CENTER STAGE A film review by Steve Rhodes Copyright 2000 Steve Rhodes RATING (0 TO ****): ** 1/2
DIRTY BALLET DANCING, released under the pseudonym of CENTER STAGE, tries to make the hard and competitive world of ballet dancing as much fun as rock and roll. Not since Jennifer Grey and Patrick Swayze cut a rug in the Catskills has a movie so wanted to demonstrate the sensuous joy of moving one's body to a beat. Although CENTER STAGE doesn't really find its groove until the last act, its dance numbers are well worth the price of admission. Just try to forgive the amount of celluloid director Nicholas Hytner (THE OBJECT OF MY AFFECTION and THE CRUCIBLE) wastes on the story's hackneyed romances.
Screenwriter Carol Heikkinen subscribes to the "one of" theory of script design, so the dozens of dancers include: one gay, one bulimic, one not skinny, one loud mouth, one black male and one Hispanic female. The rest are so interchangeable that you'll wish that they had numbers on them to make it easier to tell them apart. And since the writer doesn't want to make a choice, she tries to shoehorn in way too many stories, all at the expense of the dance sequences, which is the only reason to see the movie in the first place.
The story starts off promisingly as it shows how hard it is to get into the best ballet school and how much harder still to make it into "the company." One of the film's most instructive and fascinating segments has the ballet dancers using everything from fire to water in order to get their toe shoes into just the right shape. And once their practice sessions begin, their feet turn into bloody imitations of the moonscape. The dancers endure incredible pain for the slim chance that they'll hit the big time, and the chorus -- in which you can tell your friends that you're the third one from the left -- is the most that even the better students can realistically hope for.
After this ambitious start, the picture quickly bogs down into petty competition and light-weight love stories. One of the hardest parts of the story to believe is the excessive politeness with which dance instructors like Juliette (Donna Murphy) treat the students. Speaking almost in whispers, the instructors give their generally mild critiques. Light-years away from the drill instructor style that one would expect, they are so quiet that it's a miracle that the dancers can hear them.
But the story's limitations become mere quibbles when the dancing starts. The best of the dancers, Ethan Stiefel as Cooper Nielsen, amazes us with his high flying, twirling bravado. When he engages another in a dazzling dancing duel, there's never any question as to who will emerge as the winner. Although not his equal in technical skill, Amanda Schull as Jody Sawyer, plays the dancer with the most heart. When they perform the long ending sequence together, the movie sizzles, and the choreography wows us with its inviting originality. See it first on the big screen, and later, when it goes to video, hit the fast-forward button every time the dancing stops.
CENTER STAGE runs 1:53. It is rated PG-13 for language and some sensuality and would be fine for kids around 11 or 12 and up.
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2 jets approaching Boston airport report green laser lights
by EndPlayBOSTON (AP) - Federal aviation authorities say two commercial flights approaching Boston's airport reported a green laser being aimed at their planes.
The Federal Aviation Administration told The Boston Globe in statement that both incidents occurred within an hour of each other on Wednesday night when the aircraft were approximately three miles north of Bedford on approach to Logan International Airport.
Both flights landed safely.
The first occurred at about 6:30 p.m. when the crew of a Spirit Airlines Airbus A320 from Chicago O'Hare spotted a light.
The crew of JetBlue Airways Airbus A321 out of San Francisco spotted the light at about 7:30 p.m.
No arrests were reported. Law enforcement is investigating.


The lists contain at least two elements. The most common types are ordered and unordered lists.
List icon link HERE
Tables is a structured set of data made up of rows and columns.
| Programming Language | Developed by | First Appeared |
|---|---|---|
| C# | Microsoft | 2000 |
| Java | Oracle | 1995 |
| PHP | Zend Technologies | 1995 |
An HTML Form is made of one or more widgets. Those widgets can be text fields(single line or multiline,select boxes, buttons, checkboxes, or radio buttons.


File.FullPath returns a string representing the full absolute path name in Turing format (forward slashes) of the path that
is passed to the function. The path name passed in does not have to describe an existing file or directory.
Details
The full path name will be in Turing format and include the drive name (for example "d:/turing/examples/games/SpaceGame.t")
Example
This program obtains a path from the user and then outputs a full path name based on the path.
var pathName : string
get pathName
put "Full path = ", File.FullPath (pathName)
Details
Another example is available that checks whether a file and all of the directories in the path to the file exist.
This program illustrates the use of File.FullPath, File.Parent, File.Exists, and Dir.Exists.
Status
Exported qualified.
This means that you can only call the function by calling File.FullPath, not by calling FullPath.


FROM
FACTORY
TO
STORE
TO
OUT THE DOOR
ABC Creations offers international end-to-end apparel
manufacturing solutions for forward-thinking clothing brands.
OUR PROCESS
OUR PRODUCTS
ABC CREATION
SECOND SECTION HEADER


Radio player is a player play streaming radio, this player, offers the possibility to change different audio format. Example: .m3u8, .mp3, .aac.
<script<EMAIL_ADDRESS>const audio = new rPlayer();
rPlayer is extending Audio HTMLMediaElement
Play don't works with HLS. 🙁
const audio = new Audio('URL.m3u8'); audio.play();
Or
audio.src = 'URL.m3u8'; audio.play();
Works with HLS. It's Magic 💪
audio.playSrc('URL.m3u8');
In addition to .m3u8, you can also use .mp3, .aac, .ogg and others. 😮
audio.playSrc('URL.aac');
The volume must not outside the range [0, 1].
audio.volume = 0.2; // 0.2 Default set in local storage
The localStorage is very cool. 😎
audio.stop();
audio.mute();
audio.rewind(10); // seconds
audio.upVolume();
A way not to make a mistake if is not good range. 😉
10 level up and down and blocks both ends. 😁
audio.downVolume();
The timeupdate event is fired when the time indicated by the currentTime attribute has been updated.
audio.ontimeupdate = function() { console.log('Time:', audio.currentTime); };
console.log('Playing:', audio.playing); console.log('Paused:', audio.paused); console.log('Muted:', audio.muted); console.log('Volume:', audio.volume * 100); console.log('Source:', audio.url); console.log('HLS:', audio.isHls); console.log('Time:', audio.currentTime);


Shared Modules are permissionless collections of resources that can be shared between other extensions and apps. Common uses of Shared Modules are:
Shared Modules are used through two manifest fields: export and import.
The export field indicates an extension is a Shared Module that exports its resources:
{ "version": "1.0", "name": "My Shared Module", "export": { // Optional list of extension IDs explicitly allowed to // import this Shared Module's resources. If no allowlist // is given, all extensions are allowed to import it. "allowlist": [ "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa", "bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb" ] } // Note: no permissions are allowed in Shared Modules }
The import field is used by extensions and apps to declare that they depend on the resources from particular Shared Modules:
{ "version": "1.0", "name": "My Importing Extension", ... "import": [ {"id": "cccccccccccccccccccccccccccccccc"}, {"id": "dddddddddddddddddddddddddddddddd" "minimum_version": "0.5" // optional }, ] }
Shared Module resources are accessed by a reserved path _modules/<shared_module_id> in the root of your importing extension. For example, to include the script 'foo.js' from a Shared Module with ID "cccccccccccccccccccccccccccccccc", use this path from the root of your extension:
<script src="_modules/cccccccccccccccccccccccccccccccc/foo.js">
If the importing extension has ID "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa", then the full URL to resources in the Shared Module is:
chrome-extension://aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa/_modules/cccccccccccccccccccccccccccccccc/
Note that since resources from Shared Modules are overlaid into the origin of the importing extension, all privileges granted to the importing extension are available to code in Shared Modules. Also, the Shared Module is able to access resources in the importing extension by using absolute paths.
A Shared Module is automatically installed from the Chrome Web Store when needed by a dependent extension, and automatically uninstalled when the last extension which references it is uninstalled. In order to upload an extension which uses a Shared Module, the Shared Module must be published in the Chrome Web Store and the extension must not be restricted from using the Shared Module by its allowlist.
During development, you will need to manually install any Shared Modules your extension uses. Automatic installs do not happen for extensions that are side-loaded or loaded as unpacked extensions. For locally installed, unpacked Shared Modules, you must use the key field to ensure the Shared Modules use the correct IDs.


--- permalink: latest.html --- {% assign post = site.posts.first %}
by {%- for author in authors %} {{ author.display_name }}, {{ author.description }} {%- endfor %}


--- layout: post published: true title: Actual Facebook Graph searches link: http://actualfacebookgraphsearches.tumblr.com/ permalink: /2013/01/actual-facebook-graph-searches/ ---
Some of my favourites:
“Current employees of Tesco who like horses”
“Mothers of Catholics from Italy who like Durex”


This page is a regression test for
crbug/1055360.
- Setup:
- This top-level document has a CSP policy that sets img-src to
'self'
- The cross-origin iframe creates a payment request that triggers
JIT
crawling of the payment method manifest hosted at kylepay.test.
- Test: if Chrome handles CSP policy correctly, request.canMakePayment()
should return true as the payment method manifest crawl is successful.


Choose file
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| Figure 1 |
Interdisciplinary multi-model approach for calculating clima ... |
| Figure 2 |
Modal share of trips [%] ( a) and transport performance (pas ... |
| Figure 3 |
Annual mean concentrations of PM 2.5 (μg/m 3) for Vienna (ba ... |
| Figure 4 |
Changes in CO 2 equivalent emissions (1000 t) for the three ... |
| Figure 5 |
Changes in atraumatic mortality per 100,000 inhabitants due ... |
| Figure 6 |
Changes in Disability-Adjusted Life Years (DALYs) per 100,00 ... |
| Figure 7 |
Changes in private investment and operating costs relative t ... |
| Figure 8 |
Changes in public investment and operating costs relative to ... |
| Figure 9 |
Summary of costs and benefits in private and public investme ... |
| Figure 10 |
Changes in Gross Domestic Product (GDP), welfare and unemplo ... |
| Figure 11 |
Decomposing the effects of climate mitigation measures on GD ... |
| Figure 12 |
Summary of co-benefits due to CO 2equ reduction, reduced dea ... |


-RESTful API-
GET:
movie id:
Get Movies
POST:
movie title:
movie director:
POST
DELETE:
movie id:
Delete Movie
PUT:
movie title:
movie director:
movie id:
PUT
Database:


