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We heard Mike Huckabee mention French philospher Jean-Francois Revel on TV recently. Ravel believed that in a democracy, people could vote themselves so many benefits that the nation-state would collapse in debt.
We mention this as President Obama plans to borrow money and create debt to reform health care; bailout all homehowners with difficult mortgages; bailout AIG, Ford, GM, Citi, and a host of others; pay unemplyment insurance; reform our energy industry to eliminate oil, gas and coal, and more….And he has promised 98% of Americans a tax cut while proposing to increase taxes on those that create the most jobs (and wealth).
Whoopi doesn't like getting taxed out the wazoo. And neither does anyone else….
Well, maybe Oprah doesn't mind more taxes for her pal Barack….
Oprah won but I'm losing hope…
Martin Kozlowski, WSJ
"… anarchy leads to despotism … despotism leads to anarchy …"
"Clearly, a civilization that feels guilty for everything it is and does will lack the energy and conviction to defend itself."
"It is unlikely that we will ever be capable of building a world that is qualitatively better than we ourselves are."
Democracy against Itself
"Strangely, it is always America that is described as degenerate and 'fascist,' while it is solely in Europe that actual dictatorships and totalitarian regimes spring up." From Europe's Anti-American Obsession. A similar statement can be found in his book Anti-Americanism, Encounter Books, 2004, p. 156 (paperback).
"A human group transforms itself into a crowd when it suddenly responds to a suggestion rather than to reasoning, to an image rather than to an idea, to an affirmation rather than to proof, to the repetition of a phrase rather than to arguments, to prestige rather than to competence"
By Albert Mohler
"Democracy may, after all, turn out to have been a historical accident, a brief parenthesis that is closing before our eyes." With those words, French philosopher Jean-Francois Revel sounded an alarm as the ramparts of democratic conviction were under attack by the political left. Revel, one of the most important conservative thinkers in France, saw European intellectuals and the political left in America undermining the very foundations of democracy.
"Democracy tends to ignore, even deny, threats to its existence because it loathes doing what is needed to counter them," explained Revel. "It awakens only when the danger becomes deadly, imminent, evident. By then, either there is too little time left for it to save itself, or the price of survival has become crushingly high."
To any insightful observer of the European scene in the early 1980s, Revel's analysis was prophetic. Leftist intellectuals were pointing to the United States as the source of all oppression in the world, while praising the Soviet Union as the liberator of human kind. In How Democracies Perish, Revel aimed his sights at the self-destructive hypocrisies of liberal thought. As he knew, the very intellectuals who should have been supporting the United States were instead hoping for its downfall. "What we end up with in what is conventionally called Western society is a topsy-turvy situation in which those seeking to destroy democracy appear to be fighting for legitimate aims, while its defenders are pictured as repressive reactionaries."
As Revel lamented, at times the democracies seemed to find strange comfort in calls for their own destruction. As he observed, "Democratic civilization is the first in history to blame itself because another is power is working to destroy it." Were democracies doomed to self-destruct?
Jean-Francois Revel is well known as a shining light of reason in the French academy. Long a columnist, editor, and director of L'Express, Revel is also the author of a multi-volume history of philosophy. He sprang to Western attention with the publication of his controversial book, Without Marx or Jesus. Revel's later volumes would include The Totalitarian Temptation and Democracy Against Itself.
Throughout his career, Revel has been known as a stalwart defender of democracy. He does not take this matter lightly, for he understands all too well that the basic structure of government determines the achievement or loss of human freedom within a society. In Democracy Against Itself, Revel argued that "every society which has worked more or less well, which achieved any sort of viability, and which produced civilizations men found tolerable, have been–or are–societies that in some sense are democratic."
Of course, the alarm sounded by Revel in How Democracies Perish was overtaken by history with the fall of the Soviet Union and the remarkable events of 1989 and 1990. As Revel later reflected, the good news revealed in the fall of the Soviet Union was the fact that its internal weaknesses were even greater than the self-hatred of the secular left in Western democracies.
Now, twenty years after How Democracies Perish, Revel looks to the aftermath of the September 11, 2001 terrorists attacks and asks the fundamental question: Why do so many Europeans hate America?
This is not a question of merely academic interest. Revel senses that something fundamental is revealed in the way the European Left has responded to America's status as the world's only super power.
Revel is blunt. The ascendancy of the United States, set over against the relative decline of Europe, has given birth to an intense hatred in some European corridors. Most particularly, Revel locates the root of this poisonous anti-Americanism in France. As he comments, "It is in France that this loss–real or imaginary–of great-power status engenders the most bitterness."
The virulent anti-Americanism that erupted on the streets of Europe in the aftermath of America's military action in Afghanistan and Iraq did not emerge from a vacuum. Revel's interest in anti-Americanism is rooted in his own experience as an French intellectual who actually visited the United States. When Revel first visited America in 1969, he discovered a land very different from what he expected. Having planned to write a book on the problems of the United States, Revel instead wrote a treatise criticizing the irrational anti-Americanism of the European Left. Now, he has done it again–and this new book may be even more important.
In Anti-Americanism, just released by Encounter Books, Revel considers this toxic pattern of European hatred towards the United States. He identifies one core issue as a sense of European loss. Revel cites Hubert Vedrine, the French minister of foreign affairs, who rejected the word "superpower", and instead substituted a term of his own invention: "hyperpower."
As Revel notes, since the Greek prefix "hyper" has exactly the same meaning as the Latin "super," Mr. Vedrine is merely seeking to score political capital in his own nation and in the larger European neighborhood. As Vedrine stated, "We cannot except a politically unipolar and culturally homogenized world, any more than the unilateralism of the single hyperpower." Exactly what Mr. Vedrine meant by this, no one seems to know. Nevertheless, it is an example of French hyperventilation posing as foreign policy.
Revel sees the problem as much worse than hyperbole. If America is dominant, Revel asks, then why is this so? He will not allow Europeans off the hook. "Europeans in particular should force themselves to examine how they have contributed to that preponderance. It was they, after all, who made the twenty century the darkest in history; it was they who brought about the two unprecedented cataclysms of the World Wars; and it was they who invented and put into place the two most criminal regimes ever inflicted on the human race–pinnacles of evil and imbecility achieved in a space of less than thirty years."
The United States is far from perfect, Revel acknowledges. Nevertheless, he suggests that any criticisms should be directed at real problems, and should not take the form of irrational rantings.
According to Revel, the European Left enjoys its fantasy of America as "the worst society that ever was." According to this cartoon of reality, America is a society that is entirely under the control of money-grubbing plutocrats. Everything is for sale and the entire culture has been commodified. The problem is not just George W. Bush, for the European Left is convinced that every recent American president "has been in the pockets of the oil companies, the military-industrial complex, the agricultural lobby or the financial manipulators of Wall Street." But, in the French view, George W. Bush is just the worst of the lot–at least as yet.
The European Left is also convinced that America is primarily marked by poverty. As Revel describes the Leftist fantasy: "Hordes of famished indigents are everywhere, while luxurious chauffeured limousines with darkened windows glide through the urban wilderness." These same thinkers are convinced that violence reigns throughout the United States, and that gunshots commonly ring through even the most peaceable neighborhoods. As Revel acknowledges, European rants about America's lax gun laws would have more credibility if the same weapons were not easily available for purchase through the black market in virtually every European city.
If this picture of America is true, the pattern of immigration from Europe to the United States throughout the twentieth century was absolutely irrational. "If the picture of American society drawn everyday by the European press is accurate, then we must believe that those tens of millions of immigrants from all parts of the world, and especially those who came from Europe between 1850 and 1924, were all deluded fools. Otherwise, why did they insist on staying in the American capitalist jungle with all its evils and not return to the lands of peace, plenty, and liberty they came from? Lost in a hellish cultural wasteland, why at least didn't they write to their families and relations basking in the paradises of Ukraine, Calabria and Greece warning them not to come to America?" Clearly, Revel does not mince words.
This virulent anti-Americanism is not a matter of mere sociological interest. As Revel understands, this explains why the United Nations Security Council has become so ineffectual and why the United States has been forced to act unilaterally. As he explains, "Europeans' voluntary blindness with regard to these radical changes renders any American attempts at dialogue fruitless; as a result, America has no other option but to make unilateral decisions. How can you discuss a problem with people who deny its very existence?"
Jean-Francois Revel is a brave man who has lived through some of the most tumultuous decades of human history. Though a realist, he is not without hope. He has sounded the alarm more than once, only to have the Left ignore his cries. Anti-Americanism is Revel's latest attempt to call the trendsetting intellectuals of Europe back to sanity. Good luck, Professor Revel. This is no easy task.
Revel's prescient warning to the European Left should also serve to educate thoughtful Americans about the challenge we face in Europe, which may be as daunting a challenge as that posed by Islamic terrorism. Something sick lies at the heart of Western civilization. The democracies that will surely perish will be those who cannot tell the difference between good and evil, survival and ruin, freedom and tyranny. Or, perhaps more to the point, the greatest danger faced by democracy are those who deny that there is any real difference after all.
Ravel from Wikipedia:
Ravel's book:
"How Democracies Perish"
That brings us to the first weeks of the Obama administration, set against the background of a scary and steadily deepening global economic crisis. Last month, in his first address to Congress, Obama warned the country that fixing the huge problems in the financial markets and housing and auto industries would require a historic effort. "None of this will come without cost, nor will it be easy," he said. "But this is America. We don't do what's easy. We do what is necessary to move this country forward."
Minutes later, Obama spelled out what he proposes this to mean for 98 percent of Americans: "You will not see your taxes increased a single dime. I repeat: not one single dime. In fact, the recovery plan provides a tax cut . . . and these checks are on the way."
So much for summoning the country to sacrifice. Obama has been no more willing to ask average Americans to pitch in, even once the recession is over, than Bush.
George W. Obama?
Venezuela's Chavez Urges Obama, U.S. Down Socialist Path
Obama's Radicalism Is Killing the Stock Market
NYT: After March 6 Economic News, "2009 is Probably a Lost Cause"
Obama's First Weeks: Economic Disaster, Socialist Agenda, Congressional Pork, Limbaugh Attacked, and "We Won"
Oprah's Literary Liars Club: Who Is Responsible?


