Sabtu, 21 Maret 2009

Microsoft Releases New, "Improved' Browser; Free, But Crucial, Ware; Company says Internet Explorer 8 faster, more secure and easier to use

PATRICK SEITZ -- Investor's Business Daily , March 20, 2009 Friday NATIONAL EDITION

Facing more competition in the Web browser market, Microsoft Thursday debuted the latest version of its market-leading Internet Explorer in hopes of stemming users switching to rival products.

Internet Explorer 8, released in beta test form, features improved security, ease of use and better performance, Microsoft says.

Though Internet Explorer 8, like other Web browsers, is free, it's critical to Microsoft, analysts say.

Microsoft doesn't want rival browsers gaining a foothold on PCs running Microsoft's dominant Windows operating system. That's because Web browsers can act as a stealth computing platform that makes the operating system irrelevant, says Rob Helm, an analyst at independent research firm Directions on Microsoft. Browsers also can run applications that compete with Microsoft's lucrative Office desktop productivity software.

Plus, browsers can link to revenue-generating online services, such as search-based advertising, he says.

"If anybody like Google managed to get a firm hold on the browser market, they could use it essentially as a new operating system to challenge Microsoft," Helm said. "It's the same threat that Netscape posed" in the mid-1990 s.

Microsoft's share of the Web browser market has eroded in recent years as new entrants have emerged. Microsoft's Internet Explorer now has about 72% market share, down from 83% three years ago, according to Janco Associates. Net Applications pegs Microsoft's browser share at 67%.

The open-source Firefox browser is a distant second at roughly 20%. Newer entrants in the market include Google's Chrome browser and Apple's Safari browser.

The Opera browser from Opera Software in Norway has a small market share, less than 1%, but poses a threat, too. It's pushing an antitrust case against Microsoft in the European Union for tying its Internet Explorer to its Windows operating system.

Internet Explorer 8 is "a pretty important product" for Microsoft, Helm says. Rival browsers have continued to innovate and Microsoft at least needs to maintain parity with them, he says.

Internet Explorer 8 should help Microsoft stabilize its browser market share and prevent further erosion, says Victor Janulaitis, chief executive of management consulting firm Janco Associates.

After testing the product, Janulaitis says it is one of the more stable versions of Internet Explorer that he's seen. Microsoft has done a good job cleaning up the software code and has made a "good product overall," he said.

By comparison, Firefox and Chrome can be pretty buggy and won't work well with some Web sites, he says.

Microsoft's Internet Explorer 8 offers better protection against existing and emerging security threats online. It blocks two to four times more malware attacks than other browsers, the company claims.

IE8 also boasts being one of the fastest browsers on the market. It speeds up such common tasks on the Web as searching, mapping and navigating the most popular Web sites.

Microsoft says IE8 beats other top browsers in page load time on almost half of the 25 most-visited Web sites.

Internet Explorer 8 has a feature called "Web slices," which makes favorite information from sites such as Digg, Yahoo Mail, OneRiot, and eBay instantly available wherever someone goes on the Web.

The new browser also features an "Instant Search Box," which enables real-time search from sites such as the New York Times, Amazon.com and Wikipedia, as well as sites from people's own Favorites and History, complete with visuals and detailed information that save time.

Internet Explorer 8 is available for download in 25 languages.

Competition in the Web browser market is good for computer users, Helm says. It wasn't until Firefox burst on the scene that Microsoft started working to add new features and functions to its Web browser, he says.

Minggu, 01 Maret 2009

kesempatan dapet dollar lewat klik

anda ingin ngumpulin dollar gratis lewat internet...check this out.












TriBux.Net - Get your bux on!










Link2Communion.com
E-mailPtr.com

cobalah anda klik ini dan saksikan apa yang terjadi

cara mudah menghasilkan uang lewat klik mouse anda

Dapatkan cara mudah mendapatkan uang bersama kami, Anda akan dibayar hanya dengan Klik dan lihat iklan dari sponsor kami. Dengan menjadi MEMBER, Anda akan dapatkan:

* Dibayar Rp 100,- untuk tiap klik iklan yang ditampilkan selama 30 detik.
* Dibayar Rp. 175,- untuk setiap klik iklan yang dilakukan bagi premium member
* Dibayar Rp 50,-/(Rp.100,- premium) untuk tiap klik iklan dari referal Anda.
* Informasi status Anda dengan mudah bisa dilihat, seperti jumlah klik, Saldo Anda, bahkan jumlah klik serta aktivitas referal Anda.
* Permintaan Pembayaran secara instan!

