one combination. For example, with Wolverine you cannot do a- S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short -> C.Forward, C.Short -> C.Forward etc... As this would effectively create two OTG combos in one. This of course would make for infinite combos, because you could continuously OTG the opponent after every time you do the C.Forward Flying Screen (FS) Combos: I will use James Chen's definition of the Flying Screen (FS): "The Flying Screen is the phenomena that causes the screen to scroll VERY quickly after certain moves hit the enemy. The view of the game follows the enemy and the person doing the hit disappears from the screen. Once the screen stops moving, the person who was hit will just lie there and the other player will hop into the screen from the side." (My Note: BTW, some FS attacks will knock the enemy straight into the ground as opposed to off screen, like finishing a Super Jumping Air Combo with Magneto's SJ.Fierce--it will send the enemy into the ground on the SAME screen. Note that the same FS restrictions explained below still apply) The FS happens after the following conditions: -after performing a Super Jumping Air Combo "finisher" or Special Move Finish. -after performing the following moves: (this may be updated) -Juggernaut's Juggernaut Punch -Wolverine's Berserker Barrage (if all hits connect; same with the Super Berserker Barrage SC) -Magneto's Shockwave SC -Ken's Shinryuken SC Now, here's the catch--if your opponent is close or in the corner, there is no way for the screen to scroll, because the border is there. So, when you perform a move executing the FS phenomenon that knocks the enemy into a close corner, they will hover against the corner for a moment, then fall to the ground. As they land, you can easily perform an OTG combo (provided the move recovers fast enough). As far as I know, the only one that benefits from this so far is Wolverine with his BB and SBB. -Limitations One good limitation is that the FS forbids the opponent from Safety Rolling PERIOD, so OTG combos WILL become true combos in this case. One thing against the comboer is that once you perform an OTG combo after the FS, the game will not let you perform ANY Air Combos or Special Moves; for example, with Wolverine if you perform a Berserker Barrage in the corner with all hits, the enemy will hover briefly, then when they fall, you can hit them OTG with a C.Short into S.Roundhouse. But, you CANNOT cancel the Roundhouse with a Tornado Claw, nor can you follow them up with a Super Jump and Air Combo! ----------------------------------------------------------------------------- CHARACTER SIZE: >>>>>>>>>>>>>>> In X-Men: CotA, there were three character sizes, with Sentinel, Colossus and Juggernaut being large, Silver Samurai and Omega Red being mid, and everyone else light. In MSH and now XMENVsSF, it is even more detailed, going by height, width and weight. Height will determine how many hits you can get on a jump-in combo (eg. you can easily get all 4 hits of Wolverine's Jumping Magic Series on Juggernaut, but you can only get one or two on a little guy like Wolverine). Width determines how many hits are possible in a dashing combo (eg. on Juggernaut, Wolverine can get 5 hits in a dashing combo, finishing with either Roundhouse or Fierce, but on a scrawny girl like Cammy you would not get as much, maybe 3 hits). Weight determines wether or not a few combos will work, usually because you cannot launch a fat dude like Juggernaut as high as you can launch someone like Cammy. Here is a rough list of character's dimensions, BUT NOT EXACT: Width: ------ Juggernaut Zangief Bison Sabretooth Magneto Charlie Dhalsim Akuma Ryu Ken Cyclops Gambit Rogue Wolverine Storm Chun Li Cammy Height: ------- Juggernaut Sabretooth Magneto Zangief Gambit Dhalsim Bison Charlie Akuma Ryu Ken Cyclops Rogue Storm Chun Li Wolverine Cammy Weight: ------- Juggernaut Zangief Sabretooth Bison Magneto Charlie Akuma Ryu Ken Cyclops Gambit Dhalsim Wolverine Storm Rogue Chun Li Cammy Combo Damage: >>>>>>>>>>>>> You may have noticed when performed some big huge, mutlihit combo that the damage isn't so hot, even with an SC in there. This is because the game has this weird damage system where the more hits you use, the weaker each hit gets progressively, also applying to what type of hits. For example, you'll notice with Sabretooth if you do a J.Fierce, S.Fierce (1st hit) XX Berserker Claw X, the damage is REALLY good. But, if you do: J.Short -> J.Forward -> J.Roundhouse, D.S.Short -> S.Fierce (1st hit) XX Berserker Claw X, You'll get a large amount of hits (and lots of points), but you may notice that it does around the same, or slightly less damage! So, you basically have a choice--more damage or bigger, more spectacular combos for good points. ############################################################################# SABRETOOTH: >>>>>>>>>>> Starting Pose: hands Birdie his coat and says "Take this." OR, Sabretooth jumps onto the screen, rears back with a yell and shreds his coat off 1st Color: Brown w/yellow highlights 2nd Color: greyish white w/pink highlights (looks like a sasquatch!) Taunt: snaps his fingers and grins Variable Attack Entrance: snaps his fingers and grins Variable Attack Exit: snaps his fingers and grins Variable Super Move: Berserker Claw X Winning Pose 1- Birdie brings him his coat and he says "thanks Birdie." Winning Pose 2- Birdie shows up in an old car and he says "Let's get out of here." MOVES LIST: *********** -Berserker Claw: QCT+any punch -Wild Fang: QCB+any punch -Birdie Call (Downward): QCB+Short -Birdie Call (Straight): QCB+Forward -Birdie Call (Upward): QCB+Roundhouse -Triangle Jump: press in opposite direction when at screen-side -Repeated Face Slam: F or B+Strong or Fierce (close) -Head Drive: F or B+Strong or Fierce (close) (AIR) -SC 1; Berserker Claw X: QCT+all three punches -SC 2; Birdie Gatler: QCB+all three kicks -SC 3; Weapon X Dive: F, D, D/F+all three punches -Launchers: C.Fierce, 2nd hit of S.Fierce -Knockdowns: C.Roundhouse, S.Strong, S.Forward -VARIABLE COUNTER: Berserker Claw ############################################################################# REGULAR MOVES ANALYSIS: *********************** Jab- Nothing much to note here, except that both crouching and standing start most of his MS combos on the ground. When jumping it also is no big deal, except if you're starting a combo with Sabretooth's Jumping MS. BTW, although the Jab appears to be 2 hits, I have yet to see both hits connect. (In other words, no easy 4 hit S.Jab -> S.Fierce) Strong- C.Strong's not too big a deal, however S.Strong is an instant knockdown, so if you wanna finish a combo quickly, finish it with this. It also comes out and recovers quite well, but can be ducked by most opponents. Again, nothing special about the jumping version except in a Jumping MS. Fierce- S.Fierce produces a double-hit claw slash, once down, and once up. The 2nd hit of the S.Fierce is a launcher, however I recommend not using it for