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Maintaining simplicity, internally and externally, is a crucial part of moving to a more sustainable existence. Why? Because being overwhelmed with what we no longer need, or with more than we need saps our energy. Whether that's extra internal stuff, such as limiting beliefs, attachment to drama and gossip, or fantasising or whether it's external stuff such as material goods, rubbish or simply an overgrown garden, it all contributes to our attention being commandeered by the meaningless rather than dedicated to the meaningful.
As a recovering hoarder and 'just in case ' fanatic, I've explored a variety of approaches to keeping mess and clutter at bay.
Here are some ideas I've come up with for how to overcome hoarding and live more simply:
1) Monitor usage – to begin with just observe how you use technology, clothes, books, kitchen equipment, tools etc. You will probably find that your usage follows the 80:20 rule (The Pareto Principle) that you use the same 20% of something 80% of the time.
2) Sell, freecycle, recycle or give away anything you haven't used in the last year.
3) If that's too big a step in one go, put everything from 2 (i.e. that you haven't used in the last year)in a holding space e.g. spare bedroom, loft space, cupboard. Anything that's still there, unused, after 6 months, get rid of (mark a date in your diary to do this). You've then got 6 months to get used to living without those items and to test to see which you really have a need for.
4) Then go back to 2.
5) Keep a box, or other space in the house where you put items that are leaving your living space and preferably separate items for sale from those to freecycle, recycle or give away. Completely clear this space once per month.
6) Own up to underlying beliefs that support hoarding:
a) I'm keeping it just in case
b) I'm keeping it because someone else would want me to (often someone who's not longer there e.g. has passed away.)
c) I'm keeping it for someone else
d) I'm keeping it as a momento of my past
e) I'm keeping it because it's too good to throw away.
7) Recycle those beliefs:
a) Keep for the foreseen, not the unforeseen. The only way to plan for the unforeseen is through building personal resilience, not through hoarding.
b) Keep for myself and what feeds me only.
c) If it's someone else's, they can take responsibility – give it back, renegotiate a storage arrangement for a limited time only, or get rid of it.
d) Living in the past holds me back. I let go of the past with gratitude for all it's taught me. (For someone who's died, and with whom I want to keep some material connection, keep one small item, or one small box of treasures, if this serves me in some way e.g. by supporting me through the grieving process.)
e) If it's too good to throw away, then it's too good to keep and not use. Let it go to someone else who would use it and appreciate it. Take steps to sell or give it to them. Pass it on with joy.
8) Think carefully about anything you bring into your living space. E.g. through shopping, accepting items from others etc. Do I really want this? What is the underlying need? What do I already own that would fulfil that need?
9) When introducing anything new into your living space that is definitely needed, create a space for it from the outset, so you're clear on where it lives/where it can be stored.
10) Apply all of these principles to electronic hoarding too e.g. files on your computer. Have a place for everything and everything in its place. Delete anything you haven't used in the last year. For any new information you receive and want to keep, create a folder for it straight away that's clearly labelled.
I know this can be really challenging, because at the root of hoarding are likely to be some pretty strong feelings about my identity and security (and maybe the identity and security of those I care about too.) In my experience, what can be especially self-supporting and self-empowering with this process is to begin by setting an intention, for example to reclaim my energy for meaningful work, to benefit others by passing on useful items, to enjoy living and working in a clutter free environment. It can also help to take some baby steps in order to get the momentum going and to make it easier to embed the new simplicity habit.
An intention I find particularly effective for those about-to-depart-from-my-life items is:
' May these items be well used and bring happiness and benefit to others, either in their current form, or after being transformed by nature or by man.'
What is it that most helps you to overcome hoarding?


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Pacific Holidays
10 Days Diving in the Blue Lagoon of Rangiroa
Breakfast daily and Ten Dives included
Take an overnight flight from Los Angeles and a short flight to the beautiful atoll of Rangiroa. Spend eight nights in this paradise of tranquility. Package of ten dives included (can be used by one diver or split between two divers). Take a trip to the Blue Lagoon and enjoy life underwater in one of the most beautiful dive sites in the world. Buffet breakfast daily and round trip airport transfers included. Upgrade to a lagoon bungalow $2,999 per person.
- Round trip air from Los Angeles to Tahiti on Air Tahiti Nui
- Round trip air from Tahiti to Rangiroa on Air Tahiti
- 8 nights at the Maitai Rangiroa in a Garden Bungalow
- Buffet breakfast daily
- Package of 10 dives that can be used by one diver or split between two divers
- Price valid for travel Jan 22-Mar 31, 2017
- Upgrade to a lagoon bungalow $2,999 per person
- All taxes and service charges except $3 per person per day city tax to be paid directly at hotel
- Ask for special offer maitrgi8
Enter your Zip Code below to locate
a Tahiti Travel Specialist near you.
› Advanced Search
(*) City tax of $3 per person per night not included and will be paid directly at the hotel. Islands stays can be mixed and matched according to availability Strictly subject to availability at the time of booking. Air ticket once issued is non-refundable. General cancellation policy applies. When promotional fares for air or hotel are sold out at the time of reservation, next level of fares will apply. Prices may increase. Major credit cards accepted; credit card authorization required. Air ticket is non-refundable once ticketed. Air ticket change fee of $200 per person; plus other penalties and fees for hotel and land arrangement revisions. Pacific Holidays' general cancellation policy applies. Optional Travel Insurance not included. Hotel upgrades, additional hotel nights, extensions to all other islands and add-on air fares from various US cities are available.

subset: commoncrawl


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Headliners added for Duncan's BBQ
Governor Nikki Haley and Senator Lindsey Graham have been added to the headliners who will attend the annual Faith and Freedom BBQ, sponsored by Congressman Jeff Duncan. The featured speaker will be Senator Marco Rubio of Florida. Everyone is invited to attend the event Monday, August 25 at the Anderson Civic Center. The cost is $25 a person, $40 a couple. Children 12 and under may eat for free. Members of the Armed Forces, veterans, active duty personnel, reservists, guardsmen, and their families may attend at no charge—as long as they RSVP Drea Byars at firstname.lastname@example.com or by calling 803/413-5951.


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Thank You
We would like to extend our heartfelt thanks for all the prayers, cards, phone calls, visits, food brought to our homes, flowers and memorial gifts, which all helped during this difficult time. The memorial gifts will be sent to St. Croix Hospice and Our Redeemer Church.
The loving care Dick received from the Lakeside Medical Staff and the St. Croix Hospice during his journey was so comforting and appreciated. Thank you to pastor Vicki for her comforting words, Eddie Pangerl and Glenna Rierson for the music, Judy Zastera for the wonderful lunch, the ladies of the church for serving and Swansons Funeral Chapel for an outstanding job. The participation of the Legion, VFW and Minnesta National Guard at the cemetery was very appreciated.
We feel very blessed to have each and every one of you in our lives.
Tootie Gregor, Karen and Jim Teich, Linda and Mark Haug, Jan and Kirby Ekstrom, David and Chinda Gregor and families
Thank You We would like to extend
Thank You


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Lahore: Members of the Pakistan Tehreek-e-Insaf broke their fast before iftar time during a Iftar dinner in Lahore.
According to reports, the ceremony was to be addressed by the PTI leaders Shah Mehmood Qureshi and Mian Azhar but the party activists attacked the food before the time of Iftar and started eating greedily.
Situation turned to be chaotic and the management was unable to control the crowd.


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Whatever the weather, this activity will have the kids busy for a while trying to find all these weather related words. Essential Kids has created this Weather word search worksheet which is suitable for school years 5-6. There are 9 planets to unscramble and spell out.
You will need Adobe PDF Reader to view and print worksheets.
See more Essential Kids Activities and Worksheets for Kids, Year 4-6, including crossword puzzles, word searches, sudoku for kids, science challenges, history quizzes, unscramble puzzles, spelling and maths worksheets and more.


