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- Description
- With a most proper look, these split side cufflinks will look majestic on your cuff. With a modern design, each of these cufflinks is meant to complement any colored shirt for daily wear or a night on the town.
Designed and made in the USA by Baade II.
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Etienne van Heerden
Agent: Isobel Dixon
Biography: Professor of Literature and Creative Writing at the University of Cape Town. His prize-winning debut novel ANCESTRAL VOICES (TOORBERG) was published in 13 countries. Author of several novels including THE LONG SILENCE OF MARIO SALVIATI (UK: Sceptre, 2002, and 6 other countries, Winner, M-Net Prize, South Africa, 2001. Chosen for Borders Original Voices and Book Sense 76.).
'Dazzling storytelling magically weaves the fantastical with the everyday and lends a compelling power to the author's meditations on history, art and life.' -- The Guardian
'One of South Africa's leading writers, Etienne van Heerden explores the dark regions of South Africa's past and present with a comic brilliance that never blunts the power of his indictment of evil and intolerance.' – Derek Attridge, Professor of English, University of York, editor of the Cambridge History of South African Literature

subset: commoncrawl


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Listing ID: 111796
An exclusive vacation home community, EDEN RIDGE is a peaceful retreat away from the frenetic pace of the city.
Towering Norfolk pines at the foothills of Mt. Talomo make it clear that EDEN RIDGE is no ordinary destination.
Delight in breathtaking views of the city, Davao Gulf, and Samal Island as you enjoy your own piece of heaven.
EDEN RIDGE is an exclusive 9-hectare development with less than a hundred lots, offering utmost privacy and breathing space.
Asian Tropical is architectural theme at EDEN RIDGE. This theme, with subtle earth tones, highlights big windows and sliding doors to allow natural lighting and ventilation, letting residents enjoy nature within the comforts of their EDEN RIDGE home.
The theme is best expressed in the Clubhouse designed by renowned Manila-based firm MANA Architecture + Interior Design.


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Hide Forgot
Tested with RHL 8.0 and using sv_SE.UTF-8.
redhat-config-xfree86 uses the wrong decimal character (point instead of comma)
in the monitor frequencies section, both in input and display (see screenshot).
This locale's decimal character is comma.
Created attachment 79720 [details]
Screenshot showing use of wrong decimal characters
This is an unfortunate problem with python. The python environment fails if you
change the numeric locale, so pygtk2 automatically sets it to C.
Should I file a bug report against python?
pygtk does:
/* set the LC_NUMERIC locale back to "C", as Python requires that
* it be set that way. */
setlocale(LC_NUMERIC, "C");
I'm not sure this can be fixed, but maybe it can.
Easiest would be to just ask jamesh if this is fixable.


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China's Population to Peak at 1.4 Billion Around 2026. Census Bureau Projects India to Become Most Populous Country in 2025.
Source: U.S. Census Bureau
China's population is projected to peak at slightly less than 1.4 billion in 2026, both earlier and at a lower level than previously projected. Meanwhile, India's population is projected to surpass China's population in 2025, according to new data being released by the U.S. Census Bureau.
The Census Bureau's International Data Base includes projections by sex and age to 100-plus for 227 countries and other areas with populations of 5,000 or more and provides information on population size and growth, mortality, fertility and net migration.
These figures come from the population estimates and projections for 227 countries and areas released today through the Census Bureau's International Data Base. This release includes revisions for 21 countries, including China.
The latest projections indicate that by 2026, the population of China will begin to decline. Population growth in China, the world's most populous country, is slowing and currently stands at 0.5 percent annually. China surpassed the 1.2 billion population mark in 1994 and reached 1.3 billion in 2006.
According to the latest revisions, India is projected to become the world's most populous country in 2025. The population growth rate in India currently is about 1.4 percent, nearly three times that of China. The difference in the growth rate between the two countries is explained by fertility. India's total fertility rate — the number of births a woman is expected to have in her lifetime — is currently estimated at 2.7 and projected to decline slowly, and that is driving population growth in the country.


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Ball Valve Coupling Connectors
Ball Valve Coupling Connectors are available in sizes ranging from 3/4″ to 4″ with socket x socket connections for gluing into PVC pipe. They are manufactured from Schedule 40 PVC with 1/4″ nylon barbed tubing connections. They are used to connect the EZ-FLO system to the irrigation flow line before or after the valve with the 1/4″ flexible tubing provided with every EZ-FLO system. They are required for complex system designs or when the elevation of zone valves downstream from the EZ-FLO installation point are at an elevation of 10 feet (3 meters) or more above the installation point or where the user needs more control over the operation of the fertigation unit. Ball Valve Connectors provide the ability to adjust the differential pressure between the inlet and outlet connections to the irrigation flow line and can ensure that even the heaviest organic fertilizers and supplements can be pulled from the tank.
Ball Valve Coupling connectors are highly recommended for use with EZ005-FX and EZ010-FX models and REQUIRED FOR all High Capacity (HC) main line units.
Ball Valve Connectors provide the ability to adjust the differential pressure between the inlet and outlet connection to the irrigation flow line. They are also recommended for any application where higher feed rates are desired or heavier fertilizer/supplement products are used. This is especially important to nurseries and growers where higher proportioning rates are needed.
CBV-300 – 3" Coupling Connection with Ball Valve
Case quantity: 1
Case weight lbs: .25


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Don't miss the latest stories
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Japanese Toilet-Motorcycle is Powered by Human Waste
By Anthea Quay, 04 Oct 2011
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A motorcycle, by Japanese toilet manufacturer TOTO, runs on biogas derived from human waste.
Toilet Bike Neo is a three-wheeled bike with a modified TOTO toilet bowl attached to it that converts the rider's waste into a biogas fuel. It also talks; plays music; and transmits messages using residual light to 'write' in the air as it drives by, with its LED light writer.
The bike would be touring for a month in Japan, from Kyushu to Tokyo—making stops along the way to educate people on green initiatives.
The company created the Toilet Bike Neo Project as part of the TOTO Green Challenge to reduce carbon dioxide emissions in bathrooms by 50% before 2017.
Could this bike carry on traveling if the rider keeps eating and drinking?
[via Spoon & Tamago]
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River Ridge Mirror
River Ridge Mirror
Add To Cart
River Ridge Mirror
Get wooden planked perfection
The River Ridge Mirror is truly a wooden work of art that others will always want to take a closer look at. Made of acacia solids, this beautifully crafted wall accent piece features a planked frame that offers a truly eclectic style you will never tire of. This wonderful landscape mirror makes dressing and getting ready easier, and is definitely a wonderful addition to any home. Be sure to add the River Ridge Dresser for a complete mid-century modern look.
Additional Information
48" L x 40.5" H
- acacia solids
- distressed finishing


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Around world, fewer women die in childbirth
The rate at which women die in childbirth or soon after delivery has fallen by about 40 percent since 1980, with dramatic reductions in the populous nations of India, China, Brazil and Egypt.
Maternal mortality is a key gauge of a population's health and wealth, as well as of women's status. The rate differs greatly between countries and regions, with the best- and worst-performing nations differing by a factor of about 400, according to a study in the Lancet, a European medical journal.
The global rate in 2008 was 251 maternal deaths for every 100,000 live births, according to a research team led by Christopher J.L. Murray at the University of Washington. The highest rate was in Afghanistan (1,575) and the lowest in Italy (4). The United States was 17; Canada, 7; and Mexico, 52.
More than half of all maternal deaths (about 343,000 in 2008) occurred in six countries, researchers found: India, Nigeria, Pakistan, Afghanistan, Ethiopia and the Democratic Republic of the Congo.
Between 1980 and 2008, China's maternal mortality rate fell to 40 from 165; India's to 254 from 677; and Brazil's to 55 from 149. In many sub-Saharan African countries, a decline that began in the 1980s flattened in the 1990s because of the prevalence of HIV infection, which increases a woman's risk of death during pregnancy and after delivery.
Prenatal care and "skilled birth attendants" -- midwives or physicians -- at delivery reduce both a woman's and her baby's risk of dying in childbirth or soon after. Maternal mortality also tends to fall when per capita income rises, when women have fewer children and when they go to school longer.
Maternal and child health -- partly eclipsed by AIDS, tuberculosis and malaria in the past decade -- is gaining attention on the global health agenda. It is a major part of the Obama administration's Global Health Initiative. Norway is devoting about 35 percent of its overseas development aid to maternal, newborn and child health.
A group of public health experts -- joined by six government leaders in the United States for this week's Nuclear Security Summit -- will meet in New York this week to map a strategy for further reducing maternal and child mortality. They are two of the eight Millennium Development Goals established by the United Nations in 2000.
"We do not have silver bullets for achieving this," said Flavia Bustreo, an Italian physician who directs a partnership, headquartered in Geneva, of 300 health organizations. Instead, she said, there is a menu of proven interventions that need to be implemented more widely.
For example, in the 68 countries where 97 percent of maternal deaths occur, less than 20 percent of recently delivered women are visited at home by a health worker who can instruct in breast-feeding and assess the mother and infant for infection. Only 50 percent of deliveries in those countries have skilled birth attendants present. On the other hand, more than 80 percent of babies get the recommended immunizations.