air combos unless in the corner, as it launches them at a very akward diagonal slope. The big thing about the S.Fierce is that you can cancel it with a Special Move after the 1st hit, and I recommend doing so anytime you're sticking with a ground combo, as it'll do the most damage (it's also easier to cancel than the S.Roundhouse, I find). The C.Fierce is a double-clawed uppercut and the 2nd of Sabretooth's launchers--it is far better because it sends them straight up, making it very easy to follow with an air combo. The recovery is not so hot if missed, and a quick opponent will punish you up close, so stick with it in combos and make sure it hits (dashing helps). Jumping Fierce is a great single jump-in attack, but its range is limited to you have to get fairly close overhead for it to hit. Short- Both standing and crouching produce fast kicks aimed low, decent for starting combos and difficult to counter. The S.Short is an excellent tick up close. Jumping Short is no big deal except in a Jumping MS. Forward- S.Forward is a "cute" little kick that really looks pitiful. However, it knocks down and takes decent priority over crouching attacks if you can't get the S.Roundhouse out in time. C.Forward is Sabretooth's only "Strike", an upward kick that also looks really "cute--a Strike is an attack which knocks the opponent across the screen. a Simple combo finisher to get the opponent away from you, otherwise no big deal. The J.Forward is a decent single jump-in, also good in a Jumping MS. Roundhouse- S.Roundhouse is a GREAT attack. It is pretty slow in recovery, so it's best to make sure this connects. But, it has AMAZING range, and takes great priority over low attacks. Whenever the opponent tries to pester you with low attacks from a short distance (eg. Dhalsim's Slide), this will deal with it nicely (unless of course you can pull out a Berserker Claw X) ;) . C.Roundhouse is his longest-range knock down, and comes out fairly quickly. However, if anticipated it can be snuffed by various high-priority moves, so don't go nuts with it. Jumping Roundhouse is your best single jump-in, a drop kick ala Spider-Man's J.Roundhouse from MSH, which leaves you right beside the opponent when it connects. ############################################################################# MOVES ANALYSIS: *************** -Berserker Claw- (Sabretooth dashes across the screen exclaiming "Berserker Claw!" and slashes the opponent to the ground) A cool-looking attack that comes out FAST. Sabretooth will slash THROUGH his opponent, so he's behind them when it's done. Good damage and will take awesome priority over pretty much ANY standing or crouching attack. So, if anticipated you can snuff ANY normal attack on the ground--if blocked, Sabretooth will continue to barrel through, and the opponent will recover first, behind him--big trouble if you get an SC in the back... One advantage to this is that if your back's in the corner with them next to you, you can perform a Fierce Berserker Claw and if they block you will fly to the other side of the screen, too far for them to hit you! BTW, the recovery from the Jab Berserker Claw is so good that you can OTG after it! Note however that it only goes one or two steps, so stick with it in combos (a lot like Hulk's Gamma Charge in MSH...) ----------------------------------------------------------------------------- -Wild Fang- (Sabretooth leaps forward a determined distance and grabs the opponent, flipping and slamming them to the ground) Jab hops a few steps, Strong about 1/2 screen and Fierce almost full screen. The Wild Fang is similiar to Cammy's Furiga Combine, as he leaps forward and if overhead in time, will throw the opponent. Great for going over FBs, but if blocked he will bounce off, vulnerable to any quick long range move (especially SCs!). This move is IMO Sabretooth's most effective move, but use it in moderation, or else you'll be punished. It can be taken out with a well-placed DP move, but each version has its advantages--Jab only goes a short distance so it isn't a very good FB counter. However, you can hop over low attacks fairly easily with it, so use it if the opponent is pestering you with a lot of low attacks (eg. CPU Cyclops!!!). The Strong and Fierce are best for going over projectiles, NOT SC projectiles, but make sure you do it as early as possible, or they may recover in time to block. The Wild Fang does AWESOME damage by itself, but its greatest strength is that you can follow it with an OTG combo in the corner. It can of course be' tech hitted. :( ----------------------------------------------------------------------------- -Birdie Call- (Sabretooth snaps his fingers and calls Birdie, who walks out and shoots 3 little fireballs from her gun in the desired direction) Short=down, Forward=Straight, Roundhouse=upward. Very little use for these that I can see; if the opponent blocks it you're usually safe from a counter unless right up close, but the Short and Forward version can be jumped if anticipated. One good thing to note is that Sabretooth recovers pretty quickly from this, so quick in fact that he can hit the enemy while they're still stunned from the projectiles! The best follow-up is a Fierce Berserker Claw (on the ground--if you hit them out of the air it may still work, but so might a Wild Fang or Weapon X SC) or Berserker Claw X (among other things... see combos). ----------------------------------------------------------------------------- -Repeated Face Slam- (Birdie grabs the enemy by the back of the headand slams their face repeatedly into the ground, then tosses them away) A VERY humiliating and powerful Throw, its greatest asset is that if you toss them into the corner, you can follow with a great OTG combo. This is Sabretooth's only ground regular Throw. ----------------------------------------------------------------------------- -Head Drive- (Birdie grabs a mid-air opponent's head and drops to the ground, driving their head in face-first) Another humiliating and powerful Throw, its biggest advantage is that it bounces the enemy off the ground when they are driven into it, and you can actually juggle! In addition, it can finish off an air combo! (See combos for more info). ----------------------------------------------------------------------------- -Berserker Claw X- (Sabretooth rears back, then dashes across the screen quickly and slashes the opponent--he then whips around and slashes through them again, repeats again and comes back around to slash the fourth time) Wastes the clock nicely, that's for sure. This is weaker than the Weapon X, but is THE reason to build up Sabretooth's Super Meter. This attack, like Wolverine's Weapon X SC, (the quick dash into a multi-hit combo) comes out VERY, VERY fast and will take priority over EVERYTHING short of another SC (sometimes even that!). Also, if you're too far away to connect with the Weapon X SC, then do this SC JUST as you see them rear back for a projectile. If blocked, it will basically do