The Melee Library
Purpose: To compile all information about how to play Super Smash Bros Melee.
@Grim_reaper1355 check out the melee library Google doc it has mad info!
— Kevin Nanney (@EG_PPMD) May 29, 2016
Welcome to The Melee Library, the most valuable collection of Melee information and the best place for a player to learn.
For questions or suggestions related to content, contact D. Bag. on Smashboards or by email.
For everything related to the code/website, contact Nate.
Table of Contents
How to Search
This library includes a lot of information, but you may find that, sometimes, you need to search for an answer. This is especially true for character discussion threads. I will explain some basic search methods to help you find answers. For this Library page, you can use Ctrl+F on your keyboard to search for character strings to find things more quickly than scrolling. For example, to find info about powershielding, you might press ctrl+F then type "powershield" or try "power shield".
This is probably the most important search function to understand since Smashboards can be hard to navigate but contains a vast wealth of information. In the top right corner of each Smashboards page there is a search box. Click in it and a number of options will appear in a drop down menu. The most important ones, in my opinion are “Posted by Member,” “search this thread only,” and “search this forum only.” Those will help you focus your search. Some of these options only appear on specific pages.
There is actually some decent information and discussion on /r/SSBM especially for newer players. You might be able to find useful stuff on /r/smashbros, too. NanchoMan wrote a wonderful bit about using the Reddit search bar. Their wiki page is full informative themed threads.
Google knows all. If you are having trouble finding stuff on Smashboards or Reddit, you might have some luck with Google. Google’s search engine is a bit stronger than those others'. If not stronger, Google is different and may prioritize different results allowing you to find what you want. When searching with Google, use the ‘site:’ function to get results from specific websites. Typing “site:[website]” will only return results from that URL. Use “site:smashboards.com” or “site:reddit.com/r/ssbm” to refine your search. There are lots of other tips and tricks for searching using google. Here is a good infographic about it by HackCollege.
The SSBWiki has a lot of hidden gold. There is good information on there, and there is wrong or outdated information too. A lot of articles are incomplete. Still, it is worth checking out because it may have some stuff that is “too simple” to be discussed in guides and write-ups.
Fundamental Concepts, Improvement, and Practicing
Beginner
Narcissa introduces Melee for new players. She discusses wavedashing, l-canceling, SHFFLing, and directional influence.
A list of common jargon used by smashers. The post is pretty old. The info is all good or not used anymore.
NMW explains a stratified way to progress in Melee. Those strata are techskill, punish game, DI, neutral game, and innovation. It provides a general roadmap you can use to look forward on your journey to goddom.
SleepyK tells beginners what they need to learn first. His guide emphasizes tech skill, but provides other good teachings, too.
Teaches basic advanced techniques everyone needs to know.
THE source for having a mindset to improve and how to achieve it.
Alex criticizes Drastic Improvement's teaching methods and provides an alternative.
A playlist of videos covering basic techniques. It is a little redundant compared to the previous sources, but maybe you prefer videos.
List of some basic tech that every beginner should learn how to do, plus some tips for practicing. Most info is redundant with previous beginner sources.
Advanced
Lucien and HomeMadeWaffles discuss spacing, a fundamental aspect of Melee.
Lucien and HomeMadeWaffles discuss interpreting and predicting the decisions of others. “Everyone sees the same thing; it’s what you take from it.”
Options for following up after someone hits the ground from a tumble.
Zero discusses covering options and following up on platforms.
Similar to KirbyKaze's guide by with more technical information.
A simple video about the essentials of directional influence. Some of the info in this video is slightly wrong for the sake of simplicity and brevity. For a more complete explanation of DI, read this post: The Specifics of Trajectory DI.
YouTube channel of short tutorials explaining various aspects of the game and characters.
A video about the debug menu, which can be accessed in the 20XX Hack Pack. It is a useful way to view hitboxes and test options and situations frame perfectly.
A list of controls available to you in develop mode. Pairs nicely with Gravy’s video above.
Use ASDI down to collide with the ground when hit and avoid followups.
Shielddropping opens a world of options when shielding on platforms.
Wall tech to recover better and be in sweet combo videos.
Reduce your knockback velocity by 5% by pressing L/R right before you are hit.
Phanna explains various ways to drop through platforms including normal platform drop, Isai drop, shield drop, no-impact drop, waveland drop, and PC jump drop. There are better resources on shield dropping elsewhere in this library. Additionally, there is a mistake describing the Isai drop. One does not dash upon landing, but rather, walks.
Another way to drop through platforms.
Practice Guides
Albert got pretty good pretty quickly and he wrote about how he practiced.
PPMD explains effective methods to practice by oneself even without 20XX Hack Pack.
THE source for having a mindset to improve and how to achieve it.
Alex criticizes Drastic Improvement's teaching methods and provides an alternative.
People ask questions along the lines of “How Do I Practice Wavedashing?” and I wanted to write a succinct answer.
Another guide about practicing effectively.
Achilles’s revolutionary hack pack makes practicing a breeze.
Achilles how to use the frame counter function in his hack pack to count the number of frames your character is in an animation.
Achilles explains how to use the hitbox freeze repeater function in his hack pack to practice ledge teching. It has numerous other uses as well.
The 20XX Hack Pack opens a world of training possibilities, and Clowsui helps you understand how to navigate that world.
Doing well in Melee is founded on good movement. These drills will have you practice necessary techniques you may not have thought of before.
This shows which moves and movement options can be performed from other options. This is useful for undering the tree of optins available to you in various situations.
A web-app that helps you train your reaction time. 20XX 4.05 tech options are better though.
Your practice partners being worse than you is not an excuse for not getting better or improving slowly.
Create a timeline of button inputs with a sound playing for each one. It is sort of like practicing with a metronome but better.
Improving and Problem Solving
This video is a rant, but is all very informative. SleepyK is mostly targeting people who say they want to be good but do not follow through with it. He also talks about situational analysis starting at 9:53, which is VERY USEFUL and a constructive way to view the game.
NanchoMan uses the 5 Whys and why-because analysis to explain an approach solving problems.
“Playing to learn is a process of analyzing one's play and addressing the problems in it during friendly play.”
An article about Kira, a Sheik main from SoCal. The value in this article is the section about changing habits. Breaking habits can be hard and many people try to do it wrong. This article explains it scientifically and gives advice.
Little England talks about his journey to becoming a good player. He explains various aspects of the game as well as tech.
Forgetting about winning friendlies in order to learn something new, practice a new technique, or experiment with a new tactic.
Santiago calls out some of the reasons you don't git gud.
A guide to navigating the debug menu.
Mindset/Mentality
Two people who have struggled with mental barriers discuss how they overcame those barriers.
PPMD improved in a region where there were not many people around and not many good people. Here PPMD discusses how he found motivation to improve and how he learned the game.
SleepyK provides advice on nerves in tournament, written in a hilarious tone.
“These eight success strategies and behaviors are major enhancers that help transform your goals into realities.”
Courage and confidence will help you make and take opportunities.
Modulate between emotional states to better achieve goals in specific situations.
Emotions are a warning sign of something being off-kilter. Learn to deal with this through focused self-awareness allowing you to find the source of that emotion. Then you can work on treating the cause.
This is a book written to address the mental side of performance in sports, specifically tennis. A strange suggestion, but its praises are sung far and wide by smashers who have read it.
“The thesis of this book is that neither mastery nor satisfaction can be found in the playing of any game without giving at least some attention to the relatively neglected skills of the inner game. This is the game that takes place in the mind of the player, and it is played against such obstacles as lapses in concentration, nervousness, self-doubt, and self-condemnation…
The player of the inner game comes to value the art of relaxed concentration above all other skills; he discovers a true basis for self-confidence; and he learns that the secret to winning any game lies in not trying too hard. He aims at the kind of spontaneous performance which occurs only when the mind is calm and seems at one with the body, which finds its own surprising ways to surpass its own limits again and again. Moreover, while overcoming the common hangups of competition, the player of the inner game uncovers a will to win which unlocks all his energy and which is never discouraged by losing.
There is a far more natural and effective process for learning and doing almost anything than most of us realize. It is similar to the process we all use, but soon forgot, as we learned to walk and talk. It uses the so-called unconscious mind and more than the deliberate “self-conscious” mind… This process doesn’t have to be learned; we already know it. All that is needed is to unlearn those habits which interfere with it and then to just let it happen.”
A synopsis of the “be present” mindset, which no one has ever had anything bad to say about.
Wobble’s blog about psychological and theory aspects of competition, Melee, and life.
 From Wikipedia: “flow, also known as zone, is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity.”
SleepyK discusses how to approach increasing your understanding of the game, consistency, and maintaining your peak in a constructive way.
Lade discusses accepting what you cannot control, having the wherewithall to recognize when and where things go wrong, believing in yourself, taking responsibility for your failures, giving your opponent credit for their successes, not over-adapting, and knowing that everyone bleeds.
A professional Magic the Gathering player discusses the personality type he named Bruce. Bruce loses on purpose because he needs to lose. “Did you ever know someone who seemed like a born loser? Someone who just couldn't catch a break no matter what they did? Someone who always found a way to end up just short of being the winner? Someone who was cursed with more"bad luck" than anyone who has ever lived? Someone who could always preface his answer to"how'd you do?" with the word"if?"”
MeTrik talks with Zhu and Cactuar about how to manage motivation and have healthy mental habits.
A systematic approach to mindfulness and changing cognitive distortions.
Game Theory and Abstract Concepts
An analysis of gameplay in neutral based on Rock, Paper, Scissors.
Wobbles explains his theory about four fundamental pillars of Melee: technical skill, mindgames, tactics, and spacing.
A blog about smash by a really smart player. He posts from time to time.
Goals in SSBM -- An Intro to the PvP Elements of the Game (pt. 1 of 2)
Goals in SSBM -- An Intro to the PvP Elements of the Game (pt. 2 of 2)
This post covers two very different topics, but both are useful. The first topic is about how different characters utilize different traits and styles better than others. Because of this, one can learn different things from playing and analyzing different characters (e.g. Advance, Attack, Avoid). The second is about approaching and what it means, a more complicated idea than one might first believe.
