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Skullgirls/Help/Team Building
- 1 Help finish this page!
- 2 Basics
- 3 Assist Types
- 4 Filia
- 5 Cerebella
- 6 Peacock
- 7 Parasoul
- 8 Ms. Fortune
- 9 Painwheel
- 10 Valentine
- 11 Double
- 12 Squigly
- 13 Big Band
- 14 Eliza
- 15 Fukua
- 16 Beowulf
- 17 Robo-Fortune
Help finish this page!
This page is a work in progress. If you'd like to see it completed, please consider creating an account and contributing!
This page is intended to give players a bit of direction on how they compose teams. Teams in Skullgirls are relatively flexible compared to other team fighting games, and this is mainly because of custom assists and multiple supers that players can DHC into. Rarely is there any consensus on which order/assists are best for any given set of characters, and skilled players are often experimenting with different team compositions. Instead of giving answers to questions such as "which characters work best with this character", this guide aims to lay out the principles of team building in Skullgirls, what makes a good team, and what each character can provide to a team in order to help you decide what is best for you.
Quick terminology note:
- Trios: Point (1st character) / Mid (2nd) / Anchor (3rd)
- Duos: Point (1st character) / Anchor (2nd)
- 'Point' can also refer to the current character in play.
Elements of team building
- Ratio - Playing more characters gives you more utility, but decreases each individual character's health and damage output. However, the bigger the team, the more net health you have. Teams also have built in points where combos must stop, since when a character is killed, it forces an incoming situation to happen. Without a team, there is nothing to stop a solo character getting reset until the game is over except for undizzy. Additionally, solos have a different method of regaining red health since they cannot swap characters. Choosing your ratio may be the most important part of picking a team since it affects the rest of the team building process.
- Assists - They are a critical part of how every part of the game is played out. They are used to gain control in neutral, extend pressure, build combos, enable resets, and more. Some characters can benefit from one type of assist more than others. Sometimes your own personal playstyle will lead you to prefer one type of assist over others. Choose wisely what you think most benefits how you want to play.
- Many of each character's best assists can benefit any character, but the assists you choose will affect how you play. The character sections will explain if a character greatly benefits from a certain assist type and their specific reasons why.
- Also consider how the assists you choose can be used as alpha counters, or if you can super cancel your alpha counter quickly as an effective guard cancel.
- DHCs - This serves many utilities and functions, such as tacking on damage, switching characters out safely, and decreasing the risk of reversals.
- Check here for a comparison of DHC damage across all supers.
- Meter - You start the round with 1 bar of meter, and as you play the game you will build more meter. Spending meter wisely is important to gaining advantages throughout the match. Consider how your characters can build meter for usage later, and how your characters can spend the meter to make a comeback in the event your point dies quickly.
- Order
- Point position characters typically are characters who either need or strongly prefer assists to back them up. Choose a point character on your team as a character that you think benefits the most from having assists. Also consider characters that make for a good 'battery', characters that can naturally build lots of meter such as Peacock or Ms. Fortune.
- Mid position characters typically have either good DHCs from the point, good supers to use on incoming in case the point character dies, or more simply just benefits more from having an assist than the anchor character would.
- Anchor characters are typically characters that you, as a player, should either feel more comfortable playing as a solo character, or if you feel that their assist is strong enough to benefit both the point and mid characters.
- It is important to consider what happens when your team is in a different order than the one you start with. Your team will end up changing order, whether it's your own choice (DHCs, tagging, alpha counters) or not (snapbacks).
- Tags - An easy to overlook point, but tagging is the only way to switch characters without meter. Being able to combo into your other character's tags is a good strategy that lets your point character recover red health, and can sometimes be optimal for damage.
Assist Types
In Skullgirls, any grounded non-super move can be chosen as an assist (this includes normal moves, special moves, throws, taunts, and even dashes/backdashes). Below is a rough breakdown of the different kind of benefits assists can provide. While not all assists will fit perfectly into each of these categories, many of the best assists have at least one of these traits.
Lockdown assists
- Multi-hit moves that keep the opponent in blockstun, allowing your point character to perform more mixups and extend pressure.
- Examples: Cerebella's Cerecopter, Eliza's H Osiris Spiral, Double's H Hornet Bomber.
Invulnerable DP assists
- Call the assist and block. When timed correctly, if the opponent is dashing in or jumping in they will get hit by the assist as you're blocking their attack. Good usage of DP assists makes the opponent think twice about doing an aggressive move, forcing them to implement a counter strategy to get an opening. Don't forget that all assists have 3 vulnerable frames when they touch the ground, even if the point version of the move is invulnerable from the 1st frame. Some important factors that differentiate DP assists include size of hitbox, how easy it is to convert into a combo, and frames of invulnerability (which differ from the point version of the move in some cases).
- Examples: Filia's H Updo, Big Band's L Beat Extend, Beowulf's H Hurting Hurl, Parasoul's Napalm Pillar.
- Note: moves that are only strike invulnerable as the point version can basically be considered fully invulnerable as an assist, since assists can't be thrown by the opponent's point character.
Armored assists
- Armored assists are extremely hard to challenge since you either have to hit them multiple times or with a sweep to interrupt them.
- Example: Big Band's H Brass Knuckles, Cerebella's H Lock n' Load, Eliza's Butcher's Blade.
Projectile / Neutral assists
- Any assist whose function is mostly to benefit your character's neutral options and coverage that they might not otherwise have.
- Example: Peacock's George's Day Out, Robo-Fortune's H Theonite Beam, Big Band's H Brass Knuckles.
Setup assists
- Any assist that lets a character build some kind of resource, allow unique conversions not otherwise possible, or enables some kind of setplay for the point character. If the assist has a lengthy animation, the point character has enough time to build a resource such as a taunt. Other times the resource building move itself can be called as an assist during combos, so the resource is available once the character is on point.
- Examples: Cerebella's Excellebella, Valentine's Vial Hazard, Painwheel's H Pinion Dash, Big Band's H Take the A-Train, Beowulf's Taunt.
Low assists
- Low hitting moves still hit low as an assist, enabling hard to block mixups for the point character as long as they're in range for the assist to connect. Jumping + calling a low assist can be very scary, since either the jump in or the assist can be timed to hit first.
- Example: Squigly's c.HP, Beowulf's L Hurting Hurl, Double's Cilia Slide
Throw assists
- Throws can be assists too! These kind of assists are typically used for fast mixups/pressure to catch opponents off guard on the ground. Some throws have a special utility than others, such as different ranges or causing crumple/sliding knockdown, making each throw assist unique in their own way. However, regular throw assists are still techable by the opponent, making them tricky but not unbeatable. Use these assists cautiously and wisely.
- Example: Peacock throw assist, Valentine throw assist, Beowulf's Wulf Shoot, Valentine Mortuary Drop, Diamond Drop (Bella)
- Peacock's throw assist has the unique property of allowing a second assist to still be called during a combo when this assist was the combo starter, allowing for potentially more damaging follow-up combos.
Assists this character provides
H Updo (default assist) - An invulnerable DP assist.
H Hairball (default assist) - A lockdown assist that travels far along the ground.
c.MK - A multi-hitting low assist that can also be somewhat used for lockdown.
Assists this character especially benefits from
Meter management
Assists this character provides
Cerecopter - A lengthy lockdown assist with a fairly large hitbox.
H Lock'n'Load - A single hit, delayed startup armored assist with damage that hits like a truck. An opponent must hit Cerebella multiple times or carefully place a sweep to stop the assist once she's on screen, making it extremely difficult to stop her before she lunges forward.
Excellebella (623LP+LK) - An anti-air grab (unblockable while rising) that doubles as a setup assist. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation.
Tumbling Run Followups - Input [4]6 HP+HK for Battle Butt, [4]6 MP+MK for Kanchou, and [4]6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist.
Assists this character especially benefits from
- She benefits from an assist that lets her convert off Dynamo and Diamond Drop. These moves are very important to Cerebella's gameplan and don't normally have a meterless followup midscreen. The ability to combo off these moves is possible with an assist and provides much more reward when these moves land.
