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Life can be amazing but only if you want it to be. There are endless opportunities for different people, places and unique experiences. To be truly happy, you have to find yourself and realize that your life is a precious gift that only you can turn into your fairytale.
The way to find happiness is a positive mind, someone that lives for today with both imagination and truth. It is not difficult to change your mindset, just be aware and don't let things get you down. Life will forever throw challenges, but there will always be something positive to learn and grow from.
Living every day with good thoughts, great people and amazing experiences is the best way, let go of the negatives, travel and grab on to opportunities and you will see how life can be lived.
A lot of my inspiration comes from The Art of Happiness blog. It's definitely worth your time!
1. Determination
As human beings, we have been given many gifts of strength and willpower. No matter what happens we always have a way to get back up, dust ourselves off and start again. Without challenges, we will never grow, and we can surprise ourselves and others around us. Seeing people rise from the biggest problems is inspiring and gives us all hope, something that is very important.
2. Living in the Now
Every moment we are given is a chance for an experience, and we can do whatever we want with it. Worrying about the past and future is unnecessary and must be left alone for the chance to appreciate the present time. Living in the now is the way to feel satisfied and at peace with life.
3. Creating Memories
Each minute we have now is an opportunity to create memories in the future. Trying new and amazing things will be special moments in your life that will never be forgotten about. Look back, smile and keep the stories for the future.
4. Eternal Opportunities
There are no struggles in life, only opportunities so you can develop. Every day we find chances to meet new people, travel to new places, find independence, get jobs, earn money, overcome fear and frustration. Just realize what they are, be brave and grab on to these opportunities.
5. Fascinating People & Places
It is a lot more to life than just work, home and the people around us. The world is our oyster, and we are lucky that travelling is so easy now. Visiting new places with different cultures and traditions will open your eyes to the world we live in, not just your bubble you have always known. Going on adventures is a blessing, climb a mountain, snorkel the coral reefs, jump out of a plane, there are endless experiences out there just waiting.
The world is not just full of incredible places; there are also millions of pretty cool people out there too. Meeting new people is inspiring; you will find endless individuals that are intelligent, daring, cheerful and fearless. Some will encourage you to do something exciting, others will tell stories that you can learn from, and there will be the special ones that you will never forget and find a place in your heart. Having someone in your life that is positive and enjoying their life is a great way to start enjoying yours.
Don't waste any time, start loving your life today.


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Girls lacrosse second-round play-in playoff game
Ponte Vedra (11-6) at Bartram Trail (14-2), 7 p.m.
Road here: Bartram d. Episcopal 19-4; Ponte Vedra had a bye
Winner gets: Winner of Oak Hall-Matanzas matchup Tuesday in the third round.
Glance: This is simply one of the biggest girls lacrosse games in St. Johns County history. No team from North Florida has ever made it past this round. Ponte Vedra was here in 2010. The Bears made it in 2009 and 2011 and Nease advanced in 2008. All of the games were lost to Orlando-based teams. Bartram was the first team to host back in 2009 and lost a heartbreaker to Winter Springs 14-13. Thanks to a bye week in the opening round, Ponte Vedra locked up its spot and Bartram made easy work of Episcopal to set up the matchup. To make things even more interesting, the regular season meetings between the schools have been decided by just three goals. The Bears won the first 11-10 and the second 13-11. This should be another tight one. ... Bartram has continued its trend of regular season success and has the record to prove it. Ponte Vedra, meanwhile, has a season mark that is more deceiving. The Sharks' six losses have come to Bartram (two), second-ranked Winter Springs, No. 5 Lake Brantley, No. 10 Oviedo and Pine Crest.
Boys lacrosse
Oak Hall (12-4) at Ponte Vedra (15-2), 7 p.m.
Road here: Ponte Vedra d. Flagler Palm Coast 18-1; Oak Hall had a bye.
Winner gets: Winner of Bolles-Episcopal matchup Tuesday in the third round.
Glance: The second-ranked Sharks are once again the heavy favorites. Ponte Vedra dismantled Flagler Palm Coast 18-1 to open the playoffs and could be in line for a similar result against an Oak Hall team that lost 17-9 to Bartram Trail. To put that in perspective, Ponte Vedra beat the Bears 12-3. Also, Creekside, a team Ponte Vedra beat twice, rolled over Oak Hall 17-3. The Sharks have been typically slow starters this season, but that was far from the case in their playoff opener. Coach Tom West said his squad plays at their best when the challenge rises, and they might just be kicking it into another playoff gear. Ponte Vedra is immensely talented across the field and should dominate this game on both sides. It would surprising to see Oak Hall break through Ponte Vedra's defense and make any sort of a run at a team that reached the final four last season.

subset: commoncrawl


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I find it frustrating when someone decides to start their first garden and their enthusiasm quickly dwindles into impatience and disappointment. I should know better. Not everyone enjoys spending endless hours bent over in all kinds of weather, only to be bested by a hungry animal or a tiny, little insect. It's hard for me to fathom, but some people have other interests. Still, I can't help but think they'd like it more if they knew ahead of time what they were getting into – and if they didn't bite off more than they could handle. That's what I mull on today. It gets to be a wee bit of a rant, but this is something that I really feel strongly about. I think most of it is good advice for anyone and I'd welcome hearing what you would tell the gardener wannabe.
As always, there's a link below, to listen to the podcast now, or you can access the podcast on iTunes and Stitcher. And if you would just as soon read it yourself, scroll down below the photo and have at it.
The cold temps have given me time to think back on last year's growing season – only a few months ago. Looking back over last year's successes and disappointments, the biggest disappoint for me was seeing friends start their first garden only to throw in the towel when the weeds arrived or the harvest got ahead of them.
At a party a few years ago, in a yard I'd never visited before, I was impressed by the number of flowering and fruiting shrubs that were scattered about. I asked my hostess if she had designed this landscape herself and she just laughed. It wasn't something she would have even considered. She was a city girl and digging holes for shrubs was not in her realm of possibility.
But it seems you can't live in the country very long before you start to see yourself as a person of property and being a person of property requires that you take an interest in becoming a gardener. (Oddly this has never proved true with my husband, who is content to say "You should plant something over there." and simply point.)
So my hostess, who has since become a friend, got it into her head that she wanted a vegetable garden. She loved entertaining on the patio and a vegetable garden nearby would complete the picture. So she hired someone (of course) to dig up a rather large patch of lawn and do "whatever you need to do" to the soil and then she planted. Yes, SHE planted. I was impressed enough to think we might have turned a corner here.
There was the impatience as the little seedlings settled in, but did not much more. And then the initial thrill of seeing the first tiny, fruits starting to form. The promise of a first tomato never gets old, but the first one is a tremendous sense of accomplishment.
And then it happened. Things she had not planted also began to grow and flower. This is what separates the dilettantes from the novices. A novice will learn as she goes along and take it upon herself to try and tackle the weeds. A dilettante will say "Okay, this was fun. And now it's not."
My friend turned out to be a dilettante. To be fair, she had a lot of other demands on her time and getting on her knees to yank weeds that were only going to grow back was not high on the list. And so the garden languished until she hired someone to turn it over and plant grass. The landscapers would take care of keeping it mowed.
I'll grant you, gardening is a never ending chore, but it can be an incredibly agreeable one. I'd go so far as to say that it is the maintenance that is gardening. If you've been toying with starting a garden but haven't gotten any further than listening to podcasts or reading books, if you know someone who gave up but still looks longingly at your veggie patch or if you find yourself coaching a garden newbie, here's some advice I've learned the hard way.
❦ Start small. Really. Everyone says it but no one does it. I know as well as anyone how easy it is to get carried away. I have enough seeds to mulch my garden with the packets. But I'm willing to see it through. For someone new, the test should be how much are you willing to till, to get started. It doesn't count if you hire someone to come in and turn the soil. How much are you willing to stick a fork in the unyielding soil? If you're doing containers, how many are you willing to drag across the patio?
❦ Avoid houseplants. I saw someone recommending that a new gardener start with a houseplant, to learn what it means to care for just one plant. They said that if you tend a houseplant throughout winter, you'll have a better sense of what plants need, when it comes time to start things growing outsides, in the spring. Unless you have phenomenal light in your house and you keep it humid, I don't recommend starting there. Winter is the toughest time to care for houseplants. They're dormant, so there's little growth to encourage you. They dry out, they drop leavers, they get mildew, they turn yellow, they get whiteflies or scale… the list goes on. You'd be better off buying a pot of basil or parsley and keeping it until you've eaten it all – then start over.
❦ Use the winter to take a class. Every gardener in the Hudson Valley is counting the days until spring. Gardening organizations try and ease your pain by offering all kinds of classes. The best place to start looking is with your county cooperative extension. The Master Gardeners offer classes throughout the winter and many hold a whole day of classes in early spring, so you can cover all your bases in one binge feast. You may even find yourself signing up to become a Master Gardener yourself.
❦ Visit garden shows. The closest one to us is the Capital District Flower and Garden Show, in Troy, but there are bus trips to the Philly Flower Show and the Boston Show is a day trip away. And don't forget the shows at Adams Fairacre Farms, in Dutchess, Orange, and Ulster counties.
You get to smell damp soil, see the latest plant introductions, and take a class or two. And, of course, there are vendors offering everything from seeds and plants to gadgets and tools. BTW, I'll be at the Capital District Flower Show this year giving my Gardener's Guide to the Hudson Valley talk, so stop by and say "hi", if you go.
❦ Finally, my best tip is to volunteer at a public garden. Gardening is even more enjoyable in a group and you have no idea how much you will learn from the other gardeners. Don't worry that you won't know enough to be useful. They'll get you up to speed in no time. And you won't just be an unpaid weeder. Most will include you in every phase of the garden, from choosing plants, to starting seeds, to taking home the extras. I can't recommend it enough. Pretty much every local garden welcomes volunteers. Just give them a call or go to their websites and shoot them an email.
There are few things as rewarding as getting your hands in the soil and seeing something come of it. I think my friend was more taken with the romance of having a garden, than the rewards of it. Even the most seasoned gardener can become overwhelmed, as many of us can attest to, I'm sure. Save yourself or your friends the disappointment and dissolution. Go for the easy win — and then tackle the rest of the backyard.
Well, we have lots of time to think about an approach to next season. Although, it is time to get seed orders in, so I guess it's worth the reminder to think small, or at least reasonably so. I hope the weather warms a bit soon.
While you're here, grab your copy of Secrets of a 4 Season Garden. Remember, only 74 days until spring!