the same thing as the regular Berserker Claw and Sabretooth will dash through them, open to an attack from behind. ----------------------------------------------------------------------------- -Weapon X- (Sabretooth rears back, then leaps forward and grabs the opponent, followed by a HUGE multi-hit combo) Sabertooth's most damaging attack and possibly one of the most powerful SCs in the game! Use only in certain circumstances, because like the Wild Fang you're spam if blocked. You can follow this with an OTG combo in the corner! (see combos for more info). BTW, this tracks the opponent somewhat, meaning if they're about 1/2 screen away it'll go about 1/2 screen, and if they're full screen it'll go around full screen. ----------------------------------------------------------------------------- -Birdie Gatler- (Sabretooth calls Birdie, and she appears and sprays almost the whole screen with projectiles) Although it starts out quite slow, it does decent damage. The best thing about the Gatler is that like the Birdie Call, Sabretooth recovers fast enough to follow up with another attack (see combos). Try your best to make sure it connects, even blocked, because if jumped over Sabretooth can be hit by a cross-up attack. ----------------------------------------------------------------------------- -Variable Counter- Sabretooth performs a Jab Berserker Claw. See tactics for more info. ############################################################################# COMBOS: ******* Notes: ------ Super Jumping: Sabretooth's SJ.MS must be done REALLY fast, but I rarely have any attacks miss in the combo. The SJ.Fierce knocks them downward slightly, so the SJ.Roundhouse connects, which then executes the FS. Jab Berserker Claw: The Jab Berserker Claw recovers fast enough to OTG after it. Start holding down before it finishes, and immediately throw out the C.Short and do the rest of the combo. Don't be too worried if they Safety Roll here, because the C.Short recovers quite fast. Birdie Call: Though you should still use it rarely, it will allow you to get in a VERY fast follow-up. I would assume that a dash-in combo would will work, but I haven't tried yet--stick with a Berserker Claw or its SC version. Corner OTG: You can follow up a Weapon X, Wild Fang or Repeated Face Slam Throw in the corner with an OTG combo. Like the others, simply hold down and IMMEDIATELY hit C.Short. You usually don't have to worry if they Roll, as the C.Short usually recovers fast enough to avoid getting hit. Birdie Gatler: It is possible because of Sabretooth's excellent recovery, to hit the enemy as they recover from the Birdie Gatler. This is particularily effective in the corner, and can rack up a lot of hits. However, unless the opponent is dizzy or REALLY stupid, you'll never hit them with this in the corner. So your most-used follow-up would be a Berserker Claw or Berserker Claw X. COMBOS: ------- 1. J.Fierce, D.S.Jab -> S.Fierce (1st hit) XX Fierce Berserker Claw Comments: One of the easiest and best all-around combos to utilize, and does decent damage. Cancel the S.Fierce as fast as possible. 2. J.Roundhouse, D.S.Jab -> S.Strong Comments: simple, easy 3 hit combo that knocks the enemy away. Little damage though. 3. D.C.Short -> C.Roundhouse Comments: quick, easy 2 hit knockdown. 4. J.Fierce, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: easy Air Combo, and remember to do it FAST. 9 hits. 5. D.C.Short -> S.Fierce (1st hit) XX Berserker Claw X Comments: probably the easiest way to put a Super Combo in a combo. 6 hits and GREAT damage. 6. (corner) Fierce Throw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: This is where Sabretooth can really do some damage. Remember that the opponent can Safety Roll, but you should recover from the C.Short in no time. 9 hits. 7. (corner) Wild Fang, C.Roundhouse XX Berserker Claw X Comments: a VERY damaging and relatively easy combo. NOTE: If the opponent Safety Rolls, don't worry because the SC only comes out if the C.Roundhouse connects. 6 hits. 8. (corner) Wild Fang, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS) Comments: remember that the Wild Fang can work in OTG combos as well as the Fierce Throw. Quite damaging, 9 hits. 9. J.Fierce -> J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: you can ONLY do this combo on the Juggernaut or another Sabretooth, because if Sabretooth's J.Fierce hits even a LITTLE too late, the J.Roundhouse will not have any time to come out. I have only gotten it on those two characters, but James Chen's FAQ says you can do it to anyone if you hit them on the way UP with the Fierce. Hmm... 10 hits. 10. D.S.Jab -> S.Fierce (1st hit) XX Jab Berserker Claw, C.Short (OTG) -> S.Fierce (1st hit) XX Fierce Berserker Claw Comments: VERY stylish OTG combo with two Berserker Claws and plenty o' damage. Make the OTG VERY fast and they can still Safety Roll (but, most opponents won't be expecting this combo!) 6 hits. 11. Variable Counter, C.Short (OTG) -> S.Fierce (1st hit) XX Berserker Claw X Comments: Sabretooth must be doing the Variable Counter, so he must start off the screen. This does a LOT of damage for some reason, and I would have thought the SC would have been weakened at least... 7 hits. 12. Birdie Gatler, Berserker Claw X Comments: you may think this combo is worth it, but it isn't. The Berserker Claw X does literally NO damage in this combo. Quite stylish, however, if you feel like wasting an SC. See below for a better alternative. 13. Birdie Call, Fierce Berserker Claw Comments: quick and easy 2-hit, but you must do the Claw JUST as the bullets hit them. Not really worth it IMO. 14. (corner) Birdie Gatler, Weapon X, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: unlike #12, the Weapon X AND the air combo will both do some damage. Again, for some reason if you put a Berserker Claw X into the combo (i.e. cancelled out of a S.Fierce after the C.Short), it will do no damage. 15. J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Fierce Berserker Claw Comments: big combo that looks quite stylish. The Strong Throw sometimes counts on the combo meter, sometimes not. Either way, you have to time the Berserker Claw differently for different characters--on heavy fighters (eg. Zangief) do it immediately as you land from the Air Throw, and for for light characters, wait a short moment since they fly higher. 16. J.Short -> J.Strong -> J.Forward -> J.Roundhouse, D.S.Jab -> S.Fierce (1st hit) XX Jab Berserker Claw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Berserker Claw X Comments: a HUGE combo I made up myself, this will AWE everybody who's watching. This is best done on big characters so that it moves quickly and smoothly. Do the jump-in air combo, follow with the MS cancelled into the Claw, OTG with the C.Short into C.Fierce, SJ and air combo, finishing with SJ.Strong and an Air Throw, then juggle with the Berserker Claw X. 17 hits! 17. (corner) J.Fierce -> J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Weapon X Comments: a combo from James Chen that REALLY hurts! You must do the Weapon X the INSTANT you land to catch them out of the air, and you cannot do this on heavier opponents, or Sabretooth'll leap over them. 22 hits. 18. (corner) J.Fierce, S.Fierce XX Weapon X, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: the Weapon X SC _will_ connect out of a S.Fierce IF you perform it on tall characters (Sabretooth, Magneto, Juggernaut). Big damage if this connects. 