- Assists that convert from midscreen Diamond Drop on most characters (not Beo/Band) without needing to Dynamo: Cilia Slide (Double), H Bypass (Valentine)
- Examples that convert from midscreen Dynamo on all characters: the two above, plus M Beat Extend (Big Band), M Buer (Painwheel), Butcher's Blade (Eliza)
- She can also benefit from any assist that has lengthy blockstun or has slow startup that allows Bella to use her normally unsafe moves, primarily Battle Butt, and stay safe. This not only gives her a safe defensive tool with Battle butt + assist, but also enhances Battle Butt as a poking tool which can be very strong.
- Examples: L George (Peacock), Butchers Blade (Eliza), H Beam (Robo), H Brass (Big Band), H Hairball (Filia), H Drill (Fukua), L Tear Shot (Parasoul)
- Single-hit moves that launch and knock down give Bella a scary amount of frontloaded damage in the corner, since they allow use of Battle Butt and 6HP early in the combo.
- Examples: H Brass (Big Band), H Hurl (Beowulf), Dive of Horus (Eliza), H Buer (Painwheel), Napalm Pillar (Parasoul)
- Example route using H Hurl.
- She can continue a combo with Dynamo without meter if she ends up putting the opponent in the corner and has OTG. She can also combo midscreen with the right assist making this an even stronger option.
- Diamonds (Level 3) is good damage, allows for a follow-up, and (mostly?) safe on block.
- Her 360 can be DHC'd out of after the most damaging hit. Without a DHC, she cannot continue a combo in that situation.
Meter management
- Lock n Load and Excellebella (on point and as an assist) builds a ton of meter in one hit. She also generally builds good meter in her combos using run follow ups.
- Cerebella gets a lot of mileage out of her supers. Dynamo and 360 are two great reversals, and are used in conjunction with Lock n Load. Dynamo is also used for many of her conversions. Diamonds (level 3) does good damage and has other utility (hyper armor, hits low, negates projectiles, and is safe).
Assists this character provides
M Shadow of Impending Doom (default assist) - Drops a level 1 item for an unconventional anti-air assist.
George at the Air Show (default assist) - Projectile assist that homes in on the opponents position from when it starts.
s.HP - A 2 in 1 lockdown/projectile assist. At long range, this attack acts as a projectile assist. At shorter ranges this 2 hit, high hit -and- block stun move can trap the opponent for the point character. A lockdown and projectile assist in one.
George's Day Out (236LK) - Projectile assist that slowly moves across the floor. Amazing assist that always keeps a threat on the screen, and is very difficult to remove from play.
Boxcar George (236MK) - Projectile assist that travels fast across the screen from one end to the other. Can be useful to hit from behind, and the fast travel speed is good against grounded approaches and for certain conversions.
Throw (LP+LK) - Peacock's throw assist not only has a good throw range, but it is also the only assist in the game that, when used as a combo starter, can allow you to call another assist mid-combo.
Shadow of Impending Doom (Level 3) (214LP+MP / 214MP+HP / 214LP+HP) - Peacock will stay on screen looping her tag out animation until the item charges and drops once it reaches level 3. Just like when she's on point, the opponent can stop the SoID with a successful hit to Peacock. The level 3 item will hit overhead and the MP/HP versions can track, making this assist useful for all sorts of utilities: a combo breaker against the opponent hitting you, a powerful combo extension tool, and an overhead mixup tool. Peacock staying on screen can also be used to keep the opponents from flying too far in combos, which can be useful for certain conversions (such as Squigly ground throw). It has a high risk of being hit, but it comes with great rewards.
Assists this character especially benefits from
- Zoning help: Peacock typically wants some sort of assist that covers some area slightly above and in front of her to cover the dead zone of her zoning, allowing her to throw as many projectiles on screen as she wants and stay safe from most approaches. There are many forms of assist this can take: armored assists that can take the hits, DP assists that stuff out aggressive opponents, lockdown assists that stay in place to cover the deadzone, and even other projectile assists that fill in the gaps between your projectiles.
- Examples: H Brass (Big Band), H Lock n Load (Bella), Napalm Pillar (Parasoul), H Hurting Hurl (Beowulf), H Spiral (Eliza), H Love Dart (Fukua), H Theonite Beam (Robo)
- Item Drop Setup: Peacock really likes having access to her item drop reset loops (video of peck here), which give her access to one of the best reset loops in the game. She ideally wants some assist that lets her combo, call the assist while charging M item drop, then letting her pick up back the combo into a multiway reset. There are surprisingly numerous amounts of assists that give her access to this.
- Examples: L or M Beat Extend (Big Band), H Lock n Load (Bella), H Theonite Beam (Robo), Silver Cord (Squigly)
- Argus Agony has great utility both as a DHC and being DHC'd from. It's one of the most damaging Level 1 supers in the game, can hit across the screen allowing it to hit very far as a DHC, and can be DHC'd into several other supers to continue a combo from the fullscreen distances (such as Filia's Gregor).
- Lenny is a very strong DHC. It's a safe DHC due to the low recovery, as well as the Lenny itself giving Peacock a good defensive tool as she's coming in, making this DHC hard to challenge. She's also free to combo off of certain supers such as Bella's Dynamo or most supers when near the corner, potentially even integrating in the Lenny's explosion to add on even more damage than you would get from Argus.
- Peacock's level 3 is a hitgrab that hits very fast, making it very useful against armor and/or winning against certain DHC wars.
Meter management
- Peacock generally will build a lot of meter in her neutral gameplay due to her being a zoner that will throw out lots of safe projectiles. Because of this, she can work pretty well as a battery character.
- Peacock doesn't particularly need to use meter for her reversals. While she can use Lenny after M Bang to be safer on block or to rack up damage on hit (with an Argus), it's not strictly required for either purpose. Using meter can be very useful to convert off of her ground throw if needed, but again it's not always needed since Peacock already benefits well from the Hard Knockdown (or can just use item drop/george to convert in either midscreen or corner).
- Peacock can be meter hungry or as a battery depending on the player's playstyle. Lenny is a powerful neutral tool that can halt some matchups completely, making this tool very tempting. But it's not essential given Peacock's already strong zoning tools especially combined with assists. Additionally, due to Peacock being very flexible in using any amount of meter in a particular combo (with Lenny/Argus interactions), she can always meter dump at the end of combos however much she wants to generally do lots of damage, meaning it's pretty effective to save meter with Peacock as well.
Assists this character provides
Napalm Pillar (default assist) - An invulnerable DP assist. Great anti-air hitbox, but at the cost of a huge dead zone behind Parasoul.
L Napalm Shot (default assist) - Slow travelling projectile assist. Controls space and leaves a tear if it makes contact with the opponent. A notable trait of this assist is the tear will not go away if the point character is hit, since Parasoul is the character that needs to get hit in order for the tear to disappear. This can cause some situations where your opponent lands a hit but has to react to avoid the tear, otherwise they get hit.
H Napalm Shot ([4]6HP) - Similar to the L version, except it travels much faster. This makes it easier for the tear to make contact with the opponent and stay on the screen.
Egret Charge ([4]6HK) - An uncommon setup assist used to enable unique conversions.
Napalm Toss (214K) - This assist is nowhere near as useful as the above, but it has one very unique trait: the location of the tear can be set just as if Parasoul was on point by holding the corresponding K button.
Assists this character especially benefits from
- An assist that lets her combo off a manual tear detonation from a distance
- An assist that lets her combo off instant overhead j2MK (the fastest overhead in the game)
- Sniper gains a damage buff when DHC'd from at the end of a combo. If canceled early enough, the sniper will hit after the DHC occurs, hitting after the damage scaling resets to 70%.