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Community Organizations
The residents of Eastvale pride themselves on their civic engagement. If you would like additional information on any of the community organizations, please visit their website or contact them directly as listed below.
Eastvale/Norco Rotary Club:
(951) 741-1975
Eastvale Chamber of Commerce:
(951) 768-6000
Eastvale Kiwanis:
(951) 264-4739
Jurupa Valley Station Citizen's Patrol:
(951) 955-9225
Serving the City of Eastvale and Jurupa Valley
Jurupa Citizens Corps:
Serving the City of Eastvale and Jurupa Valley
Eastvale Sports Leagues:
Eastvale Girls Softball: www.EastvaleGirlsSoftball.com
Eastvale Little League: www.EastvaleLittleLeague.com
Eastvale Mustangs Youth Football & Cheer: www.EVMustangsFootball.com
Eastvale Basketball: (951) 727-3524
Empire Soccer Club: www.EmpireSoccerClub.org
For Parks & Recreation classes, please visit Jurupa Community Service District at parks.jcsd.us


text: Social This Woman Incredibly Impersonates 15 Different Disney Characters girlydreams May 12, 2017 No Comments Meet Promise Phan. buzzfed She is a make-up genius! buzzfed And she LOVES Disney. buzzfed She's transformed herself into 15 different Disney characters and the results are amazing. Check out the crazy transformations below! 1. Elsa publimetro 2. Anna buzzfed 3. Esmerelda buzzfed 4. Alice in Wonderland press24 5. Mulan buzzfed 6. Jasmine jepic 7. Rapunzel buzzfed 8. Pocahontas howdonkey 9. Maleficent michellephan


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Welcome to the Church of the Good Shepherd. Whether you have visited our Church before, or are exploring our website first, we are delighted that you would like to know more about The Church of the Good Shepherd. We are an energetic and enthusiastic congregation of believers, who welcomes you to join us in our worship, our study and fellowship, and mission outreach to the city, state, country and the world. We invite you to learn more about us by exploring this site, and by visiting us in person. Our prayer is that in joining us, you will grow in your faith in God, through the Lord Jesus Christ, while experiencing God's Spirit through authentic fellowship.
Below is a list of Frequently Asked Questions, which may answer some questions you have about visiting The Church of the Good Shepherd, what to expect, where to go and when. However, if we have not adequately answered your concerns with the subjects below, please feel free to call the Church Office at 361-882-1735.
Frequently Asked Questions
What should I expect at my first visit?
When you arrive for worship you will be warmly welcomed by a Church of the Good Shepherd greeter. Ushers will then give you a bulletin and help you find a place to sit if you need it. In the Narthex (the entry to the church) there is a rack with resources that you might find helpful. Please be sure to take one of our "visitor's bags" with you. You also might want to visit our "Coffee Cantina" in the Courtyard or stop by the Parlor for coffee and fellowship.
What does The Church of the Good Shepherd Believe?
View Our Church Vision & Values
Do I need to become a member of The Church of the Good Shepherd to participate in worship and other activities?
You do not need to be a member to worship at The Church of the Good Shepherd or to participate in other programs and activities. However, we encourage you to consider becoming a member and continue your life of faith and discipleship within the context of this community of faith.
What are the worship services like? How do they differ?
There are several types of worship services at The Church of the Good Shepherd.
View Our Service Times and Description
Does The Church of the Good Shepherd have a dress code?
The Church of the Good Shepherd has no dress code. Weekday and Sunday evening services tend to be less formal than those on Sunday mornings. However, from South Texas casual to coat and tie, you will find people dressed in all kinds of clothing every time you come to The Church of the Good Shepherd.
How do I get to The Church of the Good Shepherd?
View directions to the church
Where do I park?
We share our three block campus with St. James Episcopal School and have parking throughout the campus. You can access parking lots off the following streets: S. Upper Broadway, S. Caranchua Street (on both sides of the street), Park Avenue and Water Street. There is also on-street parking on Park Avenue and handicap parking on S. Upper Broadway.
View Campus Map
Is the Church handicap accessible?
Yes. There is handicap access right in front of the Church as well as from the parking lot on S. Carancahua Street, and the curb on Park Avenue. The entire facility is handicap accessible with ramps and elevators.
Where will my children be?
On Sunday mornings, children are engaged in activities, worship and fellowship with other children. Depending on their ages they may be in the Nursery, Children's Chapel or in age appropriate Christian Formation classes.
View our Sunday Schedule
What is available for my infant/young child on Sunday?
Infants through 2 year olds are welcome in the Nursery on Sunday mornings from 9:00 a.m. until 12:00 noon. This is a great time for your child to sing songs, play with friends, and learn more about God's love. Reservations are not required.
How will I know what to do in the service?
In the Episcopal Church, our worship is shaped by the liturgy of The Book of Common Prayer (BCP). There are BCPs (red) in every pew, along with The Hymnal 1982 (blue) which contains many of our hymns. Your Worship Bulletin directs you to page numbers in both the BCP and in the Hymnal. Additional music and anything else that is not in one of these two books is printed in the Worship Bulletin to help guide you through the service.
Am I required to give money at worship?
There is no monetary requirement to worship at The Church of the Good Shepherd. Most people find however, that as they move into a deeper relationship with God and become more involved in ministry and community, giving becomes a natural part of their Christian lives.
Can I take communion? How does it work?
All baptized Christians of any denomination or tradition are welcome to receive Holy Communion at The Church of the Good Shepherd. We have an open table and all are welcome. When your pew is released by the usher, walk forward toward the altar. Proceed to the next available spot at the altar rail where you may kneel or stand to receive. To receive the bread, place one hand over the other, palms up, so that the priest may put a wafer on your palm. If you are going to drink from the chalice, you may consume the wafer immediately. When the chalice comes to you, you can help the chalice bearer guide it to your mouth by placing your hand on the bottom of the chalice and tilting it or by gently taking it in your hands and guiding it. If you choose to intinct (dip) the wafer in the wine, you will hold the wafer until the chalice comes to you. After receiving the sacraments, you may return to your seat through the side door and down the side aisle.
What else happens on Sunday?
On Sundays, our "Coffee Cantina" is set up in the courtyard throughout the morning. Also, on Sunday mornings from 8:45 to 9:30 a.m. we gather for fellowship in Munds Hall Auditorium where our Breakfast Ministry team prepares and serves a hot breakfast. There is no charge for breakfast, but donations are gladly accepted. After breakfast, the Christian Formation hour begins at 9:30 a.m., followed by the 10:30 service. After the 10:30 service, parishioners typically linger outside the church, in the courtyard and in the parlor where we have coffee and cookies. We also offer an Evening Eucharist at 5:30 p.m.
View our Sunday Schedule
Are the clergy considered ministers or priests? How should I address them? Reverend? Father? Mr. or Mrs.?
There are three orders of clergy in The Episcopal Church: deacons, priests and bishops. The catechism in The Book of Common Prayer (p.845) tells us that the ministers of the church are the Laity or the non-ordained parishioners. At The Church of the Good Shepherd, many parishioners use "Father" to address the clergy, such as "Father Milton" and "Father Philip". The best way to know how to address priests and deacons is to ask them how they like to be addressed. Chances are it will be their first name!
Can I meet with a priest?
Of course! The clergy at The Church of the Good Shepherd are privileged to meet with you. Click on Clergy, to go directly to their page, where you can email them. Alternatively, you may call them at the Church office at 361-882-1735.


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Today I did my share in building the nation. I mean my nation. I have been working for my employer for almost one year now,phew!How time flies! I was not thinking of staying with this person for long, given that I would have several people to work with but mostly to please.
When I grow up, I would like to have no man, no woman employ me, this means at the age of retire, bcoz,when will I say 'now that I have grown up…'?
My employer seems the best person one would wish to work for,never authoritative, never shifting blames and stress on me!So lovely. I have this feeling that this person has some hidden agenda, just to keep me for some queer reason. I even decided to inquire if she was paying me less than anyone in my position, but no, all was alright.
Am still trying to find a way to just chuck out of this job, I, just like everyone(or almost everyone) do not like my job,I am an ambitious person, who isn't anyway?We all know that once you start saying that you do not like your job,its time to quit,only that people do not quit!WTF?
Today however, someone ,not a direct employer , but someone I have lots of respect for told me like the cutest words that I have not heard for long,or even never……..
"Thanks a lot for what you have been doing.You have been great, so lovely. You have been God sent I do not know how we would have been without you, you have been such a blessing, thanks a lot!"
That's what she told me,what a flatter!But I felt good,I must admit. So these people finally appreciate me, I have not put so much effort though but hey, am glad about this declaration,it keeps me going but come summer, I will not work,I will ONLY rest! (I already have this year's bikini,so……..hip hip hurray!)
As for now,I will appreciate the fact that some people think am a blessing to them!
AOB: I think Obama is such a cute ass,who can deny this?No one,No one.Michelle too,yes she is a cute ass too. The kids are pretty ,I don't wanna be vulgar.They are cute girls. I am drunk,I am under the affluence of incohol,but so what?


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When donors give, they can choose where their money belongs. In Giving, we call these Funds. Create funds as needed, since there's no limit to the amount of funds you can have. Once created, funds can be opened, closed, or hidden.
In the United States, an organization can be exempt from federal income tax if its activities are charitable, religious, educational, scientific, literary, testing for public safety, fostering amateur sports competition, or preventing cruelty to children or animals.
A 501(c)(3) tax-exempt organization must:
1. Have a known purpose that aligns with the IRS guidelines.
2. Communicate that purpose to donors.
3. Track the spending of this money to make sure it's actually being used in a manner consistent with the donor's intended use.
To create and edit these funds, go to the Funds tab on the Manage page.
If someone gives online, they can clearly see the funds available to give:
They can even give to multiple funds by selecting add donation.
Creating and Editing Funds
Create a fund by selecting Open a new fund and edit a fund by selecting a fund itself.
Do not create funds for ticket sales, book sales, or other non-deductable donations. Giving is only to be used for tracking donations.
- Choose a short but descriptive name.
- Some General Ledgers have numeric codes that act as primary identifiers for funds. If you use numeric codes in your GL, add the code to easily pair Giving funds with your GL as you accomplish various bookkeeping tasks.
- Choose a color to help differentiate funds at a glance. The Theme is only shown on the Admin side.
- What will this money be used for? Keep the description short since fund descriptions are visible to donors.
- Choose how or if you want the fund to be listed.
- Share this link to allow people to give directly to this fund.
Select Create new fund to add the fund to your list.
Naming Tips
- If you add Fund to the name, your donors will read General Fund Fund when they give online.
- Don't add dates to annual funds. Instead, open and close a fund that will be used seasonally.
- If you have multiple campus, include the name of the campus in the name.
Deleting Funds
Funds can only be deleted if there has never been money donated to them.
Select a fund with $0.00 in it to be given the option to delete.
Fund Visibility
The Funds tab is made up of three different sections: Default Fund, Open Funds, and Closed Funds.
The Default Fund is unique in two important ways:
- It is the only fund that has no connection to how money is spent.
- It is the only fund that is able to receive undesignated donations, such as loose cash.
The church can use donations to the Default Fund however it wants, since the money in that fund is for discretionary use.
The Default Fund is created when you first set up Giving, and it cannot be closed, as loose cash or non-designated money needs to be put in a fund. However, you can change your Default Fund by contacting our Support Team.
All other funds are restricted funds which track the donor's intention of how their gift should be spent. Restricted funds are represented in your General Ledger.
Reorder Open Funds by dragging-and-dropping. The order listed will be reflected on the online giving page and the batch processing tool.
Admin Only and Hidden funds will not be listed on the online giving page.
Hide a Fund
Some funds raise money for a limited amount of time or are only for a certain event. Once that time frame or event is over, remove the fund from the online interface but keep it open on the administrative side in order to continue receiving checks that may be in the mail.
If you need to keep a fund open but hide it from online giving, you can designate it as Open (Admin only).
If a recurring donation is set up and the selected Fund's visibility is changed to Admin Only, those donations will continue to be processed based on their scheduled frequency. While new recurring donations can be set up by Administrators for Admin Only Funds, they cannot be created by donors from the donor interface.
If you want a fund to be available only through Text-to-Give or the specific donation link, designate it as Open (Hidden), and it will be removed from your online giving page.
When donations are no longer accepted for a fund's purpose, it can be closed. Once closed, the fund is hidden from online giving, and if donations are specifically designated to the closed fund, contact the donor to see if they wish to re-designate their donation.
Recurring donations, however, will still continue to go to this closed fund until changed either by the donor or the admin with permission from the donor.
Re-open a Closed Fund
Closing a fund is not a permanent action; the fund can be reopened if necessary.
If you receive seasonal donations for a specific fund, once those donations are no longer received, close the fund then reopen it when those donations need to be received again. This practice keeps the funds list clean and helps the church designate in the best way they see fit for any season.
When you open and close a fund seasonally, you can easily see data on the fund across the time it was active from the dashboard. Select the date range and view a direct comparison of how this fund performed in each season.
If a fund is no longer needed, close it instead of renaming it. If you do rename a fund, the action is logged to ensure donations aren't being mismanaged or embezzled. If a donation was designated to a specific fund, and there's a need to change or close that fund, contact the donor to get their permission to reassign their donation or refund the donation outright.