24 hits. 19. (near corner) J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Weapon X, Weapon X, Weapon X, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: this unbelievable combo was listed in James Chen's Combo FAQ; I have never been able to pull it off, and neither has he, but we both believe it can be done, as we can both do 2 Weapon Xs in a row, and you can OTG after a Weapon X. The big problem is that the enemy is usually dead afyter two Weapon Xs (I managed to keep them alive after two, but I screwed up the timing of the third :( ). 42 HITS!!!! ############################################################################# TACTICS: ******** Sabretooth in the air: ---------------------- Sabretooth is extremely deadly in the air and has VERY fast attacks (do his SJ.MS and you'll see) that will almost always take priority over another jumping attack, even from Chun Li or Cammy. Sabretooth lacks a really good air counter (eg.DP), so a lot of times when the opponent jumps in and you have the time, jump back and whack 'em outta the air with a J.Forward or Strong. Or, if you're ever higher than them in the air, the J.Roundhouse or Fierce is also quite good. If you're up close, you'd be surprised at how often you'll over-prioritize them with your Air Throw, which you can promptly juggle after for some sound damage. :) Variable Countering: -------------------- When performing a Variable Counter with Sabretooth as your partner (idle), he will jump onto the screen and counter a blocked attack with a Jab Berserker Claw. Like most other Variable Counters, this does quite a bit of damage, and unlike ACs from the SF Alpha series, these are actually worth doing; not only because they do moredamage than usual, but because they allow you to switch to your other partner as well as countering an attack. As I said, Sabretooth will perform a Jab Berserker Claw as his Variable Counter. This has an added advantage over most Variable Counters because Sabretooth can actually OTG after it like a normal Jab Berserker Claw. This makes it REALLY worth doing, and you should use it whenever you need to switch to Sabretooth and can't find an easy opening. Sabretooth's In a Team: ----------------------- Sabretooth goes good with pretty much any other fighter in this game--my personal favorite team is Sabretooth and Cyclops, and I rarely lose with this combination. :) One of the main reasons Sabretooth makes a good teammate is because he is VERY effective with Variable SCs--if you perform a Variable SC with Sabretooth, he will begin his Berserker Claw SC, and then his partner will jump in and begin theirs. What's so good about this is that Sabretooths's Berserker Claw X keeps the opponent frozen in place he slashes away, which also means that his teammate's SC will connect for all of its hits! For example, if you were to do a Variable SC with Cammy/Ryu, Cammy would begin her Spin Dive Smasher, but when Ryu pulls out his Shinkuu-Hadouken, it'll only hit a few times as Cammy carries the opponent into the air with the rising part of her SC! On the other hand, a Variable Super with Sabretooth and Cyclops (what I call the "Instant Death" team ^_^ ) will work for ALL hits because the enemy will be suspended while Sabretooth slashes, then Cyke comes in and pounds them with the Mega Optic Blast for MEGA damage! For his Variable Attack, the easiest way to change characters, he'll come diving in with a jumping kick. Note that wether this kick connects or not, he'll go into a taunt afterwards, so you MUST make sure this connects or you will be hit. Ideal situations are pretty much anytime the opponent misses a slow attack, or if the opponent is jumping back, or if they're at the peak of a Super Jump. Another nice place to use it is with a setup attack for combos, like after a launcher, or in some other cases, like with Magneto's Hyper Grav. The one thing to remember is to ask yourself wether or not you want to waste and opportunity to hit the opponent with a big combo--for example, if I am Cyclops and fighting Wolverine, and Wolverine misses a Tornado Claw, I can either call in my partner, or I can go for a big combo. The immediate choice should depend on wether or not you have enough life; if Cyclops is down to a sliver of health, I would definetely switch, because even though I hit him with a big combo, he might just do a comeback afterward and kill me; you also have to take into account wether or not they have a lot or a little amount of life. Favorite Teams: --------------- Here are (IMO) good teammates for Sabretooth: 1. Cyclops (my personal best) 2. Charlie (my second best) 3. Magneto (great for setting the enemy up for a Sabretooth combo in special cases) 4. Juggernaut (lotsa power) 5. Wolverine (crazy berserk and cool berserk mix) 6. Chun Li (can you say air superiority?) 7. Rogue (especially Vs. Magneto--steal the Hyper Grav!) ############################################################################# VS. SECTION: ************ Vs. Cyclops: Cyclops will pester you from afar with Optic Blasts, and there isn't anything you can do about it except to time your jumps over them. Once you get close, he's dead, 'cause you can either jump in for a combo, and air block his attempted air counter if neccessary; on the ground, you can take out his regualr attack with good timing with your Berserker Claw (or Berserker Claw X). Up close or as far as 1/2 screen you can take out his pesky low moves with the Wild Fang. If he has a level charged, he can take out most of your regular attacks with his Mega Optic Blast, so be careful at this time. Vs. Wolverine: The spazzo, if being played by a scrub, WILL be a spazzo. In this case, it's all a matter of blocking and countering with a Berserker Claw or dashing combo. If they play Logan well, he can be a problem. He'll peck away at you with his quick attacks up close, and it's difficult to time a Berserker Claw in this case. Basically you just have to wait for him to make a mistake, usually from Drill Clawing all over the place. Once he has a level charged, be VERY careful of the Weapon X, which'll take priority over EVERYTHING. Vs. Sabretooth: Playing the mirror match is like playing a slower, more powerful Wolverine (only better, of course :). Basically, this is a nerve-wracking game of priorities, and who can bring their attack out faster. Hopefully, you'll be fighting an ametuer who thinks the Birdie Call is a reliable move :). Vs. Storm: If she plays her damned-stupid off the screen keep-away, you punch out the guy you're playing if you've got