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Inspired by YOU Wednesdays LINK PARTY:)7:00 PM
{This party is open until Friday evening}
Krista from The Gather Place Designs shares this gorgeous and natural fall front porch wreath! LOVE!
Laura Beth (LB) from A Step in the Journey shared this adorable DIY fall pennant banner!
And Vanessa from Lella Boutique shared this amazing idea of dinner in a pumpkin! I want to have a dinner party now!
- Follow Eisy Morgan
- Visit AT LEAST ONE Link that looks most appealing to you and
- Try and put my button somewhere in your post or a word link to a
links page{buttons are in left side bar.}
15 Thank you for your thoughts
Hi Ashley! Thanks for hosting. I hope you are doing well.ReplyDelete
Those whoopie pies are making me drool! YUM! Thanks for hosting!ReplyDelete
These are so beautiful!ReplyDelete
Love these fall features!! Thanks for hosting Ashley! Have a great week!ReplyDelete
Thank you so much for the feature Ashley :) You are too sweet!ReplyDelete
Hi Ashley! Thank you so much for hosting!Hope you have a fabulous week. :-)ReplyDelete
So many fun things! Thanks for throwing another great party!ReplyDelete
Thanks for hosting! I'm new to your party and a new follower.ReplyDelete
Just stumbled upon your blog this morning... Love it! What a cute party. Thank you for hosting it. I also watched your Gimp video. I'm going to try and make a button very soon. Also watched your video on making a pretty bun. Trying that too! Have a great day. XoXoReplyDelete
thanks for hosting!ReplyDelete
Hey Ashley, Thanks for hosting!ReplyDelete
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Thanks for hosting Ashley!ReplyDelete
Great links, thanks!ReplyDelete
Thanks so much for stopping by! Please leave your comments and looking forward to getting to know you!!


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It Cosmetics Liquid Gel Eyeliner Reviews
AwesomeGlides on evenly and effortlessly. Color stays true and doesn't run. — 5 years, 11 months agofortwest | 3 reviews
OMG, A LIQUID EYELINER THAT STAYS!THANKS TO "IT COSMETICS", I AM HAPPY TO SAY THE POINT PRECISION BRUSH HELPS WITH A FINE LINE OR THICK, DEPENDING ON YOUR TASTE. BUT WHAT I AM MOST PLEASED IS HOW WELL IT STAYS ON, WITHOUT FLAKING OR SMUDGING. WISH THEY'D MAKE A DARK BROWN TOO! — 7 years, 12 months agoPIROZOKIM | 5 reviews
PERFECT EYELINER!You don't know how happy I was when i found out about this product, I used liquid eyeliners before and let me tell you they were a NIGHTMARE! This made everything quick and easy. Everytime I do my eyeliner I get so excited because I know I will get that perfect eyeliner. — 5 years, 11 months agowhudafxup | 15 reviews
This review is: Helpful | Not helpful | Inappropriate | 2 of 3 people said helpful
Finally a Thin LineI was so excited when this liquid liner came to my door. I love liquid liner but it's aleays to thick. So when I found out about the thin brush. I had to try it and I wasn't disappointed. I was able to stay on my lash line in a straight line. What a concept! — 8 years agoPcoach1 | 2 reviews
This review is: Helpful | Not helpful | Inappropriate | 1 of 1 people said helpful
I can finally do liquid eyelinerI have tried liquid eyeliners before but never with sucess. This eyeliner is very easy to use a I don't look too vampy. I can control the application from a thin lash line to thick. I use it every day. — 5 years, 11 months agodianekt | 6 reviews
This review is: Helpful | Not helpful | Inappropriate | 3 of 3 people said helpful
Makes eyes popEasy to apply, Stays on all day and makes my eyes pop. I have always had a problem applying eyeliner but with this it makes it easy. Cannot live without it. — 8 years agonurse06 | 7 reviews
Best Liquid Liner!I have tried so many liquid liners but only to be disappointed with flaking/fading and/or a lousy applicator. The IT Cosmetics Liquid Liner is superior to all the premium brands I've tried. I have olive toned skin with dark circles around my eyes, and this is the only liquid liner that stays black and doesn't fade into an ugly grey color. The bristles always stick together, not once have they spl...read moreayed out. I have thrown out all the other inferior liners taking up space in my cosmetics pouch! — 8 years agoPipermaru | 5 reviews
A precise liquid eyelinerThis liquid eye liner is pretty good. You can get a precise definition of the waterline with it. It's waterproof! No smudging. — 8 years agoscgal09 | 5 reviews
This review is: Helpful | Not helpful | Inappropriate | 1 of 1 people said helpful
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About The Author
I'm a writer, blogger, social media junkie, and coffee fanatic. I live in a small town and my dream is to be location independent one day so that I can buy an RV and travel while I write! Please check out my posts and comment if you find something interesting. Follow me on social media!
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Roberto Delgado gave up a lead-off single in the first inning and a lead-off walk in the second and then said no more.
The Shoemaker pitcher struck out 11, gave up just four hits and the Grey Wolves shutout Ellison 3-0 on Thursday at Shoemaker.
"That was my motivation after that happened was not to give up any base hits and minimize his walks," Delgado said through his translator, Shoemaker head coach Harry Zambrana. "That's what motivated me from the third inning on."
Shoemaker (11-9, 3-4 8-5A) scored two runs on squeeze plays in the fourth and fifth innings and Alberto Castro's two-out RBI triple in the fifth gave the Grey Wolves a three-run lead and a share of fourth place in the District 8-5A standings with Ellison midway through the district season.
"Knowing that it's a big game as it is, I just wanted to make sure I had my concentration and focus and I wanted to pitch a good game for my team," Delgado said.
Despite getting its lead-off batters on base to start the first two innings, Ellison (5-16, 3-4) had both runners thrown out while trying to steal bases. The Eagles had three runners thrown out on the basepath in the game.
"We ran the bases real poorly the first three innings, ran ourselves out of some innings. We second-guessed our running instead of just running and I think that came back to bite us," Ellison head coach Kyle Allred said.
Ellison pitcher Tyler Bark was almost as impressive as Delgado.
The senior gave up eight hits and struck out seven, including three straight in the third inning with Shoemaker players standing on second and third base.
"Tyler's our senior. It was a big game and we want to have him on the mound. He did a good job. It was 1-0 going into the fifth inning; he did his part, I think, if anything hurt us it was some of our defensive play," Allred said.
Ellison committed four errors, including one when Bark didn't make a clean throw to Ellison catcher Felix Collazo on Delgado's squeeze bunt in the bottom of the fifth that allowed John Gueits to score from third. Chris Alepuyo, courtesy running for Delgado, then scored the next at-bat on Castro's triple to the centerfield fence.
Castro scored in the bottom of the fourth on Ramiro Gonzalez' squeeze bunt to give the Grey Wolves a 1-0 lead.
"Last year, we lost a lot of games because we were unable to score guys from third base. We had to change our mindset," Zambrana said. "That's when we started working that squeeze and it worked for us. Not only did we get some guys on, but we scored some runs as well. It was a good thing for us tonight."


text: Ryan & Maniskas, LLP ( www.rmclasslaw.com/cases/jnpr) announces that a class action lawsuit has been filed in the United States District Court for the Northern District of California on behalf of the purchasers of Juniper Networks, Inc. ("Juniper" or the "Company") (NYSE: JNPR) who purchased shares between July 20, 2010 and July 26, 2011, inclusive (the "Class Period"). For more information regarding this class action suit, please contact Ryan & Maniskas, LLP (Richard A. Maniskas, Esquire) toll-free at (877) 316-3218 or by email at email@example.com or visit: www.rmclasslaw.com/cases/jnpr. Juniper designs, develops, and sells products and services that provide network infrastructure used for the deployment of services and applications over a single Internet Protocol based network worldwide. The Complaint alleges that during the Class Period, Juniper issued materially false and misleading information concerning the Company's business practices and financial results. Defendants repeatedly assured investors that Juniper was well positioned to deliver against its long-term model of 20% or higher revenue growth and 25% or higher operating margin, while failing to disclose negative trends in Juniper's business. As a result of defendants' false statements, Juniper's stock traded at artificially inflated prices during the Class Period. Then on July 26, 2011, Juniper issued a press release reporting disappointing financial results which were far below previous guidance. On this news, shares of Juniper dropped 21% to close at $24.66 per share. If you are a member of the class, you may, no later than October 15, 2011, request that the Court appoint you as lead plaintiff of the class. A lead plaintiff is a representative party that acts on behalf of other class members in directing the litigation. In order to be appointed lead plaintiff, the Court must determine that the class member's claim is typical of the claims of other class members, and that the class member will adequately represent the class. Under certain circumstances, one or more class members may together serve as "lead plaintiff." Your ability to share in any recovery is not, however, affected by the decision whether or not to serve as a lead plaintiff. You may retain Ryan & Maniskas, LLP or other counsel of your choice, to serve as your counsel in this action.