PPMD discusses approaching more and how to do it effectively. He also talks about why Fox is a good character.
NanchoMan applies game theory to Melee. He also discusses analyzing one’s own play.
He explains footsies in Street Fighter, but it still applies to Melee and the neutral game.
An opponent is staggered if they have reduced options or are feeling nervous. This is a guide about exploiting that.
Omni explains what it means to have a positional advantage and adjusting it.
Cunning Kitsune talks about creating, building, and sustaining control of a match and dictating the flow of the game.
Lunin emphasizes prediction, case constructions, spontaneity, dynamic reactions, patience, unpredictability/conditioning, and emotional control as seven habits of professional smashers.
“What I'd like to analyze here is exactly what it takes to improve, pinpointing the hows and whys of what it takes to ascend to the next level in one's game… There's no checklist you can follow to improving… But what there ARE that we can highlight are the milestones that one must arrive at, and conquer, before moving on to the next phase of improvement.”
“EVERYTHING in smash comes down to observation. EVERYTHING. Did I say that enough? I don't think I did. Once again, EVERYTHING branches from your ability to process as much data as possible visually.”
While it is a Marth guide, the fundamentals section explains a lot about the theory of Melee. Tai once said something along these lines, “I wanted to write a fundamentals guide, but MIOM wanted character guide so I wrote a fundamentals guide in the guise of a Marth guide.”
Wobbles’s blog about psychological and theory aspects of competition, Melee, and life.
An insightful article about navigating the space of suboptimal strategy to counter the particular suboptimal strategy of an opponent. David Sirlin explains it a bit better (or at least in more depth) here.
While personal opinions of Mr. Sirlin vary, his ideas are sound. This series on Playing to Win gives powerful insight on the mind of a winner and explains complicated aspects of how games work fundamentally. The section about Yomi is a must-read.
Sūnzĭ’s Art of War, “for the last two thousand years it remained the most important military treatise in Asia”[1] Interesting read on tactics and competition.
PPMD discusses L-cancelling, balance, and crouch cancelling as some of the reasons Melee may not be the best game.
He compiled a list of a bunch of resources in the fighting game community. Most of this in applicable to Melee as well.
A well timed input can cover two options instead of one, for instance rolling to beat double shine and shine grab.
Overswarm discusses the history and reasoning behind standard tournament rules.
Overswarm explains how stage striking works and why we use it.
A comic explaining and illustrating the concept of dead space. This topic is covered more in depth in the first episode of season two of Zero to Hero by Tafokints.
They explain the importance of adaptation on account of the fact that there is rarely ever a 100% correct option in Melee.
A comment by Apotheosis276 in a r/ssbm discussion thread about this video provides additional insight into Wobbles's lessons. He explains the importance of reaction time in neutral.
Scar wrote several blog posts applying the thinking of Eric Ries's lean startup business model to Melee.
Teams
KirbyKaze discusses positioning in teams, building off of Umbreon's article.
NMW covers teams positioning, top-tiers' strengths and weaknesses, popular teams compositions, common strategies, and common mistakes.
Scar interviews strong teams.
In UmbreonMow's Drastic Improvement guide, he has a section on teams. He discusses utilizing a 2 vs 1 vs 1 strategy and categorizing opponents as conservative or aggressive to help define your in game choices.
Tournament Organizing
In this guide I will go down into the specifics of your options as a TO, and help to provide you a framework for running a successful tournament.
Other
“Problems that newer players consistently have. The list isn't comprehensive, but if you've been playing for < 2 years, odds are you have at least a couple of these habits.”
Similar to NMW’s list of noob habits.
A series of podcasts that are interviews with top players. Each player has three podcasts that cover questions from the community, match review by the player, and advice about the player’s main.
A collection of the names of a bunch of combo videos for all characters. These are all pretty old so many probably cannot be found. Watch and learn combo trees.
Mahie is slightly wrong. It only works for Marth, Roy, and Samus because their shields are programmed weird. It kinda works for characters with low crouches like Sheik, Jigglypuff, and Kirby but not to the same level of effect.
A searchable database of match videos. You can filter by character, player, stage, event, caster, and match type. Useful for match analysis.
Some people hold their controller differently to make things easier. This is a discussion about the advantages and disadvantages of different styles. It is in the context of Peach, but the information is easily generalized to other characters. Here are two videos showing claw grip. 1, 2. Pay attention to both the left and right hands.
Hugs analyzes his match versus Leffen at Press Start. He talks a lot about mixups and conditioning.
Most events use this rule set. Use it to check the legality of whatever.
A handy picture to reference for standard tournament settings and neutral spawn points in singles and doubles.
Keep your hands healthy!
Playlists of videos where Mango analyzes his own and others’ sets.
TauKhan explains how to get a reverse hit from a move, e.g. grab ledge then reverse knee edgeguard with Captain Falcon.
A pretty self explanatory gif of the specific times of Randall the Cloud’s movement. Here is an explanatory post that accompanied the gif.
This is a playlist of interviews conducted on Tafokints’s 12 hour stream geared towards improvement. He interviews several community members asking about how they got gud, their roads to prominence, and advice.
HugS highlights having a routine and focusing on performance over results as important strategies to play consistently.
First recording of weird shield mechanics before the Invisible Ceiling Glitch was fully understood.
A collection of threads with gifs and explanations of unique and vital tech for all characters.
Kira explains the procedure for choosing character, ports, and stages in tournament.
You can set up your character to jump in the wrong direction.
JazzDynamite asked top players “Given a hypothetical player of top 5-6 skill, which characters could they use to win a tournament like The Big House 5? Assuming they put all of their time/effort into that character?
They used an eye tracker to figure out where people look when they play Street Fighter. Players often ask, “Where should I be looking?” and this gives you an eye-dea of what experienced players do. The tracker follows the player playing Elena. Notice that the eye focuses in the center during neutral gameplay, and focuses on Ken when waiting for reactions.
Explanation in the video description.
It’s harder than usual.
Grab ledge quickly with most characters on Fountain of Dreams.
Info about playing Melee on a setup besides a console+CRT. More info.
A weird little tech that some characters can do.
Useful for learning how to recognize different tech options in order to react quickly.
You can tech twice with one digital L/R input.
A website that shows gifs for various techniques. It also has a page for locating local Facebook groups.
Tafokints discusses the advantages and disadvantages of maining two characters.
PPMD discusses L-cancelling, balance, and crouch cancelling as some of the reasons Melee may not be the best game.
Some CRT TVs do lag.
Frame Data and Technical Knowledge
An amazing compilation of frame data gathered without using any kind of special tools or AR. It mainly focuses on ranking each character’s options such as frames of jump squat, roll distance, shield size, jump height, etc.
Explains DI (Directional Influence), SDI (Smash DI), ASDI (automatic SDI), and more.
An album of images that show what analog stick inputs will do what in different action states.
Gravy explains how to control the aerial drift out of a jump in what he calls an analog jump.
A program for reading character files. Allows you to look up data directly from the game files on each character, their moves, and their animations.
Excel spreadsheet that can be used to calculate the effect of hitting people with moves. Useful in conjunction with MasterHand.
List of every character’s common out of shield options and how many frames each option takes. Used well with StrongBad’s shieldstun calculator.
About all the possible angles one can get with the analog stick.
An collection of data about how fast characters can move on the ground. Also includes the size of stages.
Fly Amanita discusses how inattentiveness to frame refreshing can cause one to mess up despite correctly timing a stream of inputs.
It is a bit of minutiae, but knowing may make a difference.
Some technical details about boost grabs.
Graph illustrating characters' gravities and max fall speeds.
Various frame gurus answer questions. Lots of great posts by StrongBad, Kadano, Schmooblidon, Magus, and more. Great for searching.
Questions about lots of things get answered. Lots of Magus posts. Great for searching.
A guide on how to DSDI tech by Witchking and with help from Magus I believe. This technique is also sometimes called Amsah teching.
A list of stun data for most characters’ moves. Though, there is nothing you can cannot calculate with just Kadano’s augmented spreadsheet of move data found on his thread.
Similar to Schmooblidon’s Ground Movement Analysis, but this has explanation and discusses application a bit.
A guide for calculating frame advantage on shield.
Your ECB is different depending on how you grabbed the ledge.
Schmooblidon breaks down how one can manipulate environmental collision boxes (ECBs) to land quickly on platforms.
I website with awesome interactive heat maps of character hitboxes, informational gifs and videos, a visual knockback calculator, and more.
The programming of the game makes it particularly hard to dash backwards.
Lots of info about the mechanics of the invisible ceiling glitch.
Peach, Marth, and Roy can also activate the invisible ceiling glitch with their counters.
A spreadsheet outlining the maximum possible advantage for each character’s aerials. Nothing that cannot be calculated with StrongBad’s knockback calculator spreadsheet.
A bunch of old frame data collected by SuperDoodleMan.
This explains what happens when you’re hit by a move but already in knockback from another move.
Use this to test at what percents certain moves will break crouch cancel and ASDI down.
It’s not quite linear.
For missed tech inputs.
A video explaining Magus's writeup on the topic.
Knockback does not quite scale linearly with charge frames.
Magus
Kadano’s Videos
He introduces technical terms to be able to talk about other technical things.
He explains teching and how to perform an “Amsah” tech, and multiple SDI.
Kadano’s Thread
This thread is a goldmine of information. Not only is it technical analysis, but it also applies that analysis to actually playing the game. There is lots of good information in there for every character main. A lot of it is about Marth. Some other general info includes turn animation info on smash turns and tilt turns, rebound and clanking, grab breaks, shield drops, light powershield, control stick input maps, grounded actionable ledge intangibility, environmental collision box explanation, shield SDI, Z-powershield, shy guy DI, Fountain of Dreams platform heights, a hitbox spreadsheet, and much much more.
Character Guides
I made this section because I had a lot of links for Marth and Peach. As I have stumbled across links for other characters, I have developed their sections. If a character is not included, it is because I would only be linking the stickied threads on Smashboards. Check out Smashboards’ character discussions to start research if you do not see your character here. If you have any suggestioned links, I would love to hear them.
Coming soon*: Goku
Captain Falcon
Lots of questions and answers about Falcon. May give you a place to start. Use the search function.