a bad temper like me ;), or just walk away from the machine if the arcade attentant is around, 'cause you'll lose from time out or block damage (which is normally not so bad, except in this case.) If they play a good Storm, its a fun battle. Her Typhoon is fairly fast and can be directed for keep-away, but if you anticipate it from fairly close, you can knock her down with a FAST Berserker Claw. Once you get up close you shouldn't have much trouble. Take out her standing attacks with Jabs, and her crouching attacks with S.Roundhouse, Wild Fang, and either Weapon X or Berserker Claw X. If you block her Lightning Attack, wail on any of your regular attacks and you will usually counter. Once she has a level charged, don't throw out jump-in attacks too often early, 'cause she'll take them out with a Lightning. Vs. Rogue: When she steals your Berserker Claw, it can turn into a battle of priority, so in that case don't throw things out randomly. Either way, try very hard not to get caught by her Absorbing Kiss, which is unblockable. For this reason she'll tick you with Jabs and Shorts then catch you with it, so try and keep your distance. If you block her Southern Belle Combo (my fancy name for her rushing punches), punish her with a combo. You can usually take out her SC with your own, or block and counter. Vs. Gambit: THE HARDEST FIGHT YOU WILL HAVE. The damn frenchman will be bouncing all over in the air with his charge D, U moves, so stay defensive and build your meter and hope you can catch him on the ground. If his mid-air movements develop a pattern, try for an Air Throw, or POSSIBLY a Weapon X if he gets close to the ground. On the ground he will take priority over your low moves with a Strong Cajun Slash, so stay standing for the most part, and once up close, try your hardest for a Throw. You can take out his attacks on the ground with the Berserker Claw, thankfully. Try your best to take out his low kicks with the Wild Fang, S.Roundhouse or Weapon X, as he can set you up easily for an OTG combo, one of his most damaging forms of attack. Once he has a level on the Super Meter, try not to be predictable with your attacks, as he can go immediately into a Royal Flush and nail you IF HE IS FAST ENOUGH. Vs. Juggernaut: If you are careful, he shouldn't be a problem as long as you ONLY jump in with Fierce or Roundhouse (he cannot absorb these), and always chain your Jabs and Shorts into full combos (cannot absorb multiple hits either). It is especially dangerous if he blocks your Wild Fang, as he can counter with a Juggernaut Punch, F+Fierce XX Juggernaut Splash, or Headcrush, all doing major damage! When you block ANYTHING from him, combo to your fullest! Remember, Juggernaut can also be stopped on the ground with a C.Roundhouse. Vs. Magneto: His Hyper Grav seems to have been slowed a little since MSH, but you should still be careful and not get caught in it. He can play good keep-away with his EM Disruptor and Magnetic Waves (those duel pink projectiles from the air we all loved from X-Men: CotA!); from fairly close you can Wild Fang over them, but jumping is better. Up close his slide has surprising priority and he can cancel it into a Shockwave OTG, so try to stay on the defensive up close. Jumping in is fairly safe, but remain in the defensive position here so he can't Hyper Grav you. REMINDER: when he is flying, Mags CANNOT AIR BLOCK!!!! :) Vs. Ryu: Good ol' keep-away is not so effective anymore, so don't be afraid to jump his FBs a lot, but again stay in the defensive position while doing so in case he can DP. Like most other projectiles, you can take out his Hadouken fairly easily with a Wild Fang from close, otherwise just jump. Up close you can deal with him nicely with quick attacks, but stay standing to defend against his quick OS and Hop Kick. Remember, his Vacuum Hurricane when he has it charged will take out any of your moves, even a Berserker Claw!!!! Vs. Ken: Without his QCB+punch Roll, Ken is weakened considerably. Jumping his FBs is no problem, and jumping in is fairly safe with air blocking present. Up close you can take him out with quick attacks. Easy fight until he has a level charged, at which point be VERY careful with your attacks, as his Shoryureppa takes out pretty much everything. Vs. Chun Li: Don't try and take her on in the air, with her high-priority moves and better Air Throw (yes, both even better than Sabretooth's!). On the ground, try and stay standing to avoid getting hit by the Split Kick. Her FB should be no trouble jumping over and you can also take it out with a Wild Fang from fairly close. Once she has a level charged, she's becomes a woman for all occasions--she can take out pretty much any standing attack with her Thousand Burst Kick, and she can take out airborne opponents with the Super Spinning Bird Kick or the majorly-beefed up Kikosho. If you block or she misses any of these SCs, counter as best you can. Vs. Cammy: Fast little bitch, but she has horrible recovery on all of her moves. If you block the Cannon Drill, Cannon Spike, Air Thrust Kick or Spin Drive Smasher, she's open to easy counters. Her Assault Knuckle knocks you back a ways if you block it, but you can counter quickly with a Berserker Claw or Berserker Claw X to knock her back as well. Her only other important attack is her Furiga Combine (the Air Roll+Throw), which although unblockable, is easy to counter with a C.Fierce. For all of these reasons, stay defensive in this fight and you're sure too win. Zangief: For god's sake, don't get close! Jumping in is alright, but always do it with Fierce or Roundhouse (which he cannot abosrb) or else he'll SPD or Atomic Drop you as you land. Likewise, only use C.Roundhouse to stop him if he's getting in close. Once he has a level charged, try VERY hard to stay away, or he'll tick you for the FAB. Dhalsim: The Yoga master is a GREAT character, and the only way to beat him is up close. From a distance he'll keep you back with the Yoga Flame and Fire, and the almighty S.Roundhouse. You can take out his Yoga Fire with a Wild Gang if close, however. Edge your way in from the ground, as his air countering is a nightmare and he will frequently nail you out of one of your jumping attacks. Once you get up close you will have no trouble out-prioritizing him with Jabs, crouching kicks and Berserker Claw--try ticking for Throws. He will try up close to use his C.Roundhouse slide, so use the Wild Fang and S.Roundhouse here or there. In the air he can take priority over you with his Yoga Mummy and Drills, so stay grounded, and if he goes offensive he'll use repeated Drills; block them all and counter FAST with a Throw. The big thing to worry about in this fight is the almighty Yoga Inferno, definetely one of the best Supers in the game! The damage is VERY HEAVY, and he can take you out of most of your attacks if you're less than 2/3 of the screen away. The Yoga Inferno can also be directed upward to catch you out of a jump-in attack, so refrain from jumping with attacks