Asumsi pendapatan:
# Anda member standar klik 5 iklan setiap hari = Rp.500
# mempunyai 100 referral, dimana mereka klik 5 iklan juga setiap hari = Rp.25000
# maka Anda akan memperoleh Rp 765.000,- per-bulan.
# maka Anda akan memperoleh Rp 9.180.000,- per-tahun.

caranya klik banner ini:

Blogger Buzz: Show off your Followers

Blogger Buzz: Show off your Followers

Sabtu, 28 Februari 2009

anda ingin iklan anda masuk di banyak website ????

silahkan anda klik halaman di bawah ini

GrowUrl.com - growing your website

bisnis mudah tinggal klik aja dweh....hehehe



Anda mau berbisnis dengan menghasilkan puluhan bahkan sampai ribuan dollar dalam satu hari....??? Simak halaman web berikut ini....
http://members.cox.net/smcclure1/6dgr.html

Kamis, 26 Februari 2009

Ngamuk, Mourinho Selamat dari Sanksi


Dante's Inferno

The Dead Space team tackle God Of War in Hell... as PSM3 debuts Dante's Inferno

As high-concept pitches go, 'Dead Space meets God of War... in Hell' takes some beating. The devil in the detail, however, is that the developers of 2008's cult hit Dead Space are basing their big 2009 blockbuster on... a 700-year old poem widely regarded as one of the seminal works in literary fiction.

[More info and a exclusive screenshots are in the full article, found in issue 111 of PSM3 magazine, on sale now. ]

However, as unlikely as it sounds, Dante's Inferno is perfect videogame material as PSM3 discovered when we ventured to EA's HQ in San Francisco to bring you the first details and screens this side of Hell and Earth.

Why are we so excited? This time last year, no-one had heard of Dead Space, until EA's sci-fi horror revealed itself as the perfect sublimation of Resident Evil-style third-person shooting and vintage Silent Hill-era tension, wowing critics and proving 2008's big surprise hit. In 2009, the same core team - assisted by God Of War 2's lead designer and a mystery Hollywood screenwriter - are crafting an action game worthy of Kratos himself. In the same way that Dead Space stole Resident Evil 5's thunder, Dante's Inferno might just work the same infernal curse on God of War 3.

The source material belongs to Dante Aligheri, a 14th century Florentine poet, whose book The Divine Comedy describes a nightmarish journey through the nine circles of Hell. The devs had to take some liberties, mostly with Dante himself who's now a muscular six-foot tall knight with magic powers, a giant scythe and a bloody cross-shaped tapestry sewn into his chest that depicts the worst moments from his life. Again, it's a Kratos tribute.

His milky skin isn't the result of a vitamin deficiency - mild spoiler - it's because he's stained with the ashes of his dead family. Rather than stroll ponderously through Hell like the poem, Dante's fighting his way through Lucifer's minions to save his lost love, Beatrice, who has been killed and wrongly sent to Hell.

Hell bound
It's a Hollywood liberty that'll have Oxford dons choking on their pipes, but the game is surprisingly faithful to the poem's structure. Give or take the odd screen-size demon.

The game's been partly designed by artist Wayne Barlowe, the guy responsible for the grotesque creatures in Guillermo Del Toro's Hellboy movies. His famous book. Barlowe's Inferno, was based on Dante's poem, so his involvement in the game was a given from the start according to the game's producers.

We could spend paragraphs describing the controls, but it's easier to say this; it's God Of War in Hell. Button-for-button the controls are identical to GOW's - from using the right stick to evade, to regular and heavy attacks being mapped to r and w. The similarities may be shameless, but the system's ideally suited to a third-person action game - it didn't hurt FIFA to borrow the PES controls, after all. We'd much rather a developer implemented something tried-and-tested than invent a 'novel' new control scheme for the sake of it.