Charge Blade Guide
Contents
Expand contents
0.1 • Input Explanation to top
This guide will show most inputs with default PS4, Xbox, and PC controls. Videos and some text inputs (to save space) will only be shown with PS4 controls. Below are the default controls for each platform (LM and RM are left click and right click on PC):
| Action |
PS4 |
XBox |
PC |
| Primary attack |
△ |
Y |
LM |
| Secondary attack |
O |
B |
RM |
| Block |
R2 |
RT |
Ctrl |
| Dodge |
X |
A |
Space |
| Aim |
L2 |
LT |
C |
| Movement |
L. Stick |
L. Stick |
WASD |
Inputs will be displayed like this:
PS4 controlsXbox controlsPC controls
△ ⇒ △ ⇒ △Y ⇒ Y ⇒ YLM ⇒ LM ⇒ LM
O⇵B⇵RM⇵means hold and release
↓+△↓+Y↓+LMmeans hold backwards (movement) while pressing
0.2 • Why this isn't a video? to top
Most weapon guides are videos as many people find it easier to learn visually and see the weapon at work, but I specifically made this one a text guide for the following reasons:
- Text guides can be updated or corrected easily
- Compared to a video guide, it's easier to jump between sections or revisit a particular section
- I didn't feel like recording my voice
While this is inspired by .txt gamefaqs guides of the past, I included video clips as I realize a text only guide would be too hard to follow.
This part of the guide mostly covers the moveset and mechanics of Charge Blade. Countering from block reaction and guard points are included here as even though they are somewhat advanced techniques, they are essential to learn.
1.1 • Basic Gameplay Loop to top
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-1 charging phials_small.mp4"]
Attack in Sword mode to build up phial energy
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-1 reload_small.mp4"]
Reload when phial gauge is yellow/red to refill phials
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-1 spend phials_small.mp4"]
Spend phials to empower Axe mode attacks
1.2 • Sword Mode Basics to top
This is a small set of moves in sword mode that are useful to know before the following sections. Attacking in Sword mode will gradually build up phial energy in your Sword. As you build up more energy your phial gauge will change color from white, to yellow, to red.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-2 triangle combo_small.mp4"]
Three Hit Combo
△ ⇒ △ ⇒ △Y ⇒ Y ⇒ YLM ⇒ LM ⇒ LM
(from Forward Slash)
△+O ⇒ △ ⇒ △Y+B ⇒ Y ⇒ YLM+RM ⇒ LM ⇒ LM
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-2 circle combo_small.mp4"]
Charged Double Slash
O⇵B⇵RM⇵(hold and release after red flash)
Double Slash Loop
O⇵ ⇒ △+O ⇒ O⇵ ⇒ △+OB⇵ ⇒ Y+B ⇒ B⇵ ⇒ Y+BRM⇵ ⇒ LM+RM ⇒ RM⇵ ⇒ LM+RM
This attack generates the most phial buildup of all Sword attacks
If you attack too much in Sword mode without reloading, your sharpness gauge will glow red and all your Sword attacks will be deflected. Reloading with yellow or red phial outlines will refill some phials and reset your Sword phial energy buildup to zero.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-2 reload_small.mp4"]
Reload
R2+ORT+BCtrl+RM
Refills 3 phials if phial gauge is yellow
Fully refills phials if phial gauge is red
Remember that you can prep your next reload by getting yellow/red phial outline even when you are full on phials. If you have full phials and red phial outlines, you can spend all your phials and then immediately reload without having to first attack in Sword mode.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-2 aed_small.mp4"]
Amped Element Discharge
△ ⇒ △+O ⇒ △+OY ⇒ Y+B ⇒ Y+BLM ⇒ LM+RM ⇒ LM+RM
(from Forward Slash)
△+O ⇒ △+O ⇒ △+OY+B ⇒ Y+B ⇒ Y+BLM+RM ⇒ LM+RM ⇒ LM+RM
(from Reload)
R2+O ⇒ △+O ⇒ △+ORT+B ⇒ Y+B ⇒ Y+BCtrl+RM ⇒ LM+RM ⇒ LM+RM
Spends 1 phial to create 3 phial explosions after striking
This attack briefly morphs to Axe mode to attack then automatically morphs back to Sword mode
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-2 morph to axe_small.mp4"]
Morph to Axe
R2+△RT+YCtrl+LM
It's helpful when starting out to memorize combos but take care not to get stuck only using them. For example, many people start to associate Amped Element Discharge with pressing △+O 3 times in a row because it's easy to memorize, but eventually you should learn that Amped Element Discharge follows Shield Thrust, which follows ANY Sword mode action including Reload.
1.3 • Axe Mode Basics to top
This is a small set of moves in axe mode that are useful to know before the following sections.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-3 aed from axe_small.mp4"]
Amped Element Discharge (from Axe mode)
△+OY+BLM+RM
Consumes 1 phial to create 3 phial explosions after striking
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-3 morph to sword_small.mp4"]
Morph to Sword
R2RTCtrl
I purposely omit most of the Axe moveset here as a large portion of the Axe moveset is only worth using under the effects of Savage Axe Slash [1.11].
Axe attacks that consume phials (and some other attacks) deal phial explosion damage in addition to the physical hit. This type of damage is exclusive to Charge Blade. Phial explosion damage does not consume sharpness and cannot crit. Since it involves talking about Charge Blade phial type, phial explosion damage won't be fully covered until [2.1].
1.4 • Charging your shield to top
Your shield will become charged when you use the attack Elemental Roundslash with phials loaded. From this section onward, Amped Element Discharge will be abbreviated as AED.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-4 shield charge_small.mp4"]
Elemental Roundslash
Interrupt AED withR2RTCtrl
Consumes all phials to temporarily charge your shield
Effects
- Axe attacks are stronger
- Phial explosion damage is increased
- Shield Thrust now creates a weak phial explosion
- AED is replaced by Super AED (next section)
- Charging sword becomes possible [1.6]
- Guard Points create a phial explosion [1.8]
- Block strength is increased [1.7] [1.8] [2.2]
Other notes
- The duration of charged shield is 30 seconds times number of phials consumed
- Charging your shield again when it is already charged will add to its duration, up to its cap of 180 seconds
You should almost always prioritize keeping your shield charged.
1.5 • Super Amped Element Discharge to top
When your shield is charged, Super Amped Element Discharge will replaced Amped Element Discharge. Super Amped Element Discharge will be abbreviated to SAED from now on.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-5 saed_small.mp4"]
Super Amped Element Discharge
With Charged Shield,AED
Consumes all phials to create a phial explosion on the ground for every phial consumed
Other notes
- Has 3 physical hits in additional to phial explosions: weak horizontal swing, strong vertical swing, and an AOE where the axe hits the ground
- If you use it without any phials loaded, the 3rd physical hit will be absent
- The range of this attack is very long so you need to stand back if you want to connect with the strong physical hits and phial explosions
Checkpoint
If you are new to CB, this is a good place to pause and try your first hunt or two with what you've been shown so far: basic Sword mode combos, reloading, charging your shield, and using SAED. Once you have the basic flow of the weapon down, everything after will be easy.
1.5.1 • Cancelling SAED into AED to top
When your shield is charged, sometimes you may want to still use AED instead of SAED.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-5-1 saed to aed_small.mp4"]
Amped Element Discharge (with charged shield)
Interrupt SAED with↓+△↓+Y↓+LM
Some situations for cancelling SAED into AED include:
- SAED would miss or be interrupted due to being slower
- SAED would overshoot the target due to having much longer range than AED
- SAED's phial explosions would miss due to the target being too small
- You have Power Axe buff and don't want to lose it [1.11]
1.6 • Charging your sword to top
Your sword will become charged when you use the attack Condensed Element Slash while your shield is charged.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-6 sword charge_small.mp4"]
Condensed Element Slash
Reload⇒△⇵Y⇵LM⇵(hold and release after flash)
If your shield is charged, this attack charges your sword
With charged sword, all Sword attacks create phial explosions
Other info
- Lasts 45 seconds
- Also prevents all Sword attacks from bouncing
- Does not use any phials and does not use any of your charged shield duration
Generally, you should not prioritize keeping your sword charged. Condensed Element Slash is not a fast attack and thus competes with AED/SAED (and Savage Axe Slash which will be covered later) in openings where you can use it, and AED/SAED will deal more damage.
After blocking an attack, you gain a (very) small amount of phial energy. Remember that you can not only block physical attacks, but also roars, wind pressure, and tremors.
Charge Blade has unique options after successfully blocking an attack, most notably being able to AED/SAED directly after blocking an attack. Thus blocking is an offensive option (like it is for Lance).
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-7 block options_small.mp4"]
Block
R2RTCtrl
(Super) Amped Element Discharge
After blocking an attack,△+OY+BLM+RM
Morph to Axe
After blocking an attack,△YLM
Side hop + Spinning Slash
After blocking an attack,↔+X ⇒ △↔+A ⇒ Y↔+Space ⇒ LM
You will be unable to counter after blocking if you receive large knockback from the attack. Increasing block strength can reduce knockback and allow you to counter those attacks [2.2].
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-7 morph_small.mp4"]
Large knockback: unable to counter
Other info
- Blocking an attack builds phial energy equal to a Weak Slash (3) for small or medium knockback, and triple that amount (9) for large knockback. For reference, a Charged Double Slash is 27 phial buildup across both hits.
- Some attacks are unblockable, such as "laser" or "gas" type attacks and grabbing attacks. Using the armor skill Guard Up makes most of these attacks blockable but some attacks are never blockable even with Guard Up.
- Guarding uses stamina and if your stamina would be reduced to 0 by blocking an attack, the attack will pierce your block. Some attacks are technically blockable but have such high stamina depletion that they are effectively unblockable (only example I can think of is Kulve Taroth's super ground punch.
- During block recoil, your character is still considered to be blocking, so you don't have to do anything special to block multi-hit attacks.
A Guard Point is a special type of block. Certain charge blade attacks have the shield in front of your character for a short time during the attack's animation. If a monster attack hits you from the front during this period, you will block it as if you were holding the block button. Then you can combo into any of the options after blocking in the above section.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-7 large kb_small.mp4"]
Morph to Axe Guard Point
R2+△RT+YCtrl+LM
Has guard point frames at the start of the attack
Due to the increased difficulty, blocking with guard points has several bonuses over blocking with holding R2:
- Guard points create a phial explosion if your shield is charged
- Block strength is increased, stacking with the increase from charged shield [2.2]
- Holding the block button to block cannot interrupt the ending lag of attacks, but Morph to Axe can, meaning blocking using the Morph to Axe guard point is faster than blocking using the block button (see video below). In fighting game terms, Morph to Axe can take advantage of IASA frames but blocking with R2 cannot.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-8 iasa_small.mp4"]
Morph to Axe vs Regular Block Interruptibility
Morph to Axe is by far the most used guard point as the blocking frames begin on the first frame of the attack. A full list of guard points is in [A.2].
Other info
- If blocking a multi-hit attack, only the first hit blocked benefits from the guard point. If the hits are spaced far apart (e.g Savage Deviljho stepping bites) you can morph again to guard point each hit.
New action in Iceborne. Unlike Hammer and Lance, Charge Blade has no special combos involving the clutch claw. It's only used for softening/tenderizing monster parts and flinch shots.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-9 clutch claw_small.mp4"]
Clutch Claw Grapple
L2+OLT+BC+RM
Jump to another body part
While grappled,L. StickL. StickWASD
Dismount monster
While grappled,XASpace
While grappled, your stamina drains quickly. Also unlike mounting, you are not invulnerable to the monster's attacks so it is risky to grapple to a monster that is active and attacking. The following sections will explain different ways to use the Clutch Claw (at the very least it is several free topples every hunt so don't skip figuring it out).
1.9.1 • Clutch Claw Stagger to top
New to Iceborne, all monsters will occasionally flinch back and enter a distinctive drooling pose with their side exposed for about 5 seconds. This is called clutch claw stagger, clutch stagger, or "clagger" (slang). The reason it is called this is that grappling onto the monster while it is clutch staggered will extend the stagger (for about 5 more seconds) and guarantee you have enough time to flinch shot or tenderize the monster.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-9-1-clagger_small.mp4"]
Clutch Claw Stagger
I want to stress that ALL monsters enter the same pose to indicate a clutch stagger so try to get good at recognizing it.
Charge Blade is classified as a heavy weapon so it will fully tenderize a monster part in one tenderize attack. Tenderized parts temporarily take additional physical damage from all hunters. Of note is that Charge Blade's tenderize attack leaves you in Axe mode so you will be unable to block right away.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-9-2 tenderize_small.mp4"]
Tenderize Attack
While grappled,△YLM
Other info
- Multiple parts on the same monster can be tenderized at the same time
- On some monsters, tenderizing their left limb also tenderizes the right limb
- For the exact duration and effect on hitzones that tenderization has, see General Data Sheet in appendix [A.3]
While grappled to a monster's head, you can press R2 to launch the monster forward some distance. This is called a Flinch Shot. If the monster bumps into a wall during the Flinch Shot, they will topple and give you a long opening. Instead of using Flinch Shot right away, you can also press O to turn the monster 90 degrees so they are facing a wall, then Flinch Shot.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-9-3 flinch shot_small.mp4"]
Claw Attack (turn monster)
While grappled to head,OBRM
Flinch Shot
While grappled to head,R2RTCtrl
Flinch Shot requirements
- You must have non-craftable slinger ammo loaded to Flinch Shot (i.e stones, seeds, monster dropped pods, but no flash pod, dung pod, or screamer pod)
- If you have craftable ammo loaded, Flinch Shot will simply shoot the ammo at the monster's head without launching them forward
- Flinch Shot consumes all of your slinger ammo, unless you are using Slinger Capacity skill
- Flinch Shot will only launch the monster if it is NOT enraged (see below image)
- Some monsters (usually siege/4p scaled monsters) are immune to Flinch Shot or have unique interactions with it
Yellow eye: not enraged*
Red eye: enraged
*Note that when a monster is not in combat with you (compass outline is not red), its map icon will always be yellow EVEN if it is actually enraged. So the yellow icon does not necessarily mean you can flinch shot unless the monster is aggro'd with a yellow icon.
Other info
- Flinch Shot also topples if you run a monster into another large monster
- What technically constitutes a "wall" is somewhat unreliable so don't be surprised if a monster slides along a wall without toppling
- The direction a monster turns when Claw Attacking depends on which side of its head you are grappled to (if you imagine your character punching the monster's head it will turn away from your punch)
- A non-enraged monster is guaranteed to enrage if it is Flinch shotted a total of 2 times while not enraged, even if these flinch shots did not result in topples
- A non-enraged monster is guaranteed to enrage if its head is turned a total of 3 times using Claw Attack while not enraged
- The above 2 conditions apply in addition to the normal conditions to enrage a monster which varies by monster. This means a monster may enrage after just 1 flinch shot if enough damage is dealt to it.
- Claw Attack applies a small amount of "tenderize buildup" (Claw Attacking 6 times will tenderize a part)
New to Iceborne, pressing L2 after certain actions will perform a Slinger Burst if you have slinger ammo loaded. This consumes 1 ammo and fires a small volley of the ammo you had loaded. With certain ammo types, this burst will always cause a monster to flinch.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-10 slinger burst_small.mp4"]
Slinger Burst (Sword mode)
After blocking an attack,L2LTC
Slinger Burst (Axe mode)
Any attack⇒L2LTC
Spinning Slash
Slinger Burst (Sword mode)⇒△YLM
Dash Slam
Slinger Burst (Axe mode)⇒↑+△↑+Y↑+LM
Element Discharge II
Slinger Burst (either mode)⇒OBRM
Other notes
- Slinger burst can be aimed in ANY direction and can be used to change your character's facing direction instantly
- Using slinger burst instead of Axe Rising Slash in Axe mode (after Element Discharge II) can prevent launching teammates by accident
In general, I consider slinger burst to be situational and rarely worth using.
New action in Iceborne. When using the attack with phials loaded, the Power Axe mode buff is applied to your character and lasts until you have 0 phials loaded. This means the buff will always be removed when using SAED or charging your shield as these consume all loaded phials.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-11 savage axe slah_small.mp4"]
Savage Axe Slash
Interrupt AED/SAED withL2LTC
If you have at least 1 phial, grants Power Axe buff
Power Axe Mode effects
- All Axe attacks have a "chainsaw" effect, hitting multiple additional times as the axe travels through the target
- Note that this is NOT phial explosion damage and these additional hits can crit and also consume sharpness
- Additional hits have a 66% chance to consume 0 sharpness
- AED and SAED physical damage is slightly increased (in addition to gaining chainsaw hits)
- Loaded phials slowly drain over time if you do not use them
- You can keep reloading more phials to prolong the buff
While under the effects of Power Axe mode, all Axe mode attacks become much stronger and most of the moveset is "unlocked" and worth using. In particular, AED and Morph to Axe after blocking/guard-pointing become strong counter options and looping Elemental Discharge II gives you the highest DPS Charge Blade can do (see next section).
However, you are disencentivized from using SAED because it will remove the buff immediately. Repeatedly re-applying Power Axe mode is undesirable because of the fact that the move requires a decent sized opening and Savage Axe Slash is not itself a strong attack (the second weakest Axe mode attack). In other words, you want to either use Savage Axe Slash once and keep it active as long as possible while not using SAED at all, or forego Savage Axe Slash entirely to focus on using SAED. More info about these two styles of play can be found here (also linked in [A.3]).