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Issue: I recently bought a little mini computer for the kids that comes without a CD drive. Kids need to run some programs that are CD based.
Quick: Download Free Virtual CD software and run from ISO images
Visual/ Learning:
MagicISO.com has a free tool for creating a virtual software based CD drive.
Download and install the software on the CD-less computer.
Create a ISO image of your CD on another computer that has a CD drive.
I use Nero but you can use any burning software that support creation of ISO files.
I created a share on my computer with the CD rom drive so that I can copy over the network to my other computer.
Connect to the share from the CD-less computer
Copy the ISO file over to the CD-less computer hard disk (wherever is convenient)
Right click the system tray icon for the virtual CD manager
Select Virtual CD/DVD-ROM from the menu
Point it to the ISO file you created for your CD.
You can not access the CD drive and it looks just like you have your CD loaded in a physical CD drive.
Saturday, June 19, 2010
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text: All people received hope of having a luxury fantasy property as well as excellent nevertheless along with confined resources as well as minimal area, also will be hard to realize this dream of property. Yet, do not fret because these days there are many Home Art Studio Design which could help make the property using basic property pattern into your own home appear to be expensive even though not too fantastic. Although on this occasion Home Art Studio Design is also many fascination because in addition to its simple, the price you will need to create a home may also be certainly not too big. When it comes to their own Home Art Studio Design is indeed uncomplicated, but instead search ugly with the straightforward house display continues to be beautiful to consider.


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Family Fun Fair on Fort Meade [Pictures]
3,500 to 4,000 people who braved the chilly morning weather and attended the Family Fun Fair on April 25 at Burba Lake. The six-hour free event, which was open to the public, was billed as "A Day in the Park" and held in conjunction with Child Abuse Prevention Awareness Month, celebrating the Month of the Military Child.
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Supported devices include USB dongles, disk drives, flash drives and other storage media, scanners, printers, digital cameras, USB sound adapters, USB displays, input devices, mixing consoles and many more.
The USB Device Server is compatible with virtualization programs and environments such as VMware, Citrix, Microsoft Terminal Server and Hyper-V.
Network interface: 10BASE-T/100BASE-TX/1000BASE-T (Auto-recognition)
Supported OS: Windows 10 (32/64bit), Windows 8/8.1 (32/64bit), Windows 7 (32/64bit), Windows Server 2012R2, Windows Server 2012, Windows Server 2008R2
Device Interface: USB3.0 SuperSpeed (Typ A) x 1 port, USB2.0 Hi-Speed (Typ A) x 1 port
Wired LAN, WLAN, USB2.0, Isochonous data-transfer, Autom. printer connect, IEEE 802.1X, Print Server feature, ECO-Mode feature
Discontinued Product - Replace by Silex DS-520AN USB Device Server
Silex SX-DS-4000U2 USB-Device Server - Any type of USB device can be easily networked.
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text:
Some of Chicago's most well-respected restaurants will be closed July 4, which is mildly surprising only because July 4 is a Friday this year.
Nevertheless, many restaurants, facing a very slow day of business anyway (July 4 is great for carryout, not so popular for dining), are opting to give their employees a day off.
A short list of closed restaurants: Brindille, Coco Pazzo, Everest, Les Nomades, mk, Naha, Spiaggia (and Cafe Spiaggia), Takashi (and sister property Slurping Turtle) and Vie. There are many more taking the day off.
But there are plenty of restaurants that are remaining open, and most show good availability. Exceptions are such restaurants as Gibsons, Girl & the Goat, GT Fish & Oyster, Joe's Seafood, Prime Steak & Stone Crab, Nico Osteria and RPM Italian, which are as tough to get into as usual.


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Before a doctors visit
If you go to the doctor regularly to get treatment for conditions like high blood pressure (hypertension) or high blood sugar (diabetes) you probably know how important it is to make the most out of the time you spend with your doctor. Indeed, a little bit of preparation goes a long way to help you do that! Oddly enough, your doctor is not too different from your most reliable car mechanic. Both of these experts need for you to bring them useful information. Let's explain.
Imagine you were having car troubles. You call your favorite mechanic for help and he tells you to come right in. You show up immediately at the garage and drop your car keys on his desk.
This is a silly example because clearly your mechanic needs to work on your car in order to figure out the problem. Similarly, a person with high blood pressure or diabetes should bring their doctor information to work with at the time of their visit. Useful information could include an updated medication list and diary of blood pressure and blood sugars readings. Such details can really help both you and your doctor.
We polled our doctor colleagues to see what they wished their patient had remembered to bring to their last visit. Here is the inside scoop, turns out it's not too surprising:
Doctors visit checklist
Bring your medication bottles OR an UPDATED medication list that reflects the medications you ACTUALLY take.
If you check your weight, blood pressure or blood sugar at home, bring your diary with you.
Keep a log of your different doctor and laboratory visits and bring this to the appointment. This log should contain information like your specialist visit dates and time/location of laboratory testing.
Know your pharmacy information. This includes if you need a mail away service. Then if a medication change or refill is needed, the doctor can send it to your pharmacy electronically.
If possible, bring your insurance coverage card, more specifically know your drug coverage plan. This information will allow the doctor to pick an affordable medication if it is needed.
Share this with a patient or friend


text:
Paging Tom Friedman
Currently blogging from the front seat of a pickup hurtling down the road at 75 miles per hour in eastern Colorado. Our mi-fi is working just fine, and we've yet to experience a dropped call. Maybe Mr. Friedman's problem is he's just on the wrong transportation network.


text:
Sakulwong Kesorn <email@example.com> wrote that in using "Tidy to convert html file to xml file" "the <FONT> tag and <NOBR> tag" are missing from the result. And so they should be. <nobr> is not in http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd (XHTML 1.0 transitional) and for that matter wasn't in HTML 3.2, HTML 4.0x transitional, or HTML 4.0x strict either. <font> is not in http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd (XHTML 1.0 strict), although it _is_ in XHTML 1.0 transitional; it was in HTML 3.2 and HTML 4.0x transitional, but not in HTML 4.0x strict. In short, if you are converting to XHTML, you really really WANT Tidy to eliminate the <font> and <nobr> tags.Received on Thursday, 21 February 2002 17:32:27 UTC
This archive was generated by hypermail 2.3.1 : Tuesday, 6 January 2015 21:38:51 UTC


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Using the rate property clients are developing in US, it's the best business option to place your profit. Property is any company or house which may be offered with a
For those who have intentions of buying a commercial property, this can require thorough and lengthy evaluation process. One primary reason why you ought to achieve this happens because you're
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Making the best choice between Venetian blinds and custom vertical blinds (specifically for individuals individuals unacquainted with these sorts of draperies) could be simplified with this particular detailed comparison review.
Purchasing business furniture is a reasonably task. If you're creating a house office, it is not easy enough to obtain the right furniture on your own, however if you simply
If you want to replace your old bed and bring in a new one and if you are considering queen size beds here are few facts that you might want to
Designing your home can be a real pleasure, and most homeowners don't mind spending on new ideas. One of the major components of your interiors is furniture, and if you


text:
Current Rating: 4.00
based on 8 votes and 3 reviewsRate this Movie
Viewing 1 to 3 of 3 reviews
Running Time: 92 min.
Release Date: April 24, 2015 - Toronto, Montréal - April 24, 2015 - Toronto, Montreal & VOD
DVD: June 23, 2015
Current rating:
based on 8 votes and 3 reviews
Rate Movie | Read all user reviews
Cast: John Travolta, Christopher Plummer, Tye Sheridan, Abigail Spencer, Marcus Thomas, Jennifer Ehle
Releasing today on Blu-ray and/or DVD are four interesting yet diverse titles,...
If you're thinking about going to a movie this weekend, you are bound to catch a good...
This week we have 11 new trailers for your viewing pleasure. With everything from...
John Travolta walked the red carpet Friday night with his young co-stars at the...