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one studio available now, 6000yuan per month, close to wudaokou subway station and Tsinghua and Peking university and BLCU.
full furniture ,24hours hot water and high speed internet .
this one can stay one month or more than one month ,can pay montly .
welcome contact with me :
Phone: +8613161019869
WeChat: kathyzhang158
Email: kathy_ 6688@139com
more information about the apartment welcome visit here:


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Nostalgitude: James Burke's Connections
For young nerds like me once upon a time, TLC used to be the treasure trove of television goodies: lists of essential novels, explorations of science, and the show that kicked all their asses: Connections. James Burke's series (There were three iterations) explored the history of science and technological development in a way that no one else looked at information at the time: By linking all the ideas together in a "web" that transcended time and space, but somehow created irrefutable connections between discrete ideas. It was innovative, engaging, and mind blowing, and it did something only the best TV does: it changed the way I thought. To be clear, it did not change my opinions, it changed the way I actually connected informational tidbits in my own mind. I thank James Burke for the change he made in my life, and I salute you, good sir. Below is the very first episode. The show is finished, but James is still active on the web here. A fun tribute to him is here


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Brain Tumour Facts
Brain Tumours are the Leading Cause of Cancer-Related Death in Children.
About Childhood Cancer and Brain Tumours:
- Brain tumours are the leading cause of cancer-related death in children in North America, surpassing leukemia.
- Brain tumours in children can be non-cancerous but this does not mean that they are less serious in nature.
- More children die from cancer than any other disease combined.
- Unlike adult cancers, the causes of most childhood cancers are still unknown and are not related to lifestyle and environmental risk factors.
- Brain tumours in children are very different from those in adults and treatment needs be customized to lessen the effects on their growing minds and bodies.
- In children, cancer often grows more quickly and spreads to other areas in the body faster.
- In Canada, it is estimated that 1700 children are diagnosed with cancer each year, the majority of whom are under the age of 5. One in four are diagnosed with a brain tumour. These children join the thousands already in treatment across the country.
About Research:
- Given the life years lost, childhood cancer research is drastically underfunded. Only 3% of the Canadian government's cancer funding reaches research dedicated to childhood cancers.
- Scientists researching childhood cancers and potential treatments, rely on private funds to get their promising studies off the ground.
- In the past 45 years, only three new drugs have been developed for the treatment of childhood cancers.
Long Term Effects:
- More than any other cancer, brain tumours can have lasting and life-altering physical, cognitive, and psychological impacts on a child's life.
- By the time they turn 45 the estimated 30,000 childhood cancer survivors in Canada, will have chronic health problems and 80% will have severe or life-threatening conditions.
- In 2009 in the U.S., it was estimated that a total of 47,631.5 years of potential life were lost due to a child succumbing to a brain tumour.
Childhood Cancer and the Family:
- A child's treatment regimen can last for years having a devastating effect on a family's emotional, physical and financial well-being.
- A childhood cancer diagnosis affects not only the child but parents, siblings, extended family, friends and whole communities.
- About one-quarter of families of children being treated for cancer will lose more than 40 percent of their total household income.
- The loss of a child can have devastating effects on all family members, extended family and an entire community.
Meagan's Walk is dedicated to:
- Funding initiatives that bring the top brain tumour experts all over the world, together to share knowledge and to collaborate on research.
- Funding research that will uncover when and how genetic mutations arise to cause brain tumours in children.
- Funding research into new, less toxic treatments for children with brain tumours, helping them live healthier lives.
- Bringing awareness and hope to these young patients and the families who love and care for them.
- Hosting Meagan's Walk and Hug every Saturday of Mother's Day weekend where survivors, patients, bereaved families, caregivers and researchers can come together to form our Circle of Hope. Learn more about our signature event here.
Read about Meagan's Walk Funded Research here.
Click here to Donate to Meagan's Walk Today!
Childhood Cancer Canada Foundation
Ontario Parents Advocating Against Childhood Cancer
Kids Cancer Care Alberta
Dana-Farber / Boston Children's Cancer Centre
Canadian Cancer Action Network
National Brain Tumour Society
The Arthur and Sonia Labatt Brain Tumour Research Centre


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Natoli Family Shatters Six Guinness Strength and Fitness World Records in One Hour to Raise Money for Family of Paralyzed Child.
Muscles bulged and hearts pounded Saturday as Bob Natoli led his son Bobby (the youngest ever Guinness Strength and Fitness World Record Holder from a chin-up record in 2008), and son-in-law David Bourdon in breaking an amazing six Guinness Fitness World Records in only one hour while Lance Patterson, Guinness Record Adjudicator Michael Empric, and a large crowd of supporters cheered them on.
The Natoli "First Family of Fitness" team was inspired by now eleven time Guinness Fitness World Record holder Bob Natoli to raise money and awareness for the Patterson's after finding a donation request and their tragic story online at YouCaring.com.
"When I read about an entire family that was devastated in such a way I thought we might be able to help the Patterson's. Sort of like one family helping another" Bob said.
The Natoli family proceeded to defeat record holders from the UK, Ireland and right here in the US. From the first record broken by Bob it was clear that success would follow as his son Bobby and son in law David followed suit in what would be a victorious day for both the Natoli's and the Patterson's.
"I am very proud of both my son Bobby and my son in law David Bourdon. They trained very hard for this event and it showed in their results" said Bob Natoli 11 time strength and fitness world record holder.
Audience members were given a once in a lifetime show as six Guinness Strength and Fitness World Records fell in quick succession within a one hour time span to these highly focused and motivated athletes.
The records attained:
After successfully breaking all records attempted the still very energetic "First Family of Fitness" accepted their Guinness Records from official Guinness World Record Adjudicator, Michael Empric, urging the audience and public to assist the Patterson Family by any means possible.
Lance Patterson then accepted a personal donation of $5,000 from Bob Natoli. Many attendees were so touched by the Patterson cause and event they too made immediate donations directly to Mr. Patterson.
Donations to the Patterson's can be made online via the YouCaring.com website, by email at: email@example.com or by mail: The Patterson Family Trust, P.O. Box 63, Syracuse, NY 13201.
View the YNN News story here.
View the Post Standard-Syracuse.com report here.
View the Syracuse New Times report here.
View the Palladium Times report here.
View the Oswego County Today report here.
Read about this story in Health & Fitness Advisory here.
View the NCC News Online report here.
Download the .pdf file here.
View the Guinness World Records site report here.
All Contents Copyright © by Bob Natoli | All Rights Reserved | Please read our Privacy Policy | Terms of Service | Site Map
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|Dec 24, 2009
|MOL News Highlights for 2009
|Dec 21, 2009
|MOL Develops CO2-Reducing Fuel Oil Additive - Verifies Effectiveness in Boosting Fuel Efficiency -
|Dec 18, 2009
|MOL Starts International Freight Forwarding and Consolidation Services for Belk, Inc.
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|MOL announced its FY2009 2nd quarter results
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|Environmental and Social Report 2009 Issued
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|MOL Signs a Contract for Long-term Transport of Iron Ore with Jiangsu Shagang Group in China
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|The New World Alliance Announces Transatlantic Service Changes
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|MOL Strengthens Ties with China's Baosteel
|Oct 16, 2009
|MOL Renews Long-term Lease for LA Container Terminal
|Oct 14, 2009
|MOL Starts Consolidation Service for Steve Madden Ltd
|Oct 06, 2009
|MOL Steps up to Help Typhoon Victims in Luzon
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|MOL Cooperates in Ocean Transport of Mobile Library Vehicles to South Africa
|Sep 30, 2009
|MOL Starts Safety Campaign
|Sep 29, 2009
|MOL Launches Company to Operate Container Terminal in Cai Mep, Vietnam
|Sep 28, 2009
|MOL, Weathernews Introduce Japan's 1st Real-Time Display System to Monitor Ship Operation -Symbolizing Commitment to Safe Operation-
|Sep 25, 2009
|Mitsui O.S.K. Lines, Ltd. Announcement of Revision of FY2009 Outlook
|Sep 10, 2009
|MOL Completes Concept for Series of New-Generation Vessels -First Announcement: ISHIN-I Car Carrier-
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|MOL Group Develops Training Program for Massive New Ore Carriers - Enhancing Safe Operation Training around the World -
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|MOL Exploring JV with Sical Logistics for Completed Car Yard Operation in India -Preparation for Exports from Ennore Port
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|MOL Holds Table Top Drill to Test Response to Car Carrier Fire, Grounding Incidents
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|MOL to Add Call at Da Chan Bay on Japan-Hong Kong-Straits Service 'CHS1'
|Jul 27, 2009
|Mitsui O.S.K. Lines, Ltd. Announcement of Revision of FY2009 Outlook
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|MOL announced its FY2009 1st quarter results
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|MOL Holds Joint Public-Private Anti-piracy Drill with LNG Carrier LNG Vesta
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|MOL Technology Research Center to Move - Breaks Ground on New Environment-Friendly Facility to Open in 2010
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|Change in the Board of Directors, Corporate Auditors and Executive Officers
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|MOL announced its FY2008 results
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|President Akimitsu Ashida's Speech on the Anniversary of MOL's Founding
|Mar 23, 2009
|Update: MOL Car Carrier Jasmine Ace Escapes Pirate Attack off Somalia
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|MOL Adopts 'Hawk Eye' Transfer Crane Safety Monitoring System - Contributing to safer, more reliable loading/unloading
|Feb 26, 2009
|MOL Safety Conference 2009 Held
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|MOL, JV Partners to Establish a Terminal Company in Cai Mep, Vietnam
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|The New World Alliance and Grand Alliance Suspend Joint Black Sea Service
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|Mitsui O.S.K. Lines, Ltd. Announces Revision of FY2008 Forecast
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|MOL announced its FY2008 3rd quarter results
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|New TraPac Container Terminal Opens in Jacksonville
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|MOL Announces Changes to Asia-Mexico/West Coast South America Service
|Jan 05, 2009
|MOL President Ashida's 2009 New Year Message