Dante's size belies his grace of movement. Combos (easily strung together by simple presses of the light and heavy attack buttons) see his scythe move in a blur, swiping enemies legs away and slicing them in two. Holding u and pressing r lets you knock enemies into the air Devil May Cry-style and keep them hovering with a volley of rapid, light attacks.

It's standard third-person action stuff, but the fluid animation makes it feel satisfying and smooth. Fallen enemies disappear in a burst of energy, dropping health and magic orbs that Dante can absorb. Orbs can also be collected from chests, opened by tapping e. Whether it has the depth of Onimusha and its Issen system remains to be seen, but Dante has numerous unlockable powers that the developers couldn't reveal.

Impressively, the game's already running at a constant 60fps - a must for fluid beat-em-ups - emphasising the elegant swipes of Dante's scythe. It may look heavy, but the weapon has the grace and finesse of a samurai sword. Which is handy, since most of the game is spent wielding it.

What really sets this apart from God Of War is the setting. While Kratos' world is one of grand, crumbling temples and towering marble pillars, Dante's trip through Hell is altogether more unpleasant.

Twisted creatures burst from doorways, lava spews from inverted crosses and bottomless, fiery pits yawn deep beneath your feet. The Divine Comedy describes Hell as having nine circles, each more horrific than the next, which suits the linear action game format perfectly.

Supercharged
You begin your journey in Limbo, the tamest of the nine circles, ending in Treachery, home of Beelzebub himself. Dante, a knight of the Crusades, ventures into Hell after his girlfriend, Beatrice, is murdered. The game begins with him killing Death himself in a revenge-fuelled fury, nicking his magical scythe and plunging into the abyss after her.

In fitting with the otherworldly setting, Dante has access to magic powers. He can use a gleaming silver cross to fire blasts of holy power, unleash screen-clearing magic spells and even tame Hell's wild beasts to use against his enemies. In an early level, the boatman Charon who takes Dante through Limbo is re-imagined as an ancient, ornate galleon with an animated human face at its bow. A battle takes place on the deck with hordes of imps and a 20-foot tall monster with a demon riding its back.

After injuring the beast enough, it bows its head and the game switches to a QTE event as Dante climbs its furry mane, knocks the rider off and takes the reigns to use its powers for himself. It easily matches God Of War in terms of pure excitement.

Reaping rewards
In commercial terms, Dante's could be seen as EA plugging a portfolio gap with a God of War-style actioner. But the subject matter is utterly unique. And as Dante delves deeper into Satan's lair the game will get a Hell of a lot wilder and more unpleasant. If Dead Space's awe-inspiring final boss is any indication, just imagine your final battle with Satan himself.

A shameless God of War tribute? Sure, but Dante's Inferno is epic enough for EA to sacrifice a little soul. Prepare to unleash Hell for its late 2009 release.

Prince of Persia Epilogue DLC

Interview: Ubisoft spills all on the core-focused PoP update

Everyone agreed that this generation's first Prince of Persia game was visually stunning, but opinions on its wider success were a little more divided.

Some felt the game was a bit repetitive, while others weren't blown away by its combat. Perhaps the criticism that stood out the most was the fact that it was too easy.

Having listened to the feedback, associate producer Jamal Rguigui explains to us how Ubisoft Montreal has addressed fans' concerns with the core game in the PS3 and 360 Prince of Persia DLC that launches on Thursday.

Ubisoft was unwilling to talk about pricing details at this point, or to elaborate on why the content isn't coming to PC.

So the Epilogue DLC continues right from where the core game left off?

Jamal Rguigui:
The story serves as an epilogue to the retail game. It starts just minutes after the end of PoP and has allowed us to add considerably to the character development of Elika and the Prince as well as to the back-story of our new universe.

What can you tell us about the size of the DLC, and about how much added play time it will offer?

Rguigui:
As soon as we decided to do a DLC for PoP we immediately set to work making it significant - this is easily one of the most ambitious DLC projects Ubisoft has yet undertaken. Expect more than three hours of additional gameplay from start to end of the epilogue.

Prince of Persia was a gorgeous game. What's distinct about the new area, the Underground Palace, visually?

Rguigui:
We've kept the illustrative art style and created a completely new region which is entirely corrupted. This new region takes place in huge rooms, inspired by the feeling of awe we felt when seeing the Mines of Moria in The Fellowship of the Ring. It creates a dark ambiance and claustrophobic feeling that we feel nicely contrasts the large, open, colourful world from the main game.

