Flawless Widescreen was created in an effort to make it easier to craft fixes and patches to get games functioning correctly in UltraWide/Surround/Eyefinity gaming resolutions, often developers neglect these types of users leaving them to fend for themselves and find their own solutions, or in some unfortunate cases - live without the wonderful world of ultra-wide support.
A kunai (苦無, kunai) is a Japanese tool thought to be originally derived from the masonry trowel.[1] The two widely recognized variations of the kunai are short kunai (小苦無 shō-kunai) and the big kunai (大苦無 dai-kunai). Although a basic tool, in the hands of a martial arts expert, the kunai could be used as a multi-functional weapon. The kunai is commonly associated with the ninja, who used it to gouge holes in walls.[citation needed]
ninja blade patch fr
A Kunai normally had a leaf-shaped wrought blade in lengths ranging from 20 cm to 30 cm and a handle with a ring on the pommel for attaching a rope. The attached rope allowed the kunai's handle to be wrapped to function as a grip, or to be strapped to a stick as a makeshift spear; to be tied to the body for concealment; to be used as an anchor or piton, and sometimes to be used as the Chinese rope dart. Contrary to popular belief, kunai were not designed to be used primarily as throwing weapons. Instead, kunai were primarily tools and, when used as weapons, were stabbing and thrusting implements.
Varieties of kunai include short, long, narrow-bladed, saw-toothed, and wide-bladed. In some cases, the kunai and the Nishikori, a wide-bladed saw with a dagger-type handle, are difficult to distinguish.
The kunai was originally used by peasants as a multi-purpose gardening tool and by workers of stone and masonry. The blade is made of soft iron and is left unsharpened because the edges are used to smash relatively soft materials such as plaster and wood, for digging holes, and for prying. Normally, only the tip is sharpened.
Many ninja weapons were adapted from farming tools, not unlike those used by Shaolin monks in China. Since kunai were cheaply produced farming tools of proper size and weight and could be easily sharpened, they were readily available to be converted into simple weapons.[citation needed] As a weapon, the kunai is larger and heavier than a shuriken and with the grip could also be used in hand-to-hand combat more readily than a shuriken.[citation needed]
As with ninjutsu, the exaggeration persistent in ninja myths played a large role in creating the popular culture image of kunai. In fictional depictions of ninjas, the kunai is commonly portrayed as a steel knife that is used for stabbing or particularly throwing, sometimes confusing it with the shuriken.[citation needed]
Join us on Twitch at 3:00PM PT on Tuesday, January 18th for a special pre-patch stream as members of the Community and Balance teams will be discussing the upcoming changes. Tune in at twitch.tv/ageofempires
While Y'shtola became trapped within the Lifestream, Thancred ended up in the wilderness of the Dravanian Forelands, devoid of clothing. Thancred fashioned obsidian blades to hunt for animal skins to cover his body, later bartered with the Vath for more ideal garments by offering them food. The Lifestream had distorted Thancred's aether to the point he lost his ability to use magick, and thus he could not teleport out of the wilderness. When Thancred learned of the Gnath and Ravana, he decided to remain near the beast tribe as he deemed it his best chance of reuniting with the other Scions.
Ever since Final Fantasy XIV: Heavensward Thancred's hair has grown longer and his left eye has changed from brown to gray, which he covers with an eye patch. While he maintains it is purely cosmetic, in the rare instances his eye is visible, it is notably silver instead of the original brown.
In Final Fantasy XIV: Shadowbringers, he reverts to his original hairstyle, having done away with the eye patch and now wears a white version of the Gunbreaker's Bodyguard relic armor, wielding the Lionheart relic weapon. When fighting at Garlemald in Final Fantasy XIV: Endwalker, Thancred wears the Bozjan armor of fending.
After learning that Minfilia had become the Word of the Mother, Thancred's disposition changes, becoming less cheerful and more stoic and hardened, though he still retains his dry wit. Despite this, Thancred has come to accept Minfilia's fate. He is devoted to the Scions of the Seventh Dawn's cause and has become something akin to their spy and recon-agent, willing to delve into hostile territory. The other Scions are fond of Thancred and view him as a close friend, especially Urianger and Y'sthola. Thancred in return is protective of his friends and allies and, in particular, holds the Warrior of Light in the highest esteem. In the later patches of Final Fantasy XIV: Stormblood, Thancred is revealed as a cunning and clever tactician.