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Soup Sunday!
The November Soup Sunday will be this coming Sunday, November 12, 2017. Soup of the Month is Pumpkin Hominy, a favorite from Judy Clements' collection of soup recipes.
Feel free to bring either your favorite soup or as always, bread, fruit or desserts. Or earn our undying gratitude by helping to clean up. Contact Barbara Baglien or Jan Robinson with any questions.


text:
Individual Differences
Understanding IQ
Last updated:
20 Dec 2003
There are two major types of intelligence test,
those administered to individuals and thsoe administered to groups.
The two main individual intelligence tests are
Stanford-Binet Intelligence Test (see Murphy & Davidshofer, 2001, Chap. 13)
Wechsler tests, i.e. WISC for children and
WAIS for adults (see Murphy & Davidshofer, 2001, Chap. 13)
These are individual intelligence tests which
require one-on-one consultation with the child. The tests involve
various verbal and non-verbal subtests which can be combined to give an
overall IQ, but which also provide valuable separate subtest scores and
measures based on the behavioural responses of the child to the test
Some of the content of these tests is clearly
culture-loaded, hence there is the:
Kaufman Assessment Battery for Children - a
more recent test which attempts to minimize cultural bias. The test also
attempts to separate crystallised and fluid intelligence.
Group-administered intelligence tests involve a
series of different problems and are generally used in mass testing
situations such as the military and schools. Examples of group tests
Multidimensional Aptitude Battery
The Cognitive Abilities test
Scholastic Assessment Tests
There has been a trend towards the use of
multiple choice items. Many of theses tests have separately timed
sub-tests. A major distinction made between types of items is verbal and
non-verbal. In recent years there has been a trend away from verbal and
mathematical items towards non-verbal represented problems in pictures.
Part of the reason for shifting away from
verbal-based tests, in particular, is the issue of culture-loading.
Advantages of group tests:
can be administered to very large numbers
simplified examiner role
scoring typically more objective
large, representative samples often used
leading to better established norms
Disadvantages of group tests:
examiner has less opportunity to establish
rapport, obtain cooperation, and maintain interest
not readily detected if examinee tired,
anxious, unwell
evidence that emotionally disturbed children
do better on individual than group tests
examinee's responses more restricted
normally an individual is tested on all items
in a group test and may become boredom over easy items and frustrated or
anxious over difficult items
individual tests typically provide for the
examiner to choose items based on the test takers prior responses -
moving onto quite difficult items or back to easier items. So individual
tests offer more flexibility.


text:
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- Ergonomically designed for comfort with a back included
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Convenience Park Bench, with back, 1-1/4" maple slats with clear Tuff-Var finish, heavy duty 2" square steel tube base with black powder coat. 60" long, maple.
Important Prop 65 information for California residents.
John Boos CPB60-M Specifications
|John Boos
|Product Type
|Outdoor Bench