And how does the new region differ from the others, gameplay wise?

Rguigui:
Given the Epilogue-style nature of the DLC, we have at our disposal all of the forms of Corruption to allow us to create some spectacular and more challenging sequences. Of course, having the production of an entire game under our belts, we've also learned some excellent tricks in terms of acrobatic sequences that feel great upon completion - the level design in the DLC is definitely some of our best.

In addition, the new power of Elika brings an additional timing challenge to the mix that helps us raise the challenge factor even further.

Some of the feedback we received from fans of PoP is that they wanted more puzzles - the DLC was an excellent opportunity for us to service this request.

We kept the philosophy of large 'set piece' puzzles that fill an entire room or area (and the rooms in the DLC are huge), but put additional focus on the need to use switches to modify and create pathways that your acrobatic abilities will then allow you to follow. There is one particular puzzle that I'm really looking forward to reading fan feedback on. It's a clever one.

Can you tell us a little more about the Prince's and Elika's new abilities?

Rguigui:
Elika's new power "Energise" facilitates acrobatics but is different in that it adds a timing challenge. This power allows Elika to "materialise" an area of the environment for a short period that was previously destroyed. This then allows the Prince and Elika to reach destinations that were previously unreachable, assuming they move quickly enough.

In order to push the intensity of combat and reward players who focus on offense, we added the "sprint" move to both the Prince and his foes. When at a distance from the enemy, the player can mash the Acrobatic button to sprint which leads to an opportunity for the player to stun his opponent and therefore take the offensive. I'm very proud of this feature as I feel it has the potential to really change the dynamics of combat.

What else can you tell us about the more cunning foes, cleverer traps and level design?

Rguigui:
All the enemies are more aggressive in the Epilogue. For example, they won't hold back from attacking when the Prince fails to block an attack. But most notably, the enemies all have the new ability to sprint, making them dangerous even at a distance.

In addition the Mourning King is now even more powerful as his powers are constantly growing. So much so, that the Prince will not be able to defeat him on his own. This forces the player to adopt a new fight strategy - thanks to her abilities inherited by Ormazd, Elika's attacks can temporarily weaken the Mourning King, making him vulnerable [to] the Prince's attacks. This further encourages team work between the Prince and Elika with spectacular results.

The Shapeshifter is an enemy that takes the form of two of Ahriman's most fearsome Lieutenants, The Warrior and The Hunter. Though the physical form is familiar to our heroes and the player, it will require a particular strategy to defeat the Shapeshifter, rewarding the player that takes advantage of the new sprint feature exclusive to the Epilogue.

The trap challenge is based on understanding the patterns in a series of traps and timing your acrobatics properly to pass through them. For the main game, players could discern the proper timing by focusing on just the first and second trap of the sequence. Now, in the DLC, the number of traps for one sequence will be higher and players will need to look at the third, fourth and further traps to understand the pattern and find the right timing.

In general - more traps, more diverse patterns, more aggressive enemies will significantly increase the challenge.

Was upping the challenge level a direct response to criticism from some people that said the core game was too easy?

Rguigui:
We heard our fans loud and clear - what the hardcore Prince of Persia gamer missed in our main game is some of the hair-pulling challenge that featured so prominently in the past PoPs. We understand this and feel the DLC is the perfect opportunity to provide our fans with that sort of gameplay.

Figuring out how to pass through a long acrobatic sequence mined with a tough trap challenge, or how to defeat a more aggressive boss before he regenerates his energy will definitely be more intense.

Is there anything else that you think will make the content stand out?

Rguigui:
This new content has been given as much attention as the original and has been developed by the same team that worked on the original one. And you will be surprised to see how well all the elements described above have been put together.

Some players love that they get to continue a game with DLC, while others say it's unfair they have to pay extra just to get to the game's 'true ending'. Do you sympathise with the second point of view?

Rguigui:
Prince of Persia is a complete game and the ending is definitely the one we had in mind, literally, from day one. The Prince of Persia Epilogue is a special added bonus that goes on to illustrate events in the characters' lives following the closure of the game. In fact, that's basically the definition of an epilogue - it's a passage that is not integral to the story, but that gives an insight into the future of the characters.