- Sniper is also great for covering the incoming DHC character. If sniper comes out, the opponent is forced to block and the next character is protected. The only way you can be challenged is if the opponent can get a very long invulnerable window (sniper waits for 60f for invul to go away) or the opponent has a special countermeasure such as Cerebella's reflect
- Using DHCs to combo off full screen sniper shots, or sniper shots that hit airborne opponents is a bonus
- Bikes can be safe as a DHC depending on the distance / character. Otherwise, it can be mostly safe by being a difficult punish
- Her level 3 is a safe DHC that also grants offensive momentum if you cancel it using Egret Call ([4]6 LK)
Meter management
- She needs 1 bar to combo off her meterless reversal (Napalm Pillar) using Sniper or Bikes
Ms. Fortune
Assists this character provides
Fiber Upper (H) (default assist) - An invulnerable DP assist. Her most common assist and probably the best. Still has the invincibility and the get-off-me properties of all DP assists, the problem is how difficult it is to convert off. Using M Fiber can make conversions a bit easier but she loses some of the invulnerable frames. All versions still retain full invulnerability even if Ms. Fortune is headless.
s.HK - Wheel of Fortune (default assist) - A lockdown assist. When called headless, she will do headless s.HK. s.MP is another, similar assist choice, which becomes headless s.MP without the head. However these two are outshined by any proper lockdown assist. s.MK is another choice that works head-on or headless, but is a bit worse in function.
Cat Slide (236K) - A single hitting, forward traveling low assist. Has a good range and can be otg'd if it hits. It helps a lot with mix-ups and pressure, but has the downside of requiring Fortune to be headless. Becomes c.mk if she has the head.
Cat Strike / Cat Call (214P) - Doesn't have a very good hitbox but has a lot of invincibility and sends a projectile along the ground. Has the downside of requiring an assist call to get the head back before having it available again that leaves fortune pretty vulnerable for a while, but also allows you to tag or dhc into headless without having Fortune play on point. Shows up as 'Be Headed' on the custom assist selection.
Throw (LP+LK) - Not a terrible grab assist because, since the animation takes so long, it's not hard to convert without using the OTG.
Note: In addition to the above, some other overlapping commands give Ms. Fortune different attacks with her Head On and when Headless Ms. Fortune. These inputs can effectively give Fortune two custom assists at the same time. Other inputs seem as if they would give a double assist but don't. Some have unexpected effects, such as allowing Fortune to use a single hit HP Cat Scratch while Headless.
|Custom Assist Command
|Assist with Head On
|Assist when Headless
|Cat Scratch (1st hit)
|Cat Scratch (3rd hit)
Assists this character especially benefits from
Meter management
Assists this character provides
H Pinion Dash (default assist) - A setup assist that charges at the opponent and sends them flying backwards on hit. This allows for very unique conversions that aren't normally possible. Most notably, it allows Big Band to convert off of SSJ. Can also be used from a burst alpha counter that hits the opponent for a free conversion. All the Pinion Dash versions can only be done as an assist.
c.MP: A multi-hit lockdown assist. Doesn't use Hatred Guard, but if called as an Alpha Counter, MP can be held for Hatred Guard.
L Pinion Dash (22LK) - fast horizontal move with decent hitstun and blockstun, allowing for some unique conversions or crossup setups for certain characters
M Pinion Dash (22MK) - long startup, but knocks opponents decently far away and has a sizeable hitbox
M Gae Bolga Stinger (236MP) - Projectile assist. Painwheel cannot charge Gae Bolga Stinger in a custom action and will always attack with the minimum number of projectiles. Can charge (and fly cancel) upon an alpha counter.
Assists this character especially benefits from
Meter management
Assists this character provides
c.MK - Kakushi Caliper (default assist) - Two hit low assist.
Throw (LP+LK) (default assist) - Valentine's normal throw stands out as a the most useful normal throw assist in the game. The crumple starts a combo for a point character just as easily as it would for Valentine.
Vial Hazard (214P) - A setup assist. If Val doesn't already have a vial loaded, she will load up a poison and leave the screen. If called a second time, or whenever she still has a vial loaded, she will perform Flew Shot to throw the loaded vial at the opponent. Between the 3 variations of poisons, this assist has a variety of utility between pure damage, combo setups, or stronger resets.
H Savage Bypass (236HK) - Valentine rushes forward to nearly fullscreen distance. Pushes the opponent very far back on block, and on hit knocks them backwards for a conversion.
Assists this character especially benefits from
- Valentine benefits greatly from an assist that lets her load vials during a combo. This lets her apply the status effect during the same combo, or to use for later.
- Examples: Excellebella (Cerebella)
Meter management
Assists this character provides
M Hornet Bomber (default assist) - Three hit lockdown / neutral assist that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides.
L Luger Replica (default assist) - Horizontal projectile assist. Despite it being on the list of default assist choices, this one is definitely overshadowed by her other assist choices.
L Hornet Bomber (623LK) - Invulnerable DP assist that travels horizontally across the ground. It hits twice so it also provides a bit of lockdown, much more than any other DP assist in the game, which makes this assist notorious. The downside is that it doesn't have the vertical reaching hitbox most invulnerable DPs have, but it covers the ground quite well. The assist version of this move has a 2 more additional vulnerable frames, on top of the standard 2 vulnerable frames on every assist.
Cilia Slide (4LK+HK) - Forward traveling low assist that is also a sweep and has generous active frames. Great as a low hitting meaty, opening up possibilities for hard to block high/lows. You can also call it in neutral to cover the ground, since it travels forward very quickly. Very easy conversion ability as well, as it sends them backwards towards the point character.
H Hornet Bomber (623HK) - Like the M version, but travels further and in a taller arc. This makes it better at hitting opponents in the air, but will usually whiff against crouching opponents.
Assists this character especially benefits from
- A fast assist combined with Flesh Step can set up crossups
- Some assists can make TK barrel safe on block, turning it into a usable overhead option
- Catheads is one of the most annoying safe DHCs in the game since it gives Double offensive momentum
- When DHCing from car, it has the added convenience of picking which side it will come out on. If you are ending a combo by DHCing from car, picking the right direction can usually give the next character the corner
- With a DHC that grants a combo, car can be used as a damaging full screen punish against zoners
- Puddle is a very flexible DHC for combos
- DHCing from puddle leaves it on the screen for the next character to use, although the timer is shortened.
Meter management
- Catheads on point costs 2 bars, but it is useful for chipping the opponent out, or safely continuing your offensive momentum
- She needs 1 bar for puddle to combo off her meterless reversal (L Bomber)
Assists this character provides
c.HP - Cremation (default assist) - Multi-hitting low assist that is very active.
Center Stage (default assist) - Setup assist. When Squigly sings as an assist, the point character can exploit her forced screen movement while taking other actions. Running forward while calling the assist instantly closes the distance against a fleeing opponent. Timing the assist during a combo allows a point character to use a wall bounce in a combo at the middle of the stage. Using Center Stage in concert with a command throw can grab an opponent at a seemingly unfair range.
Drag and Bite (236HP) - Lockdown assist that travels forward slightly
Silver Chord (236MK)
Assists this character especially benefits from
- Squigly benefits from an assist that lets her build one or both charges during a combo
- Examples: M/H A-Train (Big Band), Excellebella (Cerebella)
- SBO is a great safe DHC that keeps the opponent in blockstun and allows Squigly to either charge safely or go for a mixup.
- Inferno of Leviathan deals a lot of damage but can whiff in some situations.
- It is only possible to DHC into Rage of the Dragon if you have both charges and the taunt.
Meter management
- Squigly should have at least 1 bar for her charged Sing confirms.
Big Band
Assists this character provides
L Beat Extend (default assist) - A fast invulnerable DP assist with good range and easy conversion ability. The L and M versions have 2 extra frames of vulnerability during their startup. If the assist hits both characters, the assist will "drop" 12 frames before the point. The blockstun for each version is also decreased; 5f for L, 7f for M and H.
H Brass Knuckles (default assist) - An armored assist that has a lot of vertical coverage that deals a lot of damage on counterhit. Unlike the normal version of this move, the assist version does not cause a sliding knockdown on hit and has less blockstun.
M / H Take the A Train ([4]6K) - Anti-air grab (unblockable while rising) and setup assist. On hit, the lengthy animation allows time for the point character to build resources. The H version travels further and has more time to build resources
Giant Step (214K) - While all versions of this attack must be blocked high, the HK version stands out as the best for an assist; when not in range for the direct hit, the earthquake effect forces the opponent to jump and can allow the point character to approach or convert.
Taunt (START button on custom assist select) - Big Band taunts, powering up his next level 1 super (either Super Sonic Jazz or Tympany Drive).