Why is this section all the way over here? Compared to Sword mode, Axe mode loses both mobility and the offensive and defensive options from blocking. It's not worth staying in Axe mode for more than 1 or 2 attacks, unless of course your attacks are massively buffed by Power Axe mode. This section will list useful Axe Mode combos to use when you have Power Axe mode.
Your bread and butter for short openings will be Morph to Axe and AED (both can also be performed after blocking attacks). When you have a long opening, the main high damage combo you want to use is Rising Slash + Element Discharge II loop:
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-11-1 basic loop_small.mp4"]
Rising Slash + Element Discharge II Loop
△ ⇒ O ⇒ △ ⇒ OY ⇒ B ⇒ Y ⇒ BLM ⇒ RM ⇒ LM ⇒ RM
There are several ways to enter this combo:
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-11-1 ed2 shortcut_small.mp4"]
ED2 shortcuts
(Axe)O ⇒ OB ⇒ BRM ⇒ RM
(Axe)↑+△ ⇒ O↑+Y ⇒ B↑+LM ⇒ RM
(Sword)R2+△ ⇒ ORT+Y ⇒ BCtrl+LM ⇒ RM
(Sword)R2+O ⇒ O ⇒ ORT+B ⇒ B ⇒ BCtrl+RM ⇒ RM ⇒ RM
ED2 can combo into AED by repeating the same button input as ED2. If you are comboing a monster that is down, you also want to finish with AED as it is getting up but this requires planning out exactly how many ED2s you want to do before you begin comboing. Some sample combos for different length openings can be found in section 3 here.
Warning! Rising Slash will launch teammates into the air, even if they have Flinch Free. If you want to avoid this, you can use Axe: Smash or Slinger Burst instead of Rising Slash. These are both lower DPS than Rising Slash so they're specifically only for avoiding launching teammates.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-11-1 ed2 loop alternatives_small.mp4"]
Alternate Element Discharge II Loops
(Delayed △/Y/LM)O ⇒ O ⇒ △ ⇒ OB ⇒ B ⇒ Y ⇒ BRM ⇒ RM ⇒ LM ⇒ RM
(Requires slinger ammo)O ⇒ O ⇒ L2 ⇒ OB ⇒ B ⇒ LT ⇒ BRM ⇒ RM ⇒ C ⇒ RM
Charge blade has a few repositioning options apart from the standard roll.
In Sword mode, dodging left or right after performing an action will replace the roll with a side hop. Compared to a roll, it covers less distance and has slightly fewer invincibility frames but has much shorter ending lag. It also links directly into spinning slash.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-12-1 hop_small.mp4"]
Side Hop
Any Sword mode action⇒↔X↔A↔Space
Since you can side hop after blocking an attack, a fast countering option after blocking is to side hop, then spinning slash.
In Sword mode, pressing O while holding a direction after performing an attack (not after reloading or blocking) will do a slide followed by a roundslash. You can also sliding slash directly after a side hop. This does not have any invincibility frames and is purely for repositioning.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-12-2 sliding slash_small.mp4"]
Sliding Slash
Any Sword mode attack⇒↔↕O↔↕B↔↕RM
The forward and back sliding slashes are always a fixed distance in a straight line, but the left and right sliding slashes can be influenced by holding left/right during the slide, allowing you to turn almost 180 degrees (if you hold right on a left sliding slash or vice versa).
In general the forward, left, and right Sliding Slashes are rarely used as they are quite slow and as mentioned you are vulnerable while sliding. Backwards Sliding Slash can be used to move backward before using AED/SAED when you are too close to the target.
Other notes
- The roundslash at the end is functionally identical to the regular spinning slash with the same damage and guard point
- It does NOT activate affinity sliding skill, not that you'd use affinity sliding even if it did!
Shield Thrust moves you forward a short distance (around 1/4 the distance of a roll) and is much quicker than rolling forward. If you are just out of range for a Charged Double Slash, a quick Shield Thrust can get you in range.
1.12.4 • Slinger burst in Axe mode to top
Since Slinger Burst can be used to change your facing to any direction, it can be used with Dash Slam to reposition in Axe mode.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-12-4 slinger burst dash slam_small.mp4"]
Slinger Burst Axe Mode repositioning
In the air, both weapon forms can either perform a falling attack or an attack that morphs to the other form. Jumping off a ledge in Sword mode and morphing to Axe is often a decent option as it is quick and can be followed by ED2 or AED/SAED.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/1-13 aerial_small.mp4"]
Jumping Attack
While midair,△YLM
Jumping Morph Attack
While midair,R2RTCtrl
Aerial CB is NOT a thing in MHW.
 Your best bet if you do a sliding attack is to either stop by pressing back or jump and do an aerial attack (see above section).
If you made it here, congratulations! You now know the (important parts of the) Charge Blade moveset. Make sure to check the full moveset in the Appendix if you want to learn exactly which moves combo into which other ones.
2.0 • Intermediate Topics to top
Now we will zoom out of the moveset of Charge Blade and talk about factors will alter your gameplay even before starting a hunt, which Charge Blade has many of compared to other weapons.
For the first time we are stepping back from moveset and talking about properties of the weapon. In this case, it's the phial type which is tied to each different Charge Blade. To start, I will recap phial explosion damage:
- Certain Charge Blade actions (mostly Axe attacks) trigger one or more phial explosions
- Phial explosions do not consume sharpess and never crit
- Phial explosion strength varies depending on the attack used to trigger them
- Phial explosions contribute to breaking monster parts but not severing tails
- Phial explosion damage is increased by having your shield charged
The remaining properties of phial explosions depend on the phial type of the equipped weapon. There are two types: Impact Phial and Power Element Phial, which you can think of as non-elemental and elemental.
Impact Phial effects:
Deals damage that is independent of monster part toughness
Can KO monsters if impact phial explosions damage the monsters' head
SAED creates phial explosions in a straight line
Damage is boosted by Artillery, Felyne Bombardier (canteen skill), and increasing your Attack value
Power Element Phial effects:
- Deals elemental damage which depends on how weak the monster's part is to that element
- Cannot KO monsters
- SAED creates phial explosions in a wide V shape
- Damage is boosted by increasing your element attack value, and hitting monster parts weak to that element
Impact Phial CBs can be used against any monster, but Power Element Phial CBs should only be used against monsters weak to the element on the CB. When matching weaknesses, elemental CBs generally outdamage impact phial CBs, but this comes at the cost of not being able to KO monsters and having to make multiple elemental CB sets for different monsters.
There is no easy answer to the question of which phial type is better against a particular monster as it depends on exactly how weak it is to an element on each part of its body and how easy those parts are to hit. For example, Nergigante is listed as 3 star weak to Thunder ingame, but in reality it is only weak on glossy black spikes which are temporary so Thunder elemental phials aren't worth using. When in doubt, use Impact Phials or look up a speedrun of the monster with CB and see what the speedrunner used.
Now to list the CB actions that trigger phial explosions:
- Shield Thrust (with shield charged): 1 very weak explosion
- All other Sword mode attacks (with sword charged): 1 very weak explosion
- Guard Point (with shield charged): 1 weak explosion
- Axe Element Discharge 1: 1 weak explosion, consumes 1 phial
- Axe Element Discharge 2: 2 weak explosions, consumes 1 phial
- Axe Amped Element Discharge: 3 strong* explosions, consumes 1 phial
- Axe Super Amped Element Discharge: N very strong explosions, consumes all N phials
*AED phial explosions are much stronger with elemental phials compared to impact phials
For detailed information including exact motion values for each phial explosion and phial damage calculation, see [A.3].
TL;DR Equip 1 level of Guard skill, always keep your shield charged, and always block using guard points. If you find that you still receive large knockback, upgrade to Guard 3, then Guard 5 if necessary.
This is a complicated topic to explain (which is why I have provided a TLDR), but it is also one that is important to understand. This is because of the fact that if you take too much knockback after blocking/GPing, you can't counter or take any action afterward.
There are three levels of "block recoil" you can receive after blocking an attack: small, medium, and large:
- Small knockback: consumes 1 sharpness, can counter
- Medium knockback: consumes 2 sharpness (1 if GP), can counter
- Large knockback: consumes 10 sharpness (5 if GP), cannot counter
Due to the sharpness cost of large knockback and not being able to counter, you want to prevent taking large knockback. But sometimes the attacks that deal large knockback are the ones with openings that you want to block and counter. To make this possible, you can increase your block strength to turn that large knockback into medium or small knockback.
The following increase your block strength:
- Having charged shield
- Blocking with a guard point instead of holding block
- Equipping Guard skill (level 1 to 5)
It's a common misconception that you only ever need level 1 Guard because "adding charged shield and guard point gives you Guard 5 which is the cap". This is false. Even at Guard 5, charged shield and guard points still increase your block strength and there are monster attacks which are large knockback at Guard 5 but medium knockback at Guard 5 + guard point.
It's easy to explain how the 3 block strength factors add up by pretending that charged shield and guard points are equal to 2 levels of Guard, and that Guard can be "overcapped" by shield charge and guard point. See below examples:
Guard 1 + charged shield = Total Guard 3
Guard 1 + charged shield + GP = Total Guard 5
Guard 3 + charged shield + GP = Total Guard 7
Guard 5 + charged shield + GP = Total Guard 9
Also, only odd numbers of Guard matter. Or to put it another way, the breakpoints of "total guard" are 0, 1, 3, 5, 7, 9. So you should only ever use Guard skill 0, 1, 3, or 5.
Guard 0 + charged shield = Guard 2 = Total Guard 1
Guard 0 + charged shield + GP = Guard 4 = Total Guard 3
In practice I recommend always using at least 1 level of Guard. Some monsters need Guard 3 and some need Guard 5. I don't have a complete list of these but Guard 1 is enough for ~80% of monsters assuming you are guard pointing. There are only a handful of monsters with attacks that require Guard 5 even when you are guard pointing:
Monsters that need Guard 5 (non-exhaustive):
- Raging Brachydios
- Zinogre (back slam)
- Stygian Zinogre (back slam)
- Namielle
- Ruiner Nergigante
- Rajang (laser, also needs Guard Up)
- Furious Rajang (laser, also needs Guard Up)
Show technical explanation for nerds
Read this for how the game actually calculates knockback received. Every monster attack has an associated damage value and knockback value. The knockback value is a whole number, with most knockback values falling between 10 and 100. This knockback value interacts with the "guard thresholds" of the weapon used to block the attack. The Guard Thresholds for Charge Blade are 14 and 39. This means any attack with knockback value of 14 or less is small knockback when blocked using Charge Blade, anything from 15 to 39 is medium knockback, and anything 40 or higher is large knockback.
Guard Threshold modifiers for Charge Blade
- Charged shield: +10
- Guard point: +10
- Guard skill: +10/10/20/20/30 for level 1/2/3/4/5
So if I had charged shield, was guard pointing, and had Guard 3, the thresholds would be 54 and 79 (14+40 and 39+40). So anything up to 54 would be small knockback, 55 to 79 would be medium knockback, and 80+ would be large knockback. So it mostly true that charged shield and guard point are equal to 2 levels of Guard, the only difference is Guard has a secondary effect of also reducing stamina cost of blocking.
The above information is in the General Data Sheet in the appendix. Kiranico has information for monsters' attack knockback values (
[A.3]).
Focus is a skill that doesn't directly increase any offensive or defense properties, but can significantly alter CB gameplay.
Focus effects:
- Increase phial charge gain for all sword attacks by 5/10/20%
- Decrease button hold time necessary to use Double Slash and Condensed Element Slash (sword charge) by 5/10/20%
The first effect is the main reason to take Focus, as you can spend significantly less time charging phials and more time slinging SAEDs or comboing with Power Axe mode.
Focus 3 and Focus 0 are both viable as Focus 3 is a significant investment for this indirect damage uptime increase and you might want to opt for direct damage increases instead of Focus. I would generally recommmend to always use Focus 3 unless you are very experienced with CB. Focus 1 and 2 are not used because (by coincidence) the Sword mode combos for getting yellow/red phials don't change unless you have Focus 3.
2.3.1 • Sword mode combos for charging phials to top
This section had to wait for the the explanation of Focus, which is why it's all the way here. These combos are the fastest ways to get to yellow/red phial outlines starting from 0 phial buildup.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/2-3-1 focus 3 combo_small.mp4"]
Yellow Phial Outlines (Focus 3)
O⇵B⇵RM⇵
Red Phial Outlines (Focus 3)
Any Sword mode attack⇒O⇵ ⇒ △B⇵ ⇒ YRM⇵ ⇒ LM
Block an attack⇒↔X ⇒ △ ⇒ O⇵↔A ⇒ Y ⇒ B⇵↔Space ⇒ LM ⇒ RM⇵
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/2-3-1 focus 0 combo_small.mp4"]
Yellow Phial Outlines (Focus 0)
△ ⇒ O⇵Y ⇒ B⇵LM ⇒ RM⇵
O⇵ ⇒ △B⇵ ⇒ YRM⇵ ⇒ LM
Red Phial Outlines (Focus 0)
O⇵ ⇒ △+O ⇒ O⇵B⇵ ⇒ Y+B ⇒ B⇵RM⇵ ⇒ LM+RM ⇒ RM⇵
O⇵ ⇒ ↔X ⇒ O⇵B⇵ ⇒ ↔A ⇒ B⇵RM⇵ ⇒ ↔Space ⇒ RM⇵
As you can see, Focus 3 is significant in that it saves one attack for yellow phials and only needs one charged slash instead of two for red phials. Focus 3 also allows for smooth combos that charge both shield and full phials. The below combo simply performs the standard red phials combo for Focus 3 twice, first with Weak Slash + Charged Double Slash + Spinning Slash, reloading, then doing Return Stroke + Charged Double Slash + Elemental Roundslash. You can even charge the sword too since the last action is a reload.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/2-3-1 shield and phials_small.mp4"]
Charged Shield + Full Phials (Focus 3)
△ ⇒ O⇵ ⇒ △ ⇒ R2+O ⇒ △ ⇒ O⇵ ⇒ △+O ⇒ △+O ⇒ R2 ⇒ R2+O
Y ⇒ B⇵ ⇒ Y ⇒ RT+B ⇒ Y ⇒ B⇵ ⇒ Y+B ⇒ Y+B ⇒ R2 ⇒ RT+B
LM ⇒ RM⇵ ⇒ LM ⇒ Ctrl+RM ⇒ LM ⇒ RM⇵ ⇒ LM+RM ⇒ LM+RM ⇒ R2 ⇒ Ctrl+RM
2.4 • Other armor skills to top
With Guard and Focus being discussed above, these are other armor skills relevant to CB which don't need their own section to explain.
Skills for Charge Blade
- Capacity Boost: increases phial cap from 5 to 6
- Artillery: increases damage of Impact Phials
- Water/Fire/Thunder/Dragon/Ice Attack: increases damage of Power Element Phials
- Offensive Guard: gives you a temporary large attack boost when you perform a perfect block (start blocking immediately before monster's attack hits you)
- Guard Up: allows you to block certain unblockable attacks
- Slugger: increases KO status buildup of Impact Phials when striking a monster's head
Skills for every weapon
- Weakness Exploit, Critical Eye, Agitator: increase affinity (critical chance)
- Critical Boost: increase physical damage of criticals
- Attack Boost: increase Attack value
- Health Boost: increase survivability
- Fortify: increase Attack and defense significantly each time you faint
If you are curious about which skills to prioritize, check out the builds section of this website.
Using custom meal, you can eat for specific skills that benefit Charge Blade.
Courage food: Meat/Fish/Vegetable 1st row
Resilience food: Meat/Fish/Vegetable 2nd row
Artillery food: Meat/Fish/Vegetable last row
Preparation food: Drinks 3rd row
Skills for Impact Phial CBs:
- Felyne Bombardier (4 artillery food): increase damage of impact phials by 15%
- Felyne Slugger (6 courage food): increase KO status buildup of impact phials
Generally useful skills:
- Felyne Polisher (2 courage food): speeds up sharpening time
- Felyne Moxie (6 resilience food): prevents fainting once when your HP is above a certain level
- Felyne Safeguard (6 preparation food): prevents quest faint counter from increasing once
Remember that these food skills are not guaranteed to activate unless you use a voucher or gourmet voucher. If you don't have vouchers to spare, it's fine to just eat the chef special meal for guaranteed +50 HP.
3.0 • Advanced Topics to top
If you are very dedicated to Charge Blade and want to reach the realm of clearing quests in 5 minutes or less, this section may help you by explaining some techniques that strong players and speedrunners naturally use but may escape the eye of newer players even when watching speedruns. Many of these seem obvious when you read them (especially the first 3) but it takes a lot of time to incorporate them into your gameplay. Most of these techniques are applicable to all weapons.
3.1 • Focusing weak points to top
Now this one may seem really obvious but it does take a while (as a new player) to adjust to the mindset that it's not enough to hit the monster, you have to be hitting it in the right place. SAED may deal 1000 damage with phials, but the physical hits can easily deal another 1000 damage if you are landing them on a weak point. Striking Velkhana's head deals anywhere from 30-100% more damage than hitting its other parts, and this discrepancy grows more if its head is tenderized. Hopefully I got the point across here.
As for the question of which part of each monster is weakest, usually you can't go too wrong going for the head (especially with Impact Phials which can KO). Most monsters can also be toppled or "tripped" just by dealing enough damage to a specific part. This is usually the head for elder dragons and the legs for other monsters, but there are several exceptions. When in doubt, look up a speedrun of the monster and see what the runner focuses on.
Last piece of advice is focusing tail is usually a waste of time when a monster is not immobilized. Monsters generally turn to face you so you end up chasing a target that is always moving away from you. Also, tails are thin and usually constantly moving hitboxes.. don't be so tempted by the tail carve that you deal no damage during the hunt.
3.2 • Angling attacks to top
In Monster Hunter, you can slightly change the facing direction of your character before every attack to adjust the direction you are attacking. This is done by having left/right held (relative to your current facing direction) during the beginning moments of the attack.
For Charge Blade, this is most relevant for AED and SAED because of their long, thin hitboxes. It is often necessary to angle left or right during the windup of these attacks to hit the target you want to hit (monster's head, tail etc).