The creative team behind Prince of Persia developed a story that they hoped would make players reflect upon the adventure that they had lived and why the story unfolded as it did.

Sometimes, wrapping up all of the mysteries of a story is not the best way to conclude - we wanted to leave some doors open to mystery. There is a short narrative text at the beginning of Prince of Persia:

The wind is free, but the sand goes where it is blown. Unaware of the world around it, whirling on the breath of the Gods, at the mercy of the storm that engulfs it. What is one grain of sand in the desert? One grain amongst the storm?

It was our hope that people's interpretation of this text would change as they played the game and as they lived the adventure of Prince of Persia. What did this phrase mean to you when you first started, what did it mean when you finished? And, possibly, does your perception change once again once you play the Epilogue?

Is this the only DLC we'll see for Prince of Persia that adds new environments and gameplay experiences, or are you planning more?

Rguigui:
Nothing has been announced yet for after the release of the DLC.

What has Ubisoft Montreal learned from the game's development that it'll take into the next Prince of Persia title, or its next project?

Rguigui:
Definitely that the line between accessibility and too easy is a tight one; so we still need to make sure that our games remain accessible (easy to pick [up] and control) and in the meantime we have to give a sense of challenge and accomplishment to the players.

Street Fighter IV: Advanced tips

Guide: Top SF player Anil Das-Gupta exposes expert secrets

This is not a guide for beginners. By now, we'll assume that you can perform all commands from your character's move set easily, and are familiar with the range and speed of your moves.

This guide will delve deep into the Street Fighter IV system and uncover a variety of tricks and tactics used by the experts.

[The full guide, which includes beginner tips, and even more advanced tactics for the most elite players, comes as a meaty SFIV Guidebook with the latest issue of PSM3 magazine, on sale now.]

Reversals
If your timing is good enough, you can perform many moves as 'Reversal Attacks'. Typically used in combination with special moves, such as Dragon Punches, this is the art of going immediately from the last frame of hit stun/block stun/rising animation etc into a Special, Super or Ultra.This is a vital part of Street Fighter, as reversal moves are often the only way to escape from certain traps and situations.

An example is escaping a tap throw attempt (explained a little later) by an opponent. Let's say your opponent knocks you down and as you're getting up they perform Ken's crouching MK (also known as a 'meaty' move). Here you are forced to block the move as you get up. The only other option is a reversal attempt.

If you perform a Dragon Punch as your character is getting up (the animation where they're picking themselves up from the floor), you will see a message saying 'Reversal' printed to screen. During a Reversal your character is invincible for a couple of frames, meaning that instead of being hit by your opponent's move, you will hit them clean instead. If this worked correctly, you will snuff Ken's crouching Medium Kick, but if you mistimed your attempt, Ken's kick will clobber you.

Cross-ups
Cross-ups are a sneaky tactic that often confuse novice players. Usually when an opponent attacks with a move, you only have to focus on blocking them high or low. However, cross-ups add a third variable into the mix - which side to actually block from.

Ken's jumping MK and Ryu's jumping HK are classic examples of cross-up moves in Street Fighter IV. If you time these correctly, you can get them to hit the back of your opponent as you jump in. The upshot to this is that the opponent must block in the opposite direction by holding 6 rather than 4.

To make this even trickier, you can create 'Ambiguous' cross-up situations. This is where you attack an opponent in such a way that it's hard to tell which side they'll strike from. Again with Ken's jumping MK, it's possible, based on the distance you jump-in from, to subtly alter which side the opponent must attempt to block.
By mixing up cross-up attempts, you can confuse an opponent and engineer combo opportunities easily.

Many characters possess cross-ups, including Ryu, Ken, Blanka, Sakura, Abel and Rose, and many more. If your character has a cross-up, it's a wise idea to include it in your offensive game.

Meaty moves
Sometimes known as an 'early' move, meaty moves can be used to force an opponent to block, allowing you to dictate the pace of a match.

A meaty move is a move that starts hitting an opponent as they are getting up from a knockdown, but stays active for long enough so they have to remain blocking the move for a split second, even when fully out of the getting up animation. A good example is to knock your opponent down with Ryu and to then use a meaty crouching MK. Start the move a little before the opponent is getting up to execute the move.