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Chai Turkey Recipe
A chai tea mix is the tasty base for this brined turkey. The result is a slightly cinnamon and clove flavor that appeals to all palates. —Amanda Boe, Lakeville, Minnesota
- 5 quarts plus 1-1/4 cups water, divided
- 1 carton (32 ounces) chai tea latte concentrate
- 1 medium orange, quartered, divided
- 1 turkey (14 to 16 pounds)
- 2 turkey-size oven roasting bags
- 1 medium apple, quartered
- 1/4 cup canola oil
- 1 teaspoon salt
- 1/2 teaspoon pepper
- 2 tablespoons all-purpose flour
- 1. For marinade, in a large bowl, combine 5 quarts water, chai tea mix and two orange wedges. Remove giblets from turkey; (discard or save for another use). Place a turkey-size oven roasting bag inside a second roasting bag; add the turkey. Place in a roasting pan. Carefully pour marinade into bag. Squeeze out as much air as possible; seal bags and turn to coat. Refrigerate for 18-24 hours, turning several times.
- 2. Drain and discard marinade. Place apple and remaining orange wedges in cavity. Rub oil over skin; season with salt and pepper. Skewer turkey openings; tie drumsticks together.
- 3. Place turkey breast side up on a rack in a roasting pan. Bake, uncovered, at 325° for 2-3/4 to 3-1/4 hours or until a thermometer reads 180°, basting occasionally with pan drippings. (Cover loosely with foil if turkey browns too quickly.) Cover and let stand for 15 minutes before carving. Discard orange and apple slices.
- 4. Add 1 cup water to the pan, scraping to loosen browned bits. Skim and discard fat; pour drippings into a small saucepan. Combine flour and remaining water until smooth; gradually stir into drippings. Bring to a boil; cook and stir for 2 minutes or until thickened. Serve with turkey. Yield: 14-16 servings.
Nutritional Facts
8 ounce-weight: 506 calories, 25g fat (7g saturated fat), 214mg cholesterol, 300mg sodium, 3g carbohydrate (2g sugars, 0 fiber), 63g protein.
Reviews for Chai Turkey
© 2017 RDA Enthusiast Brands, LLC


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Probabilistic Approaches in Investment Decision Making and their Implementation
The success of investment projects depends largely on the quality of integration of risks and uncertainty in the process of preparation of these projects, their evaluation and decisions on acceptance or rejection. This article first characterizes the shortcomings of traditional onescenario approach for evaluating projects within investment decision making. The main focus is on probabilistic tools, mainly on scenarios and Monte Carlo simulation. The article characterizes principles of the tools, their common features and differences, examples of usage in the investment decision making. Also covered are strengths and weaknesses of the tools, and application of Monte Carlo simulation in risk analysis of investment projects is illustrated on practical example. In conclusion, the article discusses barriers of implementation of scenarios and Monte Carlo simulation and proposes a set of recommendations increasing the success of integration of these tools into the investment decision making.
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Volume (Year): 2010 (2010)
Issue (Month): 1 ()
|Contact details of provider:
| Postal: nam. W. Churchilla 4, 130 67 Praha 3
Phone: (02) 24 09 51 11
Fax: (02) 24 22 06 57
Web page: http://www.vse.cz/
More information through EDIRC
|Order Information:
| Postal: Redakce Ekonomika a management, Vysoká škola ekonomická v Praze, nám. W. Churchilla 4, 130 67 Praha 3
Web: http://www.vse.cz/eam/ Email:
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- S. Illeris & G. Akehurst, 2001. "Introduction," The Service Industries Journal, Taylor & Francis Journals, vol. 21(1), pages 1-4, January.
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Need a Fertility Test in Nashville, TN? Simply order online 24/7 and get a fast, affordable Fertility Test at a lab near you (Find More Locations):
Why would I get a Fertility Test?
A Fertility Test can help people in Nashville, TN check for fertility through various blood and urine markers. A Fertility Test is part of a standard evaluation or as a precursor to in-vitro fertilization.
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The good, the bad and the ugly.......: Norwegian Sky Cruise Review by Roll with the tide
Overall Member Rating
The good, the bad and the ugly.......
Destination: Bahamas
Embarkation: Miami
When we first arrived, the staff were very hospitable and escorted us to a private room where we waited to board the ship. Then we were taken aboard to Cagney's steakhouse for a private lunch while everyone else boarded. It was lovely! We then headed to our suite, and I just about upchucked my lunch once we got off of the elevator. THE SMELL WAS HORRIBLE! The hallways were polluted with a stench (much like vomit), and we chalked it up to possible drunk spring breakers blowing chow on the carpet on the cruise previous to ours, which had just disembarked before we got on. Another cruiser made the same comment, and his room was near the elevator. At least ours was further back. The suite was awesome, with a separate bedroom and sliding door to the More balcony. Our teenager took over the living room area and slept on a pull-out love-seat. The bathroom was very big and had a shower and jacuzzi bathtub (which didn't work the first time we tried it, but was later reported to be fixed). Our concierge, Leah was very friendly and helpful. Our butler was just as nice.
Our first excursion at our first port (Freeport) was cancelled due to the water being choppy. It was the "Sea Safari Snorkel by Boat". If you book this, make sure you have a backup snorkel plan. We didn't find out it was cancelled until after breakfast when they put a notice on our door. It was then too late to book another snorkel excursion, which really bummed me out since that was what I was looking forward to on this trip. The next day we docked at Nassau. We booked the "Aquaventure" for my husband and teenager (his reason for this trip) and I went on the "Atlantis Beach Break". This was not cheap. During Spring Break, it was $159 a person for them and $79 for me. I read somewhere else that other people took a cab and only paid $40 for a day pass to Atlantis, but it did not include the "Aquaventure". Atlantis is beautiful. I had been there before, but wanted my teenager to experience it. We were tired after the full day there.
Back on board the Sky, at 3:00 am, I hear a faint alarm in the hallway. I am thinking a drunk college kid has pulled the fire alarm. I went back to sleep.Then I hear the captain, so I jump out of bed and opened our door to hear his announcement. "Ladies and gentlemen, there is no need to panic" is what I heard. REALLY! The bedroom sliding door slams shut and it wakes everyone else. The ship was listing due to the power going out. I must admit due to all of Carnival's issues, I was freaking. I prepared to abandon ship. Everyone was out on their balcony trying to figure out why we were leaning to one side. After 20 minutes, the power came back on and we were on our way. A transformer on a generator became overloaded and fried causing everything to shut down. We went on a private tour of the bridge the next day, and we got the info first hand from the Captain about what had happened. I was very relieved to know that NCL does put safety first, and followed all necessary emergency procedures to fix the problem. When we got to Great Stirrup Cay, NCL's private island, the sea was too choppy in the morning for the ferries to transfer passengers. I can attest to that. We watched them do trial runs while sitting on our huge balcony. It wasn't safe and although disappointed AGAIN, I appreciated the decision. By afternoon, they were transporting passengers back and forth, but we had to skip it because our bridge tour was upcoming in the afternoon. AGAIN.....NO SNORKELING......BUMMED!
The food at the complimentary main dining rooms was adequate. The first night is lobster night, and it was tasty. Since we booked a suite, we had breakfast and lunch at Cagney's Steakhouse (absolutely awesome)! We did pay extra to have dinner there one night just to sample that menu. We also had dinner at the Italian restaurant. It was pretty good as well. We checked out the buffet one day for lunch out of curiosity.........Oh My......No way! Dried burgers, hot dogs or goulash. We hightailed it back to Cagney's. Disembark was just as easy as Embarking. We had an escort as well. That smell came back in the hallways toward the back of the ship. We now contributed it to sewage getting pumped out of the ship. When it was bad, it was nasty. I had to spray perfume in my shirt before leaving the room, then stick my face in my shirt in the hallway to get on the elevator to go anywhere. We started to avoid the aft elevators all together.
OK, so all in all, we had issues. Like I said before, if we had not had a suite and huge balcony to escape to, we would have gone stir crazy. We heard the shows were just OK. We spent our extra time in the casino. Won a little money and put it all back. You get what you pay for, and this cruise is no exception. If you are a college kid, you will love this cruise. It took me a little longer than usual to get my "land legs" back once we got home. Less
Published 03/29/13
Cabin review:
Read Cruise Critic's Norwegian Sky Review >>
Anniversary on the Booze Cruis...
Better then expected
Subpar in many ways
Anniversary on the Booze Cruis...
Poor Planning & Execution
Fabulous Cruise to Cuba
Amazing Alaska
Anniversary on the Booze Cruis...
Poor Planning & Execution
Sponsored Links