There is one peculiarity to mention which is that AED and SAED both have 2 periods where angle can be changed instead of 1 like most attacks. The first is during the initial input of SAED after Shield Thrust, and the second is either after cancelling into AED or after the player can no longer cancel into AED. This is confusing but the angling periods will be highlighted in the videos below.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-2 angling_small.mp4"]
Angling attacks
AED is difficult to angle when your shield is charged because your left/right input must immediately follow the backwards input to cancel SAED into AED. This is a skill worth mastering as being able to angle ~30 degrees to either side can greatly increase your ability to land AEDs.
3.3 • Delaying attacks to top
After attacking, you have a window of time to input a linked attack/action before your character resets to neutral standing position. Usually, you want to link attacks in a combo as quickly as possible, but it can sometimes be useful to delay combo inputs. For example, the input for AED/SAED after Shield Thrust can be delayed substantially. The same can be done after a medium knockback after blocking an attack. You can watch a monster's behavior during this delay before committing to AED/SAED or decide not to commit.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-3 delaying_small.mp4"]
Delaying attacks
I'm not sure if there is a more widely accepted name for this technique. When your character returns to a neutral standing position after performing an action, holding a direction will cause you to turn sharply ("pivot") before beginning to walk in that direction. If you input an attack during this pivot, your character will start to attack but at the same time the pivot will not be interrupted and you will continue to (while attacking) turn to the direction you would have begun walking. This technique is useful for minimizing the time needed to turn 180 and block/attack.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-4 pivot_small.mp4"]
Pivot attacks
This is difficult to master as you cannot input the pivot attack too early. For example, in the above example of side hop + pivot charged slash, inputting the turn + charged slash too early (before your character returns to neutral) would result in a sliding slash. You basically have to memorize the timing for when your character returns to neutral after an action.
3.5 • Sword only playstyle to top
Also called "overcharge" or "overheat" sword playstyle.
In many action and fighting games, attacks have what is called "hitlag": your character freezes for a moment when landing a hit to emphasize the impact of the strike. Unlike fighting games where both the attacker and target freeze during hitlag, in Monster Hunter only the player freezes, meaning in some sense it is purely detrimental to experience hitlag as it slows your attack down and increases the time you are vulnerable. However, several properties of the game coincide to allow Charge Blade to ignore hitlag on Sword attacks.
- attacks that bounce off the target have no hitlag (this is normally reserved for extremely tough monster parts)
- attack bouncing can be prevented using Mind's Eye skill
- Charge Blade can force Sword attacks to bounce by building too much phial energy without reloading
- Charge Blade can give itself Mind's Eye by charging the sword
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-5 overcharge sword_small.mp4"]
Zero hitlag sword
Overheat your sword and attack while you have Mind's Eye
By overcharging the sword and giving yourself Mind's Eye (either through the armor skill or by charging sword), all Sword attacks will have no hitlag, greatly increasing your attack speed. This is most effective with Power Element Phial CBs as elemental damage for attacks is calculated as a flat amount added to each attack, which benefits spamming fast and weak attacks. For the same reason, charged sword will add a ton of damage from the phial explosions with every sword hit, but it only lasts a short time and you must reload (losing overcharge state) to charge the sword again.
To be clear, this is not an optimal playstyle (to my knowledge) but it is fun to build for and play.
3.6 • Miscellaneous Techniques to top
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-6 roar dodge_small.mp4"]
Dodging Roars
Dodging through roars is one of the most difficult skills to learn, but the knowledge is useful and transferable to every weapon. While Charge Blade often should block roars instead of evading (since you can counter after blocking them), occasionally you will want to evade them instead. For example, when you are unable to block such as when you are in Axe mode or after reloading (which is one of the few Sword actions that does not link into Morph to Axe GP).
Unfortunately, there aren't any shortcuts to learning to dodge roars except by trying and failing until you get the timing, and every monster has a different roar (though monsters sharing the same skeleton often have the same timing). Evade Window will make it easier but it's not worth using decoration slots for.
This is just a quick PSA that you can walk quickly while using items using the sprint button (consumes stamina). Also, the ending lag of consumable items (i.e when your character wipes their mouth after drinking a potion) can be cancelled by evading or attacking.
Also, don't forget you can bring 7 (seven) Max Potions to each quest. This is done by bringing the max of 2 Max Potions, plus ingredients to craft 5 more (5 Mandragora and 5 Mega Nutrient). Setting Max Potion to your radial menu will autocraft Max Pots once you have run out of the initial 2. I recommend setting up your botany farm for Mandragora, Blue Mushroom, Bitterbug, and Honey which is all the ingredients required for Max Potions.
3.6.3 • Side hop from neutral to top
This is a situational technique that allows you to side hop quickly from a standing position in Sword mode without attacking first. If you specifically want to move to the side and stay facing the same direction, this is faster than walking or rolling and turning.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-6 hop from neutral_small.mp4"]
Side hop from neutral
(Sword)R2 ⇒ R2+L2 ⇒ ↔XRT ⇒ RT+LT ⇒ ↔ACtrl ⇒ Ctrl+C ⇒ ↔Space
The timing is somewhat tight so it will take some time to learn.
The walking sheath animation can be interrupted by walking off a small ledge (doesn't work with tall ledges). This will immediately sheath your weapon as you go midair. Works with all weapons.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/3-6 sheath cancel_small.mp4"]
Sheath animation cancel
As you are approaching a ledge,R1RBShift
Congratulations if you have made it here! You've finished reading this guide, but reading can only get you so far. Here are the next steps for you to continue improving at CB:
- Get into the game and hunt monsters with CB until you have memorized the controls
- Condition yourself to use guard points instead of blocking, then hunt more monsters until you are comfortable guard pointing at all times
- Optimize your armor and decorations! You're already at the right website for that
- If you reach a wall at a certain monster, look up quest speedruns on Youtube for Charge Blade vs. that monster
For motion values (strength of each attack used for damage calculation), see additional resources [A.3].
Expand PS4 moveset
Sheathed
△ to enter Neutral (Sword)
↑+△ to use Sword: Forward Slash
R2 to use Axe: Draw Attack
Sword: Weak Slash
△ from Neutral (Sword)
△ after Sword: Shield Thrust
Sword: Forward Slash
↑+△ from Sheathed
△+O from Neutral (Sword)
△ or O after Sword attack is deflected
Sword: Return Stroke
△ after:
- Sword: Weak Slash
- Sword: Charge Phials
- Roll (in Sword mode)
- Climbing a ledge (in Sword mode)
Sword: Spinning Slash
△ after:
- Sword: Return Stroke
- Sword: Charged Double Slash
- Sword: Condensed Element Slash
- Sword: Jumping Slash
- Side hop
- Slinger Burst (Sword)
Sword: Charged Double Slash
O(hold) from Neutral (Sword)
O(hold) after any Sword attack except Charged Double Slash
Sword: Charge Phials (Reload)
R2+O from Neutral (Sword)
R2+O after any Sword action except Charge Phials
Sword: Shield Thrust
△+O after:
- any Sword attack except Shield Thrust
- Sword: Charge Phials
Sword: Condensed Element Slash (Sword charge)
△(hold) after Sword: Charge Phials
Sword: Sliding Slash
↔↕+O after:
- any Sword attack except Sliding Slash
- Side hop
Sword: Morph Slash
(Ends in Axe mode)
R2+△ from Neutral (Sword)
R2+△ after:
- any Sword attack
- Sword: Block reaction (small or medium knockback)
Axe: Draw Attack
R2 from Sheathed
Axe: (Super) Amped Element Discharge
(Ends in Sword mode)
△+O from Neutral (Axe)
△+O after:
- Sword: Shield Thrust
- Sword: Morph Slash
- Sword: Block reaction (small or medium knockback)
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Dash Slam
- Axe: Jumping Slash
O after Axe: Element Discharge II
Axe: Amped Element Discharge
(Ends in Sword mode)
↓+△ during Axe: Super Amped Element Discharge
Elemental Roundslash (Shield charge)
(Ends in Sword mode)
R2 during Axe: (Super) Amped Element Discharge
Axe: Savage Axe Slash
L2 during Axe: (Super) Amped Element Discharge
Axe: Rising Slash
△ from Neutral (Axe)
△ after:
- Sword: Morph Slash
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Dash Slam
- Axe: (Rushing) Element Discharge I
- Axe: Element Discharge II*
- Axe: Savage Axe Slash
- Axe: Jumping Slash
*same input as Smash, if delayed will be Smash
Axe: Overhead Slash
△ after Axe: Rising Slash
△ or O after Axe attack is deflected
Axe: Smash
△ after:
- Axe: Element Discharge II*
*same input as Rising Slash, if delayed will be Smash
Axe: Dash Slam
↑+△ from Neutral (Axe)
↑+△ after:
- Sword: Morph Slash
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Savage Axe Slash
- Slinger Burst (Axe)
Axe: Element Discharge I
O from Neutral (Axe)
O after:
- Sword: Charge Phials
- Axe: Overhead Slash
- Axe: Savage Axe Slash
Axe: Rushing Element Discharge I
Same as Axe: Element Discharge I except ↑+O
Axe: Element Discharge II
O after:
- Sword: Morph Slash
- Axe: (Rushing) Element Discharge I
- Axe: Draw Attack
- Axe: Dash Slam
- Axe: Smash
- Axe: Jumping Slash
- Slinger Burst (Sword)
- Slinger Burst (Axe)
Axe: Morph Slash
(Ends in Sword mode)
R2 after any Axe attack except Savage Axe Slash
Sword: Jumping Slash
△ from Midair (Sword) or Midair (Sheathed)
R2 from Midair (Axe)
Automatically after using Sword: Forward Slash off a ledge
Axe: Jumping Slash
△ from Midair (Axe)
R2 from Midair (Sword) or Midair (Sheathed)
Sword: Sliding Attack
(Ends in sliding)
△ when walking down a slope
Sword: Jumping Rising Slash
(Ends in midair)
△ when sliding
Clutch Claw
L2+O
Tenderize Attack
(Ends in Axe mode)
△ when grappled using Clutch Claw
Turn monster
O when grappled to monster's head using Clutch Claw
Flinch Shot
R2 when grappled to monster's head using Clutch Claw
Expand Xbox moveset
Sheathed
Y to enter Neutral (Sword)
↑+Y to use Sword: Forward Slash
RT to use Axe: Draw Attack
Sword: Weak Slash
Y from Neutral (Sword)
Y after Sword: Shield Thrust
Sword: Forward Slash
↑+Y from Sheathed
Y+B from Neutral (Sword)
Y or B after Sword attack is deflected
Sword: Return Stroke
Y after:
- Sword: Weak Slash
- Sword: Charge Phials
- Roll (in Sword mode)
- Climbing a ledge (in Sword mode)
Sword: Spinning Slash
Y after:
- Sword: Return Stroke
- Sword: Charged Double Slash
- Sword: Condensed Element Slash
- Sword: Jumping Slash
- Side hop
- Slinger Burst (Sword)
Sword: Charged Double Slash
B(hold) from Neutral (Sword)
B(hold) after any Sword attack except Charged Double Slash
Sword: Charge Phials (Reload)
RT+B from Neutral (Sword)
RT+B after any Sword action except Charge Phials
Sword: Shield Thrust
Y+B after:
- any Sword attack except Shield Thrust
- Sword: Charge Phials
Sword: Condensed Element Slash (Sword charge)
Y(hold) after Sword: Charge Phials
Sword: Sliding Slash
↔↕+B after:
- any Sword attack except Sliding Slash
- Side hop
Sword: Morph Slash
(Ends in Axe mode)
RT+Y from Neutral (Sword)
RT+Y after:
- any Sword attack
- Sword: Block reaction (small or medium knockback)
Axe: Draw Attack
RT from Sheathed
Axe: (Super) Amped Element Discharge
(Ends in Sword mode)
Y+B from Neutral (Axe)
Y+B after:
- Sword: Shield Thrust
- Sword: Morph Slash
- Sword: Block reaction (small or medium knockback)
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Dash Slam
- Axe: Jumping Slash
B after Axe: Element Discharge II
Axe: Amped Element Discharge
(Ends in Sword mode)
↓+Y during Axe: Super Amped Element Discharge
Elemental Roundslash (Shield charge)
(Ends in Sword mode)
RT during Axe: (Super) Amped Element Discharge
Axe: Savage Axe Slash
LT during Axe: (Super) Amped Element Discharge
Axe: Rising Slash
Y from Neutral (Axe)
Y after:
- Sword: Morph Slash
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Dash Slam
- Axe: (Rushing) Element Discharge I
- Axe: Element Discharge II*
- Axe: Savage Axe Slash
- Axe: Jumping Slash
*same input as Smash, if delayed will be Smash
Axe: Overhead Slash
Y after Axe: Rising Slash
Y or B after Axe attack is deflected
Axe: Smash
Y after:
- Axe: Element Discharge II*
*same input as Rising Slash, if delayed will be Smash
Axe: Dash Slam
↑+Y from Neutral (Axe)
↑+Y after:
- Sword: Morph Slash
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Savage Axe Slash
- Slinger Burst (Axe)
Axe: Element Discharge I
B from Neutral (Axe)
B after:
- Sword: Charge Phials
- Axe: Overhead Slash
- Axe: Savage Axe Slash
Axe: Rushing Element Discharge I
Same as Axe: Element Discharge I except ↑+B
Axe: Element Discharge II
B after:
- Sword: Morph Slash
- Axe: (Rushing) Element Discharge I
- Axe: Draw Attack
- Axe: Dash Slam
- Axe: Smash
- Axe: Jumping Slash
- Slinger Burst (Sword)
- Slinger Burst (Axe)
Axe: Morph Slash
(Ends in Sword mode)
RT after any Axe attack except Savage Axe Slash
Sword: Jumping Slash
Y from Midair (Sword) or Midair (Sheathed)
RT from Midair (Axe)
Automatically after using Sword: Forward Slash off a ledge
Axe: Jumping Slash
Y from Midair (Axe)
RT from Midair (Sword) or Midair (Sheathed)
Sword: Sliding Attack
(Ends in sliding)
Y when walking down a slope
Sword: Jumping Rising Slash
(Ends in midair)
Y when sliding
Clutch Claw
LT+B
Tenderize Attack
(Ends in Axe mode)
Y when grappled using Clutch Claw
Turn monster
B when grappled to monster's head using Clutch Claw
Flinch Shot
RT when grappled to monster's head using Clutch Claw
Expand PC moveset
Sheathed
LM to enter Neutral (Sword)
↑+LM to use Sword: Forward Slash
Ctrl to use Axe: Draw Attack
Sword: Weak Slash
LM from Neutral (Sword)
LM after Sword: Shield Thrust
Sword: Forward Slash
↑+LM from Sheathed
LM+RM from Neutral (Sword)
LM or RM after Sword attack is deflected
Sword: Return Stroke
LM after:
- Sword: Weak Slash
- Sword: Charge Phials
- Roll (in Sword mode)
- Climbing a ledge (in Sword mode)
Sword: Spinning Slash
LM after:
- Sword: Return Stroke
- Sword: Charged Double Slash
- Sword: Condensed Element Slash
- Sword: Jumping Slash
- Side hop
- Slinger Burst (Sword)
Sword: Charged Double Slash
RM(hold) from Neutral (Sword)
RM(hold) after any Sword attack except Charged Double Slash
Sword: Charge Phials (Reload)
Ctrl+RM from Neutral (Sword)
Ctrl+RM after any Sword action except Charge Phials
Sword: Shield Thrust
LM+RM after:
- any Sword attack except Shield Thrust
- Sword: Charge Phials
Sword: Condensed Element Slash (Sword charge)
LM(hold) after Sword: Charge Phials
Sword: Sliding Slash
↔↕+RM after:
- any Sword attack except Sliding Slash
- Side hop
Sword: Morph Slash
(Ends in Axe mode)
Ctrl+LM from Neutral (Sword)
Ctrl+LM after:
- any Sword attack
- Sword: Block reaction (small or medium knockback)
Axe: Draw Attack
Ctrl from Sheathed
Axe: (Super) Amped Element Discharge
(Ends in Sword mode)
LM+RM from Neutral (Axe)
LM+RM after:
- Sword: Shield Thrust
- Sword: Morph Slash
- Sword: Block reaction (small or medium knockback)
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Dash Slam
- Axe: Jumping Slash
RM after Axe: Element Discharge II
Axe: Amped Element Discharge
(Ends in Sword mode)
↓+LM during Axe: Super Amped Element Discharge
Elemental Roundslash (Shield charge)
(Ends in Sword mode)
Ctrl during Axe: (Super) Amped Element Discharge
Axe: Savage Axe Slash
C during Axe: (Super) Amped Element Discharge
Axe: Rising Slash
LM from Neutral (Axe)
LM after:
- Sword: Morph Slash
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Dash Slam
- Axe: (Rushing) Element Discharge I
- Axe: Element Discharge II*
- Axe: Savage Axe Slash
- Axe: Jumping Slash
*same input as Smash, if delayed will be Smash
Axe: Overhead Slash
LM after Axe: Rising Slash
LM or RM after Axe attack is deflected
Axe: Smash
LM after:
- Axe: Element Discharge II*
*same input as Rising Slash, if delayed will be Smash
Axe: Dash Slam
↑+LM from Neutral (Axe)
↑+LM after:
- Sword: Morph Slash
- Axe: Draw Attack
- Axe: Overhead Slash
- Axe: Savage Axe Slash
- Slinger Burst (Axe)
Axe: Element Discharge I
RM from Neutral (Axe)
RM after:
- Sword: Charge Phials
- Axe: Overhead Slash
- Axe: Savage Axe Slash
Axe: Rushing Element Discharge I
Same as Axe: Element Discharge I except ↑+RM
Axe: Element Discharge II
RM after:
- Sword: Morph Slash
- Axe: (Rushing) Element Discharge I
- Axe: Draw Attack
- Axe: Dash Slam
- Axe: Smash
- Axe: Jumping Slash
- Slinger Burst (Sword)
- Slinger Burst (Axe)
Axe: Morph Slash
(Ends in Sword mode)
Ctrl after any Axe attack except Savage Axe Slash
Sword: Jumping Slash
LM from Midair (Sword) or Midair (Sheathed)
Ctrl from Midair (Axe)
Automatically after using Sword: Forward Slash off a ledge
Axe: Jumping Slash
LM from Midair (Axe)
Ctrl from Midair (Sword) or Midair (Sheathed)
Sword: Sliding Attack
(Ends in sliding)
LM when walking down a slope
Sword: Jumping Rising Slash
(Ends in midair)
LM when sliding
Clutch Claw
C+RM
Tenderize Attack
(Ends in Axe mode)
LM when grappled using Clutch Claw
Turn monster
RM when grappled to monster's head using Clutch Claw
Flinch Shot
Ctrl when grappled to monster's head using Clutch Claw
A.2 • List of Guard Points to top
See above section for the inputs to use these attacks.
Sword: Morph Slash
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/gp morph_small.mp4"]
Morph to Axe Guard Point
Length of guard point: long
Timing: at the start of the attack
Roundslash
Sword: Spinning Slash, Sword: Sliding Slash, Axe: Morph Slash, and Elemental Roundslash all count as this attack.
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/gp round_small.mp4"]
Roundslash Guard Point
Length of guard point: long
Timing: at the end of the attack
Axe: Draw Attack
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/gp draw_small.mp4"]
Axe Draw Guard Point
Length of guard point: short
Timing: at the start of the attack
Savage Axe Slash
[video width="720" src="https://raw.githubusercontent.com/stripedypaper/stripedypaper.github.io/master/media/2020/gp sas_small.mp4"]
Savage Axe Slash Guard Point
Length of guard point: short
Timing: at the start of input for Savage Axe Slash
A.3 • Additional Resources to top
Motion values and phial energy gain for all attacks
General data sheet (includes numerical thresholds of knockback strength for small/medium/large strength)
Kiranico (lots of useful info including monster hitzones and attack knockback strength)
Another source for hitzone info, plus status thresholds and trip durations for all monsters
Savage Axe style vs SAED style
Some other technical info not in this guide
Charge Blade builds