text:
How We Paint?
About Us
Please Select Standard Painting Size
museum quality:16x20(40x51cm)=$69
museum quality:20x24(51x61cm)=$89
museum quality:24x36(61x91cm)=$139
museum quality:30x40(76x102cm)=$149
museum quality:36x48(91x122cm)=$219
museum quality:48x72(122x182cm)=$399
All Andreas Achenbach's Paintings.
Ufer des zugefrorenen Meeres
Oil on canvas
138 x 225 cm (54.3 x 88.6 in)
Oil Painting ID::. 78884 Terms & ConditionsOil Painting Reproductions We Have Painted.
Toll Free: 1-626-377-9367. For special & big size, please click here.
Can I Get A Price For This Painting? Click & Ask!
Andreas Achenbach:
(September 29, 1815 - April 1, 1910) was a German landscape painter.
Born at Kassel, he began his art education in 1827 in Desseldorf under Friedrich Wilhelm Schadow at the Desseldorf Academy of Painting. He studied at St Petersburg and travelled in Italy, Holland and Scandinavia.In his early work he followed the pseudo-idealism of the German romantic school, but on removing to Munich in 1835, the stronger influence of Louis Gurlitt turned his talent into new channels, and he became the founder of the German realistic school. Although his landscapes evince too much of his aim at picture-making and lack personal temperament, he is a master of technique, and is historically important as a reformer. The Chambers Biographical Dictionary says of him that "he was regarded as the father of 19th century German landscape painting."
A number of his finest works are to be found at the Berlin National Gallery, the New Pinakothek in Munich, and the galleries at Dresden, Darmstadt, Cologne, Desseldorf, Leipzig and Hamburg.
He died in Desseldorf.
His brother, Oswald Achenbach (1827-1905), was also a painter.
china oil painting Andreas Achenbach Ufer des zugefrorenen Meeres
Related Paintings to Andreas Achenbach :. | Oil painting in USA | Paul Gauguin60 | John Constable62 | Circle of Annibale Carracci - Erminia takes Refuge with the Shepherds | Jacob van Ruisdael - Ruins in a Dune Landscape | Velazquez, Diego Rodriguez de Silva y-El dios Marte-179 cm x 95 cm | Jean Baptiste Simeon Chardin-The white heir holder | Hendrik Gerritsz. Pot-Officers and sergeants of the St Hadrian Civic Guard on their retirement in 1630 | unknow artist-Russov-Lev-Boy-and-Sea-rus13bw | Pierre Mignard-Portrait presumably of Madame de Montespan | Jean Fouquet-The Melun Diptych |
I can't find my painting and want a custom painting,Click Here!
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Hang Your Painting On Wall Now!(Without Frame) Buy Framed Oil Painting Email


text:
298 pages | 6 B/W Illus.
Written by a psychologist who has worked with families and foster children for 11 years, Treating Families and Children in the Child Protective System is designed for therapists, social workers, family preservationists, court officers, attorneys, judges, and others caught up in the interplay of child protection. Using theory and compelling case studies, the author posits child abuse as an ultimate form of family injustice, requiring intervention at every level of the system. The author proposes a critically optimistic stance, approaching each case as a family-friend with practical and powerful tools to direct the overwhelming power of the system into a force for the restoration of family justice.
"A profound and eminently readable treatise that provides clear guidelines to practitioners of child and family therapy who interact with social agencies. Wes Crenshaw is an expert to be studied and modeled
." -- Jeffrey K. Zeig, Ph.D., Director, The Milton H. Erickson Foundation
"Readers will find themselves and their clients, both in their successes and their failures, with a better understanding of what went right or what went wrong. I recommend this book with enthusiasm." -- Paul B. Pedersen, Ph.D., Professor Emeritus, Syracuse University and Visiting Professor, University of Hawaii
"Don't abandon hope, ye who enter into the world of very difficult families and the so-called child protective system! Take Wes Crenshaw as your guide. Smart, savvy, and impassioned, he provides a moral compass and the theory of strategic humanism, beautifully illustrated with poignant, real-life case examples, to help clinicians and caseworkers navigate the many perils that one is likely to encounter. Highly recommended!" -- Michael F. Hoyt, Ph.D., Senior Staff Psychologist, Kaiser Permanente Medical Group, San Rafael; Author of Brief Therapy and Managed Care
"In one of the most useful books to appear in a long time, Wes Crenshaw shows how to implement a host of ingenious strategies while still retaining the genuineness and authenticity necessary for working with this very difficult population." -- Michael P. Nichols, Ph.D., Professor of Psychology, College of William and Mary Author of The Lost Art of Listening
Table of Contents. Acknowledgements. Introduction. Turning Points. Justice Themes in Family Therapy. Curative Factors and Obstacles to Change. Contrition, Forgiveness, and the Restoration of Justice. The Power of Apology. I Never Heard You Cry Before. Navigating the Child Protective System. Family-friendly Therapy and Evaluation: Priorities and Process. Tracks and Strategies in the Foster Care Crisis. You Can't Fight the System. Defending September. Ringing the Bell: Integrating Contrition into an Existing Program. Epilogue. References
The Family Therapy and Counseling Series is devoted to providing practitioners and students with current information on specific topics relevant to marriage and family therapy, counseling, couples therapy, and child and adolescent therapy.
Forthcoming volumes in the series will explore immigrant families, aging, couples therapy, and parenting.


text: I know that I'll be in trouble for this. I'm running out of mirtazapine. I have enough to last me until Tuesday. I also have some 30s which I will split to make 45mg if necessary. My lovely GP has put me on a four monthly repeat so hopefully there will be meds for me to collect at the pharmacy. I can't get there until after work on Tuesday. If there is a problem then I will have to ring the doctors. I can put in a request online which I will do. The lithium hasn't run out so it is probably some mistake on my part and not collecting my meds.


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Have any of you ever watched WIPEOUT? It's hilarious!
My husband was watching it while I was folding laundry and the final contestants were going through the big obstacle course.
Man, those guys get the crap beat out of them!
Anyway... I couldn't help but relate it to the road a writer takes to getting published. It is NOT easy! We work our guts out for every bit of ground we gain. And sometimes one obstacle is really simple for one person to get through while another struggles with it. Every person has different parts that seem easy for them and other parts that kick their butt. It's different for everyone.
But what's important is that we're brave enough to GO FOR IT! And the victory dance at the finish line makes it all worth while!


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WALLINGFORD - Connecticut Gov. Dannel Malloy says a commuter rail project costing nearly $700 million will connect the state's suburbs to New York, Boston and other big cities.
The Democratic governor announced Monday that CTrail Hartford Line will be operated through a joint partnership between TransitAmerica Services and Alternate Concepts.
Officials say the commuter rail connecting Hartford, New Haven and Springfield will begin taking passengers in May of next year. New stations are being planned for Enfield, North Haven, West Hartford and Newington.
Trains will stop every 45 minutes during peak hours and every 90 minutes during non-peak times.
Amtrak owns the railway and will be responsible for its maintenance.
Posted in Newington Town Crier, Newington News, State on Tuesday, 25 July 2017 11:04. Updated: Tuesday, 25 July 2017 11:06.