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Kofi turns it up and hits the Boom Drop on Ambrose. Ambrose ducks Trouble in Paradise but Kofi hits a crossbody off the top for 2. Ziggler comes in with a Fame-asser on Rollins; Reigns spears Ziggler; RVD hits a kick to Reigns off the top and moonsaults onto him from the apron to the floor. Kofi springs off the ropes with a punch to Ambrose's face and Trouble in Paradise to Reigns. Rollins hits the Blackout to Kofi and Ambrose rolls him up for the win.
Winners by pin: The Shield
- Renee Young interviews Big Show in the back. He fights back tears as he recounts the past few weeks. He says he is a wreck but he has to do what is best for his family and he needs this job. Show starts to break down as HHH appears in the shot. Hunter tells him that maybe they should forget the job if it is this tough for him. HHH says he will find Show a job as a "doorman... or paperboy... or...airport.. baggage...guy." Show gets angry and puts his fist in Hunter's face as Hunter pretends to cry. Hunter tells him to think about his wife. He says Show will do absolutely nothing and he is going to like it. Show lets out a roar in Hunter's face and leaves as Hunter smirks in total pride of himself.
- The Funkadactyls make their entrance on the other side of a break. AJ Lee skips to the ring with Tamina Snuka in tow. We go to an old-school style inset promo from AJ. She says every Diva is against her so she hired Tamina.
AJ Lee vs. Cameron
AJ takes control with a mean streak. Cameron goes on a flurry and does a split on AJ's face (no comment) and gets 2. AJ comes back and tosses Cameron to the floor at Tamina's feet. AJ sends Cameron back in as she screams in her face. Naomi gets on the apron so Tamina pulls her off and takes her head off with a clothesline. Cameron rolls AJ up in the ring and gets 2. AJ hits a running knee to Cameron's face and gets the pin.
Winner by pin: AJ Lee
Tamina joins AJ in the ring as they stand over Cameron.
- Paul Heyman and Curtis Axel talk and embrace in the back. Heyman is on his way out.
- A promo runs for the HHH DVD. (It is strange to hear Bobby Heenan's voice in relation to Triple H. I had forgotten they had crossed paths in WCW. Heenan says, "He is a star of the future.")
- Back from a break as Paul Heyman walks out on the stage to boos. Without words, he simply directs our attention to the Titantron which shows Ryback laying out CM Punk at Night of Champions. Heyman says every time our bloodlust for his hide drives CM Punk to go against him, Punk will fail. He calls us myopic. Heyman says when his scooter failed, it was us that motivated Punk to attack him. He sends to the footage from Monday of Punk getting laid out again by Ryback.
Heyman thanks Curtis Axel for making that plan come together. He also thanks that "big, bad, beautiful man Ryback." He thanks the fans for worshipping Punk and motivating him. Heyman sells the match between Ryback and Punk at Battleground. He says Punk will "end up flat on his back, looking up at Ryback and Paul Heyman: The Best in the World."
- Back from a break. Santino makes his entrance with The Great Khali and Hornswoggle. 3MB is already in the ring.
Santino Marella vs. Heath Slater
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text:
X-Men vs. Street Fighter
Juggernaut by JCulbert
Version: 1.1 | Updated: | Search Guide | Bookmark Guide
JUGGERNAUT Guide version 1.1
By John "CUL" Culbert (firstname.lastname@example.com)
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... :(
Why play Juggernaut? 'Cause he's hilarious! His damage potential is extremely
high and his ability to absorb attacks makes him a nightmare for FBers and
the overly-offensive. And of course, his moves are humiliating and insulting!
If you can master his speed and timing, he's a very worthwhile character.
-just fixed the description/name of Juggernaut's Strong Throw
JOYSTICK | .-----------Strong
| | .---------Fierce
\|/ | | |
B--o--F | | |
| | |
| | |
| | |
| | ----------Roundhouse
| ------------Forward
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
SBB = Super Berserker Barrage (Wolverine's move)
BB = 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
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)
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 Juggernaut to perform a Super Combo. It can
continue to be filled to at least L3 (not sure if it goes higher).
This is a devastating move that can only be performed when at least one level
of Juggernaut's Super Meter is full. Once activated, the screen will grow
dark for a moment as Juggernaut gathers his/her energy; they will then
perform the move. Note that all animation, except Juggernaut'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.
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.
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.
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 Juggernaut 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.
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
Juggernaut's VC. The Variable Counter uses 1 level of the Super Meter.
Super Jumps cause Juggernaut to jump very high into the air; to perform a
Super Jump, quickly tap D before jumping, or hit all three kicks.
To perform a Throw, hold towards or away from the opponent and hit Fierce or
Strong up close. To perform Juggernaut's Air Throw, hold F or B and hit
Fierce or Strong up close IN MID-AIR.
Tech hits allow Juggernaut to recover from 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.
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
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.
To taunt or tease your opponent, press Start. Note that taunts cannot be
stopped, and Juggernaut will be totally vulnerable, so choose where to do it
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.
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 Juggernaut is dizzy, shake the
Joystick repeatedly and hit the buttons rapidly to regain control faster.
THE XMENVsSF COMBO SYSTEM:
NOTE: in some cases, Juggernaut's specific combo system is explained in
further detail in the combo section later on.
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.
NOTE: JUGGERNAUT HAS NO GROUND OR REGULAR JUMPING (see below) MAGIC SERIES!!!
The rules for the Ground Magic Series are that they can input crouching or
standing attacks following the series (for example, Charlie can cancel a
S.Jab into a S.Roundhouse, or C.Roundhouse). Note that you cannot go
backwards in a Magic Series (eg. Jab -> Short -> Forward -> Short). Also note
that they can cancel into any of their various directional moves
(eg. Wolverine's D/F+Fierce).
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--again, Juggernaut HAS NO
As well, MS combos can be done during a SUPER jump, and in Juggernaut's case,
follow the "Zig-Zag" Magic Series:
Jab -> Short -> Strong -> Forward -> Fierce or Roundhouse
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. Remember, this is the
only MS Juggernaut possesses.
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.
Juggernaut's C.Fierce) then follow them up and perform an air combo before
either of you land. NOTE: there are other ways to connect with a SJ. Air
Combo, but they really aren't that important to Juggernaut.
BOTH fighters must be in the air for an Air Combo to register (for example,
launching the opponent with Juggernaut's C.Fierce then juggling quickly with
a Juggernaut Splash will not count as an Air Combo, even if the Splash
connected against an airborn enemy).
Launchers are by far the most effective way for Juggernaut 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 Juggernaut's 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
Super Jumping Air Combos:
The only MS that Juggernaut can perform is during a Super Jump.
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 character the combo finishers are simply
done by chaining in a Fierce or Roundhouse at the end of that series. Note
that you can only perform this Finisher if you do not start the air combo
with the Fierce or 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.
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 (eg. Juggernaut Splash), which is what
allows Air Magic Series combos to cancel into Special Moves.
Dashing Combos:
Dashing combos don't apply to Juggernaut that much because he can only do one
regular hit on the ground. The thing to note is that dashing allows your
opponent to get more hits on you. So, it is sometimes important to try and
keep your enemy from dashing in.
One place where this is important to Juggernaut is after a jump-in. After
connecting with your jump-in attack, you may find yourself missing attacks
when you land. To remedy this, tap F, F for a dash, timing it so that the
last forward comes out as Juggernaut plants his feet on the ground. Then,
return the stick to neutral and perform the hit.
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
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
Juggernaut and cancel into a Earthquake Punch; the sweep will knock them
down, and the Earthquake will hit the opponent just as they land.
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
-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).
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
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:
Chun Li
Chun Li
Chun Li
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 say, Charlie, if you do a J.Fierce, S.Roundhouse XX Sonic Blade,
the damage is REALLY good. But, if you do:
J.Short -> J.Strong -> J.Roundhouse, D.S.Jab -> S.Short -> S.Forward ->
S.Roundhouse XX Sonic Blade (in the corner on large opponents)
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.
Starting Pose: bends a metal beam in half in throws it away
1st Color: red outfit
2nd Color: black outfit
Taunt: clasps his hands together and exclaims "I'm the Juggernaut!"
Variable Attack Entrance: raises his arms and roars
Variable Attack Exit: clasps his hands together
Variable Super Move: Juggernaut Head Crush
Winning Pose 1- picks the opponent up and laughs in their face
Winning Pose 2- walks over and stomps on the fallen enemy
Winning Pose 3- clasps his hands together and exclaims "I'm unstoppable!"
Moves List:
-Juggernaut Punch: HCT+any punch
-Cytorrak Power-up: F, D, D/F+all three punches
-Earthquake Punch: F, D/F, D+any punch
-Juggernaut Splash: HCT+any kick (A)
-Nail Slam: HCB+any kick (close)
-Double-Fisted Thrust: F+Fierce
-Headbutts `n' Uppercut: F or B+Fierce (close)
-Slam: F or B+Strong (close)
-Air Drop: F or B+Strong or Fierce (close) (AIR)
-SC; Juggernaut Head Crush: QCT+all three punches
-Launchers: C.Fierce, Double-Fisted Thrust
-Knockdowns: C.Forward
Jab- This used to be one of his most important moves, because you could
absorb attacks with it and counter quickly (it also comes out quickly),
then chain into a combo. Since Juggernaut can no longer use a MS on the
ground, you can't really do anything after this except a VERY QUICK
Juggernaut Headcrush or perhaps an Earthquake Punch. Still, it is a
valuable asset because of its range and GREAT speed. Use it to stop
offensive opponents in their tracks or to peck away at them.
The C.Jab is basically the same, only crouching. The J.Jab is no big
Strong- S.Strong gives a single overhead hammer, and C.Strong does a
double-fisted hammer, which looks like his Earthquake Punch without
the tremor. Both punches absorb attack nicely, and if they connect,
cancel with an Earthquake Punch, or of course a Headcrush. They take
great priority over sweeps and slides if you anticipate them as well,
though a Juggernaut Punch is the better choice here. J.Strong is no
big deal.
Fierce- S.Fierce is one of Juggernaut's most important attacks; it is the
only true "AIR LAUNCHER" left in the game (back in MSH, there were
different types of launchers, and an air launcher would launch the
enemy ONLY if they were already air born, i.e. jumping in), so it is
a great air counter if you can get it to connect, as you can follow
with an air combo. Use it only if the enemy is jumping in high. That
isn't its main asset, however--it is Juggernaut's most easily comboed
attack, and fortunately, the most powerful as well. Whenever you
connect with a S.Fierce on the ground, cancel QUICKLY with a
Juggernaut Punch or DEFINETELY the Headcrush for BIG damage.
The C.Fierce is also an important tool; it is Juggernaut's only
regular launcher, and thankfully launches them straight up for an
easy air combo. Also a decent air counter.
J.Fierce is Jug's best jumping attack, both for air-to-air and as a
Short- S.Short's great for taking out pesky low attacks, and has surprising
ranging. C.Short is a great pecking attack and will hit opponents OTG.
J.Short, since he can no longer perform a regular J.MS, is relatively
Forward- S.Forward is a stomp which has ZERO range, but does good damage and
looks hilarious if it connects. Just for the fun of it, follow a
Throw with this OTG if you don't have a Headcrush charged. The
C.Forward is also important, 'cause it's his only knockdown attack.
Great unstoppability, so try and connect with this a lot up close,
so you can follow with a Headcrush or Earthquake Punch OTG. The
J.Forward is an upward kick, so don't use it unless the enemy is
near you and you're both airborne, better if they're above you.
Roundhouse- S.Roundhouse is a great air counter, especially to deep jumping
opponents. Its recovery is bad, however, so refrain from using it
too often on grounded opponents. C.Roundhouse is also an upward
kick, but a lower angle than S.Roundhouse, so don't use it too
often. Likewise, the J.Roundhouse is also an upward kick, but has
big priority in the air, so use it in this fashion.
-Juggernaut Punch-
(Juggernaut exclaims "Juggernaut Punch!" and rushes the opponent, driving
them into the ground with a brutal downward punch; they then bounce off the
ground and across the screen)
Does HEFTY damage (though less than in MSH) and executes the FS (you can OTG
after it, but since he has no ground MS _and_ you can't perform Special Moves
after the FS, you can only do a C.Short or C.Forward afterwards in the
corner). The recovery is HORRID, giving the opponent around a full SECOND to
counter. The idea is to make ABSOLUTELY sure that this connects, and when it
does it is definetely worth the caution! In addition, Juggernaut will absorb
all hits during the rush, so if the opponent begins to throw ANY projectile
or long range attack (see tactics section), quickly perform a Fierce
Juggernaut Punch to barrel through it and smack 'em down. Remember to make
sure you're ahead in health of course because the attacks will still do
damage to you. Also not a bad combo finisher. Jab goes a few steps, Strong
half the screen and Fierce travels full screen.
BTW, I listed the motion for this move as a HCT, although it is supposed to
be a QCT. I always use HCT anyway just to be safe, because if you screw up
the motion Juggernaut'll perform a punch, and this is bad news if this punch
comes out and doesn't hit anything.
-Cytorrak Power-up-
(Juggernaut raises his fists to the air and exclaims "Power-Up!"; he then
begins to glow red)
Once activated Juggernaut's attacks will do MUCH more damage. This also lasts
a lot longer than in MSH. Try to do this WHENEVER you have the chance, and
you should basically be treating it like a Taunt, as it takes him around a
full second to power up. And don't think you should do it on rare occasions;
I mean USE IT; when the enemy misses a DP move that leaves them way up in the
air (i.e. Ken's Shinryuken, Chun Li's Tensho-Kyaku), QUICKLY whip this off
and be ready to attack when they land. A C.Fierce+air combo does monster
damage with this, as does a F+Fierce XX Roundhouse Juggernaut Splash.
-Earthquake Punch-
(Juggernaut exclaims "Earthquake!" and slams his fists into the ground like
his C.Strong, producing ripples of shockwaves across the ground)
One of his primary moves. This absorbs hits quite well, and hits the enemy
OTG for good damage. However, if you're fast you can Headcrush or Juggernaut
Punch in these cases. The Earthquake's greatest asset is that when blocked it
pushes the enemy quite a distance away--the key to winning with Juggernaut is
to cancel EVERY standing attack with an Earthquake IF it is blocked. This
will push them away significantly and make up for the bad recovery on his
moves. The Earthquake Punch also does GREAT block damage. Note that if jumped
Juggernaut can be hit, so try not to do it too often if the enemy has the
opportunity to jump.
-Juggernaut Splash-
(Juggernaut flies into the air with a growl and lands in a full body splash
on top of the opponent)
MAJOR damage when it connects, and is great for avoiding some ground-based
projectiles if you are FAST. If the opponent sees it coming they can quickly
perform a DP move, or even worse they can block and then have a full SECOND
or so to counter as Juggernaut gets up off his ass! Again, be VERY careful
using this and in the air it's great for going over missed attacks,
especially projectiles. For example, because of the Roundhouse version's
range, you can Super Jump over Ryu's Shinkuu Hadouken and come crashing down
on him with it! This is alsog good in the odd combo, and with a LOT of
timing, the Short version will take priority over low attacks VERY easily up
close (eg. Dhalsim's Slide).
-Nail Slam-
(Juggernaut grabs the opponent by the back of their neck, cackles sickeningly
in their face, then drives them feet first into the ground; he then proceeds
to bash them into the ground like a Tent Peg with his head! He then
uppercuts them away)
His New move, the Nail Slam, is a Special Throw that brings tears to my eyes
every time I see it! Hefty damage, but it has NO range. You may think you're
going to catch them, but Juggernaut's hand passes right through the enemy,
leaving you open to a counter. This will absorb attacks, but because of its
range, it will work rarely here as well (try to absorb ticks and you may get
somewhere...) One thing to note is that you can absorb a jumping attack and
always grab them if they jumped close enough; see tactics for more info.
BTW, you can always follow this Throw with a Headcrush OTG or Juggernaut
Punch OTG.
-Double Fist Thrust-
(With a growl Juggernaut thrusts both of his fists straight in front of him)
Although it is considered a launcher, it launches the enemy at a VERY shallow
angle, so that the only thing that connects is a Roundhouse Juggernaut
Splash. It does monster damage and has amazing range, about half the screen!
Best used in combos or to counter an attack from a distance, this is IMO
quite good at absorbing hits with close projectiles and even dashing combos!
This has the worst recovery of all his attacks, so be VERY careful that it
hits. It can also be ducked by most, BTW.
-Headbutts `n' Uppercut-
(Juggernaut grabs his opponent, headbutts them twice then uppercuts them
In the corner this can be EASILY followed with an OTG combo, or if you're
even fairly close to the corner, you can Headcrush with ease. By itself it
looks hilarious and does good damage. Get it in whenever up close and you
can't connect with a combo, or against an opponent who doesn't tech hit or
Safety Roll often.
(Juggernaut grabs the enemy and slams them into the ground, bouncing them WAY
up into the air)
Sometimes easier to follow up than the Fierce Throw, this gives you plenty of
time to set up a juggle.
-Air Drop-
(Juggernaut grabs the opponent and whips them to the ground)
Decent damage, do it if you want. It MAY be possible to OTG them, I'm not yet
-Infinity Combo; Juggernaut Headcrush-
(Juggernaut exclaims "Headcrush!" and rushes the opponent with his head
stuck out; once he's done the headbutt the enemy flies over behind his head)
This move is probably the main reason to play Juggernaut; sadly, it does less
damage than it did in MSH, but it still retains its awesome properties. It is
unstoppable to the fullest, taking out EVERYTHING except other SCs (some
exceptions :). It also can be put quite easily into combos and, despite what
some others think, can be followed with an OTG combo; the way to do this is
to initiate either a Fierce Juggernaut Punch or another Headcrush as the
enemy flies away in the other direction; see combos for more info. And
remember, because of its awesome speed, it is an ideal reactionary move.
(BTW, when you OTG, all 8 hits of the Headcrush rarely connect).
Super Jumping: Juggernaut's air combo is actually quite smooth for such a big
guy. Avoid putting the SJ.Forward in however, as it usually
Air Combo Finish: Both Juggernaut's SJ.Fierce and SJ.Roundhouse are
finishers. Because of the angle of the SJ.Fierce, you
cannot chain into a SJ.Roundhouse and catch them during the
Throw Combos: Juggernaut has the ability to perform devastating follow-up
combos after Throws, and you should do so at every opportunity,
unless you're sure they'll tech hit.
1. J.Fierce, C.Forward XX Fierce Earthquake Punch (OTG)
Comments: easy combo to perform, and if blocked will push the enemy back
2. J.Fierce, C.Forward XX Jab Juggernaut Punch (OTG)
Comments: cancel the C.Forward fast, and for some you may have to substitute
the last hit with a Strong JP. 3 hits.
3. J.Fierce, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
Comments: easy and basic air combo, quite worth it if you're powered up. 6
4. (corner), D.C.Fierce -> SJ.Jab -> SJ.Short XX Short Juggernaut Splash
Comments: good damage but the Splash will only connect in the corner fast
enough. 4 hits.
5. Double Fisted Thrust XX Roundhouse Juggernaut Splash
Comments: ALWAYS cancel a F+Fierce with a Roundhouse Juggernaut Splash for a
quick and painful 2 hit combo.
6. J.Strong, S.Strong XX Fierce Earthquake Punch
Comments: also pushes the enemy quite far away if blocked.
7. (corner) J.Fierce, C.Forward XX Jab Earthquake Punch, D.C.Fierce XX
Roundhouse Juggernaut Splash
Comments: The Earthquake will actually keep the enemy frozen in the corner,
and you can also do an air combo instead of the Splash.
8. J.Fierce, S.Fierce XX Headcrush, Headcrush (OTG)
Comments: THE MOST IMPORTANT COMBO IN JUGGERNAUT'S ARSENAL. This will destroy
at least 50% of the enemy's meter, and is REALLY easy to do. The
thing to note is that the camera follows the enemy who has bounced
off the corner from the Headcrush back to the other side of the
screen--at this time, perform another Headcrush and you will hit
them as they land for all hits! 10 hits.
9. J.Fierce, C.Forward XX Headcrush (OTG)
Comments: you can only perform one Headcrush in this combo because it already
hits the enemy OTG after the C.Forward (you cannot OTG more than
once in a combo, remember.) Still, great damage and it is
definetely the best follow-up to a C.Forward. 6 hits.
10. (corner) J.Fierce, S.Fierce XX Jab Juggernaut Punch (FS), C.Short (OTG)
XX Headcrush
Comments: in the corner you can always follow up a Jab JP with a C.Short;
cancel with the Headcrush for major damage. 8-9 hits.
11. (start with partner, in this case Wolverine!)
J.Jab -> J.Short -> J.Strong -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX
Variable SC, Headcrush (OTG)
Comments: WHEE! In some cases Juggernaut will finish his part of a Variable
SC at the right time so that he can follow it up as he would his
usual Headcrush SC! This combo shows how (and also allows me to
show a cool Wolverine combo!), and you need a L3 to do this.
Experiment to find more Variable SC combos!
12. (corner) J.Fierce, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce (FS), C.Strong (OTG)
Comments: hit the enemy OTG VERY quickly as you land from the SJ.Fierce.
Alternately, you can perform a S.Forward to OTG, which looks a lot
more humiliating. :)
13. (corner) D.S.Fierce XX Jab Earthquake Punch, Headcrush, Headcrush
Comments: a DEVASTATING combo, you must do the first SC VERY quickly.
(I've put these in a separate section just to tidy things up)
1. Fierce Throw, Headcrush
Comments: pretty straight forward; hit 'em as they get to the ground after
the Throw. Timing takes some practice (wait a little longer to do
the SC if you're fighting a light character) but the damage is
worth it.
2. Nail Slam, Headcrush
Comments: the Nail Slam also finishes with an uppercut like the Fierce Throw,
so juggle in the same fasion. Great if the enemy jumps near the
corner, hoping for a jump-in MS (see tactics!)
3. (corner) Nail Slam or Fierce Throw, Roundhouse Juggernaut Splash
Comments: the Splash will only connect in the corner, and is a good alternate
if you don't have a Headcrush charged.
4. Strong Throw, Roundhouse Juggernaut Splash
Comments: if you Throw them into the corner this is easy, otherwise you
should dash closer and do the Splash just as they near the ground.
5. Strong Throw, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce
Comments: again, dash under them and nail 'em with the launcher. Easier in
the corner.
6. (corner) Strong Throw, Power Up, C.Fierce -> SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Fierce (FS)
Comments: you have time to Power Up before they land because you don't have
to dash to get in the C.Fierce in the corner. GREAT damage.
In order to be at all effective with Juggernaut you MUST take advantage of
his "Unstoppability". What this means is that Juggernaut has the ability to
absorb attacks and continue his own. For example, Juggernaut has no FB and
has a short jump, so dealing with projectiles can be a problem right? WRONG.
Just perform a Juggernaut Punch through them! Note that Juggernaut will not
PASS through the projectile; it will in fact hit him, but it will not phase
him and he will continue to barrel through and plow the enemy into the
Juggernaut CANNOT absorb the following attacks:
1. Swift, powerful knock-downs.
-any sweep that knocks down, like Ryu's
-a Dragon Punch
2. chained combos
-if you absorb Cyclops' S.Jab, but he chains into a S.Roundhouse
-Cammy jumps in with a J.Short and chains into a J.Roundhouse
3. Super Combos.
-attempt to absorb Akuma's Super FB
-Ken's Shoryureppa
4. Fierce or Roundhouse Jumping Attacks
-you attempt to stop a J.Roundhouse with the Nail Slam; this will NOT work.
NOTE: for #2, IF the attack you are performing when they hit you (with their
first attack) comes out before their next hit, it will be successful.
In the Cammy example, if you start a Nail Slam and she hits you just as
Juggy brings his arm up, the Roundhouse usually doesn't come out fast
enough to cancel out the Nail Slam, and he'll pound her into the
The following is a list of ways to use Juggernaut Unstoppability with each
S.Jab, C.Forward- Both great unstoppable attacks with good speed, ideal for
working up close. Because of its great speed, the S.Jab is
perfect against pesky little guys like Wolverine who like
to dash in with Jabs and such--this will usually come out
fast enough to negate his attack, and you can quickly
cancel into an Earthquake Punch to push them back. The
C.Forward is also good in this respect, although if they
are even remotely fast and chain into another attack from
the one you're absorbing, this sweep will not come out fast
enough to connect with. This is great against an opponent
who uses a lot of unchainable attacks up close, or lots of
FBs from this range.
C.Fierce, F+Fierce- use BOTH with caution. The C.Fierce does big damage, and
if you are DASHING when it absorbs an attack, you will
usually launch the enemy for an air combo. If the enemy
is quick with their MS you will frequently get
interrupted with this attack, and weary opponents will
simply sweep you. Same with the F+Fierce, except the good
thing about this is that a Roundhouse Splash will ALWAYS
connect after this if you cancel fast enough. It can be
seen coming though, so try to absorb attacks with it
from mid-range, especially FBs and dashing regular
S.Roundhouse, S.Fierce- again, both are slow and if anticipated can be swept
or comboed. Use these as air counters to those who
like jumping in with attacks other than Fierce or
Roundhouse, but time them extra early so they will
have difficulty chaining into a MS. Some characters
that like to jump with attacks besides Fierce and
Roundhouse are Wolverine, Cammy (lotsa Jabs `n'
Shorts for jump-in combos), Ryu/Ken/Akuma (like to
have fun with that J.Forward!)
Juggernaut Punch- overused in other places, the JP's greatest asset is its
tremendous speed once he starts moving, and its absorbing
ability. From anywhere on the screen except from FULL
screen, if you see the enemy start a FB, IMMEDIATELY whip
off a Juggernaut Punch (Fierce from CLOSE to full screen,
Strong from mid-screen, etc...). Just beware not to do this
as often against those with a FB SC (eg. Ryu/Akuma,
Cyclops). The JP is also fairly useful with absorbing
regular attacks, but I find its recovery is far too long to
do this often--in this case, stick with F+Fierce from
mid-range and Jabs and C.Forwards up close.
Earthquake Punch- absorbs attacks QUITE well, but the only reason I see to
use it here is against dashing attacks, as it will push
them away considerably.
Nail Slam- again, overused (at least around here). Do this move VERY rarely,
and it seems to miss on the ground all too often. However, a key
place to use it is to absorb the enemy's jumping attack (if it
isn't a Fierce or Roundhouse, of course). This is especially
effective on Cammys and Wolverines who like to do lotsa little
jump-in combos. Another AWESOME thing to note is that you can
grab opponents out of their Variable Attack! ALWAYS be sure to try
and follow the Nail Slam with a combo or especially Headcrush SC.
Headcrush- a VERY important unstoppable attack, this move is LITTERALLY
unstoppable. With the exception of SCs, this CANNOT be stopped by
ANYTHING, including chains, sweeps and J.Roundhouse and Fierce.
This is because of its tremendous speed; ANYTIME you see the enemy
do ANYTHING (really, anything), whip this off to take it out;
unless it's an SC or the enemy is above you, I GUARENTEE this will
take it out! One thing to note however is not to do it against
full screen projectiles, as the Headcrush's range prevents it from
hitting that far; you'll absorb the projectile, but the Headcrush
will not reach them.
Juggernaut in the air:
You should not jump with Juggernaut unless the opportunity presents itself
for a jump-in combo IMO, as Juggernaut's air arsenal is limited. His J.Jab
has decent range and is good if they pester you in the air, but you shouldn't
really be up there anyways.
The only good move he has in the air is J.Fierce for priority up close, but
most opponents can snag him with a jumping kick before he reaches them. The
Juggernaut Splash doesn't help you much either, because if you miss you're
toast. Juggernaut's game is generally defensive, so stay grounded.
Variable Countering:
When performing a Variable Counter with Juggernaut as your partner (idle), he
will jump onto the screen and counter a blocked attack with ???
Juggernaut In a Team:
Juggernaut is a great team partner simply because of how he can balance out a
fight quickly. Playing as any character and running a little low on health?
Try your best to find a place to switch to Juggy, and if he has a full meter,
he'll be ready to absorb a few attacks and even the score!
As well, if you finish a Variable SC with Juggernaut, not only will you
USUALLY get all 8 hits in, but you can also tack on an OTG move to nail 'em
for MORE damage in some cases (SEE COMBOS!).
For his Variable Attack, the easiest way to change characters, Juggy will
come diving in with a Splash. Note that wether this 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 Magneto and fighting Ryu, and he misses a DP, 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 Magnus 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 Juggernaut:
1. Charlie (great defensive team, good Variable SC with Juggy starting)
2. Zangief (slow but powerful)
3. Cyclops
4. Sabretooth (RAW POWER!)
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:
You can also e-mail me at:
"I said it before and I'll say it again--democracy simply doesn't work!"
-Kent Brockman, the Simpsons
FAQ Display Options: Printable Version