What you see here is kind of a proof-of-concept of an app, which dynamically generates quiz questions from the DBPedia Linked Open Data knowledge base. DBPedia comprises a huge amount of RDF-organized fact data, mostly originally extracted from Wikipedia. Questions are generated at runtime, involving the DBPedia SPARQL endpoint and another web service responsible for ranking entity properties by their relevance. Due to the expensiveness of the queries and the fact that this is only an experiment and not production-ready at all, generating new questions will probably take very long (up to a minute).


If you have downloaded this package, you are probably already aware of what FIX is. If not, this simple explanation from the FIX protocol organizaion should give you enough background.
The Financial Information Exchange (FIX) Protocol is a message standard developed to facilitate the electronic exchange of information related to securities transactions. It is intended for use between trading partners wishing to automate communications.That being said, the purpose of FIX is to make communication between financial vendors trivial, leaving them to focus on their core business. The FIX organization also specifically cites that openness has been key to their success. QuickFIX intends on expanding the openness of FIX into not just the specification of, but also the implementation of the protocol.
So what is QuickFIX? Simple. QuickFIX is a free and open source implementation of the FIX protocol. QuickFIX is not crippled, all of the source is open for all supported versions of FIX. There is no upgrade to a commercial version.
It is our hope that the trading community will work together to help lower the barrier in doing business with each other. QuickFIX is a step in that direction.
--Oren Miller oren@quickfixengine.org