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Anchor's Up, Laptops Open and Minds Full of Ideas
[email protected]
Come Sail Away with Us to Where Beautiful Words Flow Like Wine
After the corn had been laid by, another work season began. The wood cutting season. We had to have enough seasoned (dry) fire wood for the kitchen cook stove and the sitting room set stove.
But first a few words about laid by. Sometime in mid-July, the corn was about two feet tall. Just small enough to go under the axle of the Ford tractor without being uprooted. The two cultivator teeth on each side of the row were removed. Two discs or two small plow teeth were bolted on. Both were set at an angle to throw dirt on the row of corn. This covered small weeds and provided more stability for the corn stalks.
Nothing was worse than having a wind storm in September which blew down a lot of corn stalks. Any ears lying on the ground would get wet.
The two-row cultivator was attached to the three-point-hitch at the rear of the tractor. You cultivated faster than normal. This threw more soil against the corn stalks and did a better job at covering weeds.
It was a different story before we had the Ford tractor. I remember brother Frank cultivating behind two mules. He was sitting on a one row cultivator, hunched over, big straw hat, staring at the row of corn passing below him. His feet were on stirrups. He could use them to swing the teeth away from the corn if the mules deviated from walking down the center of the row.
At the end of the row he had to pull a lever to lift the cultivators out of the ground. Then swing around to straddle another row. There is no use trying to make mules or horses back up to get on a row you want. They don't back up easily.
Usually one of the mules had a wire basket over his mouth and nose. This was to keep him from eating the tops out of corn as he walked by. Everything was done at one speed. Slow!. You couldn't increase or decrease their speed.
After the corn was laid by, we were done with it until September and corn shucking time. The mules should have been happy. Their hard all day work for the year was over.
After a few days rest, we went into the woods. Our farm had a lot of swamp, so flies, mosquitoes and chiggers were out in force. Dad would usually pick out an oak or hickory tree to saw down. They were worthless as far as money goes. The sawmills didn't want them. We would cut pines and hollies only to thin them out.
Hopefully the oak tree dad picked would have a slight lean and we knew where it would fall. If not, Dad and my older brothers would walk around it a few times and make a decision on where it would fall.
Dad and I would start sawing into the tree trunk about a foot off the ground. Both of us would be on our knees. The crosscut saw was between six to eight-foot-long with a slight bow in the center. I would pull and push on the saw. Dad would reprehend me. You are only supposed to pull. We would stop to rest for a minute and dad would sprinkle kerosene on the blade as a lubricant.
The sawing began to become harder and harder. We had to exert ourselves to pull the blade through the tree. Then we couldn't pull it another inch. The tree was settling down on our path through the tree and pinching the blade tightly. My brother Marvin came over with the maul and one wedge. A wedge is a narrow triangular pie-shaped wedge of heavy steel used primarily to split wood. He tapped it into the tree behind our blade. Then gave it a few hard whacks with the maul driving the wedge in a few inches. This usually lifted the tree from the saw.
We tried our saw. It moved easily back and forth. We were near the center of the oak tree. We were sawing an eighteen-inch swath through hard wood. We rested and dad sprinkled kerosene on the blade again.
We were eight to ten inches from being completely through the tree. It showed no inclination to fall. The others came over and all pushed against the oak tree. Dad and I sawed furiously. The tree tilted a few inches. We quit sawing and hurriedly moved a few yards away from the tree. The boys pushed harder, the tree began falling very slowly. Everyone jumped away from the trunk.
Most injuries occur at this stage. The tree may slide back ten feet from the stump or roll to either side. My cousin Archie had his ankle broken when a tree trunk fell the wrong way.
It fell with a huge crash completely to the ground, Sometimes a tree would lodge against another tree at a forty-five degree angle. Then it was another dangerous job to saw that tree down to free the oak.
Our task now was to get the trunk and limbs into manageable lengths. The cross-cut saw was used to get the oak trunk into about six foot lengths. This was before chain saws. Axes were used to remove branches and to trim off the very small limbs. Very little of the tree was not used. The small stuff was thrown into heaps. A favorite place for rabbits to hide during hunting season.
One of the older brothers would use the maul and wedges to split the logs into quarters. These logs from the trunk were eighteen inches in diameter. Too heavy to lift and too big to fit on the circular saw on the back of the Ford tractor. Also splitting it down into quarters would speed up the drying process.
One wedge was driven in the log near the end opening up a small crack. Another wedge was driven in at the end of the crack. Each time another wedge was driven in, the crack opened wider and longer. A few larger wedges were uses to open the log completely. Now we had two halves. They had to be split.
Smaller trees, a foot or less in diameter didn't have to be split. They were small enough to be lifted on the saw and small enough to fit into the sitting room stove.
All the wood was loaded on the truck and taken to the barnyard. Later on, after we were done in the woods, the circular saw was attached to the back of the Ford Tractor. Power to the saw came from the PTO. (power take off) Everything was sawed to a length of a foot to eighteen inches.
Some farmers stacked the wood standing on their ends. It made a nice pretty round heap. Not us. We threw the wood on the heap and let it lay as it fell.
Years later in the 1950's, Lois, George and I drove Mon and Dad into Canada from Niagara Falls to Nova Scotia. Driving past farms, you would see really huge piles of firewood for the long cold Canadian Winters.
Once we had the winter supply of wood drying in the yard, we greased the saw and put it and the wedges away until next year.
When September arrived we started harvesting fodder for the livestock. Usually we had two mules and a milk cow. They had to be fed during the winter. The Dept. of Agriculture studies showed it took one-third of what you grew to feed the livestock that made farming possible.
The first thing the younger children did was to strip blades. We pulled the blades from the cornstalk until we had a bundle. Then using another blade, we tied them together and tied the bundle to the stalk. The older brothers were cutting tops. This was cutting the top from the stalk just above the ear. They made a bundle of tops and tied it to a stalk to dry.
Near the house we would cut down the whole stalk and stack them together to make a shock. This is what you typically see in Halloween pictures.
Dad had made a few corn-shucking devices. It was a big nail wrapped in string and fitted into your right hand with some of the string going over the back of your hand holding the device in place. This was used to rip open the corn shuck. You peeled the shuck back and ripped the ear out. The ears were thrown into heaps along the way. Usually we threw the corn from eight rows together.
Slow work. Most of the time we had hired help to assist us. They were paid by the bushel. Mom and dad had bought the creek farm in 1936 and it was usually planted in corn. Sometimes ten acres of it was planted in tomatoes.
A black couple, Slim and Penny and daughter Geraldine lived in the farmhouse on the creek farm for four or five years. They worked at other jobs but usually picked tomatoes and shucked corn for us.
When dad thought we had a truck load shucked, it was time to pick it up, especially if the ground was moist from recent rain. If left too long on the wet ground, some of the kernels would sprout making the ear worthless. We picked it up in bushel baskets, carried it to the truck and dumped it in.
If we were picking up corn that Penny and Slim had shucked, we made a mark on the side to the truck.
We had two corn stacks or cribs at the edge of the yard. We alternated shoveling the corn into them. We spread the corn out to facilitate drying. As the corn crib filled, it became harder and harder to shovel the corn in. At the end we were shoveling and pitching corn in over our heads. We usually finished with the corn between Thanksgiving and Christmas.
We fed the mules and the cow fodder (blades and tops) all winter with a few ears of corn. The barnyard fowl; the turkeys, banties, moscovy ducks, peking ducks, guineas, grey geese, and sometimes wild ducks and geese, received shelled corn.
Rarely were they penned up. They were free range and forage critters. The yard was also full of animal droppings.
The ten thousand chickens we raised to sell were fed four or five bushes of shelled corn every day. That was one of my main jobs. To shell corn.
Rarely did the fox bother us. Usually we had four or five hounds and they slept outside. The least disturbance during the night would set them off on a howling spree.
By spring time, we had probably used one quarter of the corn in the cribs. It was time to sell most of the remainder. No small task. The corn was shoveled on to the truck and usually taken to the Berlin Milling Co. You backed the loaded truck on to a lift. It lifted the front of the truck and the corn slid from the truck into their corn sheller. The corn was sold by weight and a check was given to you about fifteen minutes later.
The remainder of the corn in the crib was used to feed the livestock and the fowl until the next shucking season. As the corn level decreased mice were everywhere. The cats and dogs were always there when we collected corn to be shelled. They had a holiday.
During the summer evenings, there would be dozens of bats swooping down around the corn crib. They were feasting on corn weevils. We would throw corn cobs in the air and watch the bats nose dive toward the ground following the cob.
The end of an era.
1978 10/1/15