text:
The Chinese government has warned Australia risks jeopardising its role in China's economic transformation unless it stops discriminating against Chinese companies, including telecommunications equipment manufacturer Huawei.
China's ambassador to Australia, Chen Yuming, said Chinese investment would continue to focus on Australia's substantial mineral resources. But as the Chinese economy became less reliant on producing exports, there would be a greater emphasis on investments in agriculture and consumer goods.
Mr Chen said China did not want to see a repeat of what he said was the "discriminatory'' decision to ban Huawei from building part of the national broadband network on security grounds.
Mr Chen said Australians had nothing to fear from China's economic rise or its handling of territorial disputes in the South China Sea and East China Sea. Despite the historical nature and complexity of the border disputes, Beijing was "committed to a peaceful resolution to these differences'', he said.
"China's development will be peaceful and it will in no way pose any challenge or threat to Australia or the Australian people."
Australia's military alliance with the United States, which has become closer under the Gillard government, is widely perceived to be a hedge against Chinese military expansion in the Asia Pacific.
Mr Chen's comments were made in a wide-ranging interview to mark 40 years of diplomatic relations between Australia and China on December 21.
Mr Chen said Huawei was a "world-renowned telecommunications company'' which is very competitive in many areas.
"We believe what Huawei has received in Australia does not equal fair treatment and the accusations against Huawei are unfounded,'' he said.
"I would say like all investors from other countries Chinese companies investing in Australia all want a secure, open transparent and non-discriminatory environment for their business investment.
"We call on the Australian side at the official level and of course the Australian public to adopt a more objective view on Chinese companies and Chinese investment coming to Australia and to more warmly welcome Chinese companies doing business in Australia''.
Although Australia is China's largest trading partner – with ties worth more than $100 billion dominated by Australian exports of iron ore, coal and gas – foreign direct investment ties lag other trading partners.
China's stock of directly held investments was worth $13.4 billion in 2011, ranking it 9th, according to Austrade.
Beijing is still annoyed over the decision by the Gillard government to ban Huawei, which is a private company, from bidding for the $36 billion national broadband network on the recommendation of the Australian Security Intelligence Organisation.
Mr Chen said Chinese companies, whether private or state-owned, operated independently commercially and adhered to market rules.
He hit out at critics who suggested there was too much Chinese investment in Australia, saying as envoy he personally encouraged them to come. "I believe the current stock of Chinese investment in Australia is not too much. We need more Chinese investment and co-operation . . . and many Chinese companies have the positive desire to further pursue growth and development in Australia," he said.
"But they want to invest in a country with a good environment for overseas investment and good conditions for overseas investors,'' he said.
Mr Chen said the new leadership in Beijing, led by new Communist Party head Xi Jinping, was committed to a broad-ranging and comprehensive free-trade deal with Australia and he believed there was "political will on both sides to achieve it''.
Mr Chen said when previous generations of Chinese and Australian leaders signed the agreement in 1972 they could not have imagined how dramatically the relationship would prosper to the benefit of both countries.
"In 1973 when the first official Chinese trade delegation visited Australia the two-way trade volume was only $100 million. Today it is $120 billion,'' he said.
"But such figures are not enough to reflect the full potential of this relationship and I believe there are still great prospects for further growth.''
Mr Chen said he was proud of the achievements.
China is not only Australia's largest two-way trading partner but Beijing was the biggest source of inbound tourists, despatching 600,000 a year, as well as 160,000 Chinese students in Australia.
"In the next five years or longer, China will continue to grow domestically and it is expected that China will shift from a global manufacturing centre to the world's most important consumption market. Such a major shift in China's development provides enormous opportunities for further growth between China and Australia," he said.
"The prospect for the next 40 years of our relations will be better than what we have experienced in the past four decades.''
Mr Chen's comments came as former prime minister Kevin Rudd used a speech in Washington to call for a US-China strategic roadmap to be agreed between the two countries in an effort to reduce the risk of conflict between the Pacific powers.
Chinese coal giant approaches Whitehaven
The Australian Financial Review