Die Temperature Sensor App implementation header file. More...
Die Temperature Sensor App implementation header file.
Copyright (C) 2011 Infineon Technologies AG. All rights reserved.
Infineon Technologies AG (Infineon) is supplying this software for use with Infineon's microcontrollers. This file can be freely distributed within development tools that are supporting such microcontrollers.
THIS SOFTWARE IS PROVIDED "AS IS". NO WARRANTIES, WHETHER EXPRESS, IMPLIED OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE APPLY TO THIS SOFTWARE. INFINEON SHALL NOT, IN ANY CIRCUMSTANCES, BE LIABLE FOR SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, FOR ANY REASON WHATSOEVER.
** ** PLATFORM : Infineon XMC4000 Series ** ** COMPILER : Compiler Independent ** ** AUTHOR : App Developer ** ** MAY BE CHANGED BY USER [yes/no]: Yes ** ** MODIFICATION DATE : Jan 12, 2012 ** **
Definition in file TMPS001.h.
#include <DAVE3.h>
| enum | TMPS001_SensorStateType |
| typedef enum TMPS001_SensorStateType | TMPS001_SensorStateType |
| #define | TMPS001_Enable() ((SCU_GENERAL->DTSCON) &= ~(1U)) |
| #define | TMPS001_Disable() (SCU_GENERAL->DTSCON |= 0x01) |
| status_t | TMPS001_GetStatus (void) |
| This function gets the status of the die temperature sensor. | |
| uint32_t | TMPS001_ReadTemp (void) |
| This function calculates the temperature and returns the value in celsius. Note that the temperature returns only a integer value, as the resolution of DTS sensor is +/- 6 degree celsius. | |
| status_t | TMPS001_StartMeasurement (void) |
| The Die Temperature Sensor (DTS) generates a measurement by calling TMPS001_StartMeasurement() result that indicates directly the current temperature.The result of the measurement can be obtained by calling TMPS001_ReadTemp(). |