text:
No sewing. Cake Boss Saturday marathon, hay riding, trick or treating, candy eating & driving.... No more car trips for me for awhile. No more.
Monday, November 1, 2010
Le Petite - A Year of Small Projects
Le Petite is
a year of small projects.
To sign up, just contact one of them.
This month's pattern is....
Butter Churn by This & That
Finished size will be 24.5" x 24.5"
You will need:
2 packs of 5" charm squares
(32 medium/dark & 36 light)
and 1/4 yard for binding
That's pretty easy.
We are getting more patterns, hopefully early next week!
If you want me to hold one for you, email me.
Posted by Corrie at 12:01 AM
Labels: Le Petite
6 comments:
what fun! and such a great pattern :)will have to visit Sinta & Sherri to see what it's all about. thx!ReplyDelete
PS having my first giveaway and would love for you to pop over!!
Thanks so much for stocking the patterns for Le Petite!ReplyDelete
That is a great pattern!ReplyDelete
Wonderful pattern and fabrics.ReplyDelete
I want to do more piecing, so trying to finish off what I started, so I can start new things.
Thanks Corrie! Sherri and I made up the pattern. It was such a fun pattern... you have to go take a look at the difference, Sherri used bright fabric and I stayed with the homespun look.ReplyDelete
Beautiful Quilt! Sounds like you had a great weekend!ReplyDelete
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text:
Marvel vs. Capcom 2 – Omega Red
PlayStation 3
Omega Red by Acelyte
Version: 1 | Updated: 11/26/00
Marvel vs. Capcom 2-New Age of Heroes (Arcade Version)
Omega Red FAQ (First Version)
This document Copyright 2000 Acelyte
Any questions, suggestions, or submissions? E-mail them to:
If I put your submission up, I'll also give you credit, of course.
1. Legal Copyright Protection
2. Marvel vs. Capcom 2 Vocabulary
3. Marvel vs. Capcom 2 Features and Controls
A. Joystick Directions and Buttons
B. Gameplay Details
C. Abbreviations of the Joystick Motions and Button Combinations
D. Game Features
4. Intro to Omega Red
5. Normal Attacks
6. Special Attacks
7. Hyper Combos
8. Assists
9. Strategy
A. General Strategy
B. Highly-Prioritized Attacks
C. Specific Strategy (under construction)
11.Omega Red vs. Abyss
12.Poses and Colors
13.Past Revisions (under construction)
14.Future Revisions
1. Legal Copyright Protection
This document cannot be reproduced in any way without my permission,
unless for private use. It cannot be sold. If I do give you
permission, you MUST give credit. It definitely CANNOT be altered in
any way. It's as simple as that...
2. Marvel vs. Capcom 2 Vocabulary
From A-Z...uhh...make that A-X:
* air combo: A combo in the air involving a launcher and follow-up
attacks in the air and a strong attack to finish the combo.
* air-to-air: Any attack primarily suited for aerial confrontations.
* anti-air: Any attack that is made from ground-to-air. They are
mainly used to counter jump-ins.
* attack (power): The amount of damage a character can inflict.
* beam: Any attack that travels to the other side instantly. Plus,
beams can penetrate armor (see "super armor" and "hyper armor").
However, the greater the distance the beam hits, the weaker the damage.
* beamer: A character who has a beam. If played intelligently, he will
have an advantage over pixies.
Some ppl generally play keep-away with beamers. Because of this,
beamers have a reputation of being "cheap", "cheesy", "scrubby", and
"unskillful". It is only annoying imo (in my opinion), nothing else.
* block (chip/tick) damage: Although blocking an attack minimizes
damage, some attacks still do a little bit of damage if blocked.
Iceman is immune to most methods of block damage.
* defense (resistance to damage): The ability of a character to
minimize the damage that is inflicted upon him/her.
* hyper armor: Mega Zangief (Zangief's transformation super), Hyper-
Armored Colossus (Hyper Armor super), Hyper-Armored Silver Samurai (Ice
Mode super 3x), Sonson (big ape super), and Servbot (King Servbot
super) have this capability. As a result, they have better defense
than super-armored characters, and they can sustain ANY kind of attack
without flinching; they will just freeze for a split second. Also,
they cannot be grabbed, thrown, or launched in any way.
* hyper combo: Any exceptionally damaging special attack or power-up
that uses 1 or 3 levels on the supermeter (see "supermeter").
* keep-away: the use of mainly projectiles and/or beams to keep the
opponent away.
* knockdown: Any normal attack that knocks the opponent down to the
* launcher: An attack that shoots the opponent up into the air. This
is mainly used to start air combos. The universal launcher is df + Hp
(see chapter 3, section A and C).
* normal attack: Any standing, crouching, or jumping Lp, Mp, Hp, Lk,
Mk, or Hk.
* OTG (Off the Ground): If the enemy is falling down from a knock-down
attack, you can sometimes attack him again off the ground if he does
not use the Pursuit Attack-Evade (This will be explained later.).
* pixie: A fast character who has attacks with little start-up and
little lag time and can sometimes perform air combos with many hits.
However, pixies mainly have bad defense, bad attack, and bad reach.
* powerhouse: A character that has good attack, defense, and reach.
However, he is generally slow, and his attacks mainly have a lot of
start-up and lag time.
* projectile: Anything fired that travels from one side of the screen
to the other.
* reach: How far a character's attacks can span.
* recoverable life (Red Life): Vital energy you can gain back (shown in
red) either by switching out your character to the sidelines to rest (a
star-like figure will appear in the vital energy bar when someone is
recovering his/her red life in the sidelines), or by draining the
opponent's life (only certain characters have the capability of
* recovery/lag time: The time that needs to elapse after a character
has performed his/her attacks to be able to block any counterattacks.
* special move: Any attack that involves combining joystick motions
with 1 or 2 buttons that does not use any levels on the supermeter (see
* speed: How fast a character can attack and move. Some characters
have the capability to "run" when advancing or retreating.
* start-up time: The time that needs to elapse between performing the
command and character attacking.
* super armor: Juggernaut, Zangief (when doing the Spinning Pile
Driver, Running Bear Grab, or Final Atomic Buster), Hulk, Sentinel,
Silver Samurai (Ice Mode super), and Jin (desperation mode) have this
capability. As a result, they have good defense and they can sustain
one hit (there are exceptions) without being stunned. If it is a
combo, then they will be stunned.
* supermeter: the gauge on the bottom of the screen with a level status
shown to let you know which and how many supers you can use. The MAX
level is 5.
* taunt: Press the start button to make your character taunt. Beware,
he/she will open to attacks. Most taunts do not do anything. However,
Jin's taunt can attack enemies when he sets himself on fire, and Dan's
taunt recovers his red life. Unless I'm using at least one of those 2
characters, I never use taunts, and neither should you.
* telegraph: to predict an attack before it is made. Since some
special moves and supers have start-up time, making the character pose
in a certain way, you can watch out for these poses to counter these
* throw: attack that must be used close-up. Regular throws are
unblockable, but can be tech-hit (see chapter 3, section D--Breakaway)
out of. Command throws (type of special attack) are usually blockable,
but cannot be tech-hit out of.
* whiff: to use an attack with a lot of lag in desperation or
frustration. You obviously don't want to do this, but it would be
helpful to your gameplay if you learned how to pressure your opponent
into doing this.
* XX (canceling): While most attacks are being used, you can perform
another attack to link to the previous one. This is important to
comboing into normal attacks, then into special attacks, then into
supers, or anything similar.
3. Marvel vs. Capcom 2 Features and Controls
Before learning a character, you must learn the features and controls
of the game itself, especially in this game.
A. Joystick Directions and Buttons
(when you're facing right)
(Up-Back) ^ (Up-Forward) (Jab) (Fierce)
UB ^ UF Lp Hp A1
^ (Light Punch)(Heavy Punch)(Assist 1)
(Back) B<<<<<<<<<Neutral>>>>>>>>>F (Forward)
v (Light Kick) (Heavy Kick) (Assist 2)
v O O O
DB v DF Lk Hk A2
(Down-Back) v (Down-Forward) (Short) (Roundhouse)
Of course, the joystick motions are flipped when you're facing left.
B. Gameplay Details
* Move the joystick in DB position to block low attacks. You will be
open to high attacks in this position.
* Move the joystick in B position to block high attacks. You will be
open to low attacks in this position.
* Move the joystick in UB position to jump and block high attacks. You
will be open to low attacks in this position.
*** Due to the new button setup, in order to get the Mp/Mk (Medium
Punch/Medium Kick or Strong/Forward), you must first press the Lp or Lk
button, then link it with another Lp to get the Mp, or the Lk to get
the Mk. You do not have to hit Lp and Lp again to get Mp; you can just
hit Lk and then hit the Lp to get Mp. The same thing applies to
getting the Mk; Lk, Mk or Lp, Mk. However, if you want a Lp/Lk and
another Lp/Lk, you must pause for a moment for the previous Lp/Lk to
finish, then do the other Lp/Lk. You cannot link medium hits together;
attempting to do so will result in a light hit (Mp/Mk, Lp/Lk).
* You cannot be attacking and/or calling assists and/or push-blocking
(this will be explained later), and blocking at the same time.
* You cannot block low-hitting attacks while in the air.
*** Use the A1 button to call out your first character in the sidelines
to support you. Use the A2 button to call out your other character in
the sidelines to support you. His/Her assist, variable counter (this
will be explained later), and variable combination (this will also be
explained later) depends on which of the 3 available assist types you