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By MIKE WRIGHT
Special to the Citizen
INVERNESS – Citrus County commissioners couldn't reject fast enough a request to join Crystal River officials in suing to stop a Levy County mine.
Without a vote, commissioners unanimously stated they had no reason or standing to oppose the Tarmac America LLC's King Road Mine north of Inglis.
Commissioner Joe Meek, in particular, said the county had no business getting involved in a Levy County issue.
Austrian-born Canadian businessman Frank Stronach's name is not on the 18,000 acres of land that changed hands two weeks ago, but it may as well be.
When combined with other purchases, Stronach could be on his way to becoming a force in Levy County's future.
He has talked about plans to raise organic beef on "huge areas" in Florida.
"I'm planning to buy 20,000 hectares of woods in (the U.S. state of) Florida. The climate is excellent there," he told the Austria Times in March 2010.
Consolidation of
By MIKE CAPSHAW
The Levy County Fire Advisory Board met its goal of chopping more than $80,000 from its budget during a workshop Tuesday night in Bronson. Consolidating departments, trimming the county's allotment for three others and cutting training and equipment expenses dropped the proposed 2011-12 budget from $1.19 million to $1.11 million.
A heated debate came to the surface at Monday night's Chiefland City Commission meeting over the issue of Chiefland Fire Rescue's proposed budget for the upcoming year.
City staff and officials have been conducting budget workshops since early June, yet they say CFR Chief James Harris has been slow to submit a complete budget.
The following is a list of roadwork underway by the FDOT that may impact traffic.
Hawthorne Road (State Road 20) Crews will be repainting the roadway lines from Waldo Road (State Road 24) to the Putnam County line which is a moving operation.
The slow month-by-month decrease in Levy County's jobless rate has reversed course with unemployment rising to 11.1 percent in June, up 0.8 percent from May's unemployment rate.
While a reversal in five months of declining unemployment, the rate is down from 12.3 percent for the same period a year ago.
Levy County's labor force decreased by 146 to 17,409, the number of those employed dropped by 286 to 15,468, and those without jobs also dropped by 140 to 1,941.
By MIKE WRIGHT
Special to the Citizen
Their causes are different, but both hope for the same outcome.
City officials say that is why they decided to join a north Citrus County activists' group in asking a judge to overturn the Levy County Commission vote allowing a limerock mine north of Inglis.
The city council voted to piggyback on the lawsuit filed by Withlacoochee Area Residents, or WAR, to stop the Tarmac King Road Mine between Inglis and Lebanon Station.
The chipping away at the Levy County general fund in the 2011-12 tentative budget continued Tuesday and some pointed remarks were directed at one constitutional officer who has refused to go along with the recommended cut of 7 percent.
Sheila Rees presented the Board of County Commissioners with the tentative budget of $55,340,678 for the fiscal year that starts Oct. 1. Included is $22,242,263 in general revenue fund spending, which has property taxes as its largest source of funding.
The Town of Yankeetown's petition to overturn a conditional permit for a 2, 757 acre limerock mine on 4,750 acres near Inglis is alive after Tarmac's motion to dismiss was denied by Circuit Judge Robert E. Rountree Jr.
In a short morning hearing the judge also granted a request to move a hearing on whether Yankeetown has standing to file the petition for certiorari from Wednesday until Aug. 8. While only an hour was requested for the second hearing, Rountree said, "Knowing how many lawyers we have here I'll set aside two hours."
Copyright © 2017
The Chiefland Citizen is your source for local news, sports, events, and information in Levy County and Chiefland Florida, and the surrounding area.