Provides classes and methods to work with dates and durations.
This includes:
DateUtils
- a set of static utility methods for working with dates
FastDateFormat
- a replacement for SimpleDateFormat
that is fast and thread-safe
DateFormatUtils
- a formatting class for dates
StopWatch
- a duration timer


Greedo actor says George Lucas changing ‘Han shot first’ scene again “confused me incredibly”
Maclunkey!
Star Wars fans have been reacting after a notorious scene from A New Hope was changed again upon the launch of Disney+.
The streaming service launched yesterday (November 12) and fans have pointed out that one particular scene, which has changed multiple times since the 1977 original and become legendary as a result, has shifted once again.
The scene in question has prompted plenty of debate over whether Han or Greedo shoot first in their battle during A New Hope.
The 1977 original saw Han shoot Greedo before the latter could reach the trigger, but this was altered in a new edition of the film released in the late 1990s, with Greedo shooting first in the new version.
Harrison Ford as the original Han Solo
Now, a tweaked version of the scene has made it into the Disney+ version of A New Hope, which sees neither of the pair shooting first – they fire at about the same time. Watch the scene below.
There is another line added into the film too. According to Vanity Fair, a new line by Greedo, that he says before his death, was added in by Lucas before Disney acquired LucasFilm. The line simply sees him say “Maclunkey”.
Greedo actor Paul Blake has now reacted to the new development, saying it “confused [him] incredibly”.
Talking to Empire, Blake said: “I couldn’t understand a word of it. It confused me incredibly, but I’ve never understood anything about the movies anyway, particularly that. The convention I’ve just come back from, I had a million opinions from everybody. This new word!”
Expanding on the origins of “Maclunkey”, Blake continued: “Yeah, well he’s talking about his Scottish grandmother there. Greedo had a Scottish grandmother and an Irish grandfather, and a Rodian step-mother. That’s why he shouted ‘Maclunkey’ just before he died. He’s about to meet his grandfather. How absolutely absurd, what is George [Lucas] doing these days?”
Others have shown a mix of delight and anger at the new change.
The launch of Disney+ also saw the debut of new Star Wars spin-off TV series The Mandalorian.
Star Wars episode 9 – The Rise Of Skywalker – comes to cinemas December 20.


The Knight-Mozilla Fellowships
The Knight-Mozilla Fellowship placed creative technologists in newsrooms to work on open-source tools and support reporting that strengthens the web and changes people’s lives. From 2011-16, we placed 33 fellows with 19 news organizations in five countries.
Meet our fellows: 2016 | 2015 | 2014 | 2013 | 2012
Fellowships on hiatus
Our fellowships will be on hiatus for 2017. After five cohorts of fellows, we’ve gathered a lot of data about how fellows help their newsrooms and the broader journalism-code community. During early 2017, we’re going to review that data and chat with community members about what shape the fellowship could take going forward. If you’d like to learn more about this process, please sign up here, and we’ll be in touch.
Why work in journalism?
Journalism has a disproportionately strong influence on the web we inhabit. It shapes the web through code developed in newsrooms, like Django and Backbone.js. Journalism also works at an editorial scale few other industries can match—millions of readers engage with reporting every day, from stories that amuse to investigations and analysis that leads to meaningful changes in our communities.
By working in journalism, the Knight-Mozilla Fellows advocated for a web that is open, accessible, and ours. In journalism as in the open source community, openness is a core value—the information reporters uncover and share is critical to our ability to understand and affect our world. Knight-Mozilla Fellows became leaders in efforts to build tools and cultivate resources that enable news organizations to support healthy communities, online and off. Learn more about the structure of the program.
Prior partners
Over the years, we’ve worked with news organizations in the US, Argentina, the United Kingdom, Germany, and Kenya. Our partners have included:
- 2016: Correct!v, Coral Project, Frontline, Los Angeles Times Data Desk, NPR, Vox Media
- 2015: Center for Investigative Reporting/Reveal, Guardian, La Nacion, NPR, Vox Media, The Coral Project (a collaboration between New York Times, The Washington Post, and Mozilla)
- 2014: La Nacion, New York Times, ProPublica, Texas Tribune, The Washington Post, and a joint fellowship placement with Ushahidi and Internews-Kenya
- 2013: BBC, Boston Globe, Guardian, La Nacion, New York Times, ProPublica, Spiegel Online, and Zeit Online
- 2012: Al Jazeera, BBC, Boston Globe, Guardian, and Zeit Online


Use this tool at your own risk.
By using it, you are responsible of any data lost.
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MapPlayersIslandVillagersShopsOther
Buildings
Options:
Acres
Grass
Player info
Playtime:
Birthday:
Registration:
Cheats:
Items
Pockets:
Dresser A:
Dresser B:
Dresser C:
Island box:
Storage room:
House exterior
House door:
Patterns
Badges
Main room
Attic
Basement
East room
West room
North room
Acres
Buildings
Retail:
T&T:
Gracie:
Nook's homes:
Leif:
Able sisters (clothes):
Able sisters (accesories):
Able sisters (patterns):
Kicks:
Redd:
Island shop:
Museum shop:
Lost & found:
Club LOL gyroids:
Harvey:
Turnip prices:
AM
PM
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
Current villagers
Wall
Floor
Song
Shirt
Umbrella
Furniture
Catchphrase
Past villagers
Campsite & caravans
Town info
Town name/SID:
Town ordinances
Playtime:
days played
Secure value:
HHD content:
Available PWPs:
Museum Room 1
Museum Room 3
Museum Room 2
Museum Room 4
Disclaimer
This tool can damage your savegame if not used correctly.
You are responsible of any data lost.
Be careful when editing your savegame, always keep a backup of your previous savegame.
Secure NAND value determines if the garden.dat savegame will be valid for your console.
If you want to use an old savegame, you will need to update its secure NAND value using your most up-to-date garden.dat file. Warning! Use this at your own risk.
Select an acre to replace. Warning! An invalid acre structure might freeze the game while booting. More info


Search Engine
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Programming Language Suggester
Answer the following questions to see what programming language you should learn!
Please Enter your name to start:
What size of company would you prefer to work for?
A large well established company.
A startup.
Somewhere small but well established.
What is your reason for wanting to learn how to program?
Change careers.
Just for fun.
Improve my tech skills.
What is your education level?
4 year degree.
High School.
Trade School.
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Web Development.
Gaming.
Mobile Apps.
Do you already know a programming language?
No not yet.
I know 1 language.
I write my own language.
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Congratulations,
based on your answers the best course for you would be Ruby!
Why is this the best track for you?
Ruby is a scripting language built from the ground up for use in front end and back end web development
Ruby on Rails is strongly associated with startups
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Congratulations,
based on your answers the best course for you would be JavaScript
Why is this the best track for you?
JavaScript allows you to build interactive websites.
If you learn JavaScript you can use it in game development.
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Congratulations,
based on your answers the best course for you would be C#
Why is this the best track for you?
C# is very popular amongst larger established companies
Used often in Microsoft
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The singles rate and the doubles rate are corrected for deadtime using the deadtime correction equations of Ref. 2, and the deadtime corrected triples rate is calculated using the equations of Ref. 3. The standard deviations of the count rates are determined in one of two ways as selected under Maintain | Error Calculation Method: theoretical standard deviations (default selection) and sample standard deviations. If theoretical standard deviations are selected, the errors for the singles and doubles rates are calculated from the equations in section 2.5 of Ref. 3 and the error for the triples rate is calculated from the equations in section 3 of Ref. 3. If sample standard deviations are selected, then the count rate errors are calculated as the sample standard deviations of the rates from the individual cycles in a measurement. If there is only one cycle, the sample standard deviations are set to zero. All measurements are corrected for deadtime except precision measurements.