pick. There is no limit for how often you call out your "helpers."
When you are assisting, the main character will do his/her assisting
call if on the ground (if done in the air, there is no animation),
leaving him/her vulnerable to attack. If he/she is attacked before the
helper comes out, the helper will either never come out, or he/she will
taunt and leave the battlefield without assisting. Although your
helpers can assist you an infinite amount of times, they can also be
hurt, or even worse, killed by the main enemy character, by one of his
helpers, or all 3 enemy characters in a THC or DHC. Therefore, you
must learn to use your assists at the right time and wisely.
* You can only block one attack while you are in the air. If you come
out of blocking position and another attack is made before you touch
the ground, you will be hit. Hence the name, "Guard Crush."
C. Abbreviations of the Joystick Motions and Button Combinations
QCF = Quarter Circle Forward = d, df, f
QCB = Quarter Circle Back = d, db, b
DP = Dragon Punch = f, d, df
RDP = Reverse Dragon Punch = b, d, db
HCF = Half Circle Forward = b, db, d, df, f
HCB = Half Circle Back = f, df, d, db, b
Charge _____ = For some attacks, you must hold the joystick in one
direction for about 1 full second, then move it to another direction
and press a button.
360 = Rotate the joystick a full circle starting from F position and
back to the same position. Rotate clockwise when facing right,
counter-clockwise when facing left.
P = any punch
K = any kick
2P(s) (PP) = Lp/Mp and Hp at the same time
2K(s) (KK) = Lk/Mk and Hk at the same time
Note: "+" is used to add a button command to a joystick motion, such as
Note: You can do anything beforehand before performing a special move,
such as holding db, then connecting it with the motions of QCF (d, df,
f) + P. Get in the habit to doing this; holding db enables you to
block low attacks on the ground, then you can do QCF + P (if your
character has a special attack involving this command) to
D. Game Features
* f, f or 2Ps = dash (forward). This can help you start combos and
your offensive strategy. Some characters have the capability to dash
in the air, thus the name "air dash."
* b, b or b + 2Ps = dash backward (backstep). This can be used to
evade a jumping-in attack from your enemy, therefore helping your
defensive game.
* d, u = super jump straight up. This is very useful as a breather or
to evade a beam attack, beam super, or any attack that you cannot evade
by regular jumping. To super-jump forward, use df, f, uf. To super-
jump backwards, use db, b, ub.
* Breakaway (Tech-hit)= f + Hp when being grabbed. It will get you out
of regular throws. Keep this in mind if you're facing an opponent who
is inclined to throw in a combo or if he is using a combo in which you
* Variable Attack = Lp and Lk/Hp and Hk. Lp and Lk switches the
current character out to rest his/her red life, while the first
character in the sidelines switches into the battlefield from his/her
upper side of the screen and makes a blockable attack that crosses the
battlefield. Hp and Hk does the same, except that it switches in your
second character in the sidelines.
Let me explain the path of the Variable Attack:
X = area that is covered by the Variable Attack
(when facing right)
The Battlefield
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ <--- the air above
| |
Start |XXXXXXXX |
| XXXXXXXXXXXXXX | <--- "boundaries/walls"
| XXXXXXXXX | End
...___|____________________________|___... <--- continues to the corner
^ ^
As you can see, it covers a lot of the battlefield.
Note: Keep in mind that all characters except Servbot take up more than
one X worth of room, so if the enemy is occupying even one of those Xs,
the Variable Attack is within range.
Even better, if it hits, the enemy will be popped up into the air,
allowing you to make almost any attack! FOR ANYONE WHO DOESN'T HAVE A
BEAM, HERE'S YOUR ALTERNATE ATTACK! However, after this, the character
switched in will taunt, so be certain that this will hit or when the
switched-in character is out of danger, such as when the enemy super
jumps or whiffs an attack with a lot of lag, otherwise, you're in big
* Snapback = QCF + A1/A2 (takes 1 super). The screen will freeze and
your character will be summoning yellow energy as if he/she is powering
up for a strong attack. If this hits, it will knock your opponent off
the screen, unconscious. And even better, you get to choose which
enemy character will replace him/her; use A1 to force out the first
character in his sidelines and A2 for the second character. This is
useful for kicking that annoying character out of the battle
momentarily or forcing in a weak character (with lots of red life, very
low health, a type of character who is at a disadvantage compared to
your character, or just someone your opponent is not as good with as
the other two). Even though it's blockable, you can combo into it.
* THC = Team Hyper Combo/Variable Combination = A1 and A2 (at least 1
level on the supermeter is needed). All 3 characters perform their
designated supers at once if you have 3 levels or more on your
supermeter. If you have 2 levels, your main character and first
character in the sidelines will perform their designated supers. If
you only have 1 level, your main character will perform his/her
designated super. Your character's designated super is their Variable
Combination; most characters' Variable Combinations depend on which
assists are picked for them. If you are at level 0, the THC will not
initiate, and will most likely result in calling out your assists.
* DHC = Delayed Hyper Combo = super of main character, then switch to a
super of first character in sidelines while main character is still
attacking (2 or more levels on supermeter are needed at this point),
then switch to a super of last character while previous character is
attacking (3 or more levels are needed at this point). This is more
damaging than the THC, and the switching of supers also switches out
the characters, letting them rest to regain their red life. Even
better, you can choose the super your character will do, unlike the
THC. What I do not like about this is that you could finish the DHC,
ending up with a character that is dying if you do not have enough
super levels to make another switch, or when the weak character is the
last one who has completed the DHC. You can let your character do the
super as long as you want to for more damage, but make sure to switch
supers when the enemy is at a perfect place in the battlefield (so the
next super with connect perfectly) AND while the super-in-progress
screen is in the background (really cool picture of space).
* Advancing Guard (push-block) = 2Ps when blocking an attack from the
main enemy character. Using this will distance yourself from the
opponent, stopping their offensive strategy. This is one of the best
tactics in playing keep-away; when the main enemy character tries to
get you with a one-hit attack, push-block to safety. If it is a multi-
hit attack, you will most likely be hit since you cannot block for half
a second after doing this.
* Pursuit Attack-Evade (rolling) = b, db, d + P after being knocked
down but before touching the ground. This will make the knocked down
character roll forward, avoiding most OTGs. This will not work if you
were OTG'd and did not ever touch the ground.
* Variable Counter = b, db, d + A1 while blocking an attack to switch
the main character with the first character on sidelines or A2 to
switch with second. This takes 1 super level. When this is used, the
screen freezes and the character switched in will perform his/her
designated assist. Useful for stopping offensive strategies. Also, if
you are facing a beam that is about to chip you to death, use this when
you are almost down to only a few health points so that the character
switching in will only take minimal damage.
4. Intro to Omega Red
Omega Red is the BEST character in the game imo! Here's why:
+ Normal attacks have great range!
+ He can regain red life while fighting by using Energy Drain!
+ He has the UNIQUE ability to drain the enemy's supermeter by using
Death Factor! :)
+ I repeat, he has the UNIQUE ability to drain the enemy's supermeter
by using Death Factor! :)
+ Versatile special attacks!
+ He can air dash!
+ db/d/df + Hk are multi-purpose attacks!
+ Good speed on his attacks, especially with Omega Strikes!
+ Good defense; he takes about 90% damage from attacks!
+ He can duck some projectiles!
+ Almost NO start-up time on his specials, making it nearly impossible
to telegraph them!
+ Some of his heavy attacks hit multiple times, and usually register as
a combo (3 hits minimum to register), therefore penetrating super
Of course, every character has disadvantages; here's his:
- Some of his attacks have slightly undesirable lag...
- He deals the same damage as some pixies do...
- The Omega Destroyer does minimal damage from a distance, and the
Carbonadium Smasher is one of the least desirable types of supers in
the game...
- His awkward launcher weakens his air-comboability...
- He only has 2 special attacks...
- The new button setup weakens his gameplay...
According to the above comparison, the good outnumbers the bad 2:1;
excellent imo.
5. Normal Attacks
Standing Attacks:
* Lp-Omega Red makes a poke with his hand that is farther from the
camera (from where you're looking). Average range for a jab, so it's
nothing really special (you're gonna get this a lot from me in this
* Mp-Omega Red takes a step forward with his foot that is nearer to the
camera and makes an uppercut. This is his primary launcher. However,
his launcher sends the opponent flying at an angle instead of straight
up, weakening his air-comboability... >:(
* Hp-Omega Red whips downward at his opponent with one with his coils
coming from his hand that is farther from the camera. It has great
range for a fierce attack and has almost NO start-up time; however, the
lag is another story, so if this is jumped over or missed, you're in
* Lk-Omega Red gives the opponent a kick. Nothing special.
* Mk-Omega Red spin-kicks, striking with his heel. Aside from its