Has info on stage picks, matchups, training regimen, and FAQs.
Playlist. Learn what the Florida Falcons think about how other people play Captain Falcon.
Gravy and Gahtzu explain utilizing analog jump and aerial drift with Falcon, as well as tech chasing.
Percents to help followups on Sheik.
The fastest way for Captain Falcon to grab the ledge in many situations.
Some Captain Falcon minutiae. Dash attack wall jump, pivot wall jump, sticky walking, quick ways to get to ledge, SH nair data, crouching in run boost run, dsmash on platforms, run b cancel and vududashing, rising falcon punches, and Mango's stomp spacing.
Movement is Captain Falcon’s best, and most fundamental tool. Optimizing your control of it is important.
A video that covers training your Captain Falcon's combo game, defensive game, and control by yourself.
Wizzrobe discusses shield pressure, ledge options, approach options, combos on Marth, combos on Sheik, tech chasing, the Fox match up, stages Captain Falcon likes especially versus Jigglypuff, punishing Jigglypuff, the Falco match up, and random Q&A.
A thread similar to Kadano’s thread but for Falcon.
A tutorial/compilation exemplifying great Falcon edgeguarding tactics.
Doctor Mario
Lots of frame data on Doctor Mario (and some of the other Mario Bros).
Collection of old information about Doctor Mario.
Video showing various Doctor Mario techniques.
Falco
A playlist of a few videos demonstrating Falco techniques including laser, mobililty, combo, and recovery tricks.
Lots of great discussion with input by PPMD himself!
A video showcasing options Falco can perform intangibly from a ledgedash.
A document outlining Squid’s thought processes in solving problems as Falco.
Shooting low lasers off the stage to edgeguard spacie side-b’s.
A single set of inputs that will yield a double shine grab or a Westballz shine depending on how fast you execute.
Some old Falco discussion.
Old matchup info. Still some useful stuff.
It is old, but maybe you will find some nuggets.
Old school tutorial video.
Fox
An extremely in-depth guide to everything Fox.
A video demonstrating and explaining essential Fox tech.
An analysis of the Fox vs Samus matchup. It touches on a lot of different fundamental ideas about spacing and option coverage that most players/characters could learn to apply to their game.
Changes due to port priority.
A playlist of videos showing Lucky’s favorite Fox techniques.
Some Fox minutiae.
Compares the fastest ways for Fox to grab the ledge from far away.
Fox can shorten his side-b at different lengths. This is how you do them.
A video showcasing Fox’s options he can perform intangibly from a ledgedash.
A work in progress post listing important tech skill to learn as Fox. Most of the items have links explaining the tech. For the rest, you can probably find in the Melee Library.
Useful for learning to tech chase.
List of techskill to practice and learn as Fox.
SFAT discusses his approach to the Fox vs Pikachu matchup, one he is known for doing quite well in.
Shine, jump, edge cancel advanced tech.
Tafokints teaches Fox to a four month old new Fox main.
Ganondorf
A Q&A thread. Search it and become enlightened.
I did not know techchasing with Ganondorf was a thing, but I suppose it is and now you can learn about it
Some old advice on matchups.
What percents Ganondorf’s moves will knock down Fox, Falco, and Captain Falcon
Ice Climbers
An Ice Climbers guide.
With input from Wobbles
Discusses how to do the infinite properly, how hard is wobbling, the psychology behind wobbling, stuff that leads into grabs, lag-less set ups, should wobbling be banned?
Peef answers questions about Nana's throw and pummel tendencies, how DI affects throw combos, which quick grab combos kill faster, and when Blizzard will freeze the opponent.
Frame perfect wobble with blizzard instead of ftilt or dtilt.
Ice Climbers can do crazy shield pressure utilizing desyncs.
A video showcasing Ice Climbers’ options they can perform intangibly from a ledgedash.
A series of videos about Ice Climbers. Includes hand-offs, wobbling, basic desyncs, advanced desyncs, shieldstun desyncs, and probably more since the writing of this.
A massive collection of information and quotes from respectable players about Ice Climber strategies.
Very precise inputs can make both Ice Climbers perform different attacks at the same time.
Jigglypuff
A blog where Alex shares ideas and knowledge about Jigglypuff.
Thread on SmashBoards discussing aggressive play with Jigglypuff.
Video of various kill moves being DSDI’d as Jigglypuff to survive. The percents in the video are the limiting cases. Some of these moves are stale when used on Jigglypuff so the percentages may be slightly higher than with a fully un-stale move.
A compilation video of every one of Hungrybox’s rests. Study for rest setups.
A video showcasing Jigglypuff’s options she can perform intangibly from a ledgedash.
Combo options versus Fox at 0%.
A beginner level Jigglypuff guide.
Your generic stickied character guide. Try searching the thread, too.
Old thread about how to play Jigglypuff. Some info might still be relevant.
Link
Community discussion, involving Saus, on how to make Link as good as he can be.
Luigi
Gravy weighs in on 20XX techchasing with Luigi. Here is a Smashboards thread with the same content, but with discussion by real Luigi players.
An analysis of gameplay in neutral based on Rock, Paper, Scissors.
A collection of matchup guides and discussions about matchups. 2010-2014
A introduction to Luigi for beginners.
People keep asking questions about these moves and misfire, so they made a thread with clarifying information.
A really old (2006), but in depth, guide about Luigi. Good for beginners.
How best to mash to get the most distance from the tornado.
Good discussion in the comments too.
Utilizing Luigi’s unique movement.
Luigi starts with his down-b charged on certain stages against certain characters.
Control your momentum out of wavedashes better using dashes and pivots.
Mario
Pictures of the coverage of Mario’s edgeguard options.
He found some applications for the landing hitbox of Mario’s dair.
Marth
A compilation of smart things said by good Marth players. Includes general Marth tips and theory, as well as matchup notes. Most info is pre-2014.
These guides are pretty simple. In his words, “They're mainly aimed at players who struggle with a matchup and need a good starting point.” This also includes a very detailed flowchart to chaingrab Fox to death on FD (this was probably written for PAL Fox, but most of it still applies).
Compilation of information from various Marth players. None of it is tested so some info may be inaccurate. It is a place to start. I have found Beat’s chaingrab flowchart above to be pretty effective even in NTSC.
A guide on how to play Marth. This guide is unique from the rest in its emphasis on explaining the fundamentals. Even players who do not play Marth could learn a lot from this guide. Tai also discusses each of Marth’s moves and how they are useful, or not. At the end, he gives a few matchup tips.
Neighborhood P discusses the Marth vs. Sheik matchup.
Kadano applies intensive frame data analysis to optimize Marth play. Most of the information is indexed in the main post, but the second post, below the indexing, also includes more information that is not indexed.
Includes gifs of all of Marth’s moves showing hitboxes and hurtboxes. Also lists frame data on each move.
Crimson Blur lists 21 things Marth players should practice.
A video demonstrating and explaining essential Marth tech.

A video explaining how to pivot with Marth and some applications.
Ken talks about how to play Marth.
Ken talks some more about how to play Marth.
A very old video about how to play Marth.
A compilation video of Mew2king edgeguarding with Marth. I suggest putting on your favorite music or Pandora station and watching these attentively. Get a feel for how Mew2king edgeguards. You can also learn a lot using situational analysis by creating flowcharts of the options Mew2king has and the opponent has and then analyzing the options they choose to do in each situation.
The Moon talks about movement with Marth and general tips.
Gfycat of invincible haxdash with Marth. Use the frame advance options to see inputs and breakdown. Kadano also includes a breakdown in his Perfect Marth Class thread.
Some of Marth’s moves sometimes do not come out on Dreamland. It’s dumb.
Playlist of videos created by Ippo about things you can practice on your own. Mostly Marth, but there are some other characters in there, too.
A simple flowchart that covers most of Fox’s recovery options in most situations.
A video showcasing Marth’s options he can perform intangibly from a ledgedash.
A little bit of jank for techchasing Sheik.
A huge long thread of people talking about Marth. Use the search function to find what you want. Most of the good stuff has been compiled in Mookie Rah’s google doc.
A simple flowchart to chaingrabbing Fox and Falco. This flowchart is not perfect but should get you most of the way against most spacie players.
Tafokints teaches Marth to Van.
Peach
MacD introduces you to the essentials of Peach.
A beginner’s guide to practicing Peach.
A wonderful starting place for anyone learning Peach.
Quetzalcoatl adds some more info about how turnips work.
Lots of information about floating and how to use it.
VaNz discusses Peach’s matchups, giving some dos and don’ts. It is an outdated source, but much of the information and tactics are still good. If not, they provide a good starting point to begin approaching the matchups. Search the thread too for additional information.
Shows gifs of all of Peach’s moves displaying hitboxes and hurtboxes. Also lists frame data on each move including frame advantage on shield.
Data on various aspects of Peach. Turnip, throws, moves, chaingrabs.
An analysis of Peach’s mixup game on shield.
Fun tricks when you pull a Bob-omb.
Neat movement trick.
Peach has an intangible ledgestall on battlefield.
Peach can use her double jump land to act quickly out of a run. Minimally 7 frames.
How to squeeze the most out of the RNG aspects of Peach.
DoH explains his tactic for fighting Falco: powershield everything!
The table shows, for each throw, the initial X and Y velocity vectors, the magnitude of those vectors added [speed (speed/0.6)], and launch angle.
A comment correcting some information in this video.
Contains info on the chaingrab on fastfallers, escaping dthrow knee, when nair causes more knockback than fair, turnip interaction with Fox/Falco's up-b, Peach's shield pressure, reaction tech chasing off uthrow, how staleness affects the end of Peach's chaingrabs, escaping Marth's fthrow regrab, uair aerial interrupt combo, sweetspot up-b, dthrow and uthrow followups, dash attack, dash jump nair to end chaingrabs, air to ground turnip throw mechanics, Samus jab shield pressure, glide tossing, move staling, parasol fall rates, up-B out of shield, parasol flick combo, how to escape Fox's uthrow uair, and more.
Percent data on causing jab resets with jab, dair, and z-dropped turnips.