Meaty moves offer many advantages, but one of the best is that it disables the opponent's ability to throw as they're getting up. If you time a meaty move correctly, any attempt by the opponent to throw or throw escape you as they're getting up will be stuffed.
In addition, after a meaty move is blocked, it leaves the player who used the meaty move as an advantage. This means that they recover slightly faster than the opponent, allowing the meaty user to make the next move, such as throw attempt, or to continue poking away.

Block Strings
A block string is a term used for a series of hits that keep the opponent blocking, and push the aggressor back to safety. This allows an offensive player to dictate the flow of a match and force the opponent into a series of guessing games.

An example of a simple block string with Ryu is to get in close and use cr.LK, cr.LP, cr.LP. Ryu can even perform the first cr.LK as a meaty move.

In this sequence, Ryu hits an opponent 3 times and pushes him back to safety. Upon completing this string of hits, the Ryu player can opt to walk up and throw, wait for the opponent to make a move, jump over the opponent, throw a fireball and many more.

The idea with block strings is that by using them in your offensive game, you can alternate your offence with different methods to create damage on your opponent whilst remaining relatively safe.

A good sequence with Ryu after knocking your opponent down would be as follows - meaty cross-up Jump HK, cr LK, cr LP, cr LP, walk up throw. This gives your opponent various problems. First, he must deal with a cross-up, forcing him to block in the opposite direction. The next hit is a cr.LK which must be blocked low. He must then guess if after the cr.LK if you will attempt a throw or continue the sequence. Finally after the sequence is over, he must try to throw escape or perform a move that will beat a throw. Tricky stuff.

The next time you create a knock down, you should vary the sequence. You could try starting with a meaty, or a jumping HK that does not cross-up, or by throwing after the first cr.LK. By mixing and matching your block strings with follow-ups, you will break your opponent's guard far more easily.

Tap throws and command grabs
'Tap' or 'tick' throws are old-school tactics in Street Fighter, which were once considered cheap. This is because it's a powerful technique that can be frustrating for the victim when used effectively.

The idea is to jam your opponent into blocking so that, at an unspecified moment, you'll go for a throw that is more likely to succeed. By alternating the timing of when you move in for a throw, you'll often succeed in landing damage on your opponent as they attempt to tech a throw that was never actually coming.

A very simple example of a tap throw is as follows - Ryu jumps in on an opponent with a HK, that is blocked. As soon as he lands, he goes for a throw. By jumping in with a late HK, the opponent will still be blocking as you land, meaning that if you time the throw perfectly, they have no choice other than to attempt a throw escape or reversal.

Again, keep your moves varied. The next time you try this tactic, you could go for a cr.LK before you go for a throw. This way, if the opponent anticipated a throw after the HK, you will hit them with a surprise cr.LK.
This can help engineer a situation where you confirm into combos.

In this situation, after trying a tick throw after the blocked jumping HK the first time, the second time you can go for a hit confirm combo of cr.LK, cr.LP into a Dragon Punch. This means that if your opponent was fooled by your tick throw guessing game, you end up damaging them with a combo. However, if they block, you have enough time to not go through the combo, meaning that you will also remain safe.

'Command grab' is a term used for throws that require a command to execute, such as Zangief's Spinning Pile Driver, or Abel's Tornado Throw. Command grabs have a big advantage over regular throws, they cannot be tech-ed. This means that if an opponent wants to escape the command throw setup, they have to go for risky options such as a reversal, jumping away or back-dashing. If one of these attempts is anticipated, it can lead to the player under pressure taking a lot of damage.

We have brought up command throws in this section because they should be used in similar manner to tap throws. A simple tactic of Zangief's cross-up splash tapped into a Spinner Pile Driver is almost as old as the Street Fighter franchise itself, but to this day, it's a frighteningly effective tactic.

Mind Games
The idea of mind games is what really makes fighting games, and Street Fighter IV in particular, great. The concept of a mind game is the idea of playing with your opponent's tendencies and patterns and duping them into making mistakes as a result.

A mind game that should be very familiar to you at an intermediate level is the fireball war mind game. Picture Ryu and Ken fighting. I'm sure that you have realised that if close enough, if you can anticipate an opponent throwing a fireball, jump over it and execute a combo. This means that there's a situation where a player either throws a fireball or bluffs a fireball before going for a dragon punch to beat what he anticipates will be a jumping attack by the opponent.