often. If blocked, the Yoga Inferno will leave Dhalsim open VERY briefly, and if you're right up close you can counter. From afar you can counter with Berserker Claw or Berserker Claw X. Bison: Bison is still as lame as ever--so lame in fact that I have no strategy section against him, 'cause no one uses him! IMO he shouldn't have been in the game in the first place. Charlie: You can always take out his SBs with a Wild Fang from fairly close, even with Charlie's great recovery. He can air counter fairly well, so try and stay grounded unless he throws a Sonic Boom and you're safe to jump. Once you have a level charged you can take out most of his moves with the Berserker Claw X. Up close, be wary of his high-priority C.Forward, which with anticipation can be taken out with a Wild Fang or S.Roundhouse. Akuma: Akuma players tend to FB WAY too much, as much as even Ryu! Jump over his FBs (or take 'em out with the Wild Fang) and stay with the Air Block in case of DPs. He shouldn't be too much trouble until he gets a level on the Super meter. Once this happens, he becomes a nightmare. Don't throw anything out from a distance or he'll use his Super FB to take it out. Up close, don't throw any regular move out randomly, as he can take it out with his Violent Dragon SC. And of course, if the enemy is any good with Akuma, he can set you up for the dreaded Raging Demon, best after knocking you down! LEARN TO SAFETY ROLL!!!!!!!! This may prevent you from getting "Demoned". If the Safety Roll fails, hold D and start wailing on Short kick and you may take him out of the Demon. Alternately, if you've got the timing down pat, you can usually throw him out of it if he was a LITTLE BIT late with Demon as you get up. ############################################################################# CREDITS: ******** First and foremost, a HUGE thanks to James Chen for the third installment in his AWESOME combo FAQ series. Also thanks to everyone who submitted info on this game to the newsgroups. Thanks to Capcom for a great game, and no thanks to Happy Man arcade for making it cost 3 tokens! :( You can access this FAQ and many others at my homepage: http://www.geocities.com/SiliconValley/Heights/1910 You can also e-mail me at: firstname.lastname@example.com "I said it before and I'll say it again--democracy simply doesn't work!" -Kent Brockman, the Simpsons
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Men's hoops: Omogbehin leaves Bulls
Anatomically, the USF men's basketball roster experienced its biggest loss -- by far -- of the offseason.
Center Jordan Omogbehin, a 7-foot-3, 315-pound rising redshirt junior, is no longer with the program, team spokesman Steven Schoon confirmed Wednesday night. It is believed Omogbehin and the Bulls' new coaching staff mutually agreed to the departure.
He's the sixth scholarship player to leave the team since former coach Stan Heath's dismissal in mid-March. USF, at its yearly capacity of 13 scholarships only two weeks ago, suddenly has two vacancies. Marshall transfer Kareem Canty, whose arrival to USF was announced by the school, announced earlier this month he'll instead attend Auburn.
A Nigeria native, Omogbehin was widely deemed a low-post project upon signing with the Bulls in 2011. He totaled 24 minutes in nine games last season, scoring three points and collecting seven rebounds. The year before, he totaled 16 points and 27 boards in 24 total games.


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STAGE TUBE: Fifth Harmony Performs 'Better Together' on the Thanksgiving Day Parade
Check out Fifth Harmony, the American girl group which formed on the second season of The X Factor rocking out to 'Better Together' on today's Thanksgiving Day Parade.
The group consists of members Ally Brooke, Normani Hamilton, Dinah Jane Hansen, Camila Cabello, and Lauren Jauregui.
"I can feel a wave beginning behind this group," said The X Factor creator and judge Simon Cowell before Fifth Harmony performed their version of Kelly Clarkson's "Stronger" on the show last year. The music mogul knows talent and chemistry when he sees it. (This is, after all, the man who assembled One Direction.) Cowell decided that individual contestants Dinah Jane Hansen, Lauren Jauregui, Ally Brooke, Normani Kordei, and Camila Cabello were too special to let go, so at the end of the show's Boot Camp week, the five young women became Fifth Harmony. With their show-stopping vocals, undeniable charisma, and genuine sisterly bond, the "fearsome fivesome" (as they became known) endeared themselves to viewers across the country. Fifth Harmony delivered electrifying versions of Adele's "Set Fire To The Rain," Ellie Goulding's "Anything Can Happen," and Demi Lovato's "Give Your Heart A Break," and revealed their personal journeys to audiences week after week.
"I knew from the girls' first performance at judges' homes in Miami that we'd done the right thing," Cowell says. "The chemistry between the Fifth Harmony girls both on and off stage is fantastic. They are really great girls who have become best friends. They're fun to be around and most importantly, they are all incredibly talented."
Since The X Factor wrapped last December, the group's fanbase has grown rapidly. The covers they post on their official YouTube channel (Rihanna's "Stay," Ed Sheeran's "Lego House") routinely rack up nearly a million views. Not only does Fifth Harmony trend worldwide nearly every week on Twitter, where the girls engage non-stop with their followers, but the group also draws thousands of female fans of all ages, who call themselves "Harmonizers." "We don't really think of them as fans," Normani says. "They're more like friends who support us." The strong bond Fifth Harmony has forged with their audience will serve the group well as they begin to show the world what they can do post X Factor, starting with their debut single "Miss Movin' On," an epic, empowering pop anthem about letting go and being independent.
"We want our songs to be fun, positive, and inspiring, and for our vocals to shine through," says Ally. Adds Lauren: "The songs are a direct reflection of us and what we go through. Because we've been able to co-write, we've been able to personalize our music and make it relatable." "We want to be collectively unique and yet show our individuality," says Normani. Adds Camila: "We're teenage girls hoping teenage girls can listen to the songs and feel like we're saying what they want to say."
"Miss Movin' On" is just a taste of what's to come on Fifth Harmony's upcoming debut album, which the girls say will deal with their issues with guys, having fun with friends, and being yourself. They have been working with Autumn Rose (Leona Lewis, Cher Lloyd), Lil' Eddie (Usher, Pink), Tricky Stewart (Beyoncé, Justin Bieber), Toby Gad (Beyoncé, Fergie), and others. Multi-platinum-selling producer/songwriter Julian Bunetta (One Direction, Natasha Bedingfield), who worked with the girls on The X Factor, is executive-producing the album.