Peach bomber does a lot of shield damage. For comparison, Marth's shield breaker uncharged does 31.78 shield health damage. Peach smash bomber does 19.88. Max shield health is 60. So this should break shields when the opponent has about 1/3 of their shield left. Stitch face does about 21.5. Mr. Saturn does about 32.
A video showing what D. Bag. explains in his thread.
Throw turnips farther by throwing them backward.
Pikachu
A discussion thread. Search and learn.
Collection of informative things said by top level Pikachu players.
N64 writes about his thoughts on matchups. Lots of old info with a few updates for modern meta.
Pikachu’s uair has lots of weird hitboxes. This is how they work.
Up to date match up information by the best Pikachu player in the world. At the time of posting this, only Fox was complete.
Samus
Old school Samus tutorial video. With an accompanying thread.
A large collection of various posts about matchups.
General Samus discussion.
Samus can do some wonky physics stuff with her down special.
A video showcasing Samus’s options she can perform intangibly from a ledgedash. It does not show her options after an aerial interrupt from the ledge which grants more intangibility for her than ledgedash.
An old outline by Phanna describing Samus’s ledge game.
Index thread of discussions on Samus. Lots of old information but some may still be applicable.
Buffer dthrow with cstick to covert off of extender grabs on platforms.
Sheik
A compilation video of Mew2king edgeguarding with Sheik. I suggest putting on your favorite music or Pandora station and watching these attentively. Get a feel for how Mew2king edgeguards. You can also learn a lot using situational analysis by creating flowcharts of the options Mew2king has and the opponent has and then analyzing the options they choose to do in each situation.
Has lots of stuff in it. It has some matchup guides, character specific frame data, and the thread can probably be searched for answers to questions.
He means bad for Marth. It is more of a 200 level course.
Includes gifs of all of Sheik’s moves showing hitboxes and hurtboxes. Also lists frame data on each move.
“Links to useful threads.”
A Series of videos where Tafokints teaches Sheik to Atrioc. “You may know the techniques, but you may not know how to use them.” There is lots of good fundamental or generalizable information in there, too.
What area Sheik can cover out of shield and how fast.
A video showcasing Sheik’s options she can perform intangibly from a ledgedash.
Essential Sheik tech skill to know.
Yoshi
An old Yoshi guide with information that is still relevant. There is also a breakdown of game a few essential mechanics. He calls parrying supershielding.
Shows gifs of all of Yoshi’s moves displaying hitboxes and hurtboxes. Also lists frame data on each move.
A thread of useful Yoshi frame data and other information like combo options.
A great thread to search for common questions and answers by the great Yoshi players.
Yoshi’s shield is weird and different.
Playlist of videos by aMSa demonstrating various weird Yoshi things.
“A series of four Street Fighter style trial videos, to be used by new Yoshi players as a learning tool. The videos focus on different elements of Yoshi tech skill.”


Indonesian artisanal chocolate brand Krakakoa opens second store in Ubud
by Coconuts BaliIndonesian artisanal chocolate brand Krakakoa, which was founded in 2013, is expanding its portfolio with a new shop in Ubud. Following its store debut in Seminyak last year, now the company hopes to introduce its range of cocoa products to visitors in one of Bali’s latest tourist hotspots.
Did you know that Indonesia is the third largest producer of cocoa beans? As a company, Krakakoa prides itself for its work in empowering farmers, promoting sustainability and creating world-class quality products – rooted in the belief, it seems, that some of the best quality products in the world can indeed be produced right here in the archipelago.
When it was first established in 2013 in Lampung, Sumatra, the brand was initially known as Kakoa. It rebranded itself in 2016, with “Krakakoa” being a play on the historic volcano, Krakatoa, as part of its aim to become known as a global Indonesian brand.
Today, that mission is ever-present in its chocolate bars, barks and cacao nibs, which are just a few of the items you can find in their stores.
For its second location, located just steps away from the famous Ubud Monkey Forest, Krakakoa also offers daily fresh-made chocolate-based desserts, including brownies, chocolate chip cookies and chocolate cheesecakes. There’s a coffee bar available on site offering Indonesian specialty beans, which means you can get your morning caffeine fix or afternoon pick-me-up right here in the store.
There’s also a mini-factory separated by a glass window in the Ubud shop, where you can take a peek at how Krakakoa chocolate is made from bean to bar. Those wishing for a more hands-on experience can also request for an interactive chocolate-making workshop, we’ve been told.
FIND IT
Krakakoa Ubud’s Chocolate Factory & Store is at Jl. Monkey Forest No. 88, Ubud, Gianyar
Open 10am-10pm, daily
Krakakoa has another location in Seminyak.
Krakakoa’s Instagram .
Get your latest updates on all-things Bali here.


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This sample demonstrates how to embed the iframe in a hosted page, set the url parameters in the iframe url and receive messages from the content page within the iframe. To view the add payment method workflow example, click here. View code.
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 However, you can still keep your bright outlook on life with a few savvy tweaks to your schedule and home even if you don’t have a generator. Here’s MiWay’s cheat sheet to keep you from blowing your fuse during the current bout of load shedding:
Keep to a schedule
The first and most basic rule of load shedding? Forewarned is forearmed. Ensure that you have an up-to-date load shedding schedule, from both your municipality and your power provider. Save or put up the planned outage times somewhere easily accessible, like your phone, your Google calendar or on your fridge. That way, you are never left in the dark.
Know your other schedules, too
Many people go and check their residential address’ load shedding schedule and think that they are sorted. But you need to level up by checking the schedule of anywhere you or your loved ones regularly spend time – like your office, the gym or your kids’ schools. Be sure to also put those areas’ scheduled load shedding times where you can easily access them.
Let there be light
A general rule of thumb with any kind of power outages is that access to some / enough light makes things far more bearable. Place battery or solar-powered lamps throughout your house, ready for use when you are suddenly plunged into darkness. If you use candles, make sure they are on a stable surface and secured so they don’t fall over or are in the way of a draught. Snuff out all candles before you leave the room.
Braai, the beloved country
It is one of our most endearing heritages, so take the opportunity to light a fire and braai. You can even turn it into a social occasion and invite family and friends. If you cannot braai, use gas to cook if possible.
Steady boil
Store boiled water in a flask to ensure you can still have a cup of tea or coffee.
Ice ice baby
To keep your food cold, do not open the refrigerator and freezer doors unnecessarily. Take out what you need quickly, then close the doors and keep them closed. A refrigerator will keep food cold for four to six hours if the door is kept closed.
Be safe
We often forget that criminals read the news too and there are almost certainly burglars who will exploit load shedding for their own ends. Do not be caught out – be extra vigilant when arriving at home or in your home. Ask your security company, if you have one, to meet you on arrival and make sure you secure all your doors and windows. Ensure you have solar or battery-operated lights that switch on when the electricity goes out and, if you have dogs, make sure that they are patrolling and visible during scheduled load shedding times.
On the charge
Where possible, charge your devices, especially your cell phone and power bank, fully while the power is on. Charge your device while you are driving using a car charger.
Keep cool
With temperatures soaring, take a dip in the pool, if you have one, or take a quick cold shower / bath to cool down. If you have black out curtains, keeping them closed will help keep your house / flat cool. Open your windows and doors (if it’s not a security risk) from late afternoon to early morning if overnight temperatures will fall below your inside temperature.
Time to unplug
Power surges have been known to fry many a computer (and other electronics) when the lights come back on. When load shedding hits your area, unplug any appliances and electronic equipment such as laptops, blenders, cell phones, printers and televisions. If you can afford it, get yourself a UPS or surge protection plugs for your expensive electronics. Check with your insurance company to see whether you are covered for power surges and dips. Although most insurance policies cover lightning damage, not all homeowners or household contents insurance policies automatically cover you for damage caused by power surges and dips.
Top up
While some of the larger petrol stations have generators, some may not, and that could be a problem for you if you are running on empty when the power goes off. In order to actually dispense fuel, petrol pumps require electricity, and this is the reason we see so many orange cones in front of stations’ entrances during load shedding. To avoid getting stranded, try and keep your tank at least half full at all times.


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Table
| Programs | |
|---|---|
| Fellowship | $2,733,782 |
| Brigade | $286,257 |
| Accelerator | $280,896 |
| Civic Commons & Peer Network | $324,140 |
| Total Programs | $3,625,075 |
|---|---|
| Administration | $226,648 |
| Fundraising | $153,504 |
| Total Expenses | $4,005,227 |


Factory for the specialized spatial search.
More...
#include <specialized_spatial_search_factory.h>
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| | KRATOS_CLASS_POINTER_DEFINITION (SpecializedSpatialSearchFactory) |
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| | SpecializedSpatialSearchFactory () |
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| | SpecializedSpatialSearchFactory (Parameters ThisParameters) |
| | Constructor with parameters. More...
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| | ~SpecializedSpatialSearchFactory () override=default |
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| void | SearchElementsInRadiusExclusive (const ElementsContainerType &rStructureElements, const ElementsContainerType &rInputElements, const RadiusArrayType &rRadius, VectorResultElementsContainerType &rResults, VectorDistanceType &rResultsDistance) override |
| | Search neighbours for every element in "rInputElements" excluding itself. More...
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| void | SearchElementsInRadiusExclusive (const ElementsContainerType &rStructureElements, const ElementsContainerType &rInputElements, const RadiusArrayType &rRadius, VectorResultElementsContainerType &rResults) override |
| | Search neighbours for every element in "rInputElements" excluding itself. More...
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| void | SearchNodesInRadiusExclusive (const NodesContainerType &rStructureNodes, const NodesContainerType &rInputNodes, const RadiusArrayType &rRadius, VectorResultNodesContainerType &rResults, VectorDistanceType &rResultsDistance) override |
| | Search neighbours for every node in "rInputNodes" excluding itself. More...
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| void | SearchNodesInRadiusExclusive (const NodesContainerType &rStructureNodes, const NodesContainerType &rInputNodes, const RadiusArrayType &rRadius, VectorResultNodesContainerType &rResults) override |
| | Search neighbours for every node in "rInputNodes" excluding itself. More...
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| void | SearchConditionsInRadiusExclusive (const ConditionsContainerType &rStructureConditions, const ConditionsContainerType &rInputConditions, const RadiusArrayType &rRadius, VectorResultConditionsContainerType &rResults, VectorDistanceType &rResultsDistance) override |
| | Search neighbours for every Condition in "rInputConditions" excluding itself. More...
