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rtl42

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  1. hmm, we've had several M5-6 aftershocks today. (there was a M6.3 just a few minutes ago.) i was gonna go to school and then go to the Immigration Branch Office today, but I have to go by train, and with all these aftershocks, i figure it's best not to take the train cuz i might get stuck in the train if they stop for a while.
  2. i'm sure that proofreaders would be more than welcome.
  3. so after some more searching, i was led back to the NIED's page and found some very recent info about the earthquake and its aftershocks: http://www.bosai.go.jp/e/international/110318/110318.html -> Recent hypocenter distribution of Japan: http://www.hinet.bosai.go.jp/hypomap/ Map of the Distribution of Earthquake Epicentres in the last 30 days [The size of the circles corresponds to the quake's shindo, and colour corresponds to the epicentre's depth. See the bottom of the map for the values.] ...I love how basically all of Japan is this giant earthquake zone. If you're interested/can read Japanese, there is a set of pull-down menus in the top-right corner that allows you to narrow your search to different regions of Japan, as well as restrict the epicentre measurement period to within the past week or past day. The Japanese version, with more detailed explanation, is here: http://www.hinet.bosai.go.jp/topics/off-tohoku110311/ I'm still not sure how many there'll be, and how many big ones, but it seems almost certain that this'll continue for at least a few more months, and I would be surprised if we don't get any more big aftershocks like in the past few days.
  4. yeah i'm still ok, although there've been aftershocks all day, fairly often. even though there was a bigger earthquake (M7.1 according to Japanese Meteorological Agency, 6.6 elsewhere?) just a few days ago, the one yesterday was closer to Tokyo so it felt bigger here. yesterday evening and today feel the most like 1 month ago, when there was the M9 quake with tons of aftershocks afterwards. i haven't heard how many more will occur in the next while. this graph is a bit outdated, but since i can't find any newer/updated versions, it'll have to do: http://www.rbbtoday.com/imgs/zoom/130421.jpg <<begin translation>> Title: Comparative Number of Aftershocks of "Principal" Earthquakes that Occurred in the Ocean (Includes the Original Earthquake) ( > M5.0) As of 2011/03/23 12:00 [JST, Japanese Standard Time] [Principal means the "first"/main earthquake in a sequence; this is meant to try to show how many aftershocks result from a given strong earthquake, so it doesn't measure other earthquakes of M5.0+ that are deemed unrelated.] Y-axis: Total/Cumulative Count [units: absolute number] X-axis: Number of Days After the Original Earthquake [units: days] Red: 2011 Northeast Japan Pacific Offing Earthquake (M9.0) Black: 1994 Hokkaidou East Offing Earthquake (M8.2) Light blue: 1952 Tookatsu Offing Earthquake (M8.2) Purple: 1933 Sanriku Earthquake (M8.1) Dark blue: 2003 Tookatsu Offing Earthquake (M8.2) Green: 1994 Sanriku Far Offing Earthquake (M7.6) [Translation note: If "offing" doesn't make sense, just replace it with "coast".] Inset Table 2011 Northeast Japan Pacific Offing Earthquake Daily Earthquake Count (Excludes Original Earthquake) [it's a bit blurry but there's no Japanese, so you should be able to read it for yourself.] Rightmost Column Heading: As of the 12:00 on the 23rd [Footnotes] * Includes the original earthquake * This document is based on values provided for news prompts/flashes, and actual measured values may be updated upon re-examination. Made by the JMA [Japan Meteorological Agency] <<end translation>> Personally, I find it interesting that (relative to measurement reliability/access) the number of aftershocks looks like it can be reliably interpreted as primarily a function of the magnitude of the original earthquake, as I'm not sure that's necessarily true a priori. Regardless, the point I want to make is that it looks consistently logarithmic across several different earthquakes. Then there's this other image I found on Google images, which is actually from the NIED (National Research Institute for Earth Science and Disaster Prevention): http://www.bosai.go.jp/e/index.html Image: http://www.hinet.bosai.go.jp/about_earthquake/PNG/fig7.2.png This image deals with measurements of aftershocks from the Great Hanshin Earthquake in 1995, which measured M6.8 on the USGS's moment magnitude scale, and Shindo 7.3 on the JMA's magnitude scale. The image on the left shows Daily Earthquake Count, from 1995/1/17 to 1995/4/30; no cut-off for aftershocks of less than M5.0 is indicated, so the graphs can't be compared directly with the earlier graph I showed. (This is in contrast to the first image I showed, which is a graph of cumulative count; i.e. the blue chart is "# of aftershocks as a function of time", the white chart is "integral of # of aftershocks as a function of time".) The image on the right, then, "logarithmicizes" both axes, and shows Daily Earthquake Count from 1995/1/17 to 1998/1/17 (3 full years), and we see it behaves roughly linearly. (cont.)