However, at intermediate level, you'll want to use far more advanced mind game situations. If you've been reading the other sections of our intermediate guide, you'll have seen many examples we've already hinted at such as cross-ups, tap throws and so on.

A good way to maximise the power of a mind game in conjunction with these techniques is to fake a pattern when setting up your opponent. Let's take a cross-up setup as an example. After knocking your opponent to the floor with Ryu, he takes two steps back before jumping in with a cross-up - it succeeds. The next time you knock your opponent to the floor, try doing the same thing initially - taking two steps backwards, but this time instead of going for a cross-up, try jumping in with a LK.

The LK will make Ryu land on the nearside of the opponent. Now by disguising this manoeuvre with the setup of the cross-up attempt used previously, you'll most likely confuse your opponent into trying to block a cross-up. Of course, because you jumped into the nearside, your opponent will get hit by this move, allowing you to go into a brutal combo.

Now the third time you go for this tactic, your opponent will be panicking like nothing else. Will you go for the cross-up, or bluff it? They don't know, and it's down to a guessing game. This can lead to your opponent making obvious mistakes, such as going for a dragon punch in an attempt to knock you out of the air. This in turn means you can generate more punishment opportunities, and therefore create more damage.

Juggle System
Street Fighter IV has it's own unique juggle system that determines how many hits you can connect into an Ultra with, using Focus Attacks to 'absorb' an opponent's move.

At this stage of play, it's really worth looking at adding the power of Focus Attacks into your game. A useful technique that can be used with Focus Attacks is the ability to 'absorb' a hit, allowing you to get in a little bit more easily on the ground. For example, if an opponent throws a fireball at you and you push MP + MK just as the fireball is about to connect your character will go into their focus attack animation, and they will temporarily lose life as the fireball is 'absorbed'.

However the real use of this technique is that you can then dash-cancel out of the Focus Attack forwards. The result is that you effectively travel 'through' your opponent's fireball. This allows a way to advance against opponents without having to risk jumping.

But focus attacks can be used for more than just Fireballs. If you are confident that an opponent is going to strike, you can Focus through the attack. Take the earlier example where you set up a cross-up situation. Let's suppose that after using this tactic a few times, you have scared your opponent into the stage where you are sure they are going to wake up with a crouching Hard kick and attempt to sweep you. In this case, you can charge your Focus Attack and 'absorb' the hit. You can then release the Focus Attack and hit your opponent.
You can even dash after the animation connects and follow up with a combo, varying your play and scaring your opponent.

Focus Attacks in detail This part of the system is what separates SFIV from previous iterations of the series. In Japan they're known as Saving attacks. Hold MP + MK at the same time to start 'charging' a Focus Attack. The length of time you hold the buttons down for determines the level of the attack that is generated.

Crumpled state
In this state, an opponent is helpless. You get a free hit on them, which can start a combo. However, the crumpled state is unique. The opponent is not as easy to combo as if they were stunned. It's one of the nuances of SFIV that's easier to understand by seeing a video in action or actually playing. You only have a finite amount of time to hit the opponent when they're crumpled.

It's typically best to unleash your Ultra Combo, if you have it, when your opponent is crumpled because it's guaranteed to hit. During the crumple state, there are two stages the opponent goes through before falling to the ground. The first stage is a very vulnerable one - the opponent can be hit with nearly anything.

However, if you're too late, the opponent will fall, and you'll lose the ability to hit them with a full combo. this is why we recommended dashing after connecting a Focus Attack successfully. The window of opportunity to combo shrinks dramatically if you don't dash forward. It's not because of timing, instead it's down to the distance between the two characters and their range.

Armour
Focus Attacks allow you to absorb a hit, but they're not the only moves that allow this. Some characters have an EX version of special moves that also have armour properties. Taking Abel as an example, if your opponent throws a fireball at you, try an EX Change of Direction. You'll notice that the Change of Direction will travel through the fireball (although you will temporarily lose health, just like a focus attack), before striking your opponent.