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| void | SearchConditionsInRadiusExclusive (const ConditionsContainerType &rStructureConditions, const ConditionsContainerType &rInputConditions, const RadiusArrayType &rRadius, VectorResultConditionsContainerType &rResults) override |
| | Search neighbours for every Condition in "rInputConditions" excluding itself. More...
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| std::string | Info () const override |
| | Turn back information as a string. More...
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| void | PrintInfo (std::ostream &rOStream) const override |
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| void | PrintData (std::ostream &rOStream) const override |
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Factory for the specialized spatial search.
- Author
- Vicente Mataix Ferrandiz
◆ SpecializedSpatialSearchFactory() [1/2]
| Kratos::SpecializedSpatialSearchFactory::SpecializedSpatialSearchFactory |
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inline |
◆ SpecializedSpatialSearchFactory() [2/2]
| Kratos::SpecializedSpatialSearchFactory::SpecializedSpatialSearchFactory |
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Parameters |
ThisParameters | ) |
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inline |
Constructor with parameters.
◆ ~SpecializedSpatialSearchFactory()
| Kratos::SpecializedSpatialSearchFactory::~SpecializedSpatialSearchFactory |
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overridedefault |
◆ Info()
| std::string Kratos::SpecializedSpatialSearchFactory::Info |
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const |
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Turn back information as a string.
◆ KRATOS_CLASS_POINTER_DEFINITION()
◆ PrintData()
| void Kratos::SpecializedSpatialSearchFactory::PrintData |
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std::ostream & |
rOStream | ) |
const |
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inlineoverride |
◆ PrintInfo()
| void Kratos::SpecializedSpatialSearchFactory::PrintInfo |
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std::ostream & |
rOStream | ) |
const |
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inlineoverride |
Print information about this object.
◆ SearchConditionsInRadiusExclusive() [1/2]
| void Kratos::SpecializedSpatialSearchFactory::SearchConditionsInRadiusExclusive |
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const ConditionsContainerType & |
rStructureConditions, |
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const ConditionsContainerType & |
rInputConditions, |
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const RadiusArrayType & |
rRadius, |
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VectorResultConditionsContainerType & |
rResults |
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inlineoverride |
Search neighbours for every Condition in "rInputConditions" excluding itself.
◆ SearchConditionsInRadiusExclusive() [2/2]
| void Kratos::SpecializedSpatialSearchFactory::SearchConditionsInRadiusExclusive |
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const ConditionsContainerType & |
rStructureConditions, |
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const ConditionsContainerType & |
rInputConditions, |
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const RadiusArrayType & |
rRadius, |
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VectorResultConditionsContainerType & |
rResults, |
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VectorDistanceType & |
rResultsDistance |
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inlineoverride |
Search neighbours for every Condition in "rInputConditions" excluding itself.
◆ SearchElementsInRadiusExclusive() [1/2]
| void Kratos::SpecializedSpatialSearchFactory::SearchElementsInRadiusExclusive |
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const ElementsContainerType & |
rStructureElements, |
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const ElementsContainerType & |
rInputElements, |
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const RadiusArrayType & |
rRadius, |
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VectorResultElementsContainerType & |
rResults |
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) |
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inlineoverride |
Search neighbours for every element in "rInputElements" excluding itself.
◆ SearchElementsInRadiusExclusive() [2/2]
| void Kratos::SpecializedSpatialSearchFactory::SearchElementsInRadiusExclusive |
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const ElementsContainerType & |
rStructureElements, |
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const ElementsContainerType & |
rInputElements, |
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const RadiusArrayType & |
rRadius, |
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VectorResultElementsContainerType & |
rResults, |
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VectorDistanceType & |
rResultsDistance |
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) |
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inlineoverride |
Search neighbours for every element in "rInputElements" excluding itself.
◆ SearchNodesInRadiusExclusive() [1/2]
| void Kratos::SpecializedSpatialSearchFactory::SearchNodesInRadiusExclusive |
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const NodesContainerType & |
rStructureNodes, |
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const NodesContainerType & |
rInputNodes, |
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const RadiusArrayType & |
rRadius, |
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VectorResultNodesContainerType & |
rResults |
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) |
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inlineoverride |
Search neighbours for every node in "rInputNodes" excluding itself.
◆ SearchNodesInRadiusExclusive() [2/2]
| void Kratos::SpecializedSpatialSearchFactory::SearchNodesInRadiusExclusive |
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const NodesContainerType & |
rStructureNodes, |
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const NodesContainerType & |
rInputNodes, |
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const RadiusArrayType & |
rRadius, |
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VectorResultNodesContainerType & |
rResults, |
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VectorDistanceType & |
rResultsDistance |
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) |
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inlineoverride |
Search neighbours for every node in "rInputNodes" excluding itself.
The documentation for this class was generated from the following file:


A common characteristic of blade-wielding evildoers is their tendency to lick their weapons, whether clean or bloodied, as if their weapon was a cherry-flavored popsicle of non-diabetic death. Borders on Too Dumb to Live when licking the sharp edge or any surface with a coat of poison.
Generally considered a giveaway that this character is a Psycho for Hire, a Combat Sadomasochist, or otherwise sufficiently off his rocker to do anything. Especially creepy when paired with Evil Tastes Good flavored Hemo Eroticism. Conversely, can have major fetish potential.
Some characters feel a deep attachment to their weapon, almost as if it's a person.
The one doing the licking isn't necessarily evil or rather, more accurately, isn't always a story's antagonist. An Anti-Hero or Villain Protagonist can be seen doing this, especially if they're engaging their Super-Powered Evil Side. Usually to showcase the fact they've either gone off the deep end or are very close to it, and that it is scary. Often a major fetish, especially if the licker is attractive.
See also Finger-Lickin' Evil, You Taste Delicious. A character who does this often may have Blood Lust. See also Lecherous Licking.
Do Not Try This at Home, unless you're really tired of having a tongue and/or you want to contract something.
Examples:
- Yashamaru of Basilisk very suggestively licked the Razor Floss he was using to pin his opponent before flexing his fingers and causing the entire rock to explode.
- Saitou Hajime in Rurouni Kenshin does this at least once.
- As do Usui and Swordhunter Chou.
- Seras Victoria licks a sword she's holding, while she and it are covered in blood, in the Title Sequence of the TV series version of Hellsing; however, she's trying to stop herself from doing so. This is probably a depiction of her fear of losing what's left of her humanity.
- Street Fighter II: The Animated Movie: Vega does this, after cutting Chun Li's cheek, as a way of taunting her. She took it personally and returned the favor by throwing her couch at him and hitting him square in the face with it!
- Yura of the Hair, an early Inuyasha opponent, did this at every opportunity.
- Rider in Fate/stay night.
- Naruto:
- Hidan does this as a ritual. He gets the opponent's blood on his scythe and licks the blood, which basically makes all the injuries that happen to Hidan go to his opponent.
- Orochimaru licks his own blood off a kunai (after stabbing himself in the palm with it) at one point, before his fight with Sarutobi.
- Like master like student: Anko licked a kunai she had just cut Naruto with before the Forest of Death stage of the chunin exams. Blood included.
- And in a filler episode Benten licked a kunai before threatening Hotaru with it.
- In Yu Yu Hakusho, when an opponent licks Hiei's stolen katana, Hiei remarks that it can't be sanitary because not even he can remember how many people he's killed with it.
- Two instances in the original Weiß Kreuz, or rather once instance Lampshaded in the DVD outtakes. Early on in the series, a Mook licks his hand ax before throwing it at a picture of his target. In the dub outtakes, the same scene is shown with the character's voice actor saying "I need to shave my tongue."
- Several other characters in the series do it as well, most notably Farfarello of Schwarz.
- A minor Mook does this in Berserk - and promptly cuts his tongue when the hero shoves him out of his way.
- Not a blade, but Bakura of Yu-Gi-Oh! licks the blood of off Pegasus' Millennium Eye after ripping it out of his skull. Probably fulfills the creepy-psycho requirement.
- In a straight example, after Ushio beats up Yugi in the very first chapter, he takes out his knife note and licks the blade while threatening to use it if Yugi fails to give him 200k yen.
- One Piece:
- Buggy does this in the opening credits of the anime.
- As does Big Knife Sarquis from the Jaya Island arc.
- Zoro does it a couple of times, most notably during the Thriller Bark Arc against Oz (and looks AWESOME in the process).
- Mr. 1 (real name Daz Bones) does this after mulching Zoro's torso with his drill arms. Worth noting that he can turn his body into a sword's edge at will, so he ends up licking his arm.
- Buggy does this in the opening credits of the anime.
- Guitar, the swordsman general of the Mazoku in Violinist of Hameln does this from time to time.
- Tsukiyomi from Mahou Sensei Negima! does this before her fight against her sempai Setsuna. She does so while referring to Setsuna as "delicious" and asking for satisfaction, all the while drooling in a woozy state of carnal bloodlust.
- Magical Girl Lyrical Nanoha StrikerS has Due, one of the combat cyborgs, who does this after assassinating the TSAB high council. Somewhat squicky though, since they are just brains in jars of life sustaining fluid. Still pretty damn creepy.
- Creed from Black Cat does this a few times.
- Mion Sonozaki (who, in this case, is actually Shion posing as Mion) from Higurashi: When They Cry (Watanagashi-hen) does this with a nail. She then prepares to hammer the nail, and several others, into Keiichi's finger joints. The girl is a bit batshit insane in this particular arc.
- King Gor does this during the final battle of Shin Getter Robo vs Neo Getter Robo. Did I mention it was his blood on a Getter Tomahawk he had just pulled from his shoulder?
- In Change 123, after Hibiki fends away a potential rapist with a single kick, there is a scene where he plans a revenge while recovering from the injuries. In one panel, his maniacal gaze is shown reflected in the blade of his katana as he licks it.
- Amaha from the Witchblade anime loves this, as part of her overall Orgasmic Combat persona while using her Superpowered Axe-Crazy side. Masane does this too
- Sarah from the American comics does this once in a while as well.