"It has been remarkable to watch these five young women from across America go from being strangers to becoming a true group of friends who all care for and believe in each other," Bunetta says. "I believe pop music is overdue for a girl group that can represent the young ladies of this new generation. Fifth Harmony is that group."
All the girls agree that the best thing about being in Fifth Harmony is sharing the experience with one another. "I love that we can all be ourselves and have fun with one another," Ally says. "It's nice to know that I can turn to my right and see one of my girls. Because with all of craziness of this business, it's great to not be alone. We are all having a blast doing what we love."


text:
Storage facility design and operating rules: 329 Indiana Administrative Code (IAC) 3.1-9 and 329 IAC 3.1-10 (interim status)
Storage facility permit rules and fees: Indiana Code (IC) 13-15-1-3 to 13-25-3-6; IC 13-22-3-1 to 13-22-3-10; IC 13-22-10-5; IC 13-22-12; 329 IAC 3.1-13-1 to 3.1-13-21; and 329 IAC 3.1-1-14.1
On-site storage rules for generators: 329 IAC 3.1-7-1
Fees: IC 13-22-12
Lead-acid batteries: IC 13-20-16 and 329 IAC 3.1-11.1
Overview: 329 IAC 3.1-11.1-1
Definitions: 329 IAC 3.1-11.1-2
Retailers and wholesalers: IC 13-20-16 and 329 IAC 3.1-11.1-3
Intermediate storage facilities: 329 IAC 3.1-11.1-4
Reclaimers: 329 IAC 3.1-11.1-5
Transporters: 329 IAC 3.1-11.1-6
Closure and post-closure: 329 IAC 3.1-11.1-7
Indiana Department of Environmental Management (IDEM) Office of Land Quality Compliance and Response Branch Hazardous Waste Management Program
See ADDRESSES & CONTACTS for addresses and telephone numbers.
See national section for basic information and federal regulations.
• Rules. Indiana incorporates by reference the federal hazardous waste storage rules and adds its own storage facility permit standards. See the state section TSDF PERMITS for more information. Indiana also incorporates by reference the federal rules for generators storing hazardous waste without a permit. Generators should review the national sections ACCUMULATION TIME and HAZARDOUS WASTE STORAGE for more information.
In addition, Indiana has its own rules for the management of lead-acid batteries, including storage, transportation, and disposal by retailers, wholesalers, manufacturers, other storage facilities, and reclamation facilities.
• Administration and ...


text:
- openDemocracy
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About Ben Campell
Ben Campbell is a freelance writer and analyst. He holds an MA in Near and Middle Eastern Studies from the School of Oriental and African Studies, and his articles have appeared in publications such as The Huffington Post and the Foreign Policy Journal.
Articles by Ben Campell
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Digital Liberties
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Six countries. Six different paths to EU integration.


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Die Passivseite der Bankbilanz. Ein Portfolio-Ansatz
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Volume (Year): 125 (1989)
Issue (Month): I (March)
Pages: 55-66
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- Dale W. Jorgenson & Jean-Jacques Laffont, 1974. "Efficient Estimation of Nonlinear Simultaneous Equations with Additive Disturbances," NBER Chapters,in: Annals of Economic and Social Measurement, Volume 3, number 4, pages 615-640 National Bureau of Economic Research, Inc.
- Pindyck, Robert S, 1984.
"Risk, Inflation, and the Stock Market,"
American Economic Review,
American Economic Association, vol. 74(3), pages 335-351, June.
- Robert S. Pindyck, 1983. "Risk, Inflation, and the Stock Market," NBER Working Papers 1186, National Bureau of Economic Research, Inc.
- Pindyck, Robert S., 1983. "Risk, inflation, and the stock market," Working papers 1423-83., Massachusetts Institute of Technology (MIT), Sloan School of Management.
- Christensen, Laurits R & Jorgenson, Dale W & Lau, Lawrence J, 1975. "Transcendental Logarithmic Utility Functions," American Economic Review, American Economic Association, vol. 65(3), pages 367-383, June.
- Agnar Sandmo, 1977. "Portfolio Theory, Asset Demand and Taxation: Comparative Statics with Many Assets," Review of Economic Studies, Oxford University Press, vol. 44(2), pages 369-379.
- Friedman, Benjamin M, 1980. "Price Inflation, Portfolio Choice, and Nominal Interest Rates," American Economic Review, American Economic Association, vol. 70(1), pages 32-48, March.
- Merton, Robert C, 1973. "An Intertemporal Capital Asset Pricing Model," Econometrica, Econometric Society, vol. 41(5), pages 867-887, September.
- Benjamin M. Friedman, 1978. "Price Inflation, Portfolio Choice, and Nominal Interest Rates," NBER Working Papers 0235, National Bureau of Economic Research, Inc.
- William C. Brainard & James Tobin, 1968. "Pitfalls in Financial Model-Building," Cowles Foundation Discussion Papers 244, Cowles Foundation for Research in Economics, Yale University.
- G. O. Bierwag & M. A. Grove, 1968. "Slutsky Equations for Assets," Journal of Political Economy, University of Chicago Press, vol. 76, pages 114-114. Full references (including those not matched with items on IDEAS)
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JEFFREY BROWN: Next: a science and medical story involving research from the frontiers of robotics.
Ray Suarez looks at how doctors are using high-tech toys to help people with special needs.
LIAM MCGUIRE, autistic child: What's your favorite game?
COMPUTER VOICE: "Mario Cart," the original.
RAY SUAREZ: In a carefully monitored session that seems more like playtime than therapy, researchers at the University of Notre Dame have enlisted an unusual therapist to assist their studies of children with autism, a two-foot robot named Kelly.
COMPUTER VOICE: My favorite sport is soccer.
RAY SUAREZ: Kelly is working with 11-year-old Liam McGuire and a co-therapist of the human kind, Kristin Wier.
KRISTIN WIER, psychologist: For Liam, Kelly has become a friend. I mean, he's very excited to see her.
You can tell he lightens up when he sees Kelly. He leans forward. His posture changes. His eye contact is much stronger. I think it's something he can relate to and feel successful with.
Robots like this one are being introduced in research settings where specialists are compiling data to see if the technology can assist individuals with special needs.