text:
Tekken Hybrid – Buffering Guide
PlayStation 3
Buffering Guide by NQuick
Version: 2.5 | Updated: 03/23/00
BUFFERING GUIDE version 2.5 March 24, 2000 by NICKY QUICK email@example.com This guide is intended for use by "the Tekken community" (to quote one of my "mentors", gargoyle sox). It may be freely distributed as long as the contents remain intact, credit is given to the author for his contribution to Tekken knowledge in general, and no monetary compensation is received. All non-official information contained in this document are copyright (SUISA) joe nickerson, February 15, 2000. I'd like to thank in advance, rather than at the end, those who have most influenced and contributed to my general tekken thinking and progress: tragic, catlord, slikatel, gargoyle, castel, angry bear, madrilejo, santa, triple lei, fipo and many more - thanks everybody! Questions, comments and suggestions are welcome and should be addressed to the above e-mail address. NEW: Version 2.5 March 24, 2000. Additions to the Lei section and added Jin and Julia sections. TABLE OF CONTENTS Foreword Conventions Introduction Chickens Throws Character Specific Buffers - Lei Wulong - Paul Phoenix Advanced buffering - Ling Xiaoyu Bonus - Anna Williams Multi-throws - Nina Williams - King Additional Character Specific Buffers - Hwoarang - Forest Law - Jin Kazama - Julia Chang Postscript Acknowledgement FOREWORD This started as version 1.1 of my first attempt at contributing a FAQ to the Tekken database at large. I didn't list a table of contents, rather simply shared my findings as they applied to the subject of this guide, hence the somewhat unstructured form. I would like to at least once here refer to it as "The Art of the Buffer" or perhaps "Buffer your Way to Glory" or something equally pretentious. Seriously, we've all read somewhere that at the highest levels of Tekken play, buffering plays a major role (and not just to chicken). It is one thing to be told of doors to higher levels, another to be given the keys. Has everyone understood what buffering suggests and how it works? If so, you probably don't need this guide. Let it be for average players, and for those who are interested in attaining these "higher levels". CONVENTIONS I'll assume everyone reading this is a Tekken 3 or TTT player who is in no need of an explanation of the accepted conventions used in Tekken FAQs. But one convention used in this FAQ must be introduced: bracketed buttons (with or without directional inputs) for example [2], must be held until the inputting of the complete command is finished. Likewise, F+[1] (using a capital letter for the directional command) means both f and 1 must be held. INTRODUCTION Perhaps buffering, at least intentionally, is not something the average player has had much time to think about. It's simple: "Buffering" is the art of pre-inputting commands or "parts" of commands, and then finishing them subsequently. What this means is: 1) buffering applies to multi-button commands (with directional commands, buffering applies to adjacent or subsequent commands rather than to simultaneous ones). 2) some difficult command inputs can be simplified and execution times improved. 3) moves can be chained together. 4) whereas a 2 button command (ex. 1+2) produces 1 "technique" (Lei's hook-punch, recovers BK), a buffered version [1], 2, will produce 2 techniques (jab followed by hook-punch, BK). 5) many buffered combos can be started either left or right. 6) all the quick taps (4~3) are in reality buffers. 7) superb mix-ups can be created. Until tekken Tag is available on PSX2 next year, I won't be able to study buffering techniques for all characters concerned (as I wasn't previously a Tekken 2 player) and so will confine my "move lists" of buffering possibilities to those characters I know and love best. Version 1. will focus on Lei and Paul - my second favorite, Hwoarang, won't be appearing in this version because as defined in point 1) above, buffering only applies to multi-button commands. Sadly, from a bufferer's point of view, "Bob" is lacking (but hey, he doesn't have a reversal either) in multi-button commands. He does however have a couple of buffered combo throws that are dynamite! If you really want to get into buffering though, be sure to choose a character rich in multi-button commands. Later versions of this FAQ will look at Xiaoyu, Law, Hwoarang, Julia, Jin, Nina and Anna. I'll try to evaluate the potential of each "combo" in terms of its strategic and/or tactical use in real play as I go along. CHICKENS Everybody knows by now, or should know by now, what a Chicken is and how to buffer one. A "Chicken" is for those who fear or respect reversals or those who are just too cool to be caught pants down. In effect we reverse the reversal - Kaeshiwaza in Aikido. Even Namco told us how to do it: if you punch left or kick left, 1 or 3, you must immediately input (buffer) f+1+3 afterward to have a Chicken buffered in the CPUs short term memory "in case" a reversal appears. This is certainly possible but difficult to do: after every move that could conceivably be reversed, we have to additionally punch-in f+1+3 or f+2+4. It's easier to risk it - after all, only Paul, Nina, Jin, and Anna have reversals for both punches and kicks! But I would argue this is not truly "Buffering a Chicken" rather simply inputting one. Buffering means to pre-input parts of commands then finish them subsequently. This is "buffering" a Chicken: [3], f+1 Easier and faster F+[4], 2 f,F+[3], 1 b+[2], f+4 d, df+[2], f+4 uf+[4], f+2 There's a "catch" here that has maybe already raised a question in the minds of those who are in the habit of being one step ahead: Won't [3], f+1 or F+[4], 2 produce a throw attempt? Yes. Now here's the catch: If we input f+1 before our previous command [3] recovers, it is a buffered Chicken. If we input after the recovery (which is pretty fast with a jab) it's going to be a throw attempt. DON'T FORGET! Alternatively, we could also input as shown above: f+[4], f+2 As we can see this applies to virtually every move with less than 3 buttons simultaneously. Rather than risking it, show 'em who's boss. But of course the choice is yours to Buffer or Suffer. THROWS Every character, rich in multi-button or multi-directional commands or not, shares this in common: the ability to buffer the normal throws and some special throws. However Namco did not create all souls equal, and not all characters have the same number of throws - nor do all special throws require two buttons. Call it basic buffering and keep these points in mind when applying your own buffers: Jab [1] or [2] followed by kick, 3 or 4 = throw 1+3 or 2+4. Can we do this the other way around, kick first? Sure. The only problem is, a kick may knock your opponent too far away to reach with your grab. It depends on your character's attributes of course as well as those of your opponent - how far each jab or kick distances you from your opponent. So its simple and deep at the same time. But in general, this is the way to learn buffering. PLAYER SPECIFIC BUFFERS Lei Wulong Starting at the top of Lei's special moves list: [1], 2, 1 (=1, 1+2 BK, 1) Lei left jabs then hooks to recover with his back turned followed by his repeatable spinning back-fist. So we get a fast jab to start our little combo. As to the usefulness of this all high hitting combo I won't hazard a comment other than to say it's a buffered combo which creates a small mix-up combo - useful or not, see the possibilities for general theory of relativity, Tekken style? If you can pull off a d+1 juggle from BK, everything is relative. [1], 2, 2 (=1, 1+2, 2) Lei jabs left then hooks to recover BK followed by a counter-ably slow, but nonetheless lovely, juggling uppercut. Here's the great thing about buffering: these two combos can be started [2], 1. So from the original two combos (1+2, 1 and 1+2, 2) we now have four enhanced combos starting from either side. In theory the same, but in practice I've found the [2], 1 starter to be much more effective. F+[1], 2 _ F+[2], 1 (= 1, f+1+2 _ 2, f+1+2) Good news for Lei fans: TTT's great new Lei move, Double Snake Punch to Crane Stance (f+1+2~F) is buffer-able. Hold F to go to Crane or u or d to go to Panther. [2], f+3 (=2, f+2+3) Snake Stance. But not just the tricky to input, unprotected stance change rather a right jab that is fast, scores 15 points damage, and is followed by a mix-up to SNS to fool the best of 'em. [3], f+2 gives you more room to switch but takes away the surprise. Remember that each opponent may necessitate you side-stepping in a different direction, ex: SSR vs X, SSL vs Y. GLITCH: It was assumed that SS+2+3 was a new TTT only chance for Lei to go into Snake Stance - but it also works in Tekken 3! Now apply the above buffers with a side-step, ex: f+[3], SS+2. [4], SS+1 (= 4, SS+1+4) The other possible side-step to SNS buffer - also enhanced by appropriate choice of SSL or SSR. B+[1], 2 (= 1, b+1+2) Another good mix-up: prepare your Cannonball head-butt with a strong left jab. Why b+1? Because it scores 13 instead of 7 points damage (a bonus glitch to only Lei and Jin). You can turn this one around too no problem - jab and hold right punch first, then input b+1. Slight loss in speed but slightly more damage. B+[1], 4 , 3 (= 1, b+1+4, 3) OK, you can get to Phoenix Stance this way, a jab mix-up to unblockable sounds tempting, but the execution/recovery time is horrendous so make sure you knock 'em down first with the 3. Recovery or Execution time will indeed be one of the deciding factors in your use or abuse of buffered techniques because the second button responds only after the first move recovers. Combos done with fast recovery moves are advised. [4], b+3 (= 4, b+3+4) One of the best of the truly useful buffered mix-ups. Instead of just turning your back (albeit in itself a useful mix-up) you first deliver a fast right kick, then turn BK to start a great guessing game: rave trip, spinning uppercut, mid-kick, low spinning juggler, or spinning hop-kick? [3], 4 works too - but don't forget the recovery time. D+[1], 2 _ [1], d+2 (= 1 _ d+1, d+1+2) An even more mixed-up, deceptive ruse to do Lei proud. This time alternate between low or high jabs to prepare your drop to Slide position. Again, instead of just dropping, you jab then drop. A simpler command input, faster execution time Mix it up with [2] or D+[2], 1 to start a right or left guessing game. [4], d+3 _ D+[4], 3 (= 4 _ 3, d+3+4) These just keep getting better. A fast kick followed by a fast drop to PLD for a pop-up launch (3+4) to juggle your merry way home. D+[3], 4 or [3], d+4 are also both useful and give the same d+3+4 result - but is your opponent more likely to strike high or low/mid to minor counter your low kick? NOTE: Buffers from BK position - the back flips don't buffer, but one thing that works well as a mix-up is BK [4], D+3 which is mid-kick to rave trip to SNS. Unfortunately, buffers from Prone positions are also not possible - the single buttons all recover standing - so just press 3+4 instead. F+[4], 3 (= f+4, f+3+4) One of Lei's favorites. The f+4 avoids many high attacks, does good damage, and knocks your opponent down. By the time he/she jumps up and comes for revenge, Lei has been buffered into Drunken Stance and can nail 'em with the Drunken Punch (mid) for 25 damage or hit low for 15 and recovery in FCD. If you happened to whiff the f+4, you might catch a high punch retaliation with the drunken parry. Compare to the [3], f+4 or [4], f+3 or F+[3], 4 possibilities. f, N+[3], f+4, 1 _ 2, 2 (= f, N+3, f+3+4, 1, 2, 2) This qualifies as an Advanced Buffer. Lightening Crescent to Drunken Stance with either a Drunken Fist or, new in TTT, 2 Drunken Punches. NOTE: You'll have noticed that directional commands that are included must be held if performed with the first button input, but input with the second button if the first button was performed alone. Ex: F+[4], 3 but [4], f+3. In addition, directional buttons must sometimes be released or re-pressed before the next command is input. d+1+3 _ d+2+4 Both low punches and both low kicks can be buffered into the low parry for surprising results. Remember a low counter attack might follow your low attack in order to catch you still crouching. A low parry