- Happens twice in the second episode of Slayers, after the cursed knife turns a shop-keeper homicidal.
- Almost every single scene with mooks in Fist of the North Star has at least one of them licking a weapon. The pic shown is that of Club, who licks Kenshiro's blood off his claw after scoring a hit on him. It's the only major hit the bad guy scores on him before being rendered already dead.
- Ladd Russo from Baccano! did this while fighting Chane on top of the Flying Pussyfoot.
- Manji in Blade of the Immortal at one point licks a knife he's taken off someone he suspected of planning to kill him to check if it was poisoned.
- Parodied in Persona 4: The Animation, in an early scene when Yosuke shows Yu a sword that he... acquired... to help in fighting the shadows. Cut to a police officer approaching the two boys, preparing to arrest them.
- In My Hero Academia the "Hero Killer" Stain does this a lot because he has the ability to paralyse people if he ingests their blood.
- Parodied in Assassination Classroom with the assassin Gastro, who constantly licks, bites, and tastes his guns, and even uses a loaded pistol as an eating utensil.
- In Jo Jos Bizarre Adventure Battle Tendency, Kars does this with his arm blade.
- A Goblin Mook attempts this in the KonoSuba movie to intimidate the group.
- Heroes for Hire Tarantula licks her blades after one battle.
- Storm from X-Men did this once after drawing first blood. Her opponent is a mutant who could produce knives out of bone, with one being the blade Storm used. So she was licking her opponent's blood from a bone knife, made out of the body of her enemy.
- The Ultimate Marvel version of Red Skull does this after cutting off his own face.
- Batman villain Mr. Zsasz has been known to cut his tongue (along with every other part of his body) to mark a kill.
- The Atom villain Dwarf Star AKA Sylbert Rundine really likes to do this.
- Bearclaw on the cover of ElfQuest: Wolfrider. He is more of an anti-hero than his son in the chronologically-later stories.
- In Batman R.I.P., the Joker does this and cuts his own tongue doing so.
- In Lanfeust, Averoes licks his axe after beheading the lord Or-Azur and comments "Your blood tastes like fear".
- In the Ask Pinkamina Diane Pie Tumblr, this is Lampshaded; after expressing her contempt for the act, Pinkie attempts to lick the blade, but cuts her tongue in the process.
- In The Dungeon Books it's mentioned in passing that Walden Macnair licks his axe clean after each and every creature execution.
- The Lost Girl fic Wake Me Up has a variation. Lauren is forced to fight a lizard-like Underfae. It licks its razor sharp claws before the fight begins because its saliva contains a paralytic poison. As you can imagine, the fight becomes much more difficult.
- Played with in White Knight, Grey Queen when Pansy licks Harry's blood from his knife as part of an act intended to get information from Nott.
- Evil Dead:
- Ash's possessed girlfriend does this after attacking him with a knife in the original The Evil Dead (1981). Thanks to the solid white contacts the actress wore, the scene looks more goofy than scary as she fumbles her lips around the blade that she can't even see.
- Done fairly memorably in the Evil Dead (2013) remake as well, with the blade splitting the Deadite's tongue in half gruesomely.
- The bad guy at the start of the best fight scene of all time in Undefeatable.
- Lurtz does this during his fight with Aragorn at the end of the film The Lord of the Rings: The Fellowship of the Ring.  It's awesome.
- Especially since Aragorn was only supposed to dodge the dagger and Viggo Mortensen blocked it by accident.
- Done by both antagonist killers in Copycat, though it's less licking the blade and more running the spine of the knife over their outstretched tongue.
- Parodied in Tim Burton's Charlie and the Chocolate Factory adaptation. After killing a large bug with a machete, Willy Wonka tastes the juices left on the blade. He's looking for new flavors of candy.
- Billy Tallent from Hard Core Logo does this during a drug trip. It's... disturbing, in a squiggly-feelings kind of way.
- A supremely creepy example occurs in Francis Ford Coppola's Bram Stoker's Dracula when the titular vampire cleans a straight razor after his guest accidentally cuts himself shaving. Dracula laps up the blood in a move that reads like a desperate junkie.
- Mengele in Surf Nazis Must Die does this after killing an opponent in a Knife Fight.
- On the poster for Deathgasm Zakk is licking the blade of his chainsaw.
- In Fright Night 2: New Blood, Gerri uses this to mock Peter after his attempted staking of her fails because his aim was off by a few inches, tearing it out of her chest and licking the blood-stained edge.
- Spoofed in The Magic Crystal.  Snooker responds by licking his plunger.
- Screamers. Knife Nut Becker licks his own blade, but subverted in the sequel when Guy does this as a Spot the Imposter test. He cuts Bronte's palm and tastes her blood to establish that it's real. However this just convinces the rescue team that these people are nutters, so they don't believe their claim that Screamers can now take human form.
- Lijah Cuu from the Gaunt's Ghosts series.
- Worse, one of the passages where he does this it implies that the blood is from Sehra Muril, the squadmate that he murdered.
- In the Discworld novel Jingo the (evil)head of a Klatchian(Faux-Arabic)army has been told the opposing Ankh-Morporkian forces are confidant of success despite being outnumbered and untrained as they believe the Klatchians will run as soon as they taste some cold steel. He then licks a sword handed to him and declares he isn't the least bit apprehensive. And if that is as cold as steel gets.

- There used to be a fanfic in which an Original Character villain somehow managed to cut his own entire tongue out while doing this. Since the tongue is rooted pretty deeply in the mouth and one generally doesn't lick with enough pressure for a licked blade to slice all the way through the muscle, it's unclear exactly how he managed this.
- The Winter Lady, Maeve of the Winter Court in Summer Knight is described as almost lazily licking blood from her sword in the midst of a gigantic turf war between the faerie Courts.
- In novelized accounts, Strahd von Zarovich does this to the bloodied dagger with which he murdered his brother Sergei. Justified in this case (even though he's not Ax-Crazy) because this murder initiated Strahd's own transformation into D&D's most infamous vampire.
- Drizzt Do'Urden does this at one point, believe it or not - he just tried to eat mutton off his dagger in the middle of battle for some reason. For what it's worth, it would not be surprising at all if the chapter involving this, "Biggrin's House", were run as an actual D&D session to determine how it went, so the OOC of the mutton thing may be excused.
- In The Lord of the Rings: Return of the King, one orc murders another (with multiple knife stabs), and licks the blade clean.
- In Warhammer 40,000, Priests of Khorne are mentioned as "idly" licking blood from their blades in the Grey Knights novel Hammer of Daemons.
- In the Paladin of Shadows book Unto the Breach Oleg licks the hatchet that was just used to amputate one of his legs. Adams, a badass former SEAL, is disturbed.
- In Doc Sidhe, the protagonist is sent to another world whose inhabitants are extremely sensitive to Cold Iron. He demonstrates his immunity by holding his steel pocketknife in his bare hand, and then licks the blade just to see their expressions.
- The Last Dragon Chronicles: Stygg does this after he cuts Gwilanna. This doesn't end well for him...
- In The Eternal Sky Trilogy by Elizabeth Bear, the quickest way to make a ghost-killing weapon is to lick the blade so salt sticks to it. Most characters avoid it if they can, for obvious reasons, but some enjoy it.
- In Firefly, Jayne annoys other crew members by doing this. During one episode, Jayne spits on the blade of his combat knife (and yes, it has a name) as he's sharpening it before licking off the spit. The others are...somewhat disconcerted.
- Callisto from Xena: Warrior Princess licks a dagger at one point.
- Done for humor in the 90s live-action Zorro show. When Zorro ended up crashing a dinner party, he ended the fight by making his trademark Z in a cake, licking the frosting off the blade, and complimenting the chef.
- Played for Laughs in The Hero Yoshihiko and the Devil King's Castle when a random Mook, caught up in his own awesomeness and shows off to the heroes, licks his very own poisoned knife. Too Dumb to Live indeed.
- Gameof Thrones.
- Lucifer. Chloe barges in on Lucifer in his nightgown and Maze wielding her knives.
Chloe: Where have you been?Lucifer: You know me, busy, busy, no rest for the wicked.Chloe: Right...because deviant foreplay is so time consuming.Maze: Wanna watch? (licks her knife)
- There was a cover for an art magazine with a female Ranger from a Standard Fantasy Setting looking at a men's mag (actually a scroll) in shock as she did this as the first "page" girlie pic.
- One of the girls from the music video for Queens of the Stone Age's "3's and 7's" is seen licking a knife blade in one shot.
- This is on full display on the cover art of Head Control System's album "Murder Nature".
- The line "She drinks the blood from a jagged edge" from the Jimi Hendrix song Dolly Dagger.
- Lita Ford and Ozzy Osbourne sing a duet called "Close my Eyes Forever." In the middle of the second verse:
Lita: And like a dagger
you stick me in the heart
and taste the blood from my blade.
- Mickie Knuckles licking a bat with thumbtacks embedded in it at WSU Blood And Thunder during her "Fans Bring The Weapons" match against Sweet Saraya.
- Konrad Von Carstein◊ of the Warhammer universe is known for pausing mid-battle to do this. His model even depicts him doing a variation. To his defense, he's a vampire.
- Another model that's depicting doing this is Forgeworld's Great Unclean One.
- The eponymous creature on the Magic card Necrite, depending on the art variant.
- In the 3.0 edition Forgotten Realms campaign setting, one of the NPCs statted out in the book is a CN mercenary troll with a cursed sword (minor curse- leaks blood constantly) He has the habit of licking it.
- The man playing Hamlet in The Complete Works of William Shakespeare: Abridged does this to his knife after stabbing Polonius. In slow motion.
- It should be noted that this is not called for in the script, which is a fluctuating thing anyway considering it changes depending upon audience interaction, location, and random ad-libs. Since this is the very nature of the show, it's understandable.
- In Shin Megami Tensei III: Nocturne, Yaksini, who wields to swords, will lick them as part of her default animation.
- Guilty Gear:
- While it's not a sword (but figuratively an axe!), one of I-no's opening poses in XX involves licking her guitar.
- Raven, the Creepy Good Combat Sadomasochist, does this constantly with his overgrown nails/claws.