text:
Lincoln topped the 85th Academy Awards nominations with 12 on a short list rife with surprises.
The Steven Spielberg drama will vie for Best Picture honors against Amour, Argo, Beasts of the Southern Wild, Django Unchained, Les Miserables, Life of Pi, Silver Linings Playbook and Zero Dark Thirty.
Spielberg is up for Best Director against Michael Haneke (Amour), Ang Lee (Life of Pi), David O. Russell (Silver Linings Playbook), Benh Zeitlin (Beasts of the Southern Wild). Ben Affleck (Argo) and Kathryn Bigelow (Zero Dark Thirty), who were widely expected to snag nods, were snubbed.
Best of the Year: Check out the top movies of 2012Lincoln star Daniel Day-Lewis will contend for an unprecedented third Best Actor Oscar against Bradley Cooper (Silver Linings Playbook), Hugh Jackman (Les Miserables), Joaquin Phoenix (The Master) and Denzel Washington (Flight).Cooper's co-stars, Jennifer Lawrence, Robert De Niro and Jacki Weaver all landed nods as well, making Silver Linings Playbook the first film since 1981's Reds to score nominations in all four acting categories.The Best Actress race pits the oldest and youngest nominees ever: Amour's Emmanuelle Riva, who turns 86 on the night of the Oscars, and Beasts of the Southern Wild's Quvenzhane Wallis, who is 9.
Oscar surprises and snubs: Silver Linings Playbook is golden, but not Ben AffleckThe Best Supporting Actor category features five former winners — a first for any acting category.
The 85th Academy Awards, hosted by Seth MacFarlane, airs Sunday, Feb. 24 at 8:30 p.m. ET / 5:30 p.m. PT on ABC.Check out the nominees below.Picture
AmourArgo Beasts of the Southern Wild
Django Unchained
Les Miserables
Life of Pi
Silver Linings Playbook
Zero Dark Thirty
DirectorMichael Haneke, AmourAng Lee, Life of Pi
David O. Russell, Silver Linings PlaybookSteven Spielberg, Lincoln
Benh Zeitlin, Beasts of the Southern Wild
Lead Actor Bradley Cooper, Silver Linings PlaybookDaniel Day-Lewis, Lincoln Hugh Jackman, Les Miserables
Joaquin Phoenix, The MasterDenzel Washington, Flight
Lead Actress Jessica Chastain, Zero Dark Thirty Jennifer Lawrence, Silver Linings PlaybookEmmanuelle Riva, Amour
Quvenzhane Wallis, Beasts of the Southern WildNaomi Watts, The ImpossibleSupporting Actor Alan Arkin, ArgoRobert De Niro, Silver Linings Playbook Philip Seymour Hoffman, The Master Tommy Lee Jones, Lincoln Christoph Waltz, Django UnchainedSupporting Actress Amy Adams, The Master Sally Field, LincolnAnne Hathaway, Les Miserables Helen Hunt, The SessionsJacki Weaver, Silver Linings PlaybookOriginal Screenplay Michael Haneke, AmourQuentin Tarantino, Django Unchained
John Gatins, Flight
Wes Anderson and Roman Coppola, Moonrise Kingdom
Mark Boal, Zero Dark ThirtyAdapted ScreenplayChris Terrio, ArgoLucy Alibar and Benh Zeitlin, Beasts of the Southern WildTony Kushner, LincolnDavid Magee, Life of PiDavid O. Russell, Silver Linings PlaybookAnimated Feature
Brave Frankenweenie ParaNorman The Pirates! Band of MisfitsWreck-It Ralph Foreign Language Film
Amour, Austria
Kon-Tiki, NorwayNo, ChileA Royal Affair, DenmarkWar Witch, Canada

subset: commoncrawl


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You've seen barcodes all your life. So you know what they look like: rectangles "boxes" comprised of a series of vertical lines. When a cashier scans a barcode, you hear a familiar beep and you are charged for that item.
A QR code looks different and offers more functionality. QR stands for "quick response." Smartphones can download QR readers that use the phone's built-in camera to read these codes.
When the QR code reader application is open and the camera detects a QR code, the application beeps and asks you what you want to do next.
Today we see QR codes appearing in magazine advertisements and articles, on signs and billboards; anywhere a mobile marketer wants to allow information to be captured, whether in print or in public spaces, and facilitate digital interaction. Pretty much anyone can create a QR codes.
Unfortunately, that's where the cybercriminals come in. While QR codes make it easy to connect with legitimate online properties, they also make it easy for hackers to distribute malware.
QR code infections are relatively new. A QR scam works because, as with a shortened URL, the link destination is obscured by the link itself. Once scanned, a QR code may link to an malicious website or download an unwanted application or mobile virus.
Here's some ways to protect yourself from falling victim to malicious QR codes:
- Be suspicious of QR codes that offer no context explaining them. Malicious codes often appear with little or no text.
- If you arrive on a website via a QR code, never provide your personal or log in information since it could be a phishing attempt.
- Use a QR reader that offers you a preview of the URL that you have scanned so that you can see if it looks suspicious before you go there.
Use complete mobile device security software, like McAfee® Mobile Security, which includes anti-virus, anti-theft and web and app protection and can warn you of dangerous websites embedded in QR codes.
Robert Siciliano is a McAfee Online Security Evangelist. See him discussing attacks on our critical infrastructure on Fox News (Disclosures)


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B. B. Hood FAQ - Guide for Marvel vs. Capcom 2: New Age Of Heroes
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TABLE OF CONTENTS 1. INTRODUCTION 1.1. NOTE FROM THE AUTHOR 1.2. ABOUT THE CHARACTER 1.3. CHANGES FROM VAMPIRE SAVIOR 1.4. WHY YOU SHOULD (OR SHOULDN'T) PLAY B.B.HOOD 2. MOVES 2.1. SPECIAL MOVES AT-A-GLANCE 2.2. NORMAL MOVES 2.3. COMMAND ATTACKS 2.4. THROWS 2.5. SPECIAL ATTACKS 2.6. HYPER COMBOS 2.7. ASSISTS 3. COMBOS 3.1. GROUND COMBOS 3.2. AIR COMBOS 3.3. OTG COMBOS 3.4. INFINITE COMBOS 4. DELAYED HYPER COMBOS 4.1. CANCELLING OUT OF 4.2. CANCELLING INTO 5. STRATEGY 5.1. GENERAL STRATEGIES 6. MISCELLANEOUS STUFF 6.1. ANIMATIONS 6.2. OUTFIT COLORS * 1. INTRODUCTION * 1.1. NOTE FROM THE AUTHOR The first time I saw Baby Bonnie Hood in Vampire Savior, I was blown away. She was hands-down one of the best character designs I had seen in a fighting game in a LONG time. Not surprisingly, I was ecstatic to learn that she had made the cut into Marvel Vs. Capcom 2: New Age of Heroes. I'm pretty happy with how she turned out, but she remains a character that is not picked that often by players... hopefully this guide will help remedy that, and give her a little bit more of the respect she deserves. She's not a top-tier character, but she's nowhere near the bottom. Played correctly she can be a force to be reckoned with on any team. This guide is intended for players of at least "intermediate" skill level, who at least have a basic knowledge of everything involved in the MvC2 engine. I'm not going to waste time or space explaining how everything works, because I don't enjoy reading character guides that waste a lot of space explaining things I already know. If you are new to MvC2, you should be reading one of the more general FAQs that be can found on www.cheatcodes.com first. If you know how the game works and want to learn how to play Baby Bonnie Hood a little better, then you're in the right place. 1.2. ABOUT THE CHARACTER Baby Bonnie Hood (U.S. name) / Bulleta (Japanese name) made her debut in Vampire Savior/Darkstalkers 3, Capcom's third installment of the often-overlooked Darkstalkers/Vampire series of fighting games. Since then she has only made two other appearances to date: Vampire Savior 2 (released only in Asia I think, I don't really know what the difference is), and the Neo-Geo Pocket Color version of SNK Vs. Capcom: Match of the Millennium. On the surface, Baby Bonnie Hood resembles Little Red Riding Hood from the children's story. But beneath that cute and happy exterior lies the heart of a bounty hunter, a girl that no wolf would dare mess with. She doesn't walk around defenseless, she has an assortment of weapons at her side... Machine guns, knives, land mines, molotov cocktails, even her basket packs a nasty wallop. When she resorts to using one of her many weapons, the happy smile on her face changes and becomes a more sinister look. B.B.Hood is also accompanied by a cute little dog that freaks out when weapons are fired, and three butterflies can be seen fluttering around Hood at all times. So what's the story behind her joining the cast of characters of Marvel Vs. Capcom 2? Who knows... probably looking to make some more money! 1.3. CHANGES FROM VAMPIRE SAVIOR I'm guessing that most people have first seen her in the original Vampire Savior (if they've seen her at all), so I'll take some time here to document the important changes that she's gone through in this game, for the few, the proud, the hardcore B.B.Hood players :) (so if this is your first time playing her, skip this section) * Loss of ability to do Strong / Forward attacks at any time, which hurts her since her best jump-in was Jumping Forward and best ground attack was Crouching Strong. * a new horizontal version of Cheer & Fire. Regular Cheer & Fire has much better range and hits at a 45-degree angle, much less vertical. * Shyness Strike can not be charged up, automatically is at max size and damage when performed. * Dashing Fierce (previously Dashing Strong) no longer acts as an overhead, pretty much worthless now. * Removed "Tornado" command grab (I have no idea why) * df+Roundhouse mine kick changed to db+Roundhouse. * Cool Hunting much improved, much easier to hit with. * Beautiful Memory robbed of its invincibility, although it is now comboable. * Apple For You "enhanced" into Hyper Apple For You, which has much better range. * No "Gangsta Rap" win pose. Certain voice samples have been cut out too, most noticeably her backdash scream, and specific quotes from her "triple punch" win pose and the "counting her money" win pose. Why, Capcom, why?! 1.4. WHY YOU SHOULD (OR SHOULDN'T) PLAY B.B.HOOD Seems like a lot of character guides for MvC2 are listing the strengths and weaknesses of the character, which is a pretty good idea. With 56 characters, people gotta know if a certain character is suited to their style of play, because if they aren't they've got plenty of other choices. So, since I'm an unoriginal bastard, here are Baby Bonnie Hood's Pro's and Con's: + High and Low Missiles with Sonic Boom-like recovery, making her a small combination of Guile and Sagat + Small size makes her harder to hit, especially by high attacks + Good combos that pack a solid punch + Excellent block damage off her Cool Hunting super + Ability to crawl on the ground and crossup an unsuspecting opponent, making them block the wrong way + Hyper Apple For You confuses opponents who "swear" they blocked it + One of the most brilliant and hilarious character designs of all time. Sure it's not gameplay-related, but how can you not love her?! - Very limited range on the majority of her normal moves - Lacking in reliable anti-air attacks - Takes above average damage - One of the worst launchers in the game - Two lackluster Assist attacks, only one fairly useful * 2. MOVES * For the record, I still refer to the attacks as follows: Weak Punch = Jab Medium Punch = Strong Hard Punch = Fierce Weak Kick = Short Medium Kick = Forward Hard Kick = Roundhouse Because this is how the buttons have been labelled in nearly every SF. Strong (Medium Punch) is triggered by pushing Jab twice, and Forward (Medium Kick) is activated by pushing Short twice. I prefer to use these conventional names because in other FAQs I consider it a little confusing when combos are listed like "LP, LK, LP, LK, FP". How would you label something like Chun-Li's multiple Jab, Short attacks in air combos? 