style and its similar range to the Mp, it's nothing special.
* Hk-Omega Red plants his coils into the ground as a support, then
kicks the opponent with both feet, with his front side facing the
camera. It has slightly less range than the Hp. What's good about
this is that he leaves the ground as he kicks, avoiding sweeps. This
has slightly more start-up time than his Hp, but less lag.
Crouching Attacks:
* Lp-Omega Red uses the crouching version of the Lp. This is one of
the only few attacks that hit low.
* Mp-Omega Red shoots a coil from his hand that is nearer to the camera
up at a 45-degree angle. The coil will reach up to about 2 times the
height of Omega Red's crouching stance. Almost no start-up time, but
bad lag. This can be used to counter jump-ins, although you would have
to hold the joystick down and hit the Lp twice, taking up time...
* Hp-Omega Red holds out his hand that is nearer to the camera,
spinning the coil in it like a nunchuck. The range is better than the
regular (I don't like to say "standing") Hp and does not have the Hk's
start-up time, but worse lag. It hits an opponent on the ground up to
3 times. Even better, it acts like a mini-launcher if an airborne
opponent is hit! Unfortunately, you cannot make the follow-up jump for
an air combo using this and it can be blocked high or low. >:(
Nevertheless, one way you can counter a jump-in attack is to backdash,
then use this to try and pop the opponent up, and finally follow-up
with an Hp coil or an Hk Omega Strike.
* Lk-Omega Red makes a kick to the opponent. This is one of the few
attacks that hit low.
* Mk-Just read that last one.
* Hk-Omega Red shoots a coil underground and it reappears at one of the
three spots you can choose to aim it; a rather quick move too! Plus,
it neutralizes projectiles! db + Hk makes the coil reappear in front
of him; you can use this to counter jump-ins or to shield yourself from
dashing offensives. d + Hk makes the coil strike a length of about a
half-screen away from Omega Red; use this to attempt an attack on an
opponent who's jumping forward from the other side of the screen or
jumping back to get away from Omega Red. df + Hk is the farthest,
stretching almost all the way to the other side of the screen; use this
to stop fireballers and beamers or when the opponent is in his/her
assist-calling pose! Although it has almost NO start-up time, its lag
is horrible; don't miss. And even worse, it can be blocked high OR
low! >:(
Jumping Attacks:
* Lp-Omega Red spins the coil in his hand that is farther away from the
camera. Nothing special.
* Mp-Omega Red uppercuts his opponent.
* Hp-Omega Red flails his coils in front of him to form a barrier (or
anything close enough to it). This is usually the most-prioritized
jump-in and air-to-air attack! Plus, it hits 6 times maximum!
* Lk-Omega Red gives the opponent a straight kick. Nothing special;
don't you just get sick and tired of hearing this???
* Mk-Read that last one, plz...again...
* Hk-Omega Red gives the opponent a straight kick with more horizontal
range than his jumping Hp! Use this for a jump-in if you expect to be
trading hits with your opponent because if you use the Hp, chances are
you will only get one hit in (it's supposed to 6 times for the full
damage). However, this has slightly more start-up time than his
jumping Hp.
* f + Hp on the ground = Omega Red grabs the opponent with both hands,
and slams them into the ground, bouncing them to the other side of the
screen. ^_^ You can tack in an extra df + Hk for an attempt at more
damage, but it can be blocked though; just use the extra hit about 50%
of the time to screw your opponents up, making them think if you would
go for that extra hit or not. You can always try to piss them off this
* f + Hk = Omega Red throws the opponent backwards over his head.
Other than that, there's no difference between both throws.
* f + Hp in the air = Omega Red grabs the opponent with both hands,
drags him/her to the ground, and slams, bouncing him/her to the other
side of the screen again. This throw has the same uses as the ground
6. Special Attacks
* Carbonadium Coil = QCF + P/2Ps (K/2Ks can be done when in the air).
Omega Red's signature attack! Omega Red shoots out a coil from his
palm to attempt to ensnare the enemy. For safety, you can retract the
coil by pressing the same button you used to throw out the coil if it
did not hit the enemy, ground, walls, enemy's helper, projectile (it
would be neutralized), or before it reached its full range. Compared
to the other special, this is the more damaging one because it can lead
to the Energy Drain, Death Factor, coil throw, or double coil throw.
It has almost no start-up time. However, the lag can range from
moderate to horrific, depending on how well you retract the coils (You
will get in the habit of doing this, won't you?) by hitting the same
button. To avoid having to retract the coil every time, try to hit the
enemy or have it blocked instead of missing. Of course, once your
opponent is ensnared, he/she cannot be ensnared permanently. Hyper-
armored opponents obviously cannot be ensnared. There are 6
(technically 5) variations of this move:
The following variations can be done on the ground or in the air:
* Lp/Mp variation = The coil is shot straight forward. Use this as
part of your offensive strategy and in ground combos, but don't abuse
it, especially from a distance. If this is done in the air while Omega
Red is falling, he will slowly drop towards the ground as he shoots out
the coil, which will also slowly sink with him; remember this if you're
planning to momentarily keep the enemy on the ground.
* Hp variation = The coil is shot forward and slightly upwards into
the air at a 30 degree angle. Use this an anti-air or to counter jump-
* 2P variation = The coil is shot straight up into the air. Use
this as a vertical anti-air to counter super-jump-ins or when your
opponent is trying to stay in the air right above you.
The following variations can only be done in the air:
* Lk/Mk variation = The same variation as the Lp/Mp.
* Hk variation = The coil is shot forwards and slightly downwards
toward the ground at a 30 degree angle. This is the most useful coil
variation imo because you can jump up or forwards over a fireball or
beam and throw it out to ensnare your enemy.
* 2K variation = The coil is shot straight down towards the ground.
Use this when you are right above the opponent who you expect a
counter-jump attack from.
The coil, when hit, can lead to the following attacks:
* Energy Drain = P. This drains up to about 1/15 of your opponent's
lifebar, adding it to your red lifebar. If you do not have red life,
you cannot recover any more of your life.
* Death Factor = K. This drains up to about 1/4 of your opponent's
supermeter, adding it to your supermeter.
* Coil Throw = any direction + P. This throws the opponent in the
corresponding direction.
* Double Coil Throw = db/d/df + P, any other direction + P. This
throws the opponent twice; once towards the ground, and once in any
other direction.
Note: The Energy Drain and Death Factor can be switched while an
opponent is ensnared.
The following can be done when the opponent is ensnared:
* Coil Throw
* Energy Drain
* Death Factor
* Energy Drain/Death Factor + Coil Throw
* Double Coil Throw
The following CANNOT be done:
* Energy Drain/Death Factor + Double Coil Throw
* Omega Strike = QCF + K/2Ks (can only be done on the ground). Omega
Red plants his coils into the ground, and then launches himself,
attacking with both feet. This has even better start-up time than the
Carbonadium Coil. Also, however, the lag is determined by how well you
retract it or cancel it. Retracting it involves b + K, which will make
Omega Red slide back very quickly to his original spot, while canceling
it involves d + K, which will make Omega Red land on the ground,
enabling him to block, even when he is still airborne. There are 3
variations of this move:
* Lk/Mk variation = Omega Red launches himself straight forward.
Use this in your combos; don't abuse it. If you whiff this from a
distance, retract it. If you whiff this close-up, don't retract it, so
that you'll be carried to safety; if the opponent tries any kind of
beam attack, cancel it and block.
* Hk variation = Omega Red launches himself forward into the air at
a 30 degree angle. Use this as an anti-air, to counter jump-ins, to
get yourself out of a corner, to evade beams, or to set an aerial
* 2K variation = Omega Red launches himself straight up into the
air. Use this as a vertical anti-air, to counter super-jump-ins, or to
evade screen-filling supers.
7. Hyper Combos
* Omega Destroyer = QCB + 2Ps (takes 1 super level and can only be done
on the ground). Omega Red's pose before this is facing the camera. He
whips out his coils horizontally in both directions in an instant and
then fills the whole bottom part of the screen with both his coils,
whipping up and down (covering even the area above him), while yelling
"OMEGA DESTROYER!" The coils can neutralize projectiles. The opponent
must be nearby for this to do decent damage. You don't want to use
this when your opponent is in the air nearby because he/she could knock
you out of it, wasting 1 super level. If this is blocked, the opponent
will be pushed away, ensuring your safety. Usually awful block damage;
however, if the opponent is really up-close, the super creates a vacuum
effect for amazing block damage. If they attempt to push-block out of
the vacuum effect, the coils will most likely give them a whipping;
unfortunately, when the super and vacuum effect stops, you'll be open
to counterattacks because the enemy wasn't pushed away. Little start-
up and lag time.
* Carbonadium Smasher = QCB + 2Ps (takes 1 super level and can only be
done in the air). Omega Red's start-up pose before this is when he
stops in midair with his air-dash pose. Then he air-dashes forward,
yelling "CARBONADIUM SMASHER!" This has bad start-up time, but if it
is blocked, Omega Red will push himself away to safety. Even better,
if it misses, Omega Red falls down, able to block any counterattacks.