- Vico, the psycho-axe(sword)-crazy-maniac in A Dance with Rogues, does this in the mines in the second chapter. Some of the player's dialogue options immediately afterwards are just ridiculous.
- Vega/Balrog from the Street Fighter series is usually doing this during his win quotes.
- He actually removed his mask to do this in the first anime movie. Thus exposing himself to Chun-Li's kicks...
- In Vandal Hearts, a type of enemies you meet relatively early in the game (actually ordinary soldiers who have been exposed to Sealed Evil in a Can) will lick their blades before every attack - making them significantly creepier.
- Haunting Ground: The Ax-Crazy homunculus maid Daniella does this to her weapon (either a long shard of glass or a fire poker, depending on the player's actions) in a rather disturbing manner in the cutscene before her boss fight.
- Metal Gear Solid 2: Sons of Liberty, Bisexual, possibly-vampire knife freak Vamp does this in his introduction cutscene.
- Played almost to the point of self-parody in Metal Gear Solid 4: Guns of the Patriots, in which Vamp licks his knives at an average of twice per cutscene appearance. At one point, he still has Raiden's (white-colored) blood on them, making for an extremely Ho Yay moment.
- Birdie in the Street Fighter Alpha games likes to lick his chain.
- CutMan tells his brothers that MegaMan.EXE did this at him, in an effort to paint MegaMan as the villain. It's Played for Laughs, since the CutMan brothers occupy a notch slightly below Team Rocket in terms of threat level.
- Kartikeya in Wild AR Ms 5.
- Tetsuo Tamashiro from Yakuza 3 does this right before challenging Kazuma to a battle.
- In The Legend of Zelda: Skyward Sword, Ghirahim will do this after attacking you in your second fight against him.
- Scyther does this to his scythes occasionally in Pokémon Stadium.
- In Tales of Xillia 2, the alternate Julius you run into early in the game does this if you choose to not be suspicious of him, which drives home the point that he's not the real deal.
- The Berserker enemies in The Legend of Dragoon do this as their idle animation.
- Battleborn's Rath can do this with his "Keeper of the Blade" taunt. Sometimes he'll add a line that indicates he just cut his tongue.
- In Resident Evil: The Umbrella Chronicles, Sergei Vladimir licks his own blood off his blade while talking to Wesker.
 Happens again if the player chooses to go to the tannery, where they'll see demon clowns using their tongues as whetstones for their knives.
- Miscellaneous Error takes this trope to its logical conclusion.
- In The Gamer's Alliance, Vaetris licks her blade clean of blood whenever she has wounded someone with it.
- The There Will Be Brawl version of Ice Climber's Nana does this with her bloody hammer in episode 7.
- The Gaming Pixie does this at the end of her review of Eversion.
- The Angry Joe Show has licking watermelon juice off of a katana.
- The Legend of Calamity Jane: In the episode "Protege", the man who tries to rape Calamity pulls out a knife and licks it before threatening her with it.
Hope you've had your tetanus shots, guys.


Man accused of deer poaching faces several charges
HOLDREGE, Neb. (AP) - A man is charged with a dozen counts stemming from a deer poaching investigation in south-central Nebraska.
Station KRVN reports that 28-year-old Arthur Underwood Jr., of Bertrand, is charged with tampering with evidence, false reporting and violating state hunting regulations among other crimes. Phelps County Court records don’t list the name of an attorney who could comment for Underwood.
His next court hearing is scheduled for Monday.
Authorities say an investigation shows Underwood killed at least six more deer than he was allowed to kill during the November 2018 firearm season.
Three other people already have been convicted in connection with the investigation.
Information from: KRVN-AM, http://www.krvn.com
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Please read our comment policy before commenting.


Represents a collections of tweets, culled from a curated list of Twitter users.
More...
|
| string | Slug [get, set] |
| | Gets or sets the string that becomes unique representation by combining an owner_id or owner_screen_name. More...
|
| |
| string | Name [get, set] |
| | Gets or sets the name of the List. More...
|
| |
| DateTimeOffset | CreatedAt [get, set] |
| | Gets or sets the when the List was created. More...
|
| |
| string | Uri [get, set] |
| |
| int | SubscriberCount [get, set] |
| | Gets or sets the number of users following the List. More...
|
| |
| int | MemberCount [get, set] |
| | Gets or sets the number of members in the List. More...
|
| |
| long | Id [get, set] |
| | Gets or sets the integer representation of the unique identifier for the List. More...
|
| |
| string | Mode [get, set] |
| | Gets or sets a value that indicates whether the List has been published by the owner. More...
|
| |
| string | FullName [get, set] |
| | Gets or sets the full name of the List. More...
|
| |
| string | Description [get, set] |
| | Gets or sets the user-defined string describes the List. Nullable. More...
|
| |
| User | User [get, set] |
| | Gets or sets the user of the owner of the List. More...
|
| |
| bool | IsFollowing [get, set] |
| | Gets or sets a value that determines if the List has been followed by the authenticating user. More...
|
| |
Represents a collections of tweets, culled from a curated list of Twitter users.
◆ ToString()
| override string CoreTweet.List.ToString |
( |
| ) |
|
|
inline |
Returns the ID of this instance.
- Returns
- The ID of this instance.
◆ CreatedAt
| DateTimeOffset CoreTweet.List.CreatedAt |
|
getset |
Gets or sets the when the List was created.
◆ Description
| string CoreTweet.List.Description |
|
getset |
Gets or sets the user-defined string describes the List. Nullable.
◆ FullName
| string CoreTweet.List.FullName |
|
getset |
Gets or sets the full name of the List.
◆ Id
Gets or sets the integer representation of the unique identifier for the List.
◆ IsFollowing
| bool CoreTweet.List.IsFollowing |
|
getset |
Gets or sets a value that determines if the List has been followed by the authenticating user.
◆ MemberCount
| int CoreTweet.List.MemberCount |
|
getset |
Gets or sets the number of members in the List.
◆ Mode
| string CoreTweet.List.Mode |
|
getset |
Gets or sets a value that indicates whether the List has been published by the owner.
◆ Name
| string CoreTweet.List.Name |
|
getset |
Gets or sets the name of the List.
◆ Slug
| string CoreTweet.List.Slug |
|
getset |
Gets or sets the string that becomes unique representation by combining an owner_id or owner_screen_name.
◆ SubscriberCount
| int CoreTweet.List.SubscriberCount |
|
getset |
Gets or sets the number of users following the List.
◆ Uri
| string CoreTweet.List.Uri |
|
getset |
Gets or sets the URL of the List.
Usage: string.Format("https://twitter.com{0}", uri);
◆ User
Gets or sets the user of the owner of the List.
The documentation for this class was generated from the following file:


User Persona
- Name: Tammy Day
- Age: 20
- Gender: Female
- Profession: Retail worker
- Technology: Cell phone (Google Pixel), Dell Laptop with Windows 10
- Attitudes:
- Wants to buy Magic: the Gathering cards at a fair price
- Prefers to buy cards from local stores instead of websites
- Does not want to buy alternate versions of cards
- Buys newer cards
- Sells or trades cards when card prices increases
- Needs:
- The ability to find most recent card prices
- To compare card prices over time
- To know card contents (name, art, text)


The exercises
repository contains problems that you may encounter in everyday work with Git.
Each problem resides in its own branch which you can checkout and verify your git-skills.
In general, all exercises assume that you know basics of Git (i.e. how to commit a file and what the working and
staging area is).
The README.md
file always contains an explanation of the problem and the expected repository state that
should be achieved. A special git command (alias) git start
has been prepared for the purpose of
preparing your local commit history and working area for the exercise.
In fact, the master
branch contains the first exercise.
When you think you are ready with the exercise, just execute the git verify
command. It will try to
push your changes to the remote repository and tell you if the provided solution is correct.
There may be situation when the git verify
tells you that the exercise name is invalid.
This means that you have probably changed the branch name during work. In such cases, you need to tell what exercise
you are currently trying to solve with git verify exercise-name
command.
One more thing. You can always simplty git push
your solutions. The remote repository will always tell
you that your changes have been rejected but it will display the solution result anyway. In fact, git
verify
does git push
and greps-out unnecessary information.
When you pass the exercise successfully, output of git verify
command will tell you the next exercise
name
as well as the command you need to execute in order to be in the right place (that is git start
exercise-name
).
You can also jump to any of the exercises at any moment. To display list of them, execute the git
exercises
command or view the exercises page.
Each time you got lost you can discard all changes you made in an exercise and start from scratch with executing
git start
command without any arguments.
This will work only if you are on an exercise branch. If not, tell git which task you want to start with by executing
git start exercise-name
.
A reasonable one. Nowadays, you should use Git 2.x, but the exercises should work with 1.7.x and above.
You are more than welcome to. You can find the instruction here.


Suppose there is an intervention scale-up for a nutritional intervention. Prior, an RCT showed that a nutritional intervention where children were provided with bottles of proteins effectively increased height.
Suppose an organization, such as the World Food Program (WFP), is interested in distributing food aid to reduce stunting. 150 million children under five years of age are stunted, but resources are limited. Given prior research, how should the WFP best allocate its limited resources?
What is optimal might depend on the preferences of the planner? I use CES preference aggregation to allow for inequality aversions as well as bias:
What is optimal might depend on prior estimates and observables on children? Needs and effectiveness are based on estimates and observables:
We estimate some causal relationship between individual-specific allocable input V and some outcome of interest EH. Finding causal estimates in reduced form or structural context is the main objective of most empirical papers. Generally, most research ends with finding what inputs/factors/policies matter and how much they matter.
What are the allocative implications of the causal estimates and observables? One way to think about this is that we might want to randomize in order to estimate causal effects, but given our estimates, how should we allocate among heterogeneous individuals the finite resources that we found to be beneficial.
The key tradeoff here is between needs and effectiveness. What is the expected outcome without allocation (needs), and what are the expected effects of allocations effectiveness. These might be heterogeneous among individuals and might not coincide. The optimal allocation problem is computationally very intensive if we are to consider all possible combinations of allocations.