text:
Yuliya (ID: 44252)
Date of birth:July 03, 1977
Height:5' 6" (168 cm)
Weight:143 lb (65 kg)
Hair color:brunette
Eyes color:brown
Religion:Russian Orthodox
Marital status:divorced
Education:higher degree
English language:Middle Level
Others foreign languages:No
Seeks partner:40 - 50 years old
Total photos:4
Bikini photos:0
Hobbies and interests:
I like to spend time in the nature, traveling, hiking, camping, going in for sport and keeping myself fit. I enjoy bowling, volleyball. On vacation I prefer to rest near the sea, my friends live in Crimea and they always invite me to visit them. At home I like to cook food and I think I am good in this.
About me:
I am joyful and cheerful person, I love animals and nature. My friends say that I am the soul of company, at the same time I am very honest, reliable and family oriented. I am dreaming to create a strong and happy family with my loving man and to have children.
Looking For Men Type:
First of all I am looking for serious relations but not simply for pen pal. I am dreaming to meet a loving, romantic and sincere man who loves children and animals. He should be reliable and be able to support his family and children.
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This will be an easier ride (on the road, not a trail), geared towards a recovery ride and a ride for beginners. If there are enough people, we can break into two groups of slow and slower or slow and fast. This is a no drop ride for beginners and slower riders.
We'll meet in the office parking lot next to Suzi's on Shoal Creek just south of Anderson Lane. We have a couple of options in terms of distance and can increase distance by a few different loops. Distance options are 9 miles and up. All levels are welcome.
Meet at 5:45, wheels down at 6pm.
Helmet and shoes (no flip flops) required, as is water. We want you to be safe :)
Any type of bike is welcome. No experience necessary. Looking forward to seeing you!
Meetup members, Log in
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Edit: After half day, my wife's Mac started having the same problem. I have then applied the solution that I found in the Apple
Apple iOS 8 Could Have Upgraded Maps Features
Apple is said to be upgrading all its iOS 8 Maps features that could be a move to try and beat the Google Maps application.
Several updates are apparently planned for Apple's Maps application including an overhaul in both quality, detail and accuracy with the maps themselves being used for public transit directions.
Apple released its version of iOS 7 maps last year however the company came under fire for releasing the application to early and unfinished which resulted in ridicule from the general public.
Apple was forced to issue a rare public apology after the application contained erroneous data, missing details, and substandard imagery and it even went as far as asking users to use competitors programs as an alternative.
The first preview of iOS 8 is expected to be revealed at WWDC 2014 which will be held in San Francisco in June along with other possible product and software updates with Apple Fan Site covering all of the reveals live on the Un-Announced date.
Follow MacReviews for the latest Apple News and product reviews including live events such as the reveal of the iPhone 6 and WWDC 2014.
- Tags:
- Apple,
- apple news,
- ios8,
- new maps app,
Related Articles
iOS 8