LIAM MCGUIRE: I got to skip school today. And it's because of you guys.
COMPUTER VOICE: And it's so cool. I am so glad.
RAY SUAREZ: Notre Dame psychology professors use a robot built in France by Aldebaran Robotics as a tool to encourage children with autism, who may struggle just to engage in simple conversation.
According to the Autism Society, 1 percent of American children ages three to 17 have an autism spectrum disorder.
Autism is a developmental disability which often includes delayed speech, a lack of interest in relationships, and limited eye contact. It is the fastest-growing developmental disorder, and the need for new tools in therapy is great.
LIAM MCGUIRE: It's like I'm a really good guy. I am not weird. I am just — I'm very special.
RAY SUAREZ: Assistant professor Joshua Diehl directs the Notre Dame project.
JOSHUA DIEHL,University of Notre Dame: In my clinical experience, I have encountered a lot of individuals with autism who have this really intense interest in technology.
So, the idea of this project was to take this interactive robot, which is really interesting and involves technology, and use that to sort of facilitate social skills development in individuals with autism.
RAY SUAREZ: At the Laboratory For Understanding Neurodevelopment, or FUN Lab, a child meets with a robot and a therapist to work on set goals.
CHARLES CROWELL, University of Notre Dame: They have certain kinds of deficits related to their ability to interact with other humans and to socialize with people.
And at the same time, they have a clear focus on what's called the world of objects, things, rather than people.
RAY SUAREZ: For Liam, the goals are to practice asking and answering questions and engage both the robot and the therapist in a three-way conversation.
Behind the two-way mirror, a graduate student writes responses for Kelly the robot. Professor Chuck Crowell helped program the robots.
CHARLES CROWELL: This kind of a tool might be an interesting way to bridge the gap, pull the child, if you will, from the world of objects and the focus on objects over to the world of humans, because it's an object with human-like capabilities.
RAY SUAREZ: Kristin Wier works with children with special needs and co-teaches a course at Notre Dame about autism. The robots, she says, are not a cure, but a tool.
KRISTIN WIER: I think the robot presents a calm, controlled stimulator. Our human interaction is always unpredictable and can be exciting, or scary, or something. And I think Kelly presents a calm.
RAY SUAREZ: Laura McGuire is Liam's mother.
LAURA MCGUIRE, mother of Liam McGuire: What we found was that the robot is safe. The robot's facial features don't change. The robot doesn't gesture — I mean, it gestures, but in a more predictable, robotic way.
The robot doesn't have tremendous inflection, changes in the voice. There's not so much to figure out with talking to a robot, where there was a lot to figure out in talking to a human being.
JOSHUA DIEHL: We don't want children with autism to learn to talk to robots. We want them to learn to talk to humans. So that's been one of our essential questions, is, how do you get — if you learn a skill, talking with the robot, how do you get that to translate into an interaction with humans?
So, for example, one of the things that we were working on with Liam is to ask Kelly, for example, how was her day and what did she do today, what did she do yesterday? And, spontaneously, one time when — when his dad came home, he asked his dad how his day was, and he had never done that before, and it was a spontaneous, what did you do today?
RAY SUAREZ: But children with autism are just one group of people with special needs researchers hope robots can help.
Here in Los Angeles, at the University of Southern California School of Engineering, they're also pushing ahead on the frontiers of robotics, looking for new work for robots to do, not way off in the future, things like running and jumping, climbing stairs and carrying heavy loads. They're convinced here that there are a lot of things that robots can be helping people with today, instead of waiting for far-off technologies.
It's called socially assistive robotics. At USC's Robotics Research Lab, roboticists who also work with children with autism have expanded their research into other special needs populations, notably the growing need for elderly care.
MAJA MATARIC, USC's Center for Robotics and Embedded Systems: We need a face because people want to look at the robot and have a sense of what it's intending to do.
RAY SUAREZ: Professor Maja Mataric is the founding director of USC's Center for Robotics and Embedded Systems.
MAJA MATARIC: A very interesting area to explore is creating machines that can interact with people one-on-one to bridge what I call the care gap.
So there are a lot of people, numerous, thousands, even millions of people who need one-on-one care, whether it's because they are aging in place, and they're becoming lonely and isolated. They need to be reminded to be social, to walk around, to connect with their family, to take their medication.
JUAN FASOLA, USC Graduate Student: Jack, can I have you move your arms like this up here above your head like that?
RAY SUAREZ: USC Graduate student Juan Fasola conducts exercise sessions with elderly participants using a USC-designed robot named Bandit.
JUAN FASOLA: The robot's intention is not to replace anybody, not to replace any of the human care, but rather to supplement that care, to provide that care where that care is not available or not cost-feasible.
So if you imagine a stroke patient, for example, they need to do eight hours of rehabilitation every day to progress in their injury, to heal.
And a therapist might be with them for one, maybe two hours before going on to another patient.
COMPUTER VOICE: Terrific. Great. Lower your left hand a little bit.
RAY SUAREZ: Following Bandit's exercise program helps aging participants like 83-year-old Jack Frost keep not just their bodies in tune, but their minds as well.
JACK FROST, program participant: If I had a chance to work with this every day, I think it would help me in trying to improve my short-term memory, which I have kind of lost.
COMPUTER VOICE: Try and remember as many gestures as possible. Oh, that's too bad. That was not the correct gesture.
RAY SUAREZ: The robot is not judgmental, so participants don't feel embarrassed if they by perform tasks incorrectly.
JACK FROST: I think it's easier for me to communicate directly with a robot, knowing I'm not going to get any feedback, like I might get from a human being.
RAY SUAREZ: And unlike computers, smartphones and laptops, people tend to ascribe attributes to robots, much like they would pets.
MAJA MATARIC: Something in our wiring gets us to be socially active and engaged with machines that can be socially active and engaging back with us. And so there's tremendous potential to create machines that can engage with people and help people in their daily lives.
COMPUTER VOICE: Awesome.
CHARLES CROWELL: They have been in television shows and in our imagination, but they're coming to be companions. They're coming to be around us. And there are some people who predict that, within a few years, there's going to be a robot in every home.
RAY SUAREZ: As more kids need help, as more people live longer, and as the U.S. wrestles with providing care and spending less money doing it, the roboticists figure, sooner or later, a mechanical friend will become part of your life, science fact, instead of science fiction.