Thancred fights alongside the player as a guest character in many of the main scenario quests. Although he styles himself as a Bard, he is treated as a Gladiator in battle. When the Rogue class was added in patch 2.2, Thancred's past with the Rogues' Guild was revealed, and he is depicted as a Rogue in cutscenes; however, he is still treated as Gladiator for the revised battle at The Steps of Faith as of patch 6.2.
In Shadowbringers, Thancred becomes a Gunbreaker and an NPC party member in the Trust System. Due to his inability to manipulate aether, he cannot use cartridge-based weaponskills unless Ryne is in the party. In later patches and Endwalker, this role extends to Y'shtola and Urianger.
In patch 3.4, Thancred's in-game model was slightly altered. His right eye was returned to its original brown while his left (seen when he and Krile are at the imperial castrum) remained the silver it was originally changed to, indicating that the eye patch is not "purely cosmetic".
Moreover, the update turned Bloodblade Dance into a veritable blender. Not only does the skill now dish out a flurry of quick, damaging attacks that stack bleed buildup, the user is nigh-unstaggerable and has some iframes to boot. While this means players might take a few hits while using Bloodblade Dance, odds are they can now deliver more damage than they receive.
Contagion, or poison hackers, were all the rage before update 1.5 due to their effortless killing prowess. Fans of the old build will be pleased to know, however, that Contagion is still overpowered. It just went from a scale of 11 to 10 because of the balance changes in patch 1.5. The gameplay is still the same.
Greninja (ゲッコウガ, Gekkouga) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside Mr. Game & Watch and the rest of the returning roster. Greninja is classified as Fighter #50.
Billy Bob Thompson, Yūji Ueda, Frédéric Clou and Benedikt Gutjan's portrayals of Greninja from Super Smash Bros. 4 were repurposed for the English, Japanese, French and German versions of Ultimate, respectively.
Greninja, true to being a ninja-themed character, has very strong mobility; it has the 4th fastest walking speed, the 8th fastest run speed, the 10th fastest air speed, is tied for the 9th fastest falling and fast falling speed, the 2nd highest gravity, and possesses the 2nd highest jump height overall. However, unlike most characters who boast similar mobility (such as Sheik), Greninja boasts a surprising amount of KO options, good range on plenty of its attacks, and KO throws.
One of Greninja's most notable traits is its high mobility which complements its grounded moveset. Greninja's dash attack comes out on frame 7 and has very low ending lag, as well as the ability to cross upon shields. Its knockback angle allows for many true follow-ups and strings over a large range of percents. Its neutral jab attack comes out on frame 3, making it a good grounded combo breaker. It can also lock, which gives Greninja access to potent punishes from opponents missing techs. Its down tilt is an excellent combo starter due to its low startup, ending lag and vertical launch angle. Greninja's up tilt is a frame 9 disjointed hitbox that acts well as an anti-air and can also be a combo starter. Its smash attacks are also reliable in their own right; its forward smash is quick for its range and power, down smash is an excellent punishment option for ledge regrabs, as well as sending at a low angle, and up smash is a potent combo finisher.
Greninja also has a very strong air game due to its aforementioned air speed and jump height. Greninja's aerials are reliable for multiple situations and all have low landing lag (except for down aerial, at 30 frames). Its neutral aerial is a decent low percent combo starter due to it having incredibly low landing lag and a good launch angle. It can also KO at high percentages. Its forward aerial acts as a combo finisher from its combo starters and can KO moderately early. Forward aerial's low landing lag and disjointed nature also make it safe on shield in many situations when spaced correctly. Its up aerial is a great juggling option with low all-around lag and boasting good KO potential near the upper blast line. Greninja can also utilize its multihits to drag down opponents to create tech chase and jab lock situations. Its back aerial is a very fast follow up or offstage edgeguarding option. Down aerial can be used as a mix up to return to the stage from far above, as well as perform surprise combos on hit with both its meteor smash and sourspot hitbox.
Greninja's grab game is overall very effective, due to its grabs being among the longest ranges of any non-tether grab in the game. Its forward, up, and back throws can KO at high percentages. Down throw acts as a middle percent combo starter, as well as a strong DI mix up, especially at higher percentages at ledge as a 50/50 between DI in and out in conjunction with forward throw. Up throw acts as a versatile combo starter that can lead to juggling situations. Because of this, Greninja has plenty of options off of a grab, as not one of its throws could be considered useless. 2ff7e9595c
Comments