Other characters that have moves with this property include El Fuerte, Zangief, Balrog and Gouken.
When using Focus Attacks bear in mind that not all moves in the game can be 'absorbed' Some moves, as defined in the command list for every character have 'Armour-breaking' properties. Armour-breaking moves, when used against a Focus Attack or any other move with armour will cause a 'glass shattering effect. You'll also hear a noise of breaking glass.

So if you see an opponent charging up a Focus Attack, it can be a good idea to execute an armour breaking move so that it breaks their Focus Attempt. For example, if you are a Ryu player and you see Ken charging a Focus attack, if you're close enough you can execute a Hurricane Kick to break the armour and punish Ken.

Hit confirm combos
Some combos in Street Fighter IV can be executed by linking from several LP or LK's. This means that you can use a powerful technique when attempting combos - 'hit confirming'.
This type of technique involves using a combo such as Ryu's cr.LP, cr.LK linked into a Dragon Punch. The advantage of using such a combo is that it enables you to remain safe if your opponent is blocking. Let's imagine that you knock an opponent to the ground.

As they are getting up, with Ryu, you go for a meaty crouching LK. If the opponent blocks, you can continue with a block string or tap throw. However, if you hit, you can continue the combo with cr.LP If both of those hit, you should have enough time to react and go into a Dragon Punch. However, if they were blocked, you will push yourself back and will not risk a Dragon Punch that would otherwise be punished.


Ryu Strategy

He's been in every Street Fighter game since the beginning and he's without doubt the character you will see most both online and offline. Fortunately, he happens to one of the high tier characters with the tools to deal with any situation and some excellent combos.

Mr Versatile
Although many characters are better than Ryu in certain areas, he's good at everything and doesn't have and obvious weaknesses. This means that you can play him in any way you want. Make a rush, play defensively, use an old-school control style, or mix in all three. You can even 'switch gears' mid match to throw off your opponent.

Tools of the Trade
Ryu's standing HK, 2 + SK and LP and SP Dragon Punch make up his lethal anti-air game. Furthermore, learn the art of countering at the right time with Dragon Punches to make them more effective. If you counter with an early LP Dragon Punch and pop your opponent into the air, you have enough time to catch your opponent with an EX Fireball, Super or Ultra. This leads to massive amounts of damage from a simple anti air move.

Similarly, the HP Dragon Punch sometimes trades with an opponent's jump-in, but don't fret if this happens. After you've recovered, dish out an Ultra and it will catch your opponent on the way down. As part of your ground game, use Ryu's excellent cr.MK and Fireballs to control your opponent from range.

Learn the recovery and ranges of your Fireballs so that you do not get caught out with counter jump-in attempts. Standing HK and crouching MP are other useful pokes at this distance if your opponent gets close. Don't forget about EX Fireballs which can be lethal at mid-range, scoring you a knock-down.

Shinkuu Hadoken
Ryu's Super Move is one of the best moves in Street Fighter IV. It has an excellent range and travels quickly. You can even control the speed to a certain extent - it's determined by the strength of punch you use to activate it. One of the move's main uses is as a punishment tool. Moves such as Blanka's horizontal roll that Ryu can not usually punish are vulnerable when he unleashes a Super. It also works well when used straight after a nicely timed cr.MK.

FADC Dragon Punch
One of Ryu's best weapons is his ability to Focus Attack then Dash Cancel from a Dragon Punch. This allows him to tag an Ultra onto the end of a combo, leading to over 50% damage easily.

What's even more useful about this technique is that if your opponent blocks, you are still relatively safe. You can go for a throw or another Dragon Punch as you dash forwards. This will give you a good chance of catching your opponent out. It allows you to attempt a reversal and remain safe if your opponent reads you in time.

PSM3 Magazine
// Screenshots

Lost Planet 2 is Xbox 360-exclusive


Updated: Capcom doesn't rule out other versions


Capcom has released the first official info on Lost Planet 2, confirming that the sequel's in development for Xbox 360 - but no mention of any other platforms.

Update: Capcom's given Edge a bit of an update on whether or not the game's going to be exlusive. A rep said, "All we can say at this time is that we've announced Lost Planet 2 for the 360. That's all I can say."

The tea leaves are telling us this will be timed 360 exclusive. Update out

The company also confirmed the inclusion of 4-player online co-op for the follow-up