will set-up your uf+4 hop-kick or df+2 uppercut juggle starter. SPECIAL THROWS f, N+[1], uf+2 (= rush punch, uf+1+2) Almost no one expects you to stop after only one razor rush punch - unless it's to switch to SNS, which they expect to counter, or to hop-kick, which they try to block. Instead, we snatch 'em up with the fast executing Dragon Falls, which recovers FCD. Easily tack-on Deep Sleep, Rave spin, or Go to Sleep for a wake-up mix-up. You can also try f, N+[2] and [1] or [2] starters. f, N+[1], SSL, 3 (= f, N+1, SSL (SNS), 1+3) The only drawback to this sneaky Snake Stance throw (from the right side is the coolest Lei normal throw, Closing Fan) is that you have to recover in SNS before pressing the 3. Hold 1 all the way. This is another Advanced Buffering example. [1], f, f+2 (= 1, f, f+1+2) After knocking them back with a jab, jump in there and trip-throw 'em for 33 additional damage. If you use b+[1] to start, the total damage goes up to 46 but you must remember to release the b to input the f, f+2. Paul Phoenix Paul has only a couple of multi-button commands, albeit good ones, and luckily a few throws. These few added buffered combos alone can greatly enhance Paul's overall game. In this section, we're going to ask Paul as well to demonstrate multi-directional commands buffering. F+[4], 1 _ F+[1], 4 (= 4 _ 1, f+1+4) Both right kick and left jab are fast ways to lead into Paul's Shoulder Ram, setting up a nice wake-up game. Note again: This could be input as [1], f+4 or [4], f+1 without holding the directional command. [1], f+2 _ [2], f+1 (= 1 _ 2, f+1+2) Jab left or right to God Hand. With the right jab starter, we score almost 50 normal damage with the 2nd hit going mid to catch the high jab duckers - need I say more? B+[1], 2 (= 1, b+1+2) Paul's Burning Fist off a jab is possible, but following up the simple jab is suicide - a good example of execution time spoiling an otherwise good buffer. WELL, that just about does it for the 2-button category - unless you want to buffer Paul's reversal - but now comes the interesting stuff with directional buffering: FC, df. Paul has some great moves off these commands. d+1, df+2 (= d+1 (FC), df+2) Let's just get heavy right away - Hammer Punch to Jaw Breaker. Combined damage for this mid/mid combo is 36. OK, it does less damage then the canned Hammer-Deathfist which also hits mid/mid so the blocking is the same - but the timing isn't. Plus, you get style points for this mix-up - and this is only the start. NOTE: by not holding anything, only the FC is being buffered. Furthermore, any move that recovers crouching is in effect the buffered FC for our FC, df commands. d+1, df+2, 1 (= d+1 (FC), df+2, 1) This time we are buffering the FC and increasing the follow-up possibilities of our beloved Hammer with the Gut Buster combo. d+1, df+2, 2 (= d+1 (FC), df+2, 2) Here it is, my favorite Hammer Punch mix-up, the Stone (d) Breaker. An expert opponent might block high/high for the Hammer-Deathfist but we tack on a low juggler! Follow with a Falling Leaf for damage worthy of a ten-string. Or they block high/low/high for the Hammer-Falling Leaf combo but we fool 'em mid/mid/low for some real bewilderment - don't forget to juggle! NOTE: All of the d+1 buffers could be started with d+2, d+3 or d+4 because we buffered the FC, not the punch and kick buttons. SPECIAL THROWS B+[2], 3 (= 2, b+2+3) I love this throw despite the touchy input. I started buffering Paul to see if I could improve my chances of consistently pulling-off this move. Unfortunately, the results are also touchy. Paul's right jab of course, is strong ( the left kick is worse) and knocks, under normal circumstances, the opponent too far away to reach with the grab. A nice little combo in theory at least: Jab and Grab. TIP: it can work if it whiffs. [1], f, f+2 (= 1, f, f+1+2) Just like Lei, Paul can start with either a left or right punch followed by one of his best throws. These f, f throws are great: push 'em back with a jab, then jump in and grab to throw (like we do in Aikido). DF+[1], 2 (= df+1, df+1+2) Perhaps the best buffered combo throw for Paul. The mid hitting uppercut usually keeps the opponent close enough to grab for the Face Bash. If the first hit is blocked or even whiffed, it sometimes works even better. Follow with the Hammer for an easy 12 + 40 + 15 = 67 damage! For that matter, any Paul move (ex. QCB+1) where the 1 can be held, is buffered to chain into df+2 (if it doesn't CH) for the Face Bash. If you mess up the commands you often get the Hammer-Gut buster combo at no extra charge. DB+[2], 1 (= db+2, db+1+2) The Ultimate Tackle is buffered by means of a low punch (1 or 2 will work). It may surprise your opponent because a buffered tackle executes fairly fast - but the telegraphing is still too hideous to fool even a fool. ADVANCED BUFFERING Advanced buffering is characterized by complex button combinations such as 1) changing or releasing button commands 2) holding a button(s) through more than one subsequent command 3) pressing a subsequent button more than once. Let's ask Xiaoyu, a character rich in multi-button commands to demonstrate. Ling Xiaoyu First though, her basic buffering possibilities. Remember as with Lei and Paul that every buffer can be performed [1], 2 or [2], 1. If one directional input is required, we have four possibilities: F+[1], 2 or F+[2], 1 but also [1], f+2 and [2], f+1. [4], 3 _ D+[3], 4 (= 4 _ d+3, 3+4 _ d+3+4) Xiaoyu is already a great mixer-upper but by buffering her moves we can increase her tricky-ness four-fold. Kick or low kick then spin away or near before your next attack or combo. [3] as a starter would knock your opponent down and a few steps away which pretty much negates your spin. F+[1], 2 (= 1, f+1+2) Punch left or right (that's the last time I'll say it) then cartwheel right. F+[3], 4 (= f+3, f+3+4) This time flatten them with one of my favorite Xiaoyu power shots, the Cloud Kick. Why exactly you'd want to cartwheel after knocking your opponent flat isn't immediately clear maybe just to showboat a little? F+[4], 3 is much more useful - afterward you're in position for the Rain Dance Power Hook Kick (4). [1], 2 (= 1, 1+2) I could have listed this first under Xiao's special moves but since it's new to TTT, it's new to me. Like Lei's new F+1+2, this move, Birds Flock, doesn't need to be buffered to be great, but a quick jab intro doesn't help - your opponent! [3], f, f+4 (= 3, f, f+3+4) Here is a use for the standing 3 kick that knocks down your opponent then follows up with the Front Layout which scores a hit if they stand up without rolling. If you try this f, F+[4], 3 you get the Step Kick to Cartwheel Left because only the second f is buffered (= f+3+4). f, F+[3], 4 will be shown later under Xiaoyu's advanced buffers. [1], b+2 (= 1, b+1+2) Proceed to Hypnotist Stance via a jab then afterwards a follow up. B+[1], 2 or B+[2], 1 produces the excellent mid parry, The Great Wall, left or right to HYP and perhaps beyond, but it has tricky timing. Even though the directional command is shown here with a capital B, meaning to hold, you must release it shortly after inputting the second button. [4], b+3 (= 4, b+3+4) Like Lei, instead of just turning your back to the enemy, kick 'em first. [1], 4 (= 1, 1+4) Jab to High/mid Parry (maybe if you whiff a lot of jabs). D+[4], 1 (= d+4, d+1+4) Low kick to Low Parry - for when you're feelin' Eddie wary. Hold the 1 to tack-on more fun. Speaking of fun, we can also jab and/or kick then follow with a taunt: [1], [2], 3 or [2], [3], 4. d+[1], [2], 1 (= d+1, d+1+2, 1+2) the drop to Phoenix Stance can be proceeded by the Sunset fan. It's the same as the normal Flapping wings D+1 but by holding the 2 and pressing 1 once more, you get the juggler Wave Crest-Power! We're now heading into Advanced Buffering: We wouldn't normally think there's a buffer for a one button command, even an excellent one like Xiao's f, f+3 Raccoon Swing. But if we do it: f, F+[3], 4, 4 (= f, f+3, 3+4, 3+4) Holding 3 all the way, we get the Raccoon Swing followed the California Roll to Kangaroo Kick! An awesome high-damage combo that serves up, as Catlord would say, "Juggle du jour". [2], b+[1], 2 (= 2, b+1+2, 1+2) We probably won't find a finer way to attempt Xiaoyu's unblockable Thunder Strike. If you miss it you might get the Spin Sticker if yer lucky. U+[1], [2], 2, 1 (= u+1, u+1+2, 2, 1) Yep, that's Back Palm-Forward to Fortune Cookie. Guess you just got to buy Tragic's (Ben Cureton's) book now! F, F+[1], [2], 1 (= 1, f, f+1+2, 1+2) A Phoenix Wings short cut - but hopefully not clipped short. ADVANCED DIRECTIONALS Xiaoyu has even more FC, df moves than Paul and with several different starters (including both d+ and RC possibilities) it would take awhile to list them all. Using only d+1 as my starter, here are a couple: D+1, df+2, 1, df+4, 4, WS+2 (BK), 2, 2, 2 3 _ 4 (= d+1 (RC), df+2, 1 (RC), df+4, 4 WS+2 (JG, BK), 2, 2, 2, 3 _ 4) Sunset Fan (RC) to Lotus Twist (RC) to Sun Flower (JG, BK) juggle ending with 3 for more damage or 4 to juggle some more! d+1, 3, 2, 1, 4 (= d+1 (RC), 3, 2, 1, 4) Sunset Fan to Fire Dancer. After any move that recovers crouching (ex. df+4, 4) we can initiate the Fire Dancer. This is again buffering the FC. Maybe a couple more mix-ups: d+1, df+2 (= d+1 (RC), df+2 (BK) Sunset to Shady Lotus to recover into Rain Dance. d+1, db+[3], 4 (= d+1 (RC), db+3, db+3+4) Sunset to low kick to Low Back Turn. SPECIAL THROWS Xiaoyu is a thrower's delight. Oddly enough, she doesn't really have any 2 button special throws to speak of but she has so many special moves with 1 or 2, in addition to the normal jabs, that it's possible to throw the whole match (no pun intended of course) - intentional or not! MASHERS take note: (I for one am convinced the unintentional buffering is what makes lucky mashers the great pain in the ass that they are) just hold down 1 or 2 and mash out those throws! Xiaoyu's weakness, her short reach, is actually her throwing strength: most of her moves leave her very close to her opponent so tossing's only a snatch away. Not listing them all: df+[1], 3 (= df+1, 1+3) Belly chop to Jade. Ain't that sweet... DF+[1], 2, 3 (= df+1, df+1+2, 1+3) Again advanced buffering. Hold the 1 all the way through for Belly Chop to Phoenix Stance to Jade. Mixing it up. u+[1] _ U+[1], 3 (= u+1 _ U+1 (BK), 3) Back Palm to Jade, front or back. uf+[2], 4 (= u+2, 2+4) A good hit (stun) off of Cyanide will definitely leave you in throwing range. D+[1], [2], 3 (= d+1, d+1+2, 1+3) Sunset fan to Phoenix to Jade. Buffering gets us there a little faster and helps to mix things up. Df+[2], 4 (= df+2, 2+4) Butter the Bread - yer dead! (I'll settle for the KO). >From Rain Dance: f, F+[3], 4 (= f, f+3, f, f+3+4) Buffering from Peg Leg to Back Layout, just for fun. f, F+[3], 1 (= f, f+3, f, f+1+3) Even better. After Peg Leg, spin around and throw with Jump reverse Clutch. NOTE: There's a lot more to check out, especially in Raindance and Phoenix - and not just for throwing either, but hey, remember, this is my first FAQ! I think we'll let the rest ride till next version 3.0 - but by then you'll probably have started finding a lot of stuff yourselves so I think I'll move on... BONUS I couldn't resist a few choice Anna Williams buffers. Anna is truly a Mystic Booty buffering bonanza - so let's start there: [3], 1+2, 4, 3 (= 3, 1+2+3, 4,3) Left kick (knockdown) to Mystic Booty taunt with a fast turning low/high kick combo to keep 'em off your butt. [1], b+[2], SS+1, d+3 (= 1, b+1+2, SS+1+2, d+3) Jab to Single Slap to Bloody Chaos (JG) to low kick. Or just start with b+[2], SS+1. SS+[2], 1 _ 4 (= SS+2, WS 1+2 _ 2+4) I know it sounds crazy but when you hold the 2 then hit the 1 you get the Anna Bomb. If that isn't cool enough, check out the throw alternative. [2], d+1 (= 2, d+1+2) We like to at least try for unblockables, "bloody" or not! d+3, FC f+1, d+3,4 (= d+3 (RC) f+1, d+3,4) Low kick to Bloody Spear to Low Left/High Right kicks. d+4 _ d+1, f+[2], 4 (= d+4 _ d+1 (RC) f+2, 2+4) Low kick or punch to Overhead Windmill with follow up throw. d+4 should give you the side throw, Trick Embrace Strike. d+1, FC df+2, d+3, 4 (= d+1 (RC),df+2, d+3, 4) Low jab to Low Arm Sweep. Juggle with d+3, 4. Oo-o-ohh, baby! [2] _ b+[2], uf+1 (= 2 _ b+2, uf+1+2) Jab