  5. M7.1 just happened 10 minutes, i'm at university now and it was shaking for about 2 or 3 minutes. there are some aftershocks now, i think, cuz the building keeps shaking once every couple of minutes or so.
  6. hmm, well, wouldn't it be the same idea, just along a different axis? btw let's define D_x, D_y, D_z to be our x, y, z finite difference operations. if it's not too confusing, i'll write u_i{k,l,m} for the i-th component of velocity u at cell {k,l,m}. (i'm just assuming that your cells are indexed by three dummy variables: k <-> x-axis; l <-> y-axis; m <-> z-axis; but if that's wrong let me know.) so like you said: D_x(u_1{k,l,m}) = ( u_1{k+1,l,m} - u_1{k,l,m} )/cell_length so then similarly, i was thinking that: D_y(u_1{k,l,m}) = ( u_1{k,l+1,m} - u_1{k,l,m} )/cell_length and D_z(u_1{k,l,m}) = ( u_1{k,l,m+1} - u_1{k,l,m} )/cell_length
  7. what does velocity u depend on? (aside from t) because what you're saying is not correct if we assume that u = ( u_1(x,y,z), u_2(x,y,z), u_3(x,y,z) ). What you're saying implies that u = (u_1(x), u_2(y), u_3(z) ). Shouldn't you be implementing the product rule: d/dx(p*u_i*u_j) = p*( du_i/dx*u_j + u_i*du_j/dx) ?
  8. well, i would've thought that the way the divergence of a matrix would work is just like ordinary matrix multiplication of a 1x3 row vector with a 3x3 matrix: [d/dx d/dy d/dz] [p*u_1*u_1 p*u_1*u_2 p*u_1*u_3] [p*u_2*u_1 p*u_2*u_2 p*u_2*u_3] [p*u_3*u_1 p*u_3*u_2 p*u_3*u_3] But I can tell that you're not looking for a 1x3 row vector as output, so I'm not really sure (except to take the transpose afterwards). How does it work, Gabe?
  9. the only thing i want to add to the discussion on normal hit Hotaru is that i was able to check today on several characters (big and small), and it works: j.214B -> ad.j.C |> 214A -> 66 -> 5A etc.
  10. idk if he still posts here, but Gwyrgyn Blood would've been the guy to ask. maybe you can ask the Northwest guys, too: I think Spark was the one who bought and set up a BB CT or CS cab for them. he would at least probably give you some starting advice.
  11. notice how very few of the midscreen combos start off realistically. like, how often do you land a 5C starter? (well if you do, your opponent sucks and deserves all the damage it deals! lol) it's gonna start off of stuff like 2A/5A/5B, so the damage is going to be lower. like if this were a Slayer combo vid, and he started half the combos with 5H, would you guys get excited at the damage? probably not, as it should do that much damage if you start off 5H. kinda wish he'd started with something more practical, because other things like number of hits and stuff comes into play with regard to tech time, for example.
  12. when in doubt, you can also check the Japanese wiki, it at least has a lot of basic info about each character's movelist: http://www40.atwiki.jp/blazblue/
  13. isn't the earth beneath Vancouver (or Richmond?) going to sink quite a bit should an earthquake happen? i heard the ground there is really soft.
  14. M7.4 earthquake just happened off the coast of Miyagi, about 10 minutes. kinda scary, too, i was in the shower! there's even a tsunami warning and advisory (up to 1m in some places).
  15. i personally prefer the "H/L/A/all" terminology from GG, but maybe that's just me.
  16. if you need assistance with any notes/comments, i would be glad to help. do you have scans available for those gatling tables? edit: on a different note, the link on the Frame Data page to the BB frame data is still to the CS stuff. (in case you had forgotten to change the link; if not, then don't mind me.) edit2: one question about the comments in the frame data. For example, in Hakumen's 5A, it says: - standing hit has hitstun of 14F - [not important for this question] - bend back whereas in the original, it says: - nokezori 14F - [not important] Isn't equivalent to say "bend back for 14F"? or does the English term "bend back" not include/incorporate hitstun? also there is a typo in the comment for Hakumen's 2B. it says "16F!" but it should say "16F~".