Seeking new opprotunities and adventure; my wife, dog and I packed up and headed to Utah. I love the outdoors and knew SLC would be a great place for a new beginning.
Until now, most of my career was spent in the sales industry. I was slowly losing interest in sales becasue I did not feel like I was really doing something or contributing to something bigger. A friend, who is a web developer, introduced me to Codecademy. This is when my passion for programming began!
I officially left the sales world to start a business and to take time to teach myself programming.
After completing codecademy and wandering aimlessly in web developing, I decided to attend DevMountain, a web development bootcamp, to catapult my knowledge to the next level so I can produce awesome websites and contribute value to any team I join.


This page shows statistics for the selected beamline. The plots below show each action and when they happened. Drag to zoom in on the plot. Click the refresh icon to reset the zoom level


Above you can find a list of datasets you have uploaded: ...
Read more
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The soil moisture variable names were retrieved from the file.
If they are improper or you want to use another one, click on the name and
choose a different one.
Please note, if the chosen name is incorrect, data validation will not be possible.
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Dataset name and version can be changed by clicking on it.
The new name can consist of max 30 characters. Letters, digits, space and @/./+/-/_ only."
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Only datasets for which there were no validation run can be removed.
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Linking of SML/NJ programs involves executing the code of each of the concerned compilation units. The code of each compilation unit is technically a closed function; all its imports have been turned into arguments and all exports have been turned into return values.
For ordinary programs, this process is under control of CM; CM will take care of properly passing the exports of one compilation unit to the imports of the next.
When booting a stand-alone program, though, there is no CM available yet. Thus, executing module-level code and passing exports to imports has to be done by the (bare) runtime system. The runtime system understands enough about the layout of binfiles and library files so that it can do that--provided there is a special bootlist file that contains instructions about which modules to load in what order.
The bootlist mechanism is not restricted to building SML/NJ. Ordinary ML code can also be turned into stand-alone programs, and as far as the runtime system is concerned, the mechanisms are the same. The bootlist file used by such ordinary stand-alone ML programs will be constructed by CM; only in the case of bootstrapping SML/NJ itself it will be constructed by CMB.
The name of the bootlist file is BOOTLIST, and it is located at the root of the directory tree that contains stable files (i.e., its name is .boot. arch- os/BOOTLIST).


While trying to create the most pleasing layout it happens that many people forget about Web Accessibility - to get the most information about this topic you should read the introduction of the W3C WAI = the Web Accessibility Initiative of the World Wide Web Consortium. The w3.org/WAI page starts off by saying
"The power of the Web is in its universality.
Access by everyone regardless of disability is an essential aspect."
-- Tim Berners-Lee, W3C Director and inventor of the World Wide Web
There is a lot about web accessibility that can be done by the
author of the web content, including to provide alt=""
and title=""
texts everywhere. For the mksite.sh project
we care much to help with the navigation of the webpage.
For users of graphical
browsers it is best to have a navigation using pale background
colors that can guide the eye. Small monochrome browsers are
still widespread among mobile devices. And the biggest challenge
is about blind people that can only read web content one line
at a time with the help of a braille terminal. And while blind
people might seem low in number to the common people then you
should still be very aware of the "visually impaired" group
ranging between 10%-20% of the population (your grandma might be
one of those) and let's not forget about those 9% of healthy male
people being color-blind towards red or green.
With mksite.sh we ask you to write a "sitefile" that (a) contains html markup complex enough to build colored visual structure for desktop graphical screens [the biggest audience] (b) and put the references to associated pages into known places with known markups that we can parse an "access-tree" of sect/subsect pages. From the sect/subsect relations we can automatically generate alternative navigations to help accessibility to the content of your website. The two most prominent features are:
Next we continue with:


title: This is the document title language: en author: Tivie contributors: John, Mary, Steve description: This is a long text and so it spans on multiple lines. It must be indented, for showdown to parse it correctly. Markdown such as bold is not parsed and it will be rendered as plain text. date: 01-01-2010 keywords: foo, bar, baz
some markdown text


Anki Decks for Genki
Here you can download Anki decks for Genki 2nd Edition and Genki 3rd Edition, based on the vocabulary/kanji found on Genki Study Resources and in the Genki textbooks. Click any of the links in the sections below to download a deck.
Quick Navigation
If you would like to download all of the decks at once, click here to download the repository. Once downloaded, unzip the contents, then navigate to resources/tools/decks or resources/tools/kanji and open the folder for the 2nd Edition (lessons) or 3rd Edition (lessons-3rd) to access their decks. Please note that the kanji decks are only available for the 3rd Edition, however, the contents are their same as the 2nd Edition.
You can also find xlsx vocabulary lists for Genki here!
Genki Decks - 2nd Edition
The decks listed below contain vocabulary based on the 2nd Edition of Genki.
Genki Decks - 3rd Edition
The decks listed below contain vocabulary based on the 3rd Edition of Genki.
Genki Kanji Decks
The decks listed below contain both the readings and meanings of the Kanji learned in Genki.
How to Import the Decks
Once you have your decks, open Anki and click "Import File" (or go to File > Import...) to import your decks.
That's it, you're done. Now you're ready to study the vocab!


--- title: 'R-Ladies East Lansing: 2018, Year in Review' author: Janani Ravi date: '2019-01-01' categories: - R-Ladies tags: - rladies - software-tools - blogs slug: rlel-2018 output: blogdown::html_page: toc: true summary: "Some accomplishments from 2018 & announcements for 2019!" ---
Thanks to everyone who attended, participated or sponsored R-Ladies East Lansing in 2018! We had a fantastic start & a very successful first 6mo on campus! We hosted 7 meetups since July 2018 including two very well-attended workshops (70+ attendees) and a DataViz challenge! Help us continue spreading the R & Data Science spirit across MSU in 2019! Contact us<EMAIL_ADDRESS>about co-hosting or sponsoring a meetup/workshop in Spring 2019. As always, R-Ladies events are open to all R-users across all levels of expertise including students, faculty and staff, and non-MSU folks.
Intro to Statistics w/ R (Spring; workshop series) Intro to RMarkdown (Summer) Intro to Shiny (Summer) Intro to Version Control (Git) w/ R (Summer)
Register & RSVP on Meetup: https://meetup.com/rladies-eastlansing Would you like to team-lead a workshop? Contact us if you’d to present for 5–10 min slots within the workshop or longer if desired. Join the channels on Slack: #workshop-rstats #workshop-shiny #workshop-rmarkdown OR Email us<EMAIL_ADDRESS>Register for R-Ladies East Lansing’s activity booth: http://meetu.ps/e/Gfntz/yBMBS/f MSU Women in Engg. outreach: http://bit.ly/msu-wie-k12-outreach
Register: Would like to give a talk/present a poster? Stay tuned on Meetup. Contact us<EMAIL_ADDRESS>Organizers: Janani Ravi, Camille Archer Other co-organizers: Kayla Johnson, Arjun Krishnan, Nate Davis
GitHub | Google Drive | Photos
INSERT Grand Traverse Pie (2018-12) | Business Analytics (2018-11) | SSDA (2018-10) | Krishnan Lab (2018-09) | College of Veterinary Medicine (2018-09) | BEACON (2018-08) | iCER (2018-07)
Welcome to RLEL | Who We Are | What We Do | Upcoming Meetups
PICTURE
Aug 13, 2018 Git & R by Melissa Dale Experimental languages w/ R by Le Ni La Having fun w/ Rcade by Kayla Johnson Websites w/ R by Camille Archer UpSet plots w/ R by Janani Ravi @bigdataignite for their conference promo.
Sep 10, 2018 Morphospaces w/ #Geomorph by Acacia Ackles Integrating Python & R w/ #Reticulate by Anna Yannakopoulos Literature Survey w/ #Bibliometrix by Veronica Frans GLM w/ #glmulti by Lauren Wisnieski Cool #dataviz resources Data-to-Viz RGraph Gallery by Janani Ravi
Sep 24, 2018 Spatial Humanities w/ R Rachael White R/qtl Miranda Haus Hyenas, Microbes & R Connie Rojas Publication quality figures w/ #ggpubr by Taylor Dunivin R+LaTeX=knitr Cara Feldscher
COLLAGES
Intro to Tidy Data Workshop: GitHub • Google Drive Data Visualization Workshop: GitHub • Google Drive
Suggest a topic & bring in volunteers from the 200+ Meetup/Slack R-Ladies!
Getting Involved @ R-Ladies: https://rladies.org/about-us/help/
Access our presentations, R scripts and more on Github and follow us on twitter to stay up to date about R-Ladies news! Join the Meetup group to be notified of the first meeting in July!
Full community guidelines are found here: https://github.com/rladies/starter-kit/wiki


SpringBoot Web App
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10/12/2017
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Romaji Names
Use first and last names for best results
VA: Kana Hanazawa
Character: Kosaki Onodera
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Hello, my name is: {{myName}}, my favorite language is: {{myFavoriteLanguage}}, my favorite JS framework is: {{myFavoriteJSLibrary}}
OR
Hello, my name is: , my favorite language is: , my favorite JS framework is:


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Basic form
Individual form controls automatically receive some global styling. All textual <input>, <textarea>, and <select> elements with .form-control are set to width: 100%; by default. Wrap labels and controls in .form-group for optimum spacing.
Horizontal form
Use Bootstrap's predefined grid classes to align labels and groups of form controls in a horizontal layout by adding .form-horizontal to the form. Doing so changes .form-groups to behave as grid rows, so no need for .row.
Column sizing
Inline form
Add ".form-inline" to your <form> for left-aligned and inline-block controls. This only applies to forms within viewports that are at least 768px wide.


IT Support
IT manager and Specialist with 10+ experience. Excellent knowledge domain in hardware, software and IT infrastructure. Easily adapt to different scenarios and problems quickly solving issues. . Developed a new collaborative business platform with open sources services on virtual server.Great experience working as a computer system engineer for the Windows operating systems. My favorite hobbies are business, trying new technology and learning new skills like video editor.
Currently looking for full time employment as IT Specialist where can grow up to the upper level and allow me to do something I love while providing service and assistance to others .
"I do not fear computers; What I fear is the lack of them."
Isaac Asimov
"There are three essentials to leadership:
Humility, Clarity and Courage"


The aSPC test is designed to test global association between two groups of variables potentially with moderate to high dimension (e.g. in hundreds). The aSPC is particularly useful when the association signals between two groups of variables are sparse.
| Version: | 0.1.2 |
| Imports: | mvtnorm, energy, stats |
| Published: | 2017-04-27 |
| Author: | Zhiyuan (Jason) Xu and Wei Pan |
| Maintainer: | Zhiyuan (Jason) Xu <xuxx0284 at umn.edu> |
| License: | GPL-3 |
| NeedsCompilation: | no |
| CRAN checks: | aSPC results |
| Reference manual: | aSPC.pdf |
| Package source: | aSPC_0.1.2.tar.gz |
| Windows binaries: | r-devel: aSPC_0.1.2.zip, r-release: aSPC_0.1.2.zip, r-oldrel: aSPC_0.1.2.zip |
| OS X binaries: | r-release: aSPC_0.1.2.tgz, r-oldrel: aSPC_0.1.2.tgz |
Please use the canonical form https://CRAN.R-project.org/package=aSPC to link to this page.