or slap to grab. Tack on a running attack. MULTI-THROWS Until such time that Mike Nappi or another true King/Armor King master steps forward, willing to divulge a few of the secrets that usually remain the providence of those on the "highest levels" of Tekkening, this section must be considered Under Construction. Nicky Quick is not a King player - well, not yet anyway. I know Nina much better but, in any case, I find it more difficult to input all that acrobatic stuff on an arcade controller than on a PSX controller. Life was easier in some ways with R1, R2, L1 and L2. It cost me many hours to get the Tendon Lock (1,3 2+4, 3+4, 1+2) to work on arcade buttons - the joke I think being on us - as in whose tendons are being locked? Again buffering provides a key. Nina Williams [4], QCF+[3], 4 , 4, [2], 1 (= 4, QCF+3+4, 3+4, 4, 2, 1+2) Crab Claw to Heel Hold. It's pretty hard, buffering or not, to get this input to cooperate - but Practice Makes Perfect (if we understand Lei's movie correctly)! Indeed if we understand Lei's movie correctly, we also understand that a very important part of training is to know when to take it easy. Buffer or Suffer. Without the buffer above, we have three, 2-button inputs including - let's just call it a "simple split", 3+4, 1+2, easy horizontals. But multi-buttons as used especially in multi-throws, seem to abound in not only these, but also "vertical splits" (1+3, 2+4), "hard splits" (2+3, 1+4) or even "combo splits" - like my favorite follow up to Heel Hold, Tendon Lock (2+4, 3+4, 1+2). You have to be a real dancer to input accurately and it's easy to slip up. Starting with a fast right kick, the buffered version has NO double buttons until after the Heel Hold. I have to confide it seems easier to input the Tendon Lock follow up as 1, 3, 2+4, 3+4, 1+2 than as 1, 3, 2+[4], 3, 1+2. Practice makes perfect. Since however, it'll get even more rad - even with fingers crossed, in the "Advanced Multi-Throw Bitchin' Bufferin' Section", don't worry too much about these. [2], QCF+1 (= 2, QCF+1+2) Jab to Palm Grab. = 2, 3, 4, 2, 2 Double Attack = 1, 3+4, 1, [1], 2 (= 1, 3+4, 1, 1, 1+2) Neck Crusher at a modest savings. = 1, [2], 4, [3], 1 (=1, 2, 4, 3, 1+2+3) Galetech Stretch your fingers! If you try to buffer the 1 from the beginning, you'll get the 1+2+3 one move too soon - food for thought. QCB+1+4 (= QCB+1+4) Betrayer. Unless we find a move with 1 or 4 that doesn't push our opponent too far away, we'll have to settle for the "hard split". The compensation isn't bad as this move ducks high attacks (if yer timing's right) and auto-blocks low ones. Nina has to be pretty close though to reach. = 2, [1], 2, 2, 3 (= 2, 1, 1+2, 1+2, 3) Octopus Grab. No DBs (double buttons) = 1, 3+4, [1], 2, 2 (= 1, 3+4, 1, 2, 2, 1+2) Neck Crusher. No DBs. = 1, [2], 4, [3], 1 Galetech Stretch 'em again. = 1, 3, 2, 1 (= 1, 3, 2, 1) Standing Reverse Arm Lock. To mix.up or betray your opponents breakout attempt when she/he assumes your doing the Octopus follow up. = 2, [1], 3, 4, 2 (= 2, 1, 3, 4, 1+2) Falling Reverse Armlock to follow up the SRAL. It's a finger crosser to hold the 1 all the way but, Hey, anything to save a button! = 3, [1], 4, 2, 2 (= 3, 1, 4, 1+2, 1+2) Rear Galetech. Same buffering idea, different result. King I just BECAME a King player! It's a very enlightening irony, after cajoling you to "choose a character rich in multi-button commands", that I, before the reader's very eyes, should at this time first "discover" King for the awesome self that he is. This can truly be a site Under Construction now. I can just keep adding indefinitely till version 218.0 or so. This will become an "Alter to King's Buffered Awesome-ness" or something! Please indulge just a few easy combos before the Multi-Throw-Show begins: [1], 2, 1 (= 1, 1+2, 1) Axle Spinner with a jab beginner. [4], df+3 (= 4, df+3+4) Right kick (a big 26 damage) to Frankensteiner, 60 (at least!) damage - don't ever cry and moan again about Deathfists and Rave Spins! F, f+[2], f,d,df+1 (= f, f+2, f,d,df+1+2) Power Upper to Black Bomb. Paul be knowin' where this all come from. We're talkin' Soul now. Obviously Tekken already has enough techno killers, (no offense Yoshi), zombies (actually I'm a Brian fan too) and otherwise pure white skinned, cold-blooded ninja for your sister types (yes, I've made Kunimitsu's aquaintance) or major destruction Proto- bionics types as it is and was in need of some Duende Caliente - but now back to work: [2], f+1 (= 2, f+1+2) Right jab to left Iriminage (Jaguar Lariat) unblockable. Worth a try to make them cry. [3], f+2 (= 3, f+2+3) Left kick to Shoulder Tackle. The lovely but slow executing Shoulder Tackle is given another chance by the left kick which knocks your opponent down just inside of - you guessed it, Shoulder Tackle range. [4], SS+3 (= 4, SS+3+4) Kick to Boomerang. It's been said a lot, but don't under estimate mix-ups and simpler inputting. [1], f,f,N, 2 (= 1, f,f,N, 1+2) Jab to Push back. f,f+[2], f+1 (= f,f+2, f+1+2) Power Upper to Jaguar Lariat. [3], 4, f,f+1+2 (= 3, 3+4, f,f+1+2) Kick to Exploder (KND) to Cross Chop Block. b+[4], 1 (= b+4 (BK), 1+4) Prison Break to Moonsault. Soulful. [1], d+2 (= 1, d+1+2) Jab to Mini Elbow Drop. [1], f,f+2 (= 1, f,f+1+2) Jab to Lay Off! So maybe I should. If that was a folder not yet even full of normal and advanced buffers, a veritable Thesaurus of buffering is next: King's Multi-Throws [2], b+[1] (= 2, b+1+2) Let's start with the Irish Whip and its buffer-able links. = 3 if we buffer the 1 above, we only need 3 to get the Spin Feint. = 4 if we buffer only the 2 above we get the Quick Slam (hot damn!) with 4. = 1 if we hold both the 1 and 2 above and hit either again we get Turn Around. = 3+4 - no buffer from Irish Whip for Destruction. d,df,f+[1] (= QCF+1) Again, buffering the 1 from Jaguar Driver sets up: = 2 (= 1+2) Face Buster = 2, 3, 4, 2 (= 1+2, 3, 4, 1+2) Here's where it gets cool. Believe it or not, we can hold 1 all the way through the Boston Crab because there are no double buttons that require a different button be buffered. You need to run like a crab to not thumb this one. [4], f,N,d,df+[1] (= 4, f,N,d,df+1+4) Easier to start kicking than to cross finger a "hard split" crouch dash 1+4 Arm Breaker. If we buffered the 1 as well, we can tap 2 twice: = 2, 2 (= 1+2, 1+2) to get Triple Buster = 2, 3, 4, 2 (= 1+2, 3, 4, 1+2) Same chowder as before for Boston Crab. = 2, [4], 2 (= 1+2, 4, 2+4) Head Jammer. Remember we're holding the 1. = 4, 3 [4], 3, 1+2 (= 4, 3, 4, 3+4, 1+2) Buffering where we can as we go from link to link - here the Struggle Combo. = [2], [1], 3 (= 2, 1, 1+2+3) Chicken Wing variations from Arm Breaker. = [2], [1], 3, 4, 4 (= 2, 1, 3, 1+2+4, 1+2+4) Dragon Sleeper - advanced buffering at its craziest? NO - check out this Advanced Bitchin' Bufferin': = [3], [4] [2], [1], 3 (= 1+3, 3+4, 2+4, 1+2, 1+2+3) R.D.C. This last link from Chicken Wing is worth 70 damage alone but I think it was KO before we even got this far! NOTE: Just to make it clear: you can try to contort your fingers into holding all the buttons at once but they can and should be held in succession or only as long as necessary. [2], SS+[4] (= 2, SS+2+4) Reverse Full Nelson. = 2, [2], 1 (= 2, 2, 1+2) Cannonball = 1, 2, 3+4 (= 1, 2, 3+4) Power Bomb, no buffers. = 2, 1, 3, 4 (= 2, 1, 3, 4) Big Swing, no buffers. = [3], 1, 2, [4], 1+2 (= 3, 1, 2, 3+4, 1+2+3+4) T-Bone. Again, if we tried to buffer the 1 and 2 instead of the 4, we would arrive at the 1+2+3+4 one command too early. = 3, 1, 1 (= 3+4, 1+2, 1+2+4) Manhattan Drop. If we were to hold the [4] all the way from the Reverse Full Nelson and the [2] from the Cannonball, we would have an easy time of this otherwise difficult "combo split" Full Nelson fingering. = 1, [2], 3, 1 (= 1, 2, 3+4, 1+2) If we were still holding the 4 from above and now the 2 here, we could continue our bitchin' bufferin'. = 2, 1, 3, 4 (= 2, 1, 3, 4) If you got this far, congratulations. Now you can let everything go for the Big Swing. = [3], 1, 2, [4], 1+2 (= 3, 1, 2, 3+4, 1+2+3+4) T-Bone, same menu as before. LISTEN, if this section is still Under Construction, then I'm finished for now with Version 2.0 - especially if I want to have time to share some buffers for Hwoarang and Law. See you here again in a future up-date. ADDITIONAL CHARACTER SPECIFIC BUFFERS Hwoarang >From the lack of 2-button commands, it would appear at a glance, that "Bob" has no chance. But combining moves to buffer into his two spectacular normal front throws is in itself a thrill - and maybe just the chance Bob needs to become a buffering Star. [1], 2, 3 (= 2, 1+2, 1+3) Right jab to Disrespect to Pickpocket. 1, [2], 4 would of course lead to Human Cannonball but seems to always come up short. Pickpocket almost never comes up short, the pay-off is always within reach. [4], 3 _ [3], 4 (= 4, 3+4 _ 3, 3+4) Kick 'em, then Stance Change. Again, holding the second command would set-up Pickpocket or Human Cannonball. [3], 4 (= 3~4) Flying Eagle. The quick taps are buffers but again the "catch": the second command must be input before the first fully recovers. [1], df+2 (= 1, df+1+2) Jab to Body Blow. To help Hwoarang's mix-up game, alternate between the four possible starters: [2], df+1 or df+[1], 2 or df+[2], 1. [3], db+4 (= 3, db+3+4) Any number of kick combos ending on 3 or 4 could theoretically buffered into the Dynamite Heel. Distance to target would be the determining factor. Try this: Launch 'em high with Wing Blade (crouch dash+4), juggle 'em with Hunting Hawk, uf+3, 4, [3] then finish the demo off with (perhaps a quick side-step first) db+4 - DYNAMITE! LFL 1+4 Sorry, no jab to Power Blaster buffer. Both 1 and recover out of LFL. SPECIAL THROWS Hwoarang has so many possible ways to buffer into all the normal throws (if you like to side-step) that they're all sort of Special: LFF F+[4], 1, 2 (= f+4, 1, 2+4) Funny, the only one who noted that Doggie Lift recovers in RFL seems to have been gargoyle sox, to me the best Hwoarang Guide writer. Maybe no one noticed because it's the beginning of Bob's LFF ten-string. It's followed by a Left-Backhand to Human Cannonball throw. Now you're only, give or take a little, half a life-bar from victory - time for your opponent to tag out. As gargoyle says, I love this combo like family. RFF F+[3], 2, 1 (= RFF f+3, 2, 1+3) Same brew as above, but from RFF. Here the command for Pickpocket is 1+3 but from RFF, even 2+4 will give you the Pickpocket. Here are just a couple of starters for use with either normal throws or the RFF Cheap Shot to Right-Backhand to Pickpocket. f+2, RFF F+[3], 2, 1 or f+[2], 4 (= Pickpocket) b+4, RFF F+[3], 2, 1 or b+[4], 2 b+2, RFF F+[3], 2, 1 or b+[2], 4 A few more buffered combos: f+2, RFF 2 ,2, [1], 3 (= f+2, RFF 2, 2, 1, 1+3) Rusty Knife to Big Fists to Pickpocket. If you find after jabbing that you are too far away, make the last command f+3 or f, 3. Db+[4], 2 (= Db+4, 2+4) Low kick (the Crippler) to Human Cannonball. Take That! d+[4], WS+2 (= d+4, 2+4) Well, you'll get the 2+4 throw or a juggling uppercut - can't go wrong either way. d+[2], WS+4 (= d+2, 2+4) This time if you see that you're getting the Tsunami Kick instead of the throw, tack-on another 4 to finish it. Forrest Law Bruce Lee has always been my favorite martial artist. Why he's not my main man in Tekken 3 and TTT, I'm not sure. It doesn't bother me in the slightest that many Tekken players consider him "cheap" - that's just sour grapes. Besides, all's fair in love and Tekken. Law does however have enough buffered combos to restore him to the exalted position bestowed upon his benefactor - and to cure him of the lingering Somersault Syndrome from which he seems to suffer. [4], 3 (= 4, 3+4) Kinda hard to cure SS (not side-stepping, Somersault Syndrome) when the first buffer down the list is the Quick Somersault. The good news is this move recovers RC - Law has so many FC moves that we could write a whole FAQ just on his buffers alone! [4], 3, 4 (= 4, 3+4, 4) This time the left kick followed by the Back Flipper RC recovering juggle - buffer so they suffer before screaming CHEAP! [4], d+3 (= 4, d+3+4) Frogman from this, or this, D+[3], 4 or this, [3], d+3+4). NOTE: If you try D+[4], 3 you will get two low kicks because D+4 recovers crouching but D+3 does