  17. so when did sodium chloride and RAGE become synonymous, btw? i think i missed something.
  18. if you don't use Enma, what good combos are there when you have at most 4 magatama? i don't understand what's wrong with using a standard Enma combo, and i've seen lots of Hakumen players use it. it's only once you have 5+ magatama that other combos become preferable. edit: sorry, i should say that if you're too far away enough from the corner, then Enma combos are probably good. otherwise, next to the corner, you have other options for less magatama, but that's still the same as ever, right.
  19. sorry i didn't mean for it to come off as "hey guys 5B xx Enma is new in CS2!" but rather: 1) 5A-5B combos 2) 5B xx Enma works zreb had wondered if (1) had any application, and since (2) works, my post was just saying that (1) + (2) = (3) 5A-5B xx Enma .
  20. it's been in a lot of match videos, 5A-5B is good because i think they slightly altered 5B's hitbox to make it easier to hit stuff (although maybe that's just me), and you can combo 5B into Enma.
  21. yeah i'm not 100% sure (haven't had any free time to myself on the BC2 cab around here, lately) but i don't think it can be TKed, you would probably be too low. i've tried it before, and got as far as: 2C -> (2?)9 -> (high) Hotaru -> air dash -> whiff j.2C so it just takes some getting used to, imho. superjumping is probably necessary, i don't remember if that's what i did or not that one time. i guess we've already sort of implied this by now, but one other thing to note (at least in the video) is where Hakumen is hitting with j.2C: if you look closely, you'll notice that he's catching the very bottom of the opponent's aerial hitbox to make it combo. which reminds me, if you go to the video thread and watch those matches of Kakyuu's Hakumen durin A-cho's casuals, he tries this combo a bunch of times (and i think he gets it once or twice?), so maybe that'll also help give people some idea of how difficult it is in a real match, too.
  22. we talked about that before in a different thread. (I think it was the Hakumen video thread.) the point is that he doesn't land after the Hotaru -- it has to be a "high" Hotaru. i'm not sure if that means it can't be a TK motion, or if you can still TK the Hotaru and get it to work properly, though. anyways, maybe i should translate what the combo vid is saying. the first 3 combos are "zool" (ズール) style combos; no one seems to know who/what "zool" is, incidentally, but the point is that you don't land after doing hotaru. in case anyone asks how can we tell that Hakumen doesn't land, it's because you don't hear him land. (listen to the Tager combos for comparison, you can clearly hear his feet hit the ground.) the first combo against tager is labelled as a "basic Hotaru combo"; points to note are that Hotaru is normal hit, he lands after hotaru, and all he can do is iad.j.C, but if you start around the middle of the field, it seems like (on certain characters) you should be able to connect to Guren and get that wallbounce. the second combo against tager is labelled "FC Hotaru combo", so as you can tell, it starts off a Fatal Counter. landing after the Hotaru gives you enough time to follow up with iad.j.2C. the last combo, against Valk, is labelled "5C corner, character-specific, ene-combo" (i don't know what エネコン means, maybe some sort of abbreviation of "energy" and "combo"). the fact that this combo is labelled "character-specific", but the tager ones are not, makes me think the tager ones are not necessarily character-specific (or require some minor variation?). ... well anyways, that's quite a long post, but i hope it clears a few things up.
  23. awesome link, went through about half of it, pretty cool and funny.
  24. there's no indication in the frame data that Tsubaki doesn't cause ground slide during Mugen, but maybe someone can try that out and verify it.
  25. i understand the feeling, but part of the reason for doing this is that we want this forum to emphasize the discussion of the game first and foremost, ahead of casual chit-chat. when you post, try to keep in mind whether it's relevant and advancing the discussion: no one's keeping track of post count or whatever, so posting for the sake of posting or "just saying something" is counter-productive here. (outside of the Matchfinder forum, of course! lol) by the way, it's okay to NOT post -- there's no rule that says you must post on the forum, "lurking" is even encouraged/recommended for new members to the forum. but like i said before, Matchfinder is for introducing yourself to other people in your region, and you can just talk about whatever in your "regional" thread. Sweden doesn't have one here, but I think that's because most of the Swedish players post on another forum for that sort of stuff.
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