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As Theranos cuts another 155 jobs, CEO Elizabeth Holmes may be eating her words from a 2015 Stanford Business School interview.
Amanda Pedersen
Elizabeth Holmes, CEO of Theranos
Theranos CEO Elizabeth Holmes once boasted that she was "not big on backup plans." That's unfortunate, given that her once-thriving blood-testing startup just slashed its workforce for the second time in three months.
|Don't miss the MD&M West conference & expo, February 7-9, 2017, in Anaheim, CA.
Theranos said it eliminated 155 positions, which is in addition to the 340 workers who lost their jobs in October when the company shut down its clinical labs and wellness centers. That leaves Theranos with a team of 220, quite a drop from the 790 full-time employees on its payroll last August.
"These are always the most difficult decisions," according to a company statement that labeled the layoffs as a "re-engineering" of its operations. But the workforce reduction that will allow Theranos to "marshal its resources most efficiently and effectively," the company said, as it continues to focus on its miniLab testing technology.
In less than two years Theranos has gone from a $9 billion Silicon Valley success story to one buried beneath class-action lawsuits, federal investigations, and severe CMS sanctions.
The Wall Street Journal report that first brought to light questions about the effectiveness of the company's technology was published in October 2015, a mere seven months after Holmes told an audience of Stanford Business School students that she wasn't really into backup plans.
"I think the minute that you have a backup plan, you've admitted that you're not going to succeed," Holmes said.
Last July, Theranos appeared to be trying to address its weaknesses by adding executives with "substantial" regulatory, compliance, and operational expertise. The company's board also created a compliance and quality committee, headed by newly appointed board member Fabrizio Bonanni.
Those actions are consistent with other comments Holmes made during her 2015 Stanford visit, as she talked about the importance of embracing failure. "Our approach is to take the most swings at the bat," she said. "We'll get the most home runs, we'll also get the most strikeouts, and we're just not going to make the same mistake twice."
Amanda Pedersen is Qmed's news editor. Reach her at email@example.com
[Image credit: Theranos.]
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NEW! Toward Fixing the Sustainable Growth Rate (SGR) in the Health Policy section
Update on the Redding Medical Center Disaster Analysis in the Health Policy section.
Synopsis: Lack of fallout from Understanding Redding Medical Center Disaster: We have deja vu all over again
Gerald Rogan, MD, served as a Part B Medicare carrier medical director for National Heritage Insurance Company (NHIC) in California, a position he held for more than six years. There he helped practitioners understand, comply with, and appreciate Medicare billing rules. Dr. Rogan, who's currently a Sacramento, CA-based consultant, has extensive experience with medical and medical-legal matters.
Dr. Gerald Rogan consults to health care industry companies including pharmaceutical manufacturers, device manufacturers, clinical laboratories, health care attorneys, other health care consulting firms, venture capital firms, medical societies, physician practices, and publishers. Principal issues are coverage, coding, reimbursement, and claims processing for tests, treatments, and drugs that are new or controversial. He also represents physician compliance network (PCN) a company that audits medical services to determine medical necessity. Customers are hospital medical staff peer review committees.


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Signalling design engineer Jamie-Leigh Clay-ton has reached the final of a national apprenticeship competition.
Miss Clayton, 21, completed a three-year apprenticeship in 2010 at Invensys Rail, Langley Park, Chippenham.
While she was doing her A/S level at Sheldon School, she did not know what to do in the future but thanks to the apprenticeship she now has a career.
Miss Clayton, of Middle-field Road, Chippenham, has won the Thames Valley Regional Apprenticeship Champion of the Year award and is one of 12 former apprentices competing for the national Apprenticeship Champion of the Year title.
She said: "It was a great honour to be named regional winner and it would be amazing to go on to the nationals.
"Apprenticeships let you work with experts in the field who will help you learn to be an expert too. They provide great job opportunities for the future and it's specialised training that you get paid to do."
While in the sixth form at Sheldon, Miss Clayton was thinking of a career in finance, but when her dad, Mark, who worked at Invensys, told her of an apprenticeship in engineering she decided to give it a go.
She said: "All the teachers were pushing us to go to university, which I didn't want to do, and they did not put forward any other options. I really enjoyed doing an apprenticeship. Learning on the job made it a lot clearer than reading from a book."
Her achievements were recognised at the Institute of Engineering Technicians Young Woman Engineer of the Year where she won a special merit award in 2011.
She has worked to promote engineering and apprenticeships at schools in Wiltshire and Gloucestershire in her role as a science, technology, engineering and maths ambassador.
The national competition needs the public to vote for their favourite finalist. The initial vote runs until October 29 with the three leading scorers invited to the national awards at The Skills Show, Birmingham, on November 14. To vote, visit www.apprenticeships.org.uk