The key concept that makes the solutions possible is the Optimal Allocation Queue. In both discrete and bounded-continuous (linear) cases, we can analytically solve for the optimal ranking in which individuals should begin and stop to receive allocations. These rankings, crucially, are invariant to resources when the marginal effects of allocations are nonincreasing. Nonincreasing marginal effects lead to resource (income) expansion paths that do not bend backward.
One might think the allocation queue concept is not relevant for the continuous problems, because there, we need to figure out how much to provide to each individual, not just who should receive first or second. But it turns out that for the bounded-continuous problem, the solution is to first analytically find who should be the first individual to receive allocations. Then, there is an analytical function that maps total resources available to how much this first recipient should optimally receive as total resource availability increases. This function, it turns out, is a linear spline (when marginal returns are linear), and each successive knot of the spline is where the next individual in the optimal targeting queue begins to receive allocations.
For the bounded-continuous problems, in the paper, I only discuss the linear case with constant-returns. When returns are decreasing, there are no analytical solutions. I do provide the solution to the log-linear problem using bisection in this vignette: Loglinear Optimal Allocation Implicit Bisection Solution


| Package | com.yahoo.astra.fl.charts.series |
| Class | public class PieSeries |
| Inheritance | PieSeries Series fl.core.UIComponent |
| Implements | ICategorySeries |
| Property | Defined by | ||
|---|---|---|---|
| categoryField : String
The field used to access categories for this series.
| PieSeries | ||
| categoryNames : Array
The names of the categories displayed on the category axis.
| PieSeries | ||
| chart : Object
The chart in which this series appears.
| Series | ||
| dataField : String
The field used to access data for this series.
| PieSeries | ||
| dataProvider : Object
The data provider for this series.
| Series | ||
| dataTipFunction : Function
DataTip Function for series
| Series | ||
| displayName : String
The name of the series as it appears to the user.
| Series | ||
| itemRenderer : Object
The class used to instantiate item renderers.
| Series | ||
| labelFunction : Function
A function may be set to determine the text value of the labels.
| PieSeries | ||
| legendLabelFunction : Function
If defined, the chart will call the input function to determine the text displayed in
in the chart's legend.
| Series | ||
| length : int
The number of items in the series.
| Series |
| Method | Defined by | ||
|---|---|---|---|
|
PieSeries(data:Object = null)
Constructor.
| PieSeries | ||
|
Creates a copy of the ISeries object.
| PieSeries | ||
|
createLegendItemData():Array
Creates an Array of LegendItemData objects to pass to the chart's legend.
| PieSeries | ||
|
itemRendererToIndex(renderer:ISeriesItemRenderer):int
Returns the index of an item renderer.
| Series | ||
|
itemToCategory(item:Object, index:int):String
Converts an item to the category in which it is displayed.
| PieSeries | ||
|
itemToData(item:Object):Number
Converts an item to it's value.
| PieSeries | ||
|
itemToItemRenderer(item:Object):ISeriesItemRenderer
Converts an item to its corresponding item renderer.
| Series | ||
|
itemToPercentage(item:Object):Number
Converts an item's value to its percentage equivilent.
| PieSeries |
| Method | Defined by | ||
|---|---|---|---|
|
copyStylesToRenderer(child:ISeriesItemRenderer, styleMap:Object):void
Copies a styles from the series to a child through a style map.
| PieSeries | ||
|
invalidateMarker(marker:ISeriesItemRenderer):void
Invalidates a marker (considered new).
| Series | ||
|
isMarkerInvalid(marker:ISeriesItemRenderer):Boolean
Indicates whether special considerations should be taken for a newly created marker.
| Series | ||
|
validateMarker(marker:ISeriesItemRenderer):void
Makes a marker valid.
| Series |
| Style | Description | Defined by | ||
|---|---|---|---|---|
| Type: int The duration for animations that occur on data changes. | Series | |||
| Type: Function The easing function for animations that occur on data changes. | Series | |||
| Type: Boolean If true, data changes will be displayed with animations. | Series | |||
| Type: Number The alpha value from 0.0 to 1.0 to use for drawing the border of markers. | Series | |||
| Type: uint The border color used by programatic skins in this series. | Series | |||
| Type: uint The base color used by objects displayed in this series. | Series | |||
| Type: Number The alpha value from 0.0 to 1.0 to use for drawing the fills of markers. | Series | |||
| Type: uint The fill color used by programatic skins in this series. | Series | |||
|
fillColors
| Type: Array The colors of the markers in this series. The default value is [0x729fcf, 0xfcaf3e, 0x73d216, 0xfce94f, 0xad7fa8, 0x3465a4] . | PieSeries | ||
|
hideOverlappingLabels
| Type: Boolean If true, marker labels that overlap previously-created labels will be hidden to improve readability. The default value is true . | PieSeries | ||
| Type: Number The alpha value from 0.0 to 1.0 to use for drawing the markers. | Series | |||
| Type: Number The size, in pixels, of each marker. | Series | |||
| Type: Class The Class used to instantiate each marker's skin. | Series | |||
|
showLabels
| Type: Boolean If true, a label is displayed on each marker. The label text is created with the labelFunction property of the series. The default label function sets the label to the percentage value of the item. The default value is false . | PieSeries |
| categoryField | property |
categoryField:String
[read-write]The field used to access categories for this series.
Implementation public function get categoryField():String
public function set categoryField(value:String):void
| categoryNames | property |
categoryNames:Array
[read-write]The names of the categories displayed on the category axis. If the chart does not have a category axis, this value will be ignored.
Implementation public function get categoryNames():Array
public function set categoryNames(value:Array):void
| dataField | property |
dataField:String
[read-write]The field used to access data for this series.
Implementation public function get dataField():String
public function set dataField(value:String):void
| labelFunction | property |
labelFunction:Function
[read-write]A function may be set to determine the text value of the labels.
function labelFunction(item:Object):StringImplementation
public function get labelFunction():Function
public function set labelFunction(value:Function):void
| PieSeries | () | constructor |
public function PieSeries(data:Object = null)
Constructor.
Parametersdata:Object (default = null )
|
| clone | () | method |
public override function clone():ISeries
Creates a copy of the ISeries object.
ReturnsISeries —
a new ISeries object
|
| copyStylesToRenderer | () | method |
protected function copyStylesToRenderer(child:ISeriesItemRenderer, styleMap:Object):void
Copies a styles from the series to a child through a style map.
Parameterschild:ISeriesItemRenderer |
|
styleMap:Object |
See also
| createLegendItemData | () | method |
public function createLegendItemData():Array
Creates an Array of LegendItemData objects to pass to the chart's legend.
ReturnsArray |
| itemToCategory | () | method |
public function itemToCategory(item:Object, index:int):String
Converts an item to the category in which it is displayed.
Parametersitem:Object |
|
index:int |
String |
| itemToData | () | method |
public function itemToData(item:Object):Number
Converts an item to it's value.
Parametersitem:Object |
Number |
| itemToPercentage | () | method |
public function itemToPercentage(item:Object):Number
Converts an item's value to its percentage equivilent.
Parametersitem:Object |
Number |


MobileCollectiveGroup
Overview
The MobileCollectiveGroup extension implements the MobileCollectiveGroup class, a type of CollectiveGroup that can be used to represent two or more similar objects (e.g. to give a summarized description) when those objects may move around (so that the number of them that are in scope can vary from one turn to the next). MobileCollectiveGroup behaves exactly like CollectiveGroup except that an object defined as a MobileCollectiveGroup is moved into the player character's location whenever the player character can see at least two of its members and moved into nil otherwise. This ensures that the MobileCollectiveGroup is available when it is needed to summarize the appearance of two or more of its members.
Usage
Include the mobilecollectivegroup.t file after the library files but before your game source files. Your game will also need to include extras.t and events.t since this extension makes use of both of them.
To make use of the MobileCollectiveGroup class, simply define an object as a MobileCollectiveGroup and then use it in just the same way you would a CollectiveGroup, the only difference being that it will work as required even if its member objects are moved around. In most cases you shouldn't need to do any more than this, since the MobileCollectiveGroup class should take care of all the internal housekeeping for you.
One possible exception is where something that belongs to a MobileCollectiveGroup is moved in the course of a turn, after the end of the previous turn but before the execution of a command (typically EXAMINE) that needs to be handled by the MobileCollectiveGroup. This isn't likely to occur often, but could occur, for example, if an object is moved by a Daemon before the MobileCollectiveGroup's Daemon is run. This is unlikely to happen since the Daemons used by MobileCollectiveGroup are given a high eventOrder to prevent this, but if it does happen you may need to call the MobileCollectiveGroup's scopeCheck() method manually in your code to force a recalculation of whether the MobileCollectiveGroup needs to move.
The other situation that could theoretically occur is if the objects belonging to a MobileCollectiveGroup (those that list it in their collectiveGroups property) change during the course of play. A MobileCollectiveGroup works out the list of objects that belongs to it and stores it in its myObj property at preinitialization. If this list changes during the course of your game, you'll need to update the myObj property accordingly in your own game code (again, this is unlikely to occur very often, so you probably won't need to worry about it).
Example
Suppose your game has three short lengths of patch-cable, each one a different colour. You might use MobileCollectiveGroup to define them thus (excluding other elements of the code such as the definition of the Room that would be needed to contain them):
+ redCable: Cable 'red cable' colour = 'red' ; + blueCable: Cable 'blue cable' colour = 'blue' ; + greenCable: Cable 'green cable' colour = 'green' ; class Cable: Thing desc = "It's a short length of <<colour>> cable, essentially a patch cord, less than a foot long, with a shiny quarter-inch plug at each end. " collectiveGroups = [cableGroup] ; cableGroup: MobileCollectiveGroup 'cables' desc() { inherited(); "Each cable is, essentially, a patch cord, less than a foot long, with a shiny quarter-inch plug at each end. "; } ;
With this scheme in place the command EXAMINE CABLES would generate the response "There's a red cable, a blue cable, and a green cable here. Each cable is, essentially, a patch cord, less than a foot long, with a shiny quarter-inch plug at each end." This looks better than having three similar descriptions, one for each cable, which is what you'd get otherwise. As the cables were picked up and moved around the response to X CABLES would be adjusted according to which cables the player character could currently see.
This covers most of what you need to know to use this extension. For additional information see the source code and comments in the mobilecollectivegroup.t file.