Assists this character especially benefits from
- Big Band benefits from an assist that lets him combo off SSJ, his 2f startup reversal
- Example: H Pinion (Painwheel)
Meter management
Assists this character provides
Dive of Horus (default assist) - Dropping Horus on the opponent forces the opponent to block high and causes a ground bounce on hit, setting up a combo opportunity for the point character. Eliza doesn't take any damage if her servant takes a hit. For the assist version of this attack, if Eliza is hit at any point during her recovery, Horus will automatically go into his hitstun too, potentially canceling out his attack on the way down, so use with caution.
H Osiris Spiral (default assist) - Lockdown assist that does a high amount of chip damage. Can also function well in neutral by acting as a wall that the opponent will have to deal with.
Butcher's Blade (214MP) - Sekhmet's multihit attacks have unlimited armor, making this assist very strong as a lockdown tool that can't be stopped during its active frames. Be aware that using Sekhmet assists consume available meter
Carpenter's Axe (214HP) - Sekhmets overhead axe attack has considerable startup, but when combined with Sekhmets natural unlimited armor, this assist can setup strong high/low setups that are tough to challenge. Be aware that using Sekhmet assists consume available meter.
Assists this character especially benefits from
Eliza can benefit well from any type of assist, but there are three main areas of weakness that she likes having patched up by her assists.
- Opening Up Upbackers: Eliza's constant overhead pressure is one of her biggest strengths, which leads many opponents to hold upback to escape her pressure. A low or antiair grab assist can be great to punish them for doing this or prevent them from doing it in the first place.
- Examples: H A-Train (Big Band), Cilia Clide (Double), L Hurting Hurl (Beowulf)
- Neutral: Eliza can sometimes struggle to get in and start her pressure, so she likes having a long-range assist that's hard to contest to allow her to close the gap while it dominates neutral.
- Examples: H Lock N Load (Cerebella), H Beam (Robo), H Brass (Big Band), H Bomber (Double), L George (Peacock), L Shot (Parasoul)
- Defense: With her only <3 meter defensive tool being vulnerable to throws, Eliza can struggle when she gets hit. Any invulnerable or, to a lesser extent, armored assist can really help her out in that regard.
- Examples: L Beat Extend (Big Band), H Updo (Filia), L Bomber (Double), Napalm Pillar (Parasoul), H Lock N Load (Cerebella)
Meter management
Assists this character provides
H Platonic Drillationship (default assist) - Forward traveling lockdown assist. Does NOT have strike invulnerability frames like the point version does, although gains them back if used as an alpha counter. Strong lock down assist, with good chip and good damage in combos. Flexible and probably her best assist in most teams.
M Forever A Clone (default assist). No longer the monster it used to be, M clone, or M shadow, still holds some good usages. For resource building characters it provides a lot of time to build them. It's also a projectile hitgrab, making it decent in zoning patterns as well as catching a lot of options in neutral. It also can allow the point character to be creative with mixups off of it. Be wary that as it is a hitgrab, it cannot hit the opponents assists, making it weak to counter-calls.
Love Dart (236P) - Projectile assist Fukua's fireballs can be useful assists if you find a need for it and your team can't make H drill or a shadow assist work. L dart is a mini L George, but can be called multiple times allowing for 2 fireballs rolling across the ground at once. H fireball also gets some usage in peacock zoning patterns due to its high arch filling dead zones, as well as its range paired with Fukua's short cool down giving peacock full-screen block strings.
Inevitable Snuggle (214LP+LK) - Armored command grab that has some niche usage and gimmicks, emphasis on "niche" and "gimmicks".
Assists this character especially benefits from
Fukua benefits heavily from assists that exert pressure at spacings past her individual short physical range. Ultimately though, she's a very self sufficient character and doesn't need any assists to maximize her potential, being able to use pretty much any assist to help her. examples of good assists for her are mostly just the staple good assists:
- h.brass
- h.beam
- L and M beat extend
- Shot assists
- any DP assists
- any high or low hitting assists
DHCing out of fukua for damage can be awkward depending on the character following her. Ground Drill super leaves the opponent high in the air, limiting good DHC follow ups. In addition, DHCs like doubles Monster will whiff in the corner after Drill super unless you still have OTG. Examples of supers that do work well for damage after Drill super are Filia's Fenrir and Bands SSJ. Depending on your team, it might be more damage to do fireball super and DHC before any hits happen, or if you have a DHC on deck that lets you combo afterwards such as catheads, do Air drill super at 235 Undizzy and then DHC for the restand setup.
For DHCing out of fukua's supers for safety on block, Fireball super being -8 consistently after pushblock can make some safe DHC setups potentially unsafe, making Hdrill fireball>DHC potentially riskier than normal.
DHCing into fukua is where her DHCs really shine. While she no longer has the safe-ish DHC into fireball, as with pushblock it is consistently -8 and punishable, she instead has other benefits. BFF in particular really has merit: It allows for convertions off and pickups off of and reversal, good damage on the dhc pre 235 undizzy+ 1 string afterwards, and is very, very strong in DHC wars, beating most options the opponent might have. DHCing into fukua lvl 3 is decent, while it is one of the lower damage lvl 3s it is still high damage for spending 2 additional meter, and allows for consistent follow ups afterwards.
Meter management
- fukua likes meter but can function without it. particularly opening up a down-backing opponent is very hard without the option to convert off of her throws with BFF. With held shadows, converting off throws in resets meterlessly isn't an issue.
- point fukua builds a decent amount of meter with the proper routes, offsetting the fact sometimes she needs to spend the starting bar to open the opponent up. While not a top tier battery, she can fill the roll decently.
- Mid fukua can find herself meter-starved, especially if she's brought in via DHC, but again she doesn't necessarily need the meter. Just be sure your anchor doesn't need much meter.
- Anchor fukua appreciates having extra bars to spend on air fireball supers for chip and space control late into the matches, as well as having meter for throw to bff convertions, since she will lack assists helping to create openings.
Assists this character provides
H Hurting Hurl (default assist) - An invulnerable DP assist that is also a projectile. It has a good hitbox and trajectory, but has a slow startup and can be avoided fairly easily. Also, Beowulf will only do the chair throw if The Hurting is not on cooldown. Otherwise he will enter the screen, do nothing, and leave.
c.HP - Nosebleed Seat / Grendel Flex (default assist) - A launcher with a good hitbox in front of Beowulf that becomes an armored assist that hits twice when he does not have The Hurting equipped.
L Hurting Hurl (236LP) - A forward traveling low projectile assist that is also a sweep. Useful for mixups and has easy confirms. Like H Hurting Hurl, The Hurting must not be on cooldown for Beowulf to perform the assist.
c.HK - A fast sweep with The Hurting equipped or a slow, long reaching, armored sweep without it.
- Wulf Shoot (236LP+LK) - A command grab with a slow startup that travels fast and always ends with Da Grendel Killa.
Assists this character especially benefits from
- Neutral: While limited, Beowulf's neutral becomes difficult to deal with when backed up with an assist that covers a lot of screen space to allow him an easier time to get in.
- Examples: H Brass (Big Band), H Lock n Load (Cerebella), L or H shot (Parasoul), H Beam (Robo), L George (Peacock), H Bomber (Double).
- Grab Stance Setup: Assists that allow Beowulf to convert from grab stance and/or get hype (via taunt preferably) allows him to go into an EX Canis Major Press to begin his setplay or extend the combo with EX Da Grendel Killa.
- Examples: H A-Train (Big Band), Excellebella & Diamond Drop (Cerebella), H Spiral & Butcher's Blades(Eliza), Mortuary Drop (Valentine), M Clone (Fukua).
- Pressure: Beowulf suffers a bit from pushblock, so assists that allow him to stay in or keep the opponent blocking so he can get back in severely increases his threat potential.
- Examples: H Brass (Big Band), H Spiral & Butcher's Blades(Eliza), H Bomber (Double), Cerecopter (Cerebella), Drag 'n' Bite (Squigly), Platonic Drillationship (Fukua).
- Gigantic Arm- This super is very good for both dhc'ing in and out of with it's absurd amount of hitstop, wallsplat, corner carry and healthy amount of damage (even at max undizzy) it adds to combos. Useful all around.
- Airwulf- Depending on the situation and character matchup, this can be used as a safe DHC. For combos, it akes a bit of more work to dhc into and out of, given that they have to be airborne for it to hit and in range for them to hit out of it, but gives corner carry and oki (optional) at the cost of damage (without hype).