not. You can do it with d+[4] (releasing the d) but you have to wait till Law recovers standing before inputting the 3. I think the only real use for this move is if you whiff the first kick, you do a "fall-back jumper" (like NBA style, you know what I'm talkin' 'bout?) -and kick their teeth in on your way down. [4], SS+3 (= 3, SS+3+4) Double Dragon. It works better with 4 then SS+3 but if you really want all three hits to connect consistently, do it (facing right) SSL, [4], SS+3. D+1, (FC) Uf+4 (= d+1, FC, Uf+4) Using a low punch again to buffer our FC, we finish with a kind of far away after a buffered punch or kick, Catapult Low. NOTE: Once last time, any move recovering RC is the buffered FC for any multi-directionals that could follow. I'm not going to list them all, how about after 3, 3, 3, 4: Triple Head Kick-Somersault (RC) going into Catapult High? B+[1], 2 _ B+[2], 1 (= b+1, b+1+2 _ b+2, b+1+2) Either the first hit of the Dragon Storm or the first hit of the Junkyard Attack to Trick Step. I like this move: If your opponent tries to punch you back for her/his minor counter, Law's Punch Reversal is waiting. Whether you go into Law's Trick Step or Punch Reversal, let 'em have afterwards with the Fatal Backhand/Dragon Blow! SPECIAL THROWS First a couple "special" normal throws: b+[1], 3 (= b+1, 1+3) Dragon Fire. I love this one. b+2, [3], 1 (= b+2, 3, 1+3) Dragon Fire from the Junkyard. d+[1],N, 3 (= d+1, 1+3) You have to let Law recover standing first but, hey, Anything for a Dragon Fire! DF+[1], 2~1~[2]~1 (= df+1, df+1+2, 1, 2, 1+2) Chastisement buffered into Bulldog. Law's only multi-throw (and it's way cool)! [4], f, f+3 (= 4, f, f+3+4) Play it again: these f, f+ throws are great! Right kick to Knee Lift. df+[3], f, f+4 is also up-lifting. [2], f+3 (= 2, f+2+3) Hard to grab this one unless you're close, which the jab doesn't help - but I'm all out of throws and I'm all out of time. Jin Kazama Buffering can offer Jin many fast and mixed-up ways to start the White Heron combos, unblockable uppercuts, and normal throws. Thanks to a large number of 2-button commands, Jin's moves list begins to resemble Lei's, King's, or Nina's - 2 pages long! In addition, buffering helps to boner Jin's repertoire of cool throws. In order to buffer the White Heron we must be able to hold 1 or 4. The list is long: [1], 4 (= 1, 1+4) the start of many mix-ups - enough to out- fox even a seasoned Jin opponent. [1], 4, 3 (= 1, 1+4, 1+3) buffered into Double Kicks. [1], [4], 2 (= 1, 1+4, 2+4) Holding 1 doesn't effect the buffered 2+4 Shoulder Throw. 1, [1], 4 (= 1, 1, 1+4) If we finish the Shining Fists with the 2, we render the buffered White Heron useless (you Do Know how far away Jin slams his opponent with this hit, don't you?). [1], 2, 4 (= 1, 2, 1+4) One-Two Punches. Hmm, the recovery time after the second punch could/should be better. [1], 2, 2, 4 (= 1, 2, 2 ,1+4) Holding 1 through both 2 inputs is no problem. Tap 3 after the White heron start to go into Double Kicks or hold [4] then tap 2 again to get the Shoulder Reverse. [1], 2, 3, 4 (= 1, 2 ,3, 1+4) Here's where to buffer gets rougher: If we wait till [1], 2 recovers, we'll get a throw attempt when we tap 3. After that, if we hit the 4 too soon, we'll get the complete One-two-Split-Axe Kick - but if we wait too long to tap 4, we'll miss the White Heron juggle coming off the 1, 2, 3 single Axe! 1, 2, [4] (= 1, 2, 4, 1+4) Starting the White Heron after the One-Two Knee. df+[1], 4 _ df+[1], 2, 4 (= df+1, 1+4 or df+1, 2, 1+4) To buffer the Heron after the Twin Lancers (one or both hits) you must release the df so Jin recovers standing. As above, if you wait/hold too long before entering the 2, you'll get the Ultimate tackle instead of Twin Lancers. NOTE: We're talking about a "Window of Time" (thanks Catlord) In which to enter the buffer - as in multi-throws and 10-strings. df+[4], 1 _ 3 (= df+4, 1+4 _ d+3+4) If you complete the Double Axe Jin will be too far away to connect with the Heron. A juggle through the Can-Can kicks is available with 3. [3], d+[4], 1 (= 3, d+3+4, 1+4) Jin's left kick is useful because unlike the 4, which knocks your opponent flying, 3 keeps you close enough to connect with the second leg of the Can-Cans. Hold 4 to juggle with the Heron. d+4 _ d+3, WS+[4], 1 (= d+4 _ 3, WS+4, 1+4) Half a rising Axe will allow you to buffer into the White Heron. uf+4, 4, [4], 1 (= uf+4, 4 , 4, 1+4) Far fetched but, if your opponent rolls forward... 2, b+[1], 4 (= 2, b+1+2, 1+4) Can't tell Jin this isn't a cool combo. If they bounce off your Force Block, crouch dash 'em! b, f+2, [1], 4 (= b, f+2, 1, 1+4) Or after the second hit of Laser Cannon change to the Heron. WELL, that's at least a Baker's Dozen ways to start the White Heron. Whether to finish the combo (glazed) or to throw (powdered) - it's your donut. [4], B+1 (= 4, B+1+4) Following a knock-down spinner like Jin's 4, the Lightening Uppercut will fall short unless they move toward you upon standing, so use the Super Twist Uppercut instead. uf+[4], b+1 (= uf+4, b+1+4) The first hit of the Leaping Spin Kicks puts Jin in range for the Lightening Uppercut! b, f+2, [1], b+4 (= b, f+2, 1, b+1+4) A stun off the second hit of Laser Cannon might just do the trick. f+[4], b+1 (= f+4, b+1+4) Another small chance to surprise? Moves with 4 or 1 that don't leave Jin enough room to power up his unblockables will present even greater problems than these but - hey, isn't every unblockable a problem? CROUCH DASH I wanted to be able to say we can buffer hits onto every directional command in the CD: f, d, df. But as you can imagine this would inhibit the flow of the movement, in fact turning it into a three move poker to juggle combo: f+2, d+3, df+2. The GOOD news is, we can attach a strike to the f, command and flow right on through to the dash. Indeed a directional buffering addition to the already deadly dash. f+2, d, df+[4], b+1 (= f+2, f, d, df+4, b+1+4) Just to start off crazy, I've buffered the Power Overhead to the Hell Sweeps first hit to the Lightening Uppercut. As Einstein showed, the theoretical can become the physical. E=MC2 (Energy = Major Counter, squared). f+1 is probably the easiest starter because of it's recovery time but f+4 knee is also very interesting. The obvious choices, just mix 'em up: f+1, d, df+1 (= f+1, f, d, df+1) Left jab to Thunder Godfist. f+4, d, Df+2 (= f+4, f, d, Df+2) Knee to Electric Wind Godfist. f+2, d, df+4, 4, 4, 4 (= f+2, f, d, df+4, 4...) Overhead to Hell Sweeps. Remember these can be chained to subsequent techniques and buffers. SPECIAL THROWS Buffering some normal throws was described above, if only briefly. Here are Jin's three Specials: 1, [2], f, f+1 1, 2, [2], f, f+1 4 possible Stone Heads [2], f, f+1 f+[2], f, f+1 [2], df+3 [3], df+2 4 Elbow Slams f+[2], df+3 df+1, [2], df+3 [1], QCB+3 Trip Wire. Without your opponent walking into the second part of this buffer, you won't reach. Julia Chang Ah, Julia. With a movie like hers, she should be everyone's favorite. To protect Mother Earth we probably are going to have to fight, so it's good we have Tekken to practice. It's important not to get predictable with Julia's 2+3 and 1+4 moves, central to her arsenal though they might be. Completing the 2+3, 1 Ultimate Cannon is predictable. Buffering into and out of it is not. There are just too many possible continuations available. [2], 3, (= 2, 2+3) You may follow up a successful right jab with a low hitting one leading to a mid kick but often times the low jab will be short. This would be an excellent follow up to a fake/whiff jab or kick because the buffer continues on combo fashion: after whiffing a jab you counter your opponent's counter attempt with low and mid strikes then follow with d+4, 1 or [4], 1 (RC) or even the rest of the Ultimate Cannon by pressing 1. [1], 4 (= 1, 1+4) Likewise the 1+4. Actually the somewhat slow downward fist of Julia's Axe-Mini Bow is a better follow up to the 4 kick so it's better to buffer it [4], 1 - but if the right kick whiffs, your counter is a bit slow. Since this move recovers RC however, it's too important to just not use it. Any Julia player knows there are at least 7 WS combos to buffer into from RC moves like 1+4. [2], 1 (= 2, 1+2) Using Julia's fast, strong right jab to set up the Twin Arrow. [4], 3 (= 4, 3+4) Like Xiaoyu, Julia can kick then spin sideways. If you buffer 3 you'll send them flying, negating your spin. Finish with the Roundhouse. uf+[4], 3 (= uf+4, uf+3+4) The only way this is gonna work is to launch with uf+4, then Foot Stomp down on the back of their head as they're standing - which looks really mean, but wouldn't you rather juggle? F+[1], 4 (= f+1, f+1+4) Flash Uppercut to Heaven Cannon. I thought I'd at least mention it. DIRECTIONALS It took some work but it goes like this: Julia's Thunder Palm d,df+1 and Lightening Bolt d,df+1, 2 are two of her best power moves which are often performed while running (f,f,f+1) and can be used to great effect in countering and wake-up games. It's performed with a more or less direct slap into df+1. It will not buffer like this: d+4 _ d+2, df+1 - but it will buffer like this: d+4 _d+2, df+2. In other words we can tag a hit onto our first directional command d, but it will only work as a buffer to the second hit of the Lightening Bolt combo. This is none other than one of Julia's FC moves: Body Elbow. d+4, (FC) df+2 (= d+4, FC df+2) Low kick to Body Elbow. d+3, (FC) df+4, 3 (= d+3, FC df+4,3) Low kick to Bow and Arrow. [4], 1 (RC) df+4, 3 (= 4, 1+4, FC df+4,3) Adding an intro and an extra low hit makes this 1+4, 3 less predictable. [2], 3, d+4, df+4,3 (= 2, 2+3, d+4, df+4,3) We buffer both to disguise our 2+3 to mix it up with 3 hits in the place of two high, low, mid. Instead of finishing the Ultimate Cannon 2+3,1 we go into d+4. Rather than finishing the d+4,1 Razors Edge (a move which our opponents know all too well) se use the d+1 to buffer the FC then go into the Bow and Arrow as a mix-up. Now we can use our predictable Razors Edge to juggle! SPECIAL THROWS I'm going to continue the directionals discussion just a bit farther here: d+[1], db, d, db+2 (= d+1,db,d,db+1+2) The Cross Arm Suplex buffers nicely if you input before the db motions move Julia back out of reach. QCB, f+2 The Mad Axes are everybody's favorite Mother Earth protector. QCB is like the ultimate directional buffering exercise: After launching, while running, jumping, back-dashing, recovering - you name it, wherever you have enough breathing room to do it, QCB can be input. The choices are only limited to those of timing and distance. d, db+1+3 Waist Suplex. Forget about buffering this one unless you want a mixed-up way to get the Low Parry. df+[2], 1 (= df+2, df+1+2) Once in awhile you get the Arm Lock Suplex but if you're really lucky you get the Power Punch Launcher andcan then time a Palm explosion just right to keep 'em off their feet. Remember our Thunder Palm d,df+1 that wouldn't buffer? Use it like this: d, df+[1], 2 and you will sometimes get the throw! WELL, as a "see you later" I want to remind you that those left kicks that send your opponent flying are there for a reason: [3], 2+4 - for waving BYE, BYE! Be cool. POSTSCRIPT to Version 2.5 I hope this proves helpful to those who are interested in broadening their understanding of certain aspects of Tekken inputting not explained in official Tekken documentation. It is dedicated solely to the advancement of Tekken knowledge and Art in general, and to repay in part, that which I've borrowed from all of you who are as enthusiastic about Tekken as I am. A second Thank You is indeed in order to those who have made all the FAQs and multi-media available to us - the Tekken web sites (to mention only a few): Tekken Zaibatsu Catlord's Tekken Collection Fighters.net Gamefaqs.com Inside Tekken Tekken Tag Tournament Iron Fist's Movie Page Tekken Web Tekken Players Tekken Worldwide ACKNOWLEDGEMENT To Tragic. I've referred to the techniques used in this FAQ by the names (which differ from Namco's) used in your book The Unauthorized Tekken 3 Fighting Guide - Thanks, I hope this is OK with you. Names for TTT techniques used in this FAQ are borrowed from Catlord's TTT movelist. Thanks, I hope you don't mind. Nicky Quick
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