If he catches the enemy not blocking, he gives him/her an automatic
beatdown ending with a coil throw directly downwards. This does more
damage than the Omega Destroyer, but it is much harder to combo into.
8. Assists
Assist Type |Variable Assist |Variable Counter |Variable Combination
Alpha: Throw |Lp/Mp coil with |Hp |Omega Destroyer
|throw in the UF | |
|direction | |
Beta: Anti-Air |Hk Omega Strike |Hk Omega Strike |Omega Destroyer
Gamma: Ground |db + Hk |d + Hp |Omega Destroyer
* Alpha: Pick this if you want a setup for an air combo. Of course,
getting this to connect is the hard part. One of the better assists
* Beta: Pick this if you want to momentarily keep the enemy on the
ground. When Omega Red finishes this, he will be in the enemy's
territory, so make sure you cover him.
* Gamma: One of the better assists imo. Since he does this from where
you're located, it can be used to shield you from almost any attack.
Plus, it can stun the enemy for setups into practically anything! Make
sure you cover him if you're using this for offense.
9. Strategy
A. General Strategy
Omega Red is an all-purpose character. He can play up-close with
his attacks that have great range as well as keep-away with his coils.
Tips when facing pixies:
* keep-away
* play up-close with his long-range normal attacks
* mainly stay in blocking position, especially against pixies who can
run really fast
Tips when facing beamers:
* abuse his df + Hk for a little bit (After that, they'll realize that
they need to change their keep-away strategy, don't they?)
* use your Hk coil when jumping a beam or fireball
* play more defensively and learn to telegraph the beams
Tips when facing powerhouses:
* capitalize on the lag in their moves; when far away, use your special
* abuse his jumping and crouching Hp to pierce through their super
* keep-away, especially against hyper-armored characters
Tips when facing Shotokans (including Guile and Charlie):
* capitalize on the lag of their projectiles by ensnaring the enemy
with your Hk coil
* capitalize on the lag of their anti-air attacks by comboing them
* keep-away
B. Highly-Prioritized Attacks:
#|*Ground |*Anti-Air |*Super Anti-Air|*Jump-In |*Air-to-Air
1|crouching Hp|Hk Omega Strike|2P coil |jumping Hp|jumping Hp
2|Hp |Hp coil |2K Omega Strike|jumping Hk|air-Lp coil
3|Hk |either launcher|crouching Mp |jumping Lk|jumping Hk
C. Specific Strategy
(under construction)
10. Combos
Preferably start your combos with either a jumping Hp or Hk (preferably
Hp). It would also help if you use assists to cover you. Air combos
will not work if you launched the enemy with the tip of Omega Red's
launcher since he is slightly too far away, so stay away from them.
Regular Combo:
1. crouching Lk, crouching Mk, Hp XX Lp Carbonadium Coil
Snapback Combo:
2. crouching Lk, crouching Mk XX Snapback
Super Combo:
3. Lk, Mk, Hp XX Omega Destroyer
From what I've heard on the message boards, there is a way to combo
into his Carbonadium Smasher in the corner, but I forgot the combo
11. Omega Red vs. Abyss
The last stage is where you can rack up a LOT of points against Abyss,
especially with Omega Red fighting him.
* First Form: Keep hitting him with the d + Hp. since multi-hits tend
to slow him down (as if he couldn't get any slower). If he goes for
the dashing attack, use the Lk Omega Strike to carry yourself to the
other side or super-jump; while he's still dashing, hit him with the df
+ Hk and an assist if you're far away. If you super-jumped backwards
towards Abyss (his dash goes all the way to the other side of the
screen, so Omega Red would be jumping closer to him since he dashed
under Omega Red to the other side), hit him with a jumping Hp and
repeat it. If he goes for the beam super, super-jump forwards or
straight up, air dash when you're high to move over him, and while you
are landing, give him a jumping Hp. Then while he's shooting the beam
the wrong way, keep hitting him with the jumping Hp so you don't get
hurt from hitting the beam using the other attacks; you can also use
your assists at this time. You would be very surprised at how this
strategy can raise your combo hits.
* Second Form: Maintain an almost full-distance away and do the df + Hk
repeatedly (Omega Red's df + Hk sometimes cannot reach Abyss when he is
at a completely full distance away). When you see him going for his
beam special, crouch-block, because sometimes he can duck one of his
thinner beams. If you're quick enough, super-jump forwards, then air-
dash to the other side, giving him a jumping Hp as you land and hitting
his back with the crouching Lk, crouching Mk. Just watch out for his
super. If he sends out the bubbles, super-jump straight up or
backwards and send the coils down to pop them. If you did not get rid
of all of them, use the db + Hk or the jumping Hp or Hk or crouching Hp
to protect yourself.
* Third Form: Immediately go behind him and when the match starts, use
the Lp or Lk and not the THC or DHC; he might disappear into the lava
first, making your THC miss and having him counterattack on all 3 of
your characters (You can keep all of them alive against a joke like
Abyss, can't you?) or just 1 of them in a DHC. If he disappears, stay
in crouch-blocking stance at all times. When he reappears, get right
below him (the Omega Destroyer does the most damage to him when both
coils are whipping him), and unleash the THC or DHC. When he reappears
again, finish him off with another one. If that doesn't work because
it did not kill him or if your THC is really bad, just block at all
times and when he appears, hit him with the jumping Hp for damage and
to charge your supermeter. Once you have at least 1 level, use your
Omega Destroyer whenever you're under him.
12. Poses and Colors
These are the only poses you need to know that will help your gameplay:
* Taunt: Omega Red breaks from his humpback stance by standing up and
yelling. Not very useful info, I know, but if your opponent's Omega
Red underestimates your Omega Red's versatility, punish him.
* Assist Call: Same as his taunt, but instead of yelling, he says,
"Let's go!" The value of this info is pretty obvious...that is if
you're also fighting Omega Red, so treat it as a taunt, except that you
might want to punish his helpers as well.
* Snapback Attack: Hp. This is useful info because you can combine
your knowledge of the Hp's attributes (range, start-up time, etc.).
This FAQ is long enough without showing the list of colors, so I'll
just sum it up; the color variations of your character depends on which
button you pressed to select him/her. The best color for Omega Red imo
is Lp, but if the your opponent already has that color, then you've got
the bad colors left.
13. Past Revisions
(under construction)
14. Future Revisions
* chapter 9, section C
* chapter 13
* updating chapter 15
* correction of any grammatical or spelling mistakes
* anything else
15. Credits
Thanks to:
ANickerson for the vacuum effect of the Omega Destroyer, descriptions
of the normals, throws, specials, and supers, parts of the strategies
(including some against Abyss), and assist chart.
CJayC for making this great website and posting my FAQ up.
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text:
Austin, TX - Today, State Representative John Raney (Bryan/College Station), presented one of his top priority bills, which protects student veterans' education benefits.
HB 846 prevents institutions of higher education from imposing additional financial and administrative burdens on student veterans who use state and federal military education benefits to pay for tuition. In recent years, the processing of veteran educational benefits have been delayed, especially for veterans who are using their benefits for the first time. This issue occurred, in part, because of the federal government's budget sequestration.
In conjunction with the Texas Veterans Commission, it was discovered that student veterans from around the state have been forced to take out loans, pay additional fees and even been dropped from courses mid-semester. Representative Raney opposes placing these burdens on service members, and this bill will address the issue.
"I am honored to help these men and women who protect our country. I was recently made aware that student veterans were not being treated fairly by certain institutions," Representative Raney said. "This bill will make sure every veteran has access to their education benefits, despite any delay coming from federal bureaucracy. I'm happy to have the support of multiple advocacy groups, including the Texas A&M Student Government Association. We look forward to getting this bill passed and making sure veterans get every benefit they deserve without being hassled."
Representative Raney is serving his third term in the Texas House where he serves on the House Committee on Appropriations, the House Committee on Higher Education where he serves as Vice Chairman, and House Administration. Representative Raney is an Army veteran, having served from 1969 to 1975 as an Infantry officer. He is a sixth-generation Texan, a long-time community member of Bryan-College Station, and a small business owner for forty-eight years.
Contact: Anna Hynes
Capitol Address:
District Address:
Room E2.808
4103 South Texas Avenue, Suite 103


text:
The location of the city of Leiden is ideal: just steps away from major cities like The Hague and Amsterdam. The city is internationally accessible, from Schiphol Airport in 20 minutes and the smaller Rotterdam The Hague Airport is 25 minutes away. Leiden is also just a dozen kilometers away from the coast of Noordwijk, Katwijk and the Keukenhof, the famous flower fields.
By car
Located between the A4 and A44, Leiden is easily accessible by car. The inner city is practically car-free, but in a circle around the historic heart more than three thousand parking spaces are spread over several parking garages and parking lots. Below the Meelfabriek Garden a parking garage is being built. Residents and visitors can use this car park.
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