- Three Wulf Moonsault- Depending on your team order, due to the super being only four (albeit strong) hits,it may be better to dhc out of Arm/Airwulf instead. But still a good combo ender with reasonable damage and is easy to dhc into or out of.
- Wulfamania!- Like any command grab supers, the opponent must be staggered for it to connect. Also like Three Wulf Moonsault, and it also may be better to dhc out of Arm/Airwulf instead. Has good dhc routes out of it.
Meter management
Assists this character provides
s.HP - Collimating Saw (default assist) - An armored lockdown assist
H Theonite Beam (default assist) - Neutral assist that covers the horizontal portion of the screen in a multi-hitting beam hitbox, but not the lower portion, so it can be crouched under. Probably one of the strongest assists in the game, due to its potential to lock out enemy assists from full screen and force the opponent to either stop what they're doing to avoid the beam, or block it for a decent amount of chip, and fall prey to a potential mix-up. Just about every character in the game can benefit from this assist.
M Theonite Beam (236 MP) - Mostly useful as a harassment tool, and works as a faster but less oppressive version of H beam. It's a good assist but since H beam is so good, it tends to get overlooked.
Headrone assists are quite different from most assists since you need to have a resource to use it. If you set a headrone special move as an assist, Robo-Fortune will do c.HK and leave the screen if you didn't have a head already. On the next assist call, Robo will do the headrone special move you picked and spend her head. If you picked Headrone Salvo (214 HK) as your assist Robo-Fortune will do c.HK until she has three heads and leaves the screen. Headrone RAM can be used as a zoning/space control assist but is pretty lackluster. Headrone Impact and Headrone Salvo are much better. Headrone Impact is great since it lingers on the screen for so long and the opponent can do very little to deal with it. It can also be used to create safe mix-ups if you place it in the right spot since the opponent can get hit if they press a button. Headrone Salvo works like Dr.Doom's Hidden Missiles assists and we all know how good that was. Headrone Salvo is an amazing assist since it can pretty much do anything you want for an assist. It controls neutral, works as a defensive assist, pressure assist, and pretty much everything else but damage. However, the fact that three heads have to be summoned means that Robo is very vulnerable during the first assist call.
Assists this character especially benefits from
Meter management
|Skullgirls 2nd Encore+
|FAQ • Controls • Glossary • UI/HUD • Training Room • Frame Data • Hitboxes • Team Building
|Filia • Cerebella • Peacock • Parasoul • Ms. Fortune • Painwheel • Valentine • Double • Squigly • Big Band • Eliza • Fukua • Beowulf • Robo-Fortune
|Movement • Attacks / Hit Effects • Defense • Team Mechanics • Combos / Damage • Advanced Mechanics • Esoteric • Frame Data & Hitboxes
|Community • Videos • PC Launch Options • Patch History • Extra


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I've tried masking that app-accessibility package but that doesn't seem to help. Anyone got any ideas what's going on here?
Code: Select all
Oberon ~ # emerge -uN --world
>>> cfg-update-1.8.0-r6: No new packages have been emerged, checksum index OK!
Calculating world dependencies -
!!! Ebuilds for the following packages are either all
!!! masked or don't exist:
media-plugins/gst-plugins-dts media-plugins/gst-plugins-mikmod media-libs/gst-plugins media-plugins/gst-plugins-dvdnav
... done!
!!! Error: the <app-accessibility/festival-1.96_beta package conflicts with another package;
!!! the two packages cannot be installed on the same system together.
!!! Please use 'emerge --pretend' to determine blockers.
For more information about Blocked Packages, please refer to the following
section of the Gentoo Linux x86 Handbook (architecture is irrelevant):
Oberon ~ #


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Within our site you will find a variety of functional ingredient solutions for applications throughout the food industry. We would encourage you to contact our Technical Sales Representatives to learn more about the products and applications that you see here, or to inquire about additional applications not currently found in Our Products.
Thanks for visiting... and as always, thank you for your interest in the products and services of Dairy Ingredients, Inc.


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LOL: Chris Rock On What He Would Do To Someone If They Chris Brown'd His Daughter! (Interview On Howard Stern)
Chris Rock sits down with Howard. Posted by @mahad_worldstar
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VHM manufacture only high quality racing parts, as used by many factory teams worldwide.
We are now pleased to announce that we are able to offer VHM products at competitive prices.
If you don't see your desired part or model listed then please drop us a line, as we can supply far more than just the few parts we have listed.
Please note that the VHM products will be sent direct from the manufacturer, separate from other TYGA products, by airmail shipping. The price quoted includes this shipping option. If you need urgent delivery then we can offer other methods but the price will be affected and should be discussed prior to payment.
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Nevada, TX Real Estate
Population: 563 Nevada, Texas is a small town about 25 miles northeast of Dallas in Collin County. Far enough from the city to provide a peaceful and quiet place to relax after a stressful day, but close enough for an easy commute along Highway 78 and the George Bush Tollway. View Properties in this Community > Ebby Halliday Offices Serving this Community: Rockwall > Other Ebby Offices > Education Community Independent School District Entertainment Amon Carter Museum The Fort Worth Museum of Science and History Palace of Wax, Grand Prairie The Fort Worth Zoo, Fort Worth Six Flags Hurricane Harbor Fossil Rim Wildlife Center Six Flags over Texas The Kimbell Art Museum Texas Motorplex, Ennis Lone Star Park, Grand Prairie Texas Motor Speedway Texas Rangers Baseball Team Dallas Cowboys Bass Hall Dallas Museum of Art Dallas Zoo Dallas World Aquarium...
Nevada, TX Homes For Sale
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This event has now finished
Short Introductory Talk: Help and Healing on the Spiritual Path Through the Teaching of Bruno Groening FREE
Source No source link supplied
A short introductory talk about spiritual healing and help through the teaching of Bruno Groening.
Through the absorption of the divine power, many people are experiencing the healing of illnesses and pain, that have been declared as "incurable" by the medical profession. The words of Bruno Groening: "There is no incurable, God is the greatest physician," has been proven and documented by independent physicians.
All interested people are welcome. Admission is free, donations are accepted.
The short introductory talk to the teaching and the work of Bruno Groening takes place at 12.00 am (approximately 1 hour).
Interested persons may then take part in the Community Hour which follows this short introductory talk at 1.00 pm (approximately 2 ½ hours).
Contact: Joanna Nind 07737 372242
Saturday 712.00PMOctober2017-10-07T12:00:00Z2017-10-07T13:50:00Z
Spoken Word
The Polish Club
Bordesley Street
near Selfridges Digbeth
0121 643 3577
Cycle there (external link)


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This week on Retro Game Master The Kacho takes on The Poseidon Adventure-inspired adventure game S.O.S.
S.O.S. was developed by Human Entertainment for the Super NES in 1994. In the game, which was inspired by both the book and movie The Poseidon Adventure, players must escape the sinking ship Lady Crithania. The game has four players characters, a hidden timer and the levels rotate as the ship continues to sink.
The show goes live only on Kotaku at 8 p.m. eastern this Thursday, followed by more weekly episodes "airing" on Kotaku at the same time and day through September. And unlike with television, these episodes will stick around on our site so you can watch them at your own leisure.
Game Center CX produced 15 seasons of gaming content in Japan, with Shinya Arino playing through dozens of Famicom, Super Famicom, PC Engine and Mega Drive games. These first U.S. airings of the episodes includes English captions for Arino and English dubbing for his off-camera announcer.
If you missed it, make sure you go watch last week's episode now. Licensing prevents the show from being seen outside of North America.
Being Terrible at Video Games Makes Surprisingly Great Television
People don't tune into Japanese television show Retro Game Master to watch Shinya Arino whip through video games effortlessly. They tune in to watch him fail, and fail, and fail, and perhaps to finally, painfully succeed. More »


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Lip Syncher extraordinaire Keenan Cahill, the kid who burned up YouTube with his dramatic rendition of Katie Perry's Teenage Dream, appears to have some pull in the hip-hop world.
The diminutive, bespectacled Chicago performer released a new lip sync video, this time built around 50 Cent's "Down on Me" track. It's filled with his signature hilarity, but there's something different.
This time, it's a duet.
50 Cent shows up in Cahill's unkepmt bedroom to help him complete the track. The rapper drops to his knees to fit in the frame with Cahill and even participates in some dance moves with the kid. Near the end he drapes a diamond-laden necklance around Cahill's neck.
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The YouTube video has 91,800 views at press time and was shown on Chelsea Lately, according to Rolling Stone.
That's a far cry from the 1.4 million hits he recieved for teenage dream, but you can't argue with access.
Kahill has been uploading videos on YouTube singing and dancing to different hits for more than a year. His lip-synching and auto tune covers have earned him local celebrity status. He's previously been interviewed on WGN and B96.


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I'm always far too lazy to really qualify as a perfectionist, but there is always that nagging voice in my mind insisting that I could have done better. Sometimes I listen to it, ripping back hundreds of stitches just to get to that one cluster on a crochet blanket that has two stitches instead of three; or I frog a day's worth of knitting to fix those decreases that lean to the left instead of the right. Yarn runs out halfway through a row? Well, the odds on me working my way back to the beginning of the row to attach the new yarn in the appropriate place have significantly improved, but not to the point that it's an absolute certainty.
There's definitely a time factor involved in whether or not I cave to my inner critic. If It's going to take forever to fix, I do force myself to consider if anyone is even going to notice… "I'LL NOTICE!" the critic hisses, sometimes placated by the promise of another run at the item from scratch in the not too distant future.
It's a balancing act at the best of times, and yes, I am one of those people who instantly points out the problems with something they've made as soon as someone complements it. It's not false modesty, I just want to assure you that I know it's a bit of a mess close up, and next time I will do better! I promise!
Of course sometimes I make a decision right at the start that limits the potential success of the project right from the start, in particular, choosing the wrong yarn.
I love Attic24's Blooming Flower Cushion pattern. I started out using it to make a pot-holder for my mum (the cushion pattern was inspired by a vintage pot-holder pattern) which worked beautifully in Drops DK cotton Muskat, so I decided to go ahead and make a whole cushion out of the same yarn for my niece.
The colours were stunning, just what I'd envisioned, so it was easy to overlook how it wasn't quite plump and tactile enough.
For my next attempt I switched to Rico Essentials Cotton DK, A poor decision because it is even less plump and smooshy that the Drops Muskat. In fact I think I was so disappointed in this version that I didn't even blog about it at the time! It was a gift for my older sister, who had a particular colour scheme in mind inspired by her favourite Tiffany style lamp. She loved the cushion anyway, giving it pride of place in her living room, but after a few months the cushion pad inside had gone very flat, making the whole thing look like a very sorry excuse for a cushion.
She asked me if I could replace the foam pad with a feather one, which of course I said I could, and immediately that inner critic perked up and, starting to sound very much like Gollum, muttered "now is our chance… you can make that better version now… you promised!" So I did both.
The first, sad little cushion I made for my sister did improve a little with its new inner, but not much!
But the real success was the new cushion cover I made from scratch. I wanted it to be cuddly and squishy, so I chose chunky weight Stylecraft Special and used a 4.5 mm hook to ensure that the crochet was nice and dense, I hate feather cushions and bedding (they make me cough) but I invested in a large, plump feather cushion pad, and I have to admit it gave the cushion a beautiful shape, like a giant macaroon from the Great British Bake-Off!
Even my inner Gollum was pleased with version number three. Perhaps a little too pleased… "we wants to keep it"… but you'll be pleased to hear that it was all wrapped up and delivered to my sister on her birthday. When she saw the sad but rejuvenated cotton version next to the newer, super-squishy one, she could see why I'd found the former a disappointment, but both versions are still very much appreciated.
Feeling guilty about giving her essentially the same thing for her birthday two years in a row, I decided to whip up some crochet coasters out of what was left of the Rico cotton. I used this free Cheery Coasters pattern from The Planet Pearl, and they came out beautifully… until I decided to press and starch them. Sigh.
Inner Gollum was going nuts, pointing out that by pressing them on both sides instead of just the reverse had flattened all those lovely stitches. There wasn't much I could do to fix the situation the night before my sister's birthday, so I just had to suck it up and ignore Gollum's spluttering complaints. I did so well that I'm pretty sure I didn't even apologise for those poor flattened coasters!
I'd intended to end this post with some photos of my knitting WIPs, but it's taken me so long to get around to writing this post that one of them is nearly finished! I'm at the sewing up stage of Mr BAM's big grey jumper, and sadly, even though I haven't finished yet, it's already fitting in a little too well with the could-do-better theme of this post.
I've botched the raglan seams (should have remembered to sew them with mattress stitch) but only to the extent that a fellow knitter would understand the mistake. Mr BAM, bless him, says he doesn't care, and wicked, wicked knitter that I am (not in the "cool" sense, in the "going to knitting hell where all the yarn is tangled and none of the dye-lots match" sense) I'm going to let this one go. I just don't have it in me to frog the neck band and painstakingly unpick all the seams.
But the next time I knit something for my wonderful husband, I will do better, and my other WIPs? Well, at least they still have a chance.


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Mothers bring kids to Senate to push for EPA's climate change rule
More than 200 mothers and their children marched to dozens of Senate offices Wednesday, carrying handwritten signs and calling for members of Congress to support the Environmental Protection Agency's proposed anti-pollution rules, which seek to cut carbon emissions from power plants by 30%.
"By the time my kids are adults, storms like Hurricane Katrina and superstorm Hurricane Sandy will be commonplace," said Heather Clark, a member of the Moms Clean Air Force and lead organizer of the protest. "As parents we must demand that Congress stand behind these regulations as written and not tear them down."
July 11, 8:20 a.m.: An earlier version of this post incorrectly described Clean Air Carolina board member Danielle Hilton as an attorney.
The protest drew mothers from eight states and the District of Columbia. Protesters cited their children's future as their key motivation for acting on climate change. Many said it was their responsibility as a parent to urge members of Congress to act.
"Using families is great because there are power in numbers," said Kelly Nichols, a mother from Chicago. " It shows it's not just a bunch of hippie liberals who don't believe in family values. Clearly we're fighting the same fight."
Sens. Barbara Boxer (D-Calif.) and Sheldon Whitehouse (D-R.I.) voiced support for the mothers.
"We have some very big polluters who are polluting our planet," Whitehouse said. "We have those same polluters who are polluting our democracy with a lot of money and a lot of influence. And up against those big polluters, we have the Moms Clean Air Force. And I want to tell you that my money is on the moms."
Boxer talked about the health implications of air pollution, including asthma.
"If you can't breathe, you can't go to school. And if you can't breathe, you can't go to work," she said. "So if we ignore pollution from carbon we are walking right into a death trap."
Danielle Hilton of Charlotte, N.C., a board member of Clean Air Carolina, asked that members of Congress place public health over private interests.
"I don't know if lawmakers are reading the same factual reports that moms are reading because moms are getting access to the facts," said Anne Brock, a mother from Tennessee. "And when we read the facts, we just see we have to act on climate."
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Gov. Walker writing memoir recounting state reforms
Book fuels speculation about presidential bid
Wisconsin Gov. Scott Walker, a possible contender for the presidency in 2016, is writing a memoir detailing the reforms he has introduced during his two years in office.
The Sentinel imprint of Penguin Group says "Unintimidated: A Governor's Story and a Nation's Challenge," is tentatively scheduled for release late this year.
Walker briefly commented on the book to reporters who gathered as he toured a manufacturing plant in Wausau on Tuesday.
"For us, it really started last year. A lot of people were interested in what we had to say, and had a number of people encourage us to consider writing a book and so it just fits in very nice with the timing," Walker said.
The Republican has become a favorite of the conservative right by taking a hard line against organized labor. Last year he removed collective bargaining power from most most public workers -- a move that sparked mass protests at the state Capitol in Madison.
Sentinel said Walker is writing the book with Marc Thiessen, the former chief speechwriter for President George W. Bush.
The announcement of Walker's book has increased speculation he is seriously considering a presidential bid. Walker acknowledged as much to reporters Tuesday.
"Obviously, there will be plenty of speculation on other things, but hopefully that will help get more people to tune in and buy a copy of the book when it comes out later this year," Walker said.
In recent election cycles, writing a book has become typical in a run-up to a presidential campaign, said Charles Franklin, political science professor at the University of Wisconsin - Madison.
"The books are becoming sort of a statement of the candidate, about their background and positions and values before they run," Franklin said. "But sometimes they write books and don't run for president.
"Walker has developed a national constituency in the Republican party," Franklin said, citing Walker's fundraising and travels around the country giving speeches. Walker will go to Iowa in May to be the keynote speaker at a Polk County GOP event. Iowa is an important early caucus state.
The year 2016 is "looking like an unusually fertile field" for Republican candidates, Franklin said. But Walker "does need to get through that re-election" as governor in 2014, Franklin added.
Sentinel specializes in conservative content and previously has published books by Republican U.S. Sen. Marco Rubio of Florida, former Indiana Gov. Mitch Daniels, and former Arkansas Gov. Mike Huckabee, now a conservative talk radio host.


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ISLAMABAD - By the time Tasneem Bibi brought her four-month-old baby to the clinic, the girl's lower body was blue with cold.
The family had walked two hours through snow-covered mountains along the Afghan border to reach a road, then paid almost $40 - nearly a month's income - for a lift to a clinic many miles away.
The baby was diagnosed with hypothermia. She died a few hours later.
Already enduring frequent attacks on militants by US drone aircraft, a Taliban insurgency, sectarian violence and poverty, Pakistanis in the remote northwest face a new enemy: an unusually bitter winter.
A growing number of cases of pneumonia, hypothermia and other winter illnesses are stretching the few health facilities, says medical charity Medecins Sans Frontieres (MSF), or Doctors Without Borders.
Tasneem Bibi's daughter died at Tehsil Headquarters Hospital in Sadda town, where Dr Rahman Sakhi says cases of hypothermia and pneumonia are up about 15 percent from last year.
The hospital treated 3,300 patients in January, 80 percent of them for winter-related illnesses.
"Drone attacks and Taliban violence get all the attention while people are struggling through this exceptionally harsh winter with little access to healthcare," said Dr Javed Ali, the country coordinator for MSF.
Some residents of the semi-autonomous region, known as the Federally Administered Tribal Areas, complain that they have been neglected by governments since Pakistan was created in 1947, making its poor residents ideal recruits for militants. "These are difficult areas, you have to understand," said Riaz Khan, the head of the political administration in Kurram agency, one of seven regions, known as agencies.
"We have our own hospitals and clinics and we also work closely with foreign groups and do what we can."
He said he did not have figures for deaths this winter.
Government reports on demographics, health and living standards ignore the tribal areas. Most statistics come from international donors.
Unicef says mortality rates for children under five are 104 per 1,000 in the tribal areas compared with 94 in Punjab, the most developed province. The figures are from 2009, the latest available.
Deaths are difficult to verify independently. Foreign journalists are banned from the areas without permits and the government controls access by international aid groups.
In the last week, Reuters gained rare insight into the state of healthcare in the area by interviewing several patients, doctors and nurses at MSF's facilities.
All said this winter had been exceptionally hard. In December and January, MSF reported 28 deaths of children under the age of five in the region - almost double the figure from last year. Most died of hypothermia and pneumonia.
Years of conflict and displacement have led to the near-collapse of healthcare. Few doctors and technical staff will work in the region.
Snow and landslides often block roads to hospitals. Most sick people see traditional healers or go to pharmacists for generic medicines. The desperate may travel miles on foot or scrape together the fare for a taxi to hospital.
Often, they are too late.
Sumaiya Bibi, 17, cries down the telephone speaking about her 17-day-old boy diagnosed with hypothermia.
"I am tired of hearing his anguished cries," the mother says from the northwestern town of Hangu. "I didn't have the money to rent a private car so I waited to find a cheap bus. I hope I'm not too late."
Things are particularly bad in Kurram agency, racked by sectarian violence between Sunni and Shi'ite tribes and a 2009 army offensive to flush out Taliban.
The offensive ended in 2011 but clashes are common and many people need medical care.
"This area is remote. The terrain is hard. There is a security crisis. If only there was one problem," said Dr Sakhi from Kurram. "We need emergency wards within a 20 km radius. We need pharmacies. We need a health policy."


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Getting Past the Rhetoric to Support Labor and the Middle Class
Panel Discusses Why America's Workers Are Under Attack and What Educators Can Do About It
Lillian Sparks J.D, a Lakota woman of the Rosebud and Oglala Sioux Tribes executive director of the National Indian Education Association, speaks during Stopping the Rhetoric and Working Together session, Friday, July 1, 2011 at the McCormick Place Convention Center in Chicago Illinois.
July 01, 2010
By Cindy Long
In a forum sponsored by NEA's Office of Minority Community Outreach at NEA's first annual Day of Learning, leaders from diverse, ethnic minority communities discussed the labor and education issues facing our schools and offered strategies to help everyone understand the alliance between communities and organized labor.
The session, "Legislators, Labor and Leaders: Stopping the Rhetoric and Working Together," was moderated by Ed Gordon, host of "Weekly with Ed Gordon" on BET. Panelists included Rep. Danny K. Davis of the 7th Congressional District of Illinois, Luis Vicente Gutiérrez of the 4th Congressional District of Illinois, Maria Teresa Kumar, founding executive director of Voto Latino, and Lillian Sparks J.D, a Lakota woman of the Rosebud and Oglala Sioux Tribes executive director of the National Indian Education Association (NIEA).
They tackled the issue of why America's workers are under attack and what educators can do about it.
"The struggle for labor rights is the struggle for the middle class," said panelist Gregory Cendana, Executive Director of the Asian Pacific American Labor Alliance (APALA), AFL-CIO. "It's a common struggle, and we need to build partnerships, and genuine relationships to win the fight – it's not about wheeling and dealing, but about building genuine relationships grounded in community and love."
Rep. Davis said that we haven't done a good enough job teaching young people about the full impact of what organized labor has done for this country.
"When you combine education and labor, it's done more to reduce poverty and increase economic prosperity than anything else," he said.
When asked about strategies to end the era of teacher bashing, panelists agreed that we need to offer a different perspective.
"You've got to beat the drum," said Davis. "If you're doing a good job, say you're doing a good job. Let reporters know. Let legislators know. Let everyone know."
Maria Teresa Kumar told the story of a group of retired teachers in North Carolina who volunteered in public schools and saved the state five million dollars. "Where are those stories?" she asks. "Why aren't those stories being told?"
Another way to stand up for educators is to hold elected politicians to their word.
"We show up at the polls and think that's it," said Gutiérrez. "But we have to show the same level of tenacity in asking our elected officials to live up to their promises as we did in getting them elected."
If you can't effect change by forcing political feet to the fire, you should consider running for office yourself, Cendana said.
"It's time for us to take the fight on for ourselves," he said. "We need to be our own leaders."
Davis agreed that we need to be more actively involved and that our greatest responsibility as educators and citizens is to be engaged in the policymaking process.
"As Dante said, the hottest places in hell are reserved for those who did not get involved in the greatest issues of their day," Davis said. "And even though I may not be the best Christian, I believe there's an up, and there's a down. I want to go up, and I want all of you to go up, so please, get involved."


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I started working on level design with Unreal Tournament 2004 in 2007. I created custom levels for fast paced multiplayer matches using increased movement and physics. I ventured out into custom texturing with characters, modeling, and coding new weapons. I later took two years of Java, I can understand many other languages easily as well now. Though I tried working with many of the design fields, I preferred level design. I currently am currently working to expand my experience and to refine my skills. Though I may be artistic when it comes to level design, I am still very logical, and a strong problem solver. I enjoy working in a team with others, but also am a strong self motivator. Being a student developer can be difficult some times but it really comes down to prioritizing and time management. I am currently woking on Siege of Inaolia, you should give it a look!
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Started a new series of mini projects to do when I am bored.
This was my fountain piece that I am working on.
Only took me a little under an hour!
*Its all made using hard geometry (brushes), except the foliage/water falls. (duh)


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A new "king" is emerging in the fields of Mississippi. Though soybeans remain the most-planted crop in this agriculturally oriented state, corn in recent years has made some serious inroads.
With corn prices so high, Erick Larson, a state corn specialist at Mississippi State University, expects the trend to continue this year. "We anticipate Mississippi corn acreage to be up around 1 million acres," he says, offering a simple explanation: corn prices compare favorably to prices for other grains. "Plus, we had an excellent corn crop last season."
USDA data shows that corn planting in Mississippi grew from 750,000 acres in 2010 to 900,000 last year, as farmers sought to take advantage of higher prices. During the same period, acres devoted to soybeans fell from 2 million to 1.75 million. Cotton, meanwhile, staged a small comeback.
Corn planting in Mississippi started during the first full week of March, primarily in the south Delta region, and only on sandy, well-drained soils. Progress was slowed by rain on March 10. As of March 17, only 13% of the state's corn had been planted, according to the National Agricultural Statistics Service.
Planting can start in Mississippi whenever soils dry out, says Larsen. That happened early in March last year and produced positive results. "Temperatures have generally been cooler than normal this year and only marginally adequate for corn planting," he says.
The move to corn in recent years has mostly come at the expense of soybeans.
"Soybean acreage will likely remain close to where we were last year," says Trent Irby, a soybean specialist with Mississippi State University. "However, if the weather doesn't allow us to plant as much corn as was initially intended, I expect soybeans will gain a lot of those acres."
Irby expects to see a few soybean planters in the field as soon as the ground dries out in late March. "However, after April 1, planting will likely be in full force, weather permitting."
Cotton, of course, used to be considered royalty in the state. As late as 2006, 1.2 million acres of cotton were planted in Mississippi. The crop has enjoyed a small renaissance in recent years, with plantings increasing to 580,000 acres last year, making Mississippi the third largest cotton-producing state. Larsen expects planted cotton acres to be "modest" this year.
Rice is another crop that has lost its luster in Mississippi at the expense of corn. Planted rice acres have fallen by more than 50% to 135,000 acres in the last three years.
Late March is the best time to plant rice in Mississippi, according to Tim Walker, a rice specialist at Mississippi State. Planting date evaluations conducted for five years show that rice can achieve 95% or greater of its maximum yield potential when planted from March 20 to April 20.
Prospective Plantings Preview: 10 Key States
Read the acreage predictions and considerations for additional states:


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I just spent the weekend filming with the Yarn Dawgz of San Antonio and I am filled with filmmaking adrenalin. I even called John on Friday night at like 3:30 am which means it was technically Saturday morning and said "I LOVE DOCUMENTARY FILMMAKING! I want to do this FOREVER" on his voicemail. I vaguely remember this, he had to remind me.
One rule of documentary filmmaking is that nothing ever goes as planned so be prepared.
The plan was:
* Friday night film B Roll of the Yarn Dawgz, shoot Dino and Billy doing stuff for JumpStart at First Friday.
* Saturday film the installation at Blue Star and shoot one interview.
* Sunday film the other interview and get pick up shots. If time get scenic B Roll of San Antonio
I was a little nervous about the Friday shoot because I would be filming on my own in a very crowded area. John is in Portugal, Spencer is busy with school and Taylor is working. First Friday is an awesome San Antonio South Town tradition where all the art galleries and local shops open their doors to the city and have a big party on the First Friday of the month. It was going to be hard to be a one woman crew but I was up for the challenge.
I got to Jump Start around 4pm because of all the traffic on I-35 from Austin, thankfully before all crowds showed up on South Alamo Street in the Blue Star Art complex. I put mics on Dino and Billy and just started filming them in their natural element. Jump Start was preparing for a window performance of a graffiti artist taggin' a boxcar. I wasn't really sure what I was in for but was excited by whatever it was going to be. The guys also took me around the complex to show me an old installation that they wanted to take down. It was great to see the decay of an installation. It was faded and kind of gross, (which is awesome). I'm starting to think that the rot of an old installation can somehow be an ending to the documentary itself. I shot the guys deinstalling the piece before getting swallowed by the twilight Blue Star crowd.
The guys got back to work while I absorbed the environment. When it was show time everyone in Jump Star was running around like crazy. Thankfully they were doing two shows so that I should get different shots of the performance. I was blown away by the show. It starred Cros, the other initial Yarn Dawg (who actually lives next door to Billy and Dino). It was about a graffiti artist sneaking around and tagging a boxcar and then being chased by the cops, only to have one of the cops tag a bench herself. It was really beautiful and powerful. I love live performances and theater. Nothing I could write or film could really capture just being there.
After a crazy long day I was exhausted but my adrenaline was still pumping through my veins. Billy and Dino invited me out to the Strip. Now I'm from San Antonio but I haven't lived there for 8 years so I didn't know what the Strip was. There's a delightful area of Main Street in San Antonio, called the Strip, that has become populated by gay clubs. It was awesome. I'll leave out the details of the night but it included some food at Luther's Cafe accompanied by a Drag Queen singing Adele (actually better than Adele sings), some drinks and dancing at a place everyone refers to as Gay Bennigans. I was feeling good. I logged my footage and was in bed by 4am.
Saturday I met up with Dino and Billy at Blue Star to shoot their installation. I suited up (put my equipment on) and the guys got ready. As we're filming, Billy and Dino notice that their knitted pieces don't fit the poles like they thought. They discussed the options. They looked around the complex to see if their pieces could fit anywhere else. In the end it started to rain and they decided that they would not do a project that they didn't feel 100% proud of. I went back to the guy's place which turned out to be a yarn bombed sanctuary. Billy even walked me down their street to show me all the stop sign posts he's done. We were running out of time because Dino and Billy were going to perform a song for their friend's birthday later that night. We called it a day and planned to meet on Sunday.
On Sunday I got a call from the guys who had to cancel because of family stuff. I was feeling so good from the stuff I got on Friday and Saturday that I didn't even feel sad about it. I could always get their interviews another time. Plus I can come back to shoot the finished installation.


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Long-Term Functional Outcome of Midfoot Fractures
Search Medline for
|October 21, 2010
Objective: Midfoot fractures (MF) are uncommon. The purpose of this study was to evaluate functional outcome in patients treated for MF fractures.
Methods: A prospective analysis was undertaken on a cohort of patients diagnosed with MF between March 2002 and June 2007 at a Level I teaching trauma center. Out of a total of 129 patients 62 patients with 65 treated MF returned valid questionnaires. Primary outcome was to evaluate functional status (Foot Function Index [FFI] and Short Musculoskeletal Function Assessment [SMFA]).
Results and conclusions: Thirty-two males and 30 females had a mean age of 44±14 years (range 17–72) and BMI 28.0 (range 17.5–48.9). Mechanism of injury was 31 road accidents (MVA/MCA/ATV), 9 crush injuries, 9 low-energy falls, 9 twist, and 4 high-energy falls or sport-related injury. Survey follow-up time averaged 53±20 mo (range 23–93). Based on presence of cuboid and navicular fractures patients were grouped into lateral column injury (LAT, 26/65, 40.0%), medial column injury (MED, 19/65, 29.2%), or bicolumn injury (BIC, 20/65, 30.8%) groups. Average functional status scores were FFI 31.1, Daily 21.8, Emotional 31.5, Arm-Hand 6.8, Mobility 29.0, Dysfunction 23.0, and Bother 24.2. BIC performed significantly worse than MED for all functional scores except Arm-Hand (p<0.05) and worse than LAT in FFI (p=0.007). BIC related to inferior functional scores (FFI r=0.419; SFMA Daily r=0.389, Mobility r=0.362, and Dysfunction r=0.341) with significance at p<0.01. The inability to return to previous level of activity was related to inferior functional status (FFI r=–0.424, Daily r=–0.403, Mobility r=–0.404, Dysfunction r=–0.377) with significance at p<0.01. BMI independently contributed to inferior functional scores (FFI R2=0.265, Daily R2=0.405, Emotional R2=0.374, Mobility R2=0.491, Dysfunction R2=0.450, Bother R2=0.493) with significance at p<0.001.
Midfoot fractures are debilitating injuries that remain challenging for the orthopaedic surgeon. Bicolumn injuries of the foot had the worst long-term functional outcome. Increased BMI determined inferior functional status.