2.1. SPECIAL MOVES AT-A-GLANCE Smile & Missile (High) - Charge b for one second, f+P Smile & Missile (Low) - Charge b for one second, f+K Smile & Missile (Jumping) - Charge d for one second, u+P Cheer & Fire (Angled) - f, d, df + P Cheer & Fire (Horizontal) - f, d, df + K Shyness Strike - d, db, b + P Tell Me Why [Stalking] - d, d + K Tricky Basket - f+Fierce Surprise & Hop - f+Roundhouse Malice & Mine - db+Roundhouse Stumble & Blade - During dash, Fierce Cool Hunting - qcf+PP Beautiful Memory - hcf+KK Hyper Apple For You - hcb+KK 2.2. NORMAL ATTACKS Standing Jab - typical high short-ranged hand swipe. In most instances it's always wiser to use Crouching Jab - Low swipe. Useless because it can be blocked high and has crap range. Standing Strong - high basket swipe that does have decent horizontal range. A great attack for extending your ground chain combo. It's a shame this move can't be used outside of chains because it always made for nice air defense on Vampire Savior... Crouching Strong - Low basket swing. In Vampire Savior I considered this a very crucial move because of its range and ability to buffer, but in a Vs. game it's a lot less important. Still, when chained off a Low Jab or Low Short it's a great combo extender, and has more range than the Crouching Forward. Standing Fierce - 8-hit Uzi spray. Damage is decent, range is ok (the bullets do NOT go full-screen like Cable's S. Fierce), but the lag is deadly. Luckily, this is a Marvel game so you can buffer attacks off it! Sadly, pretty much nothing is guaranteed to combo off it since the bullets are weak attacks that cause little hit stun. Her Strong and Forward attacks do more hit stun for combos. Still, cutting off the lag into a Missile is a great way to save your ass and keep up the pressure, even if it doesn't combo. Crouching Fierce - Low version of the Uzi spray. Same properties apply. Strangely, you can actually use this move to OTG (although you won't be able to connect anything afterwards) Standing Short - a gimpy little kick. She actually sneezes when she does this move, but it's not very obvious... if you're playing on the Dreamcast, you can clearly see the saliva fly on Training Mode. :) Crouching Short - your typical short-ranged C. Short. As mentioned before, you should always be using this move to start chains instead of Crouching Jab. Standing Forward - looks a lot like Standing Short, except she turns to the side a bit. Most importantly, this is her launcher attack... but sadly, this is one of the worst launchers in the game. You can't use it for air defense, and you have to be incredibly close to connect with it. Even worse, the regular motion for it requires you to do a weak attack before chaining it. However, the attack can also be done at any time by pushing df+Roundhouse. Still has crap range and priority though... Crouching Forward - decent range, but C. Strong has more. Only use this if you're extremely lazy with your chains and can't be bothered to push a different button. Standing Roundhouse - Hood kicks a land mine that falls out of her dress, which explodes about a second after it falls if it does not make contact with the enemy. Sadly, like so many other attacks of hers, it's pretty limited in range. This does not make it a useless move though, as it's great against people that are constantly trying to dash in to do their ground- chain-into-launcher-into-air-combo-lather- rinse-repeat. (we all know that type of player.) It can even be used as a form of air-defense if you're gutsy and willing to trade hits. When buffered, the mine stays out there, so it's actually possible to combo something else off it even if you're not expecting it. Crouching Roundhouse - double-leg sweep, not much range. She says something during this attack, anyone know what? Her sweep recovers incredibly quickly too, it's possible to OTG with a Standing Short into a juggle after a connected sweep. Jumping Jab - Downward-angled punch. Not that deep an attack but makes for a nice chain-starter. Decent air-to-air too. Jumping Strong - downward basket swing. Would make for a decent jump-in if it wasn't chain-only... sigh... Jumping Fierce - the Uzi spray again. Doesn't do much damage or have much priority, but because of the length of the attack it's usually a good idea to stick one out to see if it will make contact. Very rarely will you land more than a few hits with it though, and the hits still do awful damage and hit stun on their own. Jumping Short - Single kick that once again doesn't hit deep. Jumping Forward - her best jumping attack in Vampire Savior, a shame it can't be done at any time in this game. Makes for a nice air-chain extender though. Jumping Roundhouse - a flip followed by a mine kick. Because of the delay in this move, you must do it EARLY if you want the attack to come out. This attack causes an explosion, so if you hit with this you won't be able to follow it up with a ground combo since it sends the enemy flying back in flames. But on the bright side, it sets up some special juggle combos, especially in the corner. 2.3. COMMAND ATTACKS Tricky Basket (Basket Hop) b+Fierce / f+Fierce B.B.Hood does a small hop and swings her basket at the enemy. If you are holding Back on the joystick she will hop backwards, and if you hold Forward she hops towards the opponent. Unfortunately this means you can't advance towards your opponent while keeping a charge... oh well. Nonetheless, both versions of this move have their uses. If you need to get away from the opponent, or are just plain sick and tired of them repeatedly dashing in to do a ground chain, don't backdash - hop back! With any luck you'll smack them in the stomach with your basket. Use it with caution as you are of course very vulnerable to Supers. The forward version is EXTREMELY useful because you can easily stick it into chain combos. Either a weak or medium normal attack will do for a real combo. See the Combos section for more details. Surprise & Hop (Knee Hop) f+Roundhouse B.B.Hood sees a mole behind her, lets out a yell, and jumps away - but yet conveniently sticks her knee out to attack at the same time. Wow. :) Anyway, it's kind of a shame but the forward Basket Hop is a better move than this. They both do basically the same thing and this can be chained in combos too, but it has less range. You don't leap as high off the ground either (with a bit of luck you can hop over sweeps with the Basket Hop). It's not totally worthless though, because it seems like it hits much earlier than the Basket Hop, and recovers quicker too, letting you start another chain while they try to retaliate... If nothing else, you can also piss off your opponent with this move by repeatedly making her scream "eeeEEEEEyyyAAAAaaaaHHhhhhhhhhh" Malice & Mine db+Roundhouse Much more effective than the regular Standing Roundhouse, Hood kicks a mine out of her dress from a crouching position. The mine goes a little farther but still doesn't have THAT much range. This is a good attack to chain in if the opponent was blocking everything else, as you can keep charging with the down-back position, and then immediately buffer into a Missile after the mine is kicked out. Keep the pressure on! Stumble & Blade f, f, Fierce What the hell. In Vampire Savior, this move was an overhead, so it was great to stick in on people blocking low. Now it is no longer an overhead, it does crap damage, has maybe a little priority, has HUGE lag if blocked, and worst of all, it's not even bufferable. I don't get it. Why did they leave this move in if they were going to make it so crap? Note: This move also acts as her Snapback attack. 2.4. THROWS f / b + Fierce - B.B.Hood climbs up on the opponent's back, says "Abayo" (?) and slits the opponent's throat with a knife. Nice-looking throw, but damage on it is rather weak. Hood ends up on the opposite side from which she started, and the opponent goes flying the other way. They recover in mid-air so there's no chance of doing any OTG combos. [in air] any direction [except d or u] + Fierce - air throw version of the above throw. If nothing else it makes a nice air combo ender. Where the hell is her "Tornado" command throw? Damn you, Capcom. 2.5. SPECIAL ATTACKS Smile & Missile (High) charge back for one second, then forward + P A missile is fired from her shoulder-height, which goes higher than most standard projectiles. When it hits the enemy, it sends them up in flames. The Jab version does not knock down but the Fierce version will send them flying backwards. A Jab Missile will explode on its own once it goes roughly the length of the screen, meaning that if the screen moves back it will not hit the opponent. The Fierce version will go farther but it will not go the whole length of the background like most other projectiles. Jab version goes slower than the average projectiles, while the Fierce one goes "normal speed". Recovery time is very short too, it's just a tad longer than the lag after a Sonic Boom. Because of the quick recovery and slow velocity of the Jab version, this makes it a great attack to "follow" in when going on the offensive. It's important to note that the Jab version does NOT knock down when it hits the opponent, it keeps them on the ground. The Fierce version does knock down and sends them up into the air, making it possible to actually follow up with some other attacks to juggle. This is hands-down her most important special move so try to maintain a charge at all times and keep plenty of Missiles flying at the opponent. If there's anything bad about this move it's that since it goes so high, it will pass over the heads of many small characters if they duck. However, they'll be pinned down and won't be able to move when they're ducking, so you can at least get a chance to antagonize your opponent with some blocked chains, building up your Super bar even more. Smile & Missile (Low) charge back for one second, then forward + Kick Same as above, except Hood fires a missile from her dress (umm, no comment). It is a lot lower to the ground so it will end up going under other projectiles instead of trading hits. This makes it easy to jump over, but against a grounded opponent it has a much better chance of hitting than the High version. Use both wisely. Smile & Missile (Jumping) charge down for one second, then up + Punch Hood jumps vertically, and then fires a Missile at the ground at an angle. The Jab version is a much shorter angle while the Fierce version will go nearly full-screen (granted, it'll end up hitting their feet but it still counts). Because the beginning jump makes for much longer starting lag than the High / Low versions, it's not recommended that you use this much. Hell, I can't think of a single situation in which I would recommend using it... maybe throw it into the mix every now and then to throw off opponents who forget she has the move (because *I* forget about it all the time). Otherwise this move is a waste of time. Cheer & Fire (angled) forward, down, down-forward + Punch B.B.Hood lets loose some flame out of a molotov cocktail. In Vampire Savior this move wasn't overly useful because of its mostly vertical angle, but now it fires at a 60-degree angle or so and is a LOT bigger (shares the same sprite as Dhalsim's Yoga Flame/Yoga Blast... lazy Capcom). So now it is an excellent anti-air weapon, although of course it's air-blockable since this is a Vs. game. The fire will hit roughly seven times, but sadly doesn't do much damage. On the plus side, even if it's blocked you'll get a few block ticks out of it, and the recovery time ain't so bad. If done against an enemy who air-blocks it, by the time they hit the ground you'll be ready to block almost anything they try to retaliate with. So as long as it connects you're in good shape... just beware of double jumps and the like, as missing the move entirely can put you in a dangerous situation. And, it seems I was wrong before... this MOVE can be cancelled into a Super. But there's a catch - you can only do it on the first or second hits. WTF? No wonder I couldn't get it to work before, I was always trying to do it off the last hit. So if you're fast you can cancel this into a Cool Hunting, which will actually combo. Cheer & Fire (horizontal) forward, down, down-forward + Kick A straight horizontal version of the above move. Similar properties apply, but it only hits up to four times and doesn't do much damage. Using this move in ground combos can be kinda risky, since if blocked the lag is deadlier since the opponent is already on the ground and doesn't have to fall to the ground to retaliate. Use it with caution. But that's just the ground version, as you can also perform it in mid-air (the only special move of hers also available in the air). It is exactly the same as it is on the ground, although she has to fall to the ground after doing the move. If you do it on a superjump, you have the ability to attack/block on the way down (as well as do the move again if you want to annoy your opponent). It also makes for a great finish on an air combo (if you actually get the opportunity to perform one). Super-cancelling off this move is EXTREMELY difficult as you can only do it off the first hit, which seems pretty worthless. But it might be a nice combo extender if you're stylish... Shyness Strike down, down-back, back + Punch B.B.Hood swings her basket over her head and then directs it in the direction of the opponent. In Vampire Savior this move could be "charged" to make the basket size bigger and more powerful, when it's done in this game it is automatically swung at its largest and most powerful size with no extra lag. In fact, it still combos beautifully off medium-strength attacks. While it's just one hit, it does a good chunk of damage and knocks down too. When blocked there is a little bit of lag, but only the most alert opponents will be able to do anything to you about it. Another nice plus is the ability to super cancel off it, although the only Super that's ever guaranteed after a successful hit is Cool Hunting. This makes it an excellent move to do in your chains, blocked or not. Tell Me Why [Stalking] down, down + Short + Roundhouse A strange move, as it's not really a special ATTACK, and it has a rather unconventional motion (for a Marvel game anyway). B.B.Hood crawls a short distance on the ground, vulnerable but extremely low to the ground. I'm still experimenting with uses for this move. If you're getting antagonized by projectiles and you don't have a Missile charged, don't jump over it... CRAWL under it! If nothing else your opponent will probably not be expecting it. The most obvious use for this move is to use it up-close, as she can pass through the opponent to the other side. While you're not invincible, if you're fighting someone who's blocking everything you're throwing at them, this is certainly more effective than a throw - by the time they realize what side you're on you'll be able to attack them before they can switch their block direction! This trick becomes more evil if you call out an Assist with a projectile or similar move before doing it... you can knock the opponent into the Assist attack or watch them get nailed by it first, THEN continue your combo. Again, I must reiterate that you CAN get hit during this move, but only by attacks that are low to the ground, or an attack timed to hit you right as you're standing up. 2.6. HYPER COMBOS Yeah, I know I'm always calling them "Supers"... old habits die hard. The following are attacks that can only be done with 1 or more levels of Hyper Combo Energy. Cool Hunting down, down-forward, forward + 2P Probably her most versatile Super. B.B.Hood summons two huge "hunters" that appear behind her, wielding some big guns. The three fire in unison, the hunters' bullets going high and Hood's Uzi shooting on the ground. The hunters fire a total of 26 bullets and so does Hood, so the max number of hits you can get off this move is 52. Against smaller characters, chances are you will only be able to hit with Hood's gunfire unless you catch them in the air. This Super still does good damage from the ground though, hell I'm fairly sure that Hood's bullets alone do more damage than the hunters' bullets (strange, because theirs are bigger). Comboing this move is a snap, it's quick enough to connect after a medium-strength attack or a super-cancelled Shyness Strike. It's not only good for combos, it also makes an excellent retaliation against a failed special or super move anywhere on the screen. (um, as long as they're close to the ground of course) This move also does some of the best block damage in the game, especially if all 52 hits are blocked... problem is, after it finishes, Hood has to twirl her gun, which puts her in a very vulnerable position for a counter-Super. Which means you may end up taking more damage than you dished out... Beautiful Memory back, down-back, down, down-forward, forward + 2K A truly hilarious move. A vision of B.B.Hood's [dead?] grandmother appears above her head, and she leaps at the opponent with a pair of knives. If she connects, she goes into a flurry of stabs and starts crying so hard she eventually forms a puddle. She then starts planting bombs into the enemy (no doubt caused by the holes she ripped with the knife), and then hoists the enemy over head. Her expression turns into a smile and she body-slams them into the puddle of tears, at which point the bombs go off, sending them flying across the screen while she dusts off her hands, an evil smile on her face. This is why I love this character so much. Anyway, this move is rather limited in uses but it's still worth performing in certain situations. The most obvious of which is combos, as it connects Beautiful- ly (heh) off a medium-strength attack. And the damage it deals? Huge! Although the majority of the damage isn't done until the final explosion, but it looks great to see the damage fly off in one huge chunk. It's also a great retaliation against laggy moves, provided you're close enough... yes, another drawback of this move is that the range is rather limited. She will only jump forward about 1/3 to 1/2 the screen, at which point she'll just snap her fingers in frustration and be vulnerable for a couple seconds. If the move is blocked, then she bounces off backwards, and since it takes a little while for her to land you're very open to getting hit by Supers. I don't think it even counts as a block tick of damage. One thing that annoys me is that in this game the move has almost no invincibility whatsoever. In Vampire Savior it has a huge chunk of invincibility in the beginning of the move, which with proper anticipation could be used to "pass through" an attack and put the enemy in a world of hurt. But now it doesn't matter how well you anticipate the move you'll still end up getting smacked anyway. Obviously it's all or nothing with this move, so use it only when you are absolutely sure it will connect. Hyper Apple For You forward, down-forward, down, down-back, back + 2K This move has some very odd properties that most players don't seem to understand (hell, I'm not even sure I have everything 100% right regarding this move). The move starts out with Hood tripping over a rock on the ground (you can see a little arrow pointing to it during the screen pause). If Hood is close enough and falls on the opponent, she will knock them down, and then leap onto them and start firing away with her trusty Uzi. (very similar to her ES "pursuit" attack in Vampire Savior) After 20 or so shots, she jumps off and tosses five bombs at the opponent as a little parting gift. On the other hand, if she does NOT make contact with the opponent, then the five bombs that were in her basket go flying out anyway and do minimal damage. As far as I can figure out, the first version of the move (which is of course the desirable one to connect with) acts like a Super throw, such as Zangief's Final Atomic Buster. The grab "window" is a lot shorter than a FAB though. And since it acts as a throw, it will whiff if the opponent is already in block or hit stun (meaning if you do it right as an Assist attack is hitting the opponent, you'll end up missing and do the second version). She slides forward a short distance after hitting the ground, allowing for a tad more "range" on the throw before she resorts to the second version. This is a great move against turtles or anyone unfamiliar with B.B.Hood's attacks. Most people just instinctively block when they see the Super flash, then wonder why they got nailed. Damage on this sucker is excellent too. So what's the point of the second version? Well, look it at it this way - it's better than missing a FAB, right? In fact, it seems like when people see her miss, they try to attack and then get nailed by the bombs. Even when they're blocked she's laid out flat on the ground, so most attacks will pass over her if they try to hit her back. 2.7. ASSISTS Hood's Assist attacks really aren't all that hot, but nonetheless, here's an analysis. Note that no matter what assist attack is used, Cool Hunting is used as a Team-Up Super (A1 + A2) Alpha Assist - Projectile Type Fierce Missile The assist type of choice IMO. It's more or less your standard projectile assist, but since it's the Fierce version it knocks them down. This has its advantages and drawbacks, since typically it's easier to continue a ground combo with Projectile Assists that don't knock down. But Hood's knocks them up into the air for quite a while before hitting the ground, giving you ample time to nail them with a Super (er, provided it has enough range anyway). And if one hits them in the corner? OTG time. Of course, you have to be careful using this Assist since it's only a projectile, meaning that a beam or beam Assist will obliterate it and possibly do damage to Hood or your current character. It's not overly useful as a Variable Counter, although you can use it against a blocked attack from long range to bring in Hood with a projectile... and then you can resume going on the offensive. Beta Assist - Anti-Air Type Cheer & Fire (Punch) Using an Anti-Air assist that doesn't provide immediate air defense is not a wise move. Even stranger, this Assist only does ONE hit when it's used, as opposed to the regular multiple-hit version... huh? They didn't even bother to beef up the damage at all, it's just one quick attack for a few pixels and limited follow-up capability. I really don't understand why. On the plus side, when used as a Variable Counter it DOES hit multiple times like it's supposed to... but as it is it's only good against jumping attacks, and if they do a jumping chain they'll probably just hit you out of the move since it has no invincbility. In summary, never, ever, EVER pick this assist. Gamma Assist - Variety Type Shyness Strike Considering that this move is rather limited in range, does only one hit, and when connects knocks the opponent backwards yet they land on their feet soon after... I don't see much point to using this as an Assist attack either. It does still do decent damage when it hits, but there's a very short window for you to capitalize on it and add in a combo or Super. As a Cross-Over Counter it's a bit better, provided the opponent is actually close enough in the first place (in other words, doing this after blocking a beam attack is a very stupid idea). If you connect with it on Cross-Over Counter you can cancel into Cool Hunting if you have a second super level ready. A very damaging way of bringing B.B.Hood into play! * 3. COMBOS * While B.B.Hood isn't exactly a combo machine, she can certainly hold her own. This is in no way intended to be a complete list, these are mostly combos that she can only do on her own, no Assists or DHC's involved. And rather than waste time listing every variation of every combo, I'm just going to list the "complete" ones that are worth doing. Because of the flexible combo engine in the Vs. series, you can play around and mix up some of the attacks listed (such as a Crouching Forward in place of a Crouching Strong), or even omit some attacks entirely (any combo started with a jumping attack/chain doesn't need that to start it, unless you want the extra hits). It's all up to you. 3.1. GROUND COMBOS Jumping Short, Jumping Forward, Crouching Jab, Standing Strong, Standing/Crouching Fierce Jumping Short, Jumping Forward, Crouching Short, Crouching Forward, Roundhouse Low Missile (b,f+K) Jumping Short, Jumping Forward, Dashing Standing Short, Standing Strong, f+Fierce (Basket Hop), Jab/Fierce Shyness Strike (qcb+P), Cool Hunting (qcf+2P) Jumping Short, Jumping Forward, Dashing Standing Short, Standing Strong, f+Fierce, Beautiful Memory (hcf+2K) 3.2. AIR COMBOS Standing Short, Standing Forward, SJ Jab, Short, Strong, Forward, Fierce/Roundhouse Standing Short, Standing Forward, SJ Jab, Short, Strong, Forward, Roundhouse Cheer & Fire (dp + K) Standing Short, Standing Forward, SJ Jab, Short, Strong, Forward, Air Throw Standing Short, Standing Forward, SJ Jab, Short, Strong, pause, DJ Jab, Short, Forward, Short/Roundhouse Cheer & Fire 3.3. OTG COMBOS (OTG combos can of course be escaped by rolling) Crouching Short, Crouching Roundhouse, OTG Standing Short, Standing Forward, [any air combo listed above] [in corner] Crouching Short, Crouching Forward, Roundhouse Low Missile, OTG Crouching Roundhouse, Cool Hunting Tag-in, OTG Standing Short, Beautiful Memory [in corner] Standing Short, Standing Strong, Beautiful Memory, OTG Crouching Roundhouse, Cool Hunting [in corner] Standing Short, Standing Strong, Beautiful Memory, OTG Dashing Standing Short, Beautiful Memory, OTG Dashing Standing Short, Beautiful Memory, etc. (this is a very tricky combo to connect with since you have limited time to get the Standing Short out, but it does work... apparently the Beautiful Memory resets the OTG capabalities, so it's possible to keep doing it until you run out of Super meter. 3.4. INFINITE COMBOS Infinite # 1 - In corner: Jumping Roundhouse / db+Roundhouse, Fierce High Missile, Fierce High Missile, Fierce High Missile, etc. (This combo sounds simple, but in actuality it's very tough to do. Find a way to knock them into the air, fire a Missile, then IMMEDIATELY charge Back for the next one. You have to be very quick on the charge to get the next one to connect. You have a better chance of doing this on "light" characters like Chun-Li.) Infinite # 2 - Jumping Jab, Strong, pause, Jab, Short, Forward, land, Jumping Jab, Strong, pause, Jab, Short, Forward, land, etc. (I am unable to confirm this combo at the present time... it seems only to work on tall characters like Blackheart and Sentinel... looking into how this works exactly, stay tuned) Infinite # 3 - Standing Short, Standing Forward, SJ Jab, Short, Forward, Roundhouse, Roundhouse, land, Jumping Jab, Roundhouse, land, Jumping Jab, Forward, Roundhouse, land, Jumping Jab, Forward, Roundhouse, etc. (launch the opponent, send them downward with J. Roundhouse, but tag another J. Roundhouse as you fall to keep the opponent in the air. Don't let them land, go immediately into a J. Jab, Roundhouse, and then you can land and continually jump back up repeating Jab, Forward, Roundhouse to keep them in the air. This only seems to work against "big" characters like Juggernaut, because connecting the 2nd J. Roundhouse in the air combo is the trickiest part - plus you need a big target for the continual jumping chains.) * 4. DELAYED HYPER COMBOS * New to the Vs. series (but not entirely new - the feature debuted in SFEX) is the ability to cancel a Super move into another... the only catch is that it cancels with a teammate's Super instead of one of your own. So... when should B.B.Hood cancel one of her Supers into a teammate's, and when should one of hers be brought in? That's what this section is for. 4.1. CANCELLING OUT OF Cool Hunting - Since this move can hit either close-up or at full-screen, you must monitor the range at which you caught your enemy with it. If they're all the way across the screen, don't interrupt with one that only hits close-up. Keep in mind that this move will hit either 26 or 52 times (depending on the size of your opponent, although it's possible to catch a small opponent in the air in both rows of bullets). Keep an eye on the combo meter and don't cancel it until you count about 20 or 40 hits worth. Doing it earlier can make it a waste, and doing it too late will cause you to lose the opportunity to cancel. Beautiful Memory - Most of the damage is not done until the last hit, so cancelling out of this move is not always a wise decision. Use it only if you're sure you'll be able to get more damage out of the super cancels. When the move is cancelled the next character will appear in the same place that Hood was standing, so Supers that generally hit close-up are better than beam Supers and the like. Hyper Apple For You - This super also hits 26 times, and the last five hits are done by the bombs she tosses at the end, so the best time to cancel is before that when she's still above the opponent and gotten 20 hits or so. Like Beautiful Memory, when it's cancelled you'll be right next to (or even ON the opponent), so close-up Supers work great here too. Since the opponent is a knocked-down position during the Super, when cancelled they will fly up into the air off the ground. So make sure the next move hits either immediately or pretty far off the ground... 4.2. CANCELLING INTO Cool Hunting - since it works great close or far, cancelling into Cool Hunting is almost always a good bet no matter where they're located on the screen... well, as long as they're in the line of fire, anyway. Plus, 52 hits hurts a lot even when damage scaling is in effect. Beautiful Memory - standard beat-em-up Supers that leave the opponent grounded are good bases off which to cancel (e.g. Captain America's Final Justice). If they're not in your face than you'll just waste a level of Super. Hyper Apple For You - hmm... using this can make for either a cunning surprise or a big waste of a Super. Cancelling this off a preceding Super that the opponent didn't block is very iffy, since there's no guarantee that you'll be able to continue the punishment. Remember, this move is a throw, so it will whiff if the opponent is currently in hit stun or not in the air. On the other hand, doing it off a blocked Super can result in a very nasty surprise for your opponent! Block stun is shorter than hit stun, so doing it off a Super that would otherwise leave you in a vulnerable position may end up saving your ass. That's assuming of course you do a Super that leaves you close to the opponent in the first place. I've had a bit of success doing it off Guile's Sonic Hurricane, not sure which other Supers would be good opportunities to try cancelling into... oh yeah, I'm fairly sure that this little trick IS escapable, but chances are 99% of the people you play will just end up blocking instinctively. Eventually they may wise up (or may be B.B.Hood players who know about this trick), but it's still worth a try. * 5. STRATEGY * 5.1. GENERAL STRATEGIES The question I always see asked regarding B.B.Hood is "How should I play her?" Runaway? Aggressive? Helper only? Baby Bonnie Hood can give challengers fits whether you're going on the offense or backing off in a defensive manner. On offense, there is one move that is most crucial of all her attacks - her Missiles. The quick release and quick recovery make it a move you need to be doing constantly. Hold Back or Down-Back on the joystick whenever you're doing normal attacks, so you can ready to have a missile to fire off. Then you can follow it in and continue your onslaught. The biggest problem with playing her in an aggressive manner is the range on her normal moves, especially the weak attacks - you MUST get in close to deal damage, or else you get out- distanced or out-prioritized by other moves. This is why her projectiles are the perfect equalizer. If they stick out a non-projectile attack they get toasted, and if you hit with Fierce or Roundhouse missiles you will knock them down too. But what do you do with someone that blocks everything you throw at them? Factor in the "Stalking" (down, down + 2K). If you're right next to them when the move is performed, you will "crossup" and land on the other side... so the player holding the stick in the Down-Back position is now in Down-Forward, and no longer blocking. Start a C. Short into the combo of your choice. So maybe chasing after opponents isn't your thing. Perhaps you prefer letting them come to you. While I don't endorse acting like a turtle, B.B.Hood can certainly do so if the need arises. You can keep the opponent at bay with constant Missiles or beam Assists. However, there is a big hole in Hood's defense - her anti- air options. There are only two viable options - a Cheer & Fire (dp+P), or a Jab Missile. Cheer & Fire works great if you do it early, and are sure the opponent won't double-jump or air-dash over. Whether connected or blocked, a Cheer & Fire will push the opponent back so you can continue to play keep-away. Using a Jab Missile as anti-air is something many people don't expect, but your timing is vital. Because of Hood's small size, a lot of jump-in attacks will miss her, especially since she loses a little bit of height firing out the Missile. The Missile's quick release and slow speed will leave a missile directly beneath them, which will intercept their attack or trade hits. Worst-case scenario is doing it too early (Missile never comes out) or doing it too late (Missile is past the opponent by the time they attack). If they air-block you're safe, and if they double-jump you will recover in time too. Other than that, there's not much Hood can do to jumpers... she GREATLY benefits from a character with an incredible Anti- Air Assist (Captain Commando, Cammy). Another of Hood's strengths is that she has the ability to do incredible block damage, thanks to Cool Hunting. However, it's not a Super that you can just throw out blindly and hope to get free damage out of. There is lag before and no invincibility, so if you do it when a fireball is within half-screen of you, chances are it's going to hit you right when the Super starts and end it prematurely. And because of the opening lag, a player who anticipates it will be able to super-jump up and over the shots, and then nail you with a combo from behind. So you have to do the Super in a situation where you know the shots will hit the enemy, blocked or not. If in-close, doing a simple Crouching Short, Crouching Forward into Super will keep the opponent in blockstun long enough that they can't jump away (and often, attempting to super-jump out will get themselves caught airblocking BOTH rows of gunfire at once, doing double block damage). Keeping an opponent stuck blocking the shots in the air is much more advantageous since only a few moves/supers will be able to hit you from the air, the rest have to wait to drop to the ground before they can retaliate. After you finish off one of the team members, doing a Cool Hunting as the next member jumps in can provide some fairly safe, free block damage. On the ground, the lag is much more deadly. Use the Cool Hunting first, and then cancel into a Super that leaves you a bit safer when blocked if possible. Or go for mega-block damage with something like Dr. Doom or M. Bison's exploding blasts... More strategies to come later. * 6. MISCELLANEOUS STUFF * A.K.A. The stuff I couldn't find a place for anywhere else. 6.1. ANIMATIONS Opening Pose - Same as her walking animation, she skips forward and hums. Win Poses - * Hood spins around and delivers a punch towards the camera. * Same as above, except she spins and punches three times. * A man appears and hands Hood a wad of money, she counts the bills while smoking a cigarette. Taunt - Crouches down and pets her dog (what is she saying?), who barks. Special animation - Hold Down on the joystick for a few seconds. The hovering butterflies will land on her head, and then a flower sprouts out of the ground. The butterflies then land on the flower. 6.2. OUTFIT COLORS Note: The Assist1 and Assist2 colors can only be picked when there is a gold box around B.B.Hood's box on the character select... when this appears in the arcade is random (a gold box is added to a random character every 400 exp), in the Dreamcast version you may buy the extra colors when they are offered in the shop. Jab - Red dress/shoes, white apron, blonde hair, light brown basket, yellow butterflies Fierce - Purple dress/shoes, light blue apron, light pink hair, dark brown basket, purple butterflies A1 - Dark blue dress/shoes, white apron, light blonde hair, dark brown basket, light blue butterflies Short - Blue dress/shoes, white apron, blonde hair, light brown basket, turquoise butterflies Roundhouse - Pale blue dress/shoes, white apron, light blue hair, brown basket, white butterflies, pale skin A2 - Black dress/shoes, cream apron, pink hair, dark brown basket, gray butterflies, dark skin


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Exclusive experiences- HP Premier Experience: A faster, easier, and more organized Windows, only from HP.Better organized with HP Launch Box: Find key Windows Live and HP Recommended apps grouped together on the task bar and a box to customize with your own. Faster start, shutdown, sleep and wake up times. Simplified Start Menu and notifications area to find what you need more quickly. Plus, fewer notifications and pop-ups to interrupt you!- HP ProtectSmart Hard Drive Protection: It senses motion and plans ahead, so a single drop won't delete your entire digital life.- HP MyRoom: Stay in touch with instant messaging or video chatting and see yourself onscreen, too. Share your content by sending files or setting up a room.- Online security software: Get 60 days of #1 ranking Norton Internet Security free for protection right out of the box.
Help save more than the earth.Save time and money, too. Now recycling your HP and Compaq products is more convenient than ever-and totally free! Get your recycling voucher online, then drop products off at a FedEx Office (more than 1,700 US locations) for packing and shipping. Or, get cash back, a gift card or options to donate computer hardware (any brand) with residual value, plus the option to recycle it. Responsible recycling has never been easier!
24 x 7 supportHP Total Care provides award-winning service and support for your computer. Visit online to learn about services and support options that supplement or extend your standard coverage. Check the label placed on the bottom cover (or inside it on select models) for your PC's warranty period.During your limited warranty period you get:- 24 x 7 technical assistance via online chat, email, or phone- Parts and labor coverage, including customer-replaceable parts, return of equipment toHP, and authorized service provider options- 24 x 7 toll-free technical and limited software support in English or Spanish atIn addition, and at no charge, you get lifetime access to:- HP Support Forum in English, French, or Spanish- HP Support Assistant: click the icon in your taskbar or desktop for easy access to automated maintenance, built-in diagnostic tools, and a choice of assistance options. Visit online to learn how HP Support Assistant can help you keep your PC up to date and get assistance when you need it.
OPERATING SYSTEM- Genuine Windows 7 Home Premium (64-bit)
PROCESSOR- 3rd generation Intel Core i7-3610QM Processor 2.30GHz with Turbo Boost Technology up to 3.30GHz
VIDEO GRAPHICS- Intel HD graphics 4000 with up to 1696MB total graphics memory
HARD DRIVE- 1TB 5400RPM hard drive with HP ProtectSmart Hard Drive Protection
FINISH AND FEATURES- Brushed aluminum in midnight black- HP TrueVision HD Webcam with integrated dual array digital microphone- HP SimplePass with integrated fingerprint reader
MULTIMEDIA DRIVE- SuperMulti DVD burner
DISPLAY- 17.3-inch diagonal HD+ BrightView LED-backlit display (1600 x 900)
NETWORK CARD- 10/100/1000 Gigabit Ethernet LAN (RJ-45 connector)
WIRELESS OPTION- 802.11b/g/n WLAN and Bluetooth with WiDi
DIGITAL MEDIA- Multi-format digital media card reader for Secure Digital cards and Multimedia cards
AUDIO- Beats Audio with 4 speakers and the HP TripleBass Reflex Subwoofer
KEYBOARD- Full-size island-style keyboard with numeric keypad
POINTING DEVICE- Touchpad with on/off button and precision multi-touch gesture support.
EXTERNAL NOTEBOOK PORTS- 3 SuperSpeed USB 3.0- 1 Universal Serial Bus (USB) 2.0- 1 HDMI- 1 VGA (15-pin)- 1 RJ-45 (LAN)- 2 Headphone-out- 1 Microphone-in
DIMENSIONS- 16.38" (L) x 10.79" (W) x 1.24" (min H)/ 1.39" (max H)
WEIGHT- 7.26 lbs
SECURITY- Kensington MicroSaver lock slot- Power-on password- Accepts 3rd party security lock devices
POWER- 90W AC adapter- 9-cell 100WHr lithium-ion battery
BATTERY LIFE- Up to 9 hours and 30 minutes
WARRANTY AND SUPPORT- 1-Year Limited Hardware Warranty with Toll-Free Support (NA)- 1-Year Free Hardware Technical Support- 30-Days Free Limited Software Support with 1-Year (from date of purchase) with Product Registration.
SECURITY AND SUPPORT- Free 60-day Norton Internet Security 2012 Subscription- HP SimplePass with One-Time Password: Fingerprint reader setup for convenient-and one-time-password management.- HP Support Assistant: Update your PC, troubleshoot problems and get technical support.- HP Power Manager: Adjust settings for optimal battery life or performance.- HP Recovery Manager: Recover, restore, and create recovery media for your PC.- HP Security Assistant: One-stop access to preloaded security solutions to help defend your data.- HP Application Assistant: Makes finding and downloading the software needed to open your files easy.- HP Launch Box: Fast launch of HP and Microsoft apps grouped in taskbar boxes, plus option to customize a third box.- HP ProtectSmart Hard Drive Protection (HP 3D DriveGuard)- HP CoolSense: Turn it on to stay comfortable when away from your desk or table.- Adobe Reader- Adobe Flash Player- Adobe Shockwave Player- Microsoft Silverlight- Evernote
PRODUCTIVITY AND FINANCE- Microsoft Office Starter: reduced-functionality Word and Excel only, with advertising. NoPowerPoint or Outlook. Buy Office 2010 to use the full-featured software.- Windows Live Essentials 2011: Mail, Messenger, Photo Gallery, Movie Maker, Writer, Mesh- HP MyRoom: 2-way video calling, instant messaging, and file sharing in and outside a virtual room (link in HP Launch Box on Task Bar).
MULTIMEDIA AND ENTERTAINMENT- Windows Media Player- Windows DVD Maker- Cyberlink YouCam DE: Chat live and capture video or photos. Be yourself or a favorite avatar!- HP Games powered by WildTangent: includes 10 free rental sessions of "Plants vs. Zombies", 2010 Game of the Year, and 1 free game Farm Frenzy valued at $19.99 MSRP.- RaRa Music: Music for every mood- Beats Audio- Snapfish Picture Mover (link in Start Menu)- eBay- Blio eReader application with full color: includes 4 free digital books valued at $75 MSRP.
INTERNET SOLUTIONS- Internet Explorer 9- Skype- Bing Bar for Internet Explorer 9


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People performing searches this afternoon on YouTube for videos to watch are being treated to an ominous-looking banner perched atop the search results, warning them that their search results might contain "confidential content," like this:
Though it looks forbidding, Google assures us that the banner's visibility is actually due to a snafu rather than anything nefarious or secret. When the banner started appearing in our own search results, Ars reached out to Google for comment. A spokesperson explained that the anomalous banner is due to "a bug" and that its presence is entirely accidental.
YouTube also quickly reacted with a tweet to assure folks that nothing worrisome was happening:
Everyone may now return to your regularly scheduled Thursday afternoon "YouTube Uptime Verification." At least, that's what we call it around here. Just don't tell Ken (Oh, he knows... now. -Ed).


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These are our Terms and Conditions of Sale. See also our Terms of Website Use.
1. Definitions and Interpretation
1.1 These are the Conditions on which we supply Goods to you. "We", "us", "our", or any other similar expression, means Completely Independent Distribution Limited, a company registered in England and Wales trading as Completely Independent Distribution Limited. Our company registration number is 08083910 and our registered office is at
1 Brook Street
"You", "your" or any other similar expression, refers to you, our customer who is purchasing Goods from us through our Website bandstores.co.uk.
1.2 Please read these Conditions carefully before you submit your order to us as they tell you who we are, how we will provide Goods to you, how you and we may change or end the Contract, what to do if there is a problem and other important information.
1.3 In these Conditions, the following words and phrases shall have the following respective meanings:
1.4 "Writing" includes emails. When we use the words "writing" or "written" in these Conditions, this includes emails.
2. Access to and use of our site
2.1 Access to our Website is free of charge. We may alter, suspend or discontinue our Website (or any part of it) at any time and without notice. We will not be liable to you in any way if our Website (or any part of it) is unavailable at any time and for any period. Use of our Website is subject to our Terms of Website Use, Privacy Policy and Cookie Policy in force from time to time, copies of which can be found on our Website.
3. Our Contract
3.1 Our Website will guide you through the Order process. Before submitting your Order you will be given the opportunity to review it. Please ensure that you have checked your Order carefully before submitting it to ensure that it is complete and accurate in all respects.
3.2 In order to confirm your Order, you will be asked, and will need, to accept these Conditions. Our acceptance of your Order will take place when we email you to accept it, which is when the Contract shall come into force. Each Order that you place with us shall form the basis of a separate Contract.
3.3 If we are unable to accept your Order, we will contact you in writing and will not charge you for the Goods. This might be for a variety of reasons, including (without limitation) because the Goods are out of stock, because we have identified an error in the price or description of the Goods or because we are unable to meet a delivery deadline you have specified in the Order process.
3.4 If we are unable to accept your Order because the Goods are out of stock, we will contact you in writing and refund the value of the out of stock Goods together with the related shipping costs and if applicable, we will supply you with the remainder of your Order in relation to the Goods which are still in stock.
4. Goods
4.1 All Goods advertised on our Website are subject to availability.
4.2 The images of the Goods on our website are provided purely as an illustration. Although we have made every effort to display the colours, dimensions and other features of the Goods accurately, we cannot guarantee that such features appearing on any illustration reflect the Goods with complete accuracy. Your Goods may therefore vary slightly from those images.
4.3 Product, prices and any relevant technical requirements are subject to change at any time without notice. We shall not be liable if the manufacturer makes any changes to the Goods.
4.4 Although we have made every effort to ensure that all details, descriptions and prices which appear on this Website are accurate, errors may occur. If we discover an error in the price of any Goods which you have ordered we will inform you of this as soon as possible and give you the option of reconfirming your Order at the correct price or cancelling it. If we are unable to contact you we will treat the Order as cancelled and refund any amount paid by you.
5. Pre-orders
5.1 Pre-order Items are clearly identified on the Website.
5.2 Where possible and subject to availability, Pre-order Items will be shipped to you as soon as practicable so that you may receive them on the release date indicated to you on the relevant page of our Website during the Order process.
5.3 All release dates are set by manufacturers and are subject to change. As a result, we cannot be liable for any changes to product release dates advertised on our Website.
5.4 Subject to Clause 6.1, you may cancel a Pre-order at any time prior to our notice to you that the Pre-order has been despatched. We reserve the right to cancel Pre-orders for any reason before the Pre-order is despatched and we will contact you in writing if this is the case.
6. Your rights to amend the Contract
6.1 Once we have accepted your Order, you cannot change it without our consent. If you wish to make a change to your Order, for example to add or remove any Goods, or if you wish to cancel the Contract, you must contact us in writing and request such changes before we notify you that the Goods have been despatched.
6.2 We do not have to agree to any changes that you request. If we do agree to any changes, we will let you know whether it will have an effect on the cost or timing of the supply of Goods, and this will constitute a counter-offer from us. If you do not wish to go ahead with the change or do not respond to our counter-offer within a reasonable amount of time, we will not have to honour the change and the original terms of the Contract will continue to apply.
7. Pricing and payment
7.1 The price of the Goods (which includes VAT) will be the price indicated on the relevant pages of our Website when you place your Order.
7.2 We take reasonable care to ensure that all prices advertised on our site are correct and we reserve the right to change any prices advertised on our site and to add, alter, or remove special offers on our site from time to time.
7.3 Payment may be made by the methods indicated on our Website from time to time.
7.4 We only accept payment in UK Pounds Sterling. If you choose to make a payment in a foreign currency, the payment will be taken in UK Pounds Sterling and your bank or payment card issuer will determine the relevant exchange rate. You are responsible for any additional processing or administration charges which your bank may impose on the transaction.
7.5 Payment for Goods and any related delivery or shipping charges must always be made upon entering into the Contract and you will be required to make payment for the Goods in full during the Order process. We will not deliver any Goods to you until we have received payment in full for the Goods and any applicable delivery charges.
8. Delivery, Risk and Ownership
8.1 Delivery options and related charges will be presented to you on our Website as part of the Order process before you place your Order.
8.2 Goods delivered to destinations outside the UK may be subject to local import taxes, fees, customs duty, levies or other charges which will be calculated and presented to you during the Order process. You shall be responsible for any such charges.
8.3 The Goods contained in your Order may also be subject to additional duties, taxes or levies on importation. These duties or taxes are levied once the Goods reach the country of destination and you are responsible for any such costs incurred to receive your Order.
8.4 Due to customs, legal, regulatory and certain practical restrictions applicable to Orders placed for delivery outside the UK, some of our Goods may not be available for delivery to certain destinations outside the UK. If we are unable to deliver the Goods to the location provided in the Order for this reason, we shall contact you and give you the option to terminate the Contract or change the items in the Order.
8.5 We aim to deliver the Goods to you on the date specified in the Order and will send an email to the address provided to us in the Order process to inform you that the Goods have been despatched. All delivery dates are estimates only and we cannot warrant that your Goods will be delivered within a specified timeframe. If no delivery date is specified in the Order, we will contact you with an estimated delivery date.
8.6 Subject to Clauses 5.2 and 5.3, Orders consisting of Pre-order items and non-Pre-order Items, will be shipped for the release date indicated on the relevant page of our Website for the Pre-order item.
8.7 If the supply of Goods is delayed by an event outside our control then we will contact you as soon as possible to let you know and we will take steps to minimise the effect of the delay. Provided we do this we will not be liable for delays caused by the event, but if there is a risk of substantial delay you may contact us to end the Contract and receive a refund for any Goods you have paid for but not received.
8.8 If no one is available at the address specified in the Order to take delivery of your Order and the Goods cannot be posted through your letterbox, we will leave you a note informing you of how to rearrange delivery or collect the Goods from a local depot.
8.9 If after a failed delivery to you, you do not re-arrange delivery for the Goods or collect them from a specified delivery depot we will contact you for further instructions and may charge you for any reasonable storage and additional delivery costs incurred. If despite our reasonable efforts, we are unable to contact you or re-arrange delivery or collection we may end the contract and Clause 11.1 will apply.
8.10 The Goods will be your responsibility and you will own the Goods from the time that we deliver the Goods to the address you gave us during the Order process.
9. Faulty, damaged or incorrect Goods
9.1 We are under a legal duty to supply Goods that are in conformity with this Contract. Nothing in these Conditions will affect your legal rights.
9.2 In the unlikely event that you experience a fault or defect with the Goods or have any questions or complaints about the Goods, please contact us.
9.3 We, or the manufacturer will not be responsible for any failure or defect in the Goods:
9.3.1 where the failure arises because you did not follow any instructions issued by us or the manufacturer in relation to the Goods (such as use, storage or maintenance);
9.3.2 where the failure arises because we have followed any express instruction given by you;
9.3.3 if you alter or repair the Goods without the written permission of us or the manufacturer;
9.3.4 if the failure arises as part of the normal ageing process, or as a result of fair wear and tear, intentional damage, negligence, or unusual conditions; or
9.3.5 where the Goods differ from their description as a result of changes we, or the manufacturer have made to ensure they comply with any legal or regulatory standards.
10. Ending the Contract and Refunds
10.1 As you have purchased the Goods online, you have the legal right to change your mind within 14 days of receipt and receive an exchange or refund. We may choose to extend this period at any time and if we do so, we will communicate this to you via our Website.
10.2 Any items returned to us in accordance with Clause 10.1 must be returned to us in their original condition with any labels still attached. Where the Goods consist of clothing, they must be returned in their original, unworn and unwashed condition. Please take care when trying on clothing, as we will not be able to arrange an exchange or refund for any Goods returned to us with any marks or stains (unless we have been given notice that the item is faulty). Where the Goods do not consist of clothing, they must be returned to us in their original, sealed packaging.
10.3 If you have changed your mind about the Goods and wish to return them, you must contact us to let us know. You must then return the Goods to us in their original packaging and in a similar manner in which they were originally sent to you to ensure their safe return. We must receive the Goods within 14 days from the date on which you received the Goods. All returns must include a completed returns form which you can find on our Website. You are responsible for the postage costs associated with the return and the Goods will be your responsibility until we have accepted delivery of them.
10.4 If you have requested a refund, we will issue you a refund for the price you paid for the Goods together with any payment received relating to the original delivery costs within 14 days of processing your return. If you have requested an exchange, we will contact you in writing once we have received the returned Goods and when your exchange is despatched.
10.5 Any refunds due to you will be made using the same payment method that you used when placing your Order.
11. Our rights to end the Contract
11.1 We may end the Contract at any time by writing to you if you do not, within a reasonable time, allow us to deliver the Goods to you. This does not limit any other rights or remedies we may have under the Contract.
11.2 If we cancel the Contract due to any of the cirumstances set out in Clause 8.9 or 11.1, we will refund any money you have paid in advance for the Goods and we may deduct or charge reasonable compensation for the net costs we incur as a result of you breaking the Contract.
12. Our liability
12.1 We are responsible for loss or damage you suffer that is a foreseeable result of our breaking this Contract or of our failure to use reasonable care and skill. We are not responsible for any loss or damage that is not foreseeable. Loss or damage is foreseeable if either it is obvious that it will happen or if, at the time the Contract was made, both we and you knew it might happen. However, our liability shall not in any circumstances exceed the price you have paid for the Goods, except where clause 12.2 applies.
12.2 We do not exclude or limit in any way our liability to you where it would be unlawful to do so. This includes liability for death or personal injury caused by our negligence or the negligence of our employees, agents or sub-contractors, or liability for fraud or fraudulent misrepresentation.
12.3 We only supply the Goods for domestic and private use. If you use the Goods for any commercial, business or re-sale purpose we will have no liability to you for any loss of profit, loss of business, business interruption, or loss of business opportunity.
13. Events outside our control
13.1 We shall not be liable to you as a result of any delay or failure to perform our obligations under this Contract as a result of any circumstances beyond our reasonable control.
13.2 If our performance of the Contract is prevented or delayed by any circumstances beyond our reasonable control for a continuous period of 1 month, we will contact you as soon as possible to let you know and reserve the right to terminate the Contract immediately upon written notice, and we will refund to you any amount already paid to us under the Contract.
14. How we may use your personal information
14.1 We will only use your personal information as set out in our Privacy Policy.
15. Other important terms
15.1 We may transfer our rights and obligations under the Contract to another organisation. You may only transfer your rights or your obligations under the Contract to another person if we agree to this in writing.
15.2 This Contract is between you and us and nobody else has any rights under this Contract. No other person shall have any rights to enforce any of its terms.
15.3 Each of the provisions of these Conditions operates separately. If any court or relevant authority decides that any of them are unlawful, the remaining provisions will remain in full force and effect.
15.4 If we do not insist immediately that you do anything you are required to do under the Contract, or if we delay in taking steps against you in respect of your breaking this Contract that will not mean that you do not have to do those things or prevent us taking steps against you at a later date.
15.5 These Conditions are governed by English law and you can bring legal proceedings in respect of the Goods in the English Courts. If you live in Scotland you can bring legal proceedings in respect of the Goods in either the Scottish or the English courts. If you live in Northern Ireland, you can bring legal proceedings in respect of the Goods in either the Northern Irish or the English Courts.
16. How to contact us
16.1 You can contact us by writing to us at firstname.lastname@example.com
16.2 If we have to contact you we will do so by writing to you at the email address or postal address you provided to us in your Order.
16.3 Any returns should be sent to:
Online Returns


text:
Posts Tagged 'Galatasaray SK'
Jeunesse Announces Sponsorship of Turkish Football Club Galatasaray SK
Jeunesse Global, a Lake Mary, Florida-based youth-enhancement company, has announced a multi-year sponsorship with Turkish football club, Galatasaray SK. The announcement was made at the Türk Telekom Arena in Istanbul. Galatasaray Sports Club Chairman Mustafa Cengiz pointed to the "joining of power" between fast-growing Jeunesse and one of the biggest and most-famed football clubs in…Read More


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Here's some more virtual time travel. This is Fort Sanders on the western outskirts of Knoxville, TN. It was the site of a failed Confederate attack in November 1863, but I think the photo is from 1864.
Now the site of the fort is well within the city. Here's the same view, give or take a block or two.


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The city of Portage has a population of 46,262 and a median home value of $156,600, according to the 2010 Census. Photo via movoto.com
Grand Rapids isn't the best city in Michigan.
In fact, it's not even one of the best 25 cities in the state.
So claims Movoto, a national residential real estate broker, in its ranking of "The 10 Best Cities in Michigan," which has been viewed by more than 40,000 people — and counting — since yesterday.
Movoto, founded in 2005, operates an online database with millions of residential real estate listings and connects homebuyers with agents at local brokerages.
Movoto examined data on the 50 most-populous cities and townships in the state.
Each town's ranking is based on six factors. The first is its amenities, such as shopping, dining and entertainment options.
The other five — the cost of living, crime rate, education level, employment income and home value — are rated on whether each is above or below the state average.
Middle of the pack
So where does Grand Rapids finish among the 50 Michigan cities Movoto examined?
In 27th place. Right behind Redford Township and just ahead of Saginaw Township.
Here is the city's scorecard.
Grand Rapids scores a 1, the top grade, in amenities — as did 13 other towns in the state, and it gets a 10 for cost of living.
But Grand Rapids' score, based on state averages, for other factors seems to drop in it in the rankings: a 34 for crime rate, a 27 for educational attainment, a 37 for employment income, a 32 for the value of its housing market and a "big deal," or overall score, of 23.5.
No. 1
So which Michigan locale does Movoto rank the best in the state?
Midland. It has the lowest big deal score of all 50 towns at 8.8 — or roughly a third of the Grand Rapids score.
A full breakout of the 50 towns' scores is at Movoto.
"The 10 best cities in Michigan"
1. Midland
2. Novi
3. Canton
4. Portage
5. Ann Arbor
6 .Grand Blanc Township
7. Royal Oak
8. East Lansing
9. Farmington Hills
10. Troy
10. West Bloomfield Township.
27. Grand Rapids
50. Detroit
Source: Movoto, 2013


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Merrill calls unprocessed voter forms 'disturbing'
HARTFORD -- Secretary of the State Denise Merrill called it "disturbing" Wednesday that requests for help with voter registration were found within multiple boxes of unprocessed welfare and food stamp applications at the Department of Social Services' Hartford regional office.
Merrill said she plans to meet with the state agencies designated as voter registration agencies under the so-called federal "motor-voter act," which took effect in 1995, to make sure they are fulfilling their duty.
"They are required under federal law and it is very disturbing to think that some very poor people would be disenfranchised by this," Merrill said. "That was the whole point of the motor voter act."
Merrill said her office has "heard hints about this sort of thing before." There was no immediate word on the number of requests found.
A state law act that implements the federal law requires DSS and the Departments of Motor Vehicles and Labor, as well as public libraries, to make voter registration information and materials available to the public. Other state agencies, such as the Department of Correction, are also providing voter information.
The Associated Press first reported on Tuesday that five DSS officials were placed on administrative leave after the boxes were discovered. Three managerial and two human resources workers are now under investigation, including the office's former regional administrator. DSS has not released the names. Administrative leave is a neutral action pending a personnel probe.
DSS spokesman David Dearborn said a low-level supervisor initially alerted office management last week about the unprocessed forms, but the commissioner's office only learned about them "through informal channels."
In a memo to Gov. Dannel P. Malloy's chief of staff, DSS Commissioner Roderick Bremby said the fact that a low-level supervisor's internal alert had to be communicated to his office by "a third-party colleague" before attention was given to the problem "underscores the need for wholesale review of the management in Hartford."
DSS staff are now cross-checking the discovered documents, some dating to 2009, to see if any applicants were not served. That review may take a week to 10 days.
Merrill said her office was not notified by DSS about the unprocessed voter forms, which request assistance with registering to vote. She said it's up to the state agency to follow up with the recipient and help them with registration. Typically the request for help accompanies applications for food stamps and other benefits.
A message was left with the State Elections Enforcement Commission, asking whether the watchdog agency plans to investigate.


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|Add Entry
SRE Ltd
Services: Code for Sustainable Homes Assessors | SAP Assessors | Independent Energy Specialist | Daylight Calculation Services
WaySearch Greenforde Farm, Stoner Hill Road, Froxfield
GU32 1DY Petersfield
Hampshire United Kingdom
Contact Person: Iain Turrell
Phone: 01730 710044
Fax: 01730 710043
SRE Ltd are a specialist, independent sustainability and renewable energy consultancy advising a range of clients within the built environment. Our work covers from concept and planning stages through to post construction audits and monitoring.
SRE undertake the following summary scope of work:
|Date added: 2011-05-16 16:10:45 Hits: 979
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|System: PC, PS3, Xbox 360
|Dev: IO Interactive
|Pub: Square Enix
|Release: November 20, 2012
|Players: 1
|Screen Resolution: 480p-1080p
|Blood, Intense Violence, Partial Nudity, Sexual Themes, Strong Language, Use of Drugs
by Shelby Reiches
Hitman: Absolution has become a controversial element of the upcoming gaming landscape of late, its "nuns with guns" trailer striking an uncomfortable chord with the gaming public and press alike due to its graphic depictions of violence against highly sexualized women who are, or are imitating the basic appearance of, religious figures. Religion, sex, and violence all in one? It's a recipe for a public relations disaster, so it's really no surprise that the trailer threw everyone into such a furor. With all of the attention on the trailer, though, the game itself has seemingly fallen beneath the choppy seas of gaming's consciousness.
But that's kind of a shame, because Hitman: Absolution is doing some very interesting stuff with the stuffy old formula that has defined the Hitman series up to this point. Not the name, certainly; "Absolution" is only a minor step up from "Redemption" on the list of generic subtitles, but the game itself is attempting to inform the basic Hitman gameplay with innovations in both the stealth and third-person shooter genres that have become vogue in the modern day.
Agent 47 is on the lam after being betrayed (for the second time? Third? I don't really know anymore, it all gets very convoluted) and must do what he does best to get back at the people who double-crossed him while securing his own safety. A compelling plot? Probably not, but that's okay. Hitman games aren't about the story as much as they're about providing options upon options for visceral manners in which to kill one's target and, if one must, the people who stand between Agent 47 and his prey.
In the past, Hitman levels have been sprawling, open affairs with multiple paths of entry and a freeform approach to "solving" a level as a true silent assassin would want to. All of the tools to accomplish that have been present, from disguises and improvised weapons to distractions and guns galore, a sandbox of potential dismay and death-dealing.
Hitman: Absolution is throwing that out the window, more or less.
Yes, there will still be environmental weapons and multiple solutions to many situations, but the single-player campaign appears to be taking a turn for the cinematic, following in the footsteps of Ubisoft's Splinter Cell: Conviction. To that end, Agent 47 now takes cover, moves between cover points, and even has a HUD element that warns him of increasing enemy awareness of his position, both how close they are to noticing him and from what direction they're coming. He also possesses an almost Batman-like sixth sense, dubbed "instinct mode," which shows the player enemy positions (even through level geometry) as well as predicting patrol paths and pointing out interactive elements of the environment, such as ledges upon which Agent 47 can climb.
And, while the manner in which players approach enemy situations is mostly up to them, whether they go in guns blazing or sneak and stealth their way through, the game appears to encourage the latter with fairly regular, scripted patrol patterns for enemies and a mostly linear progression through its environments that necessitates certain means to the level's end. That isn't to say that there's no variation, but the game appears to be much more keyed to guiding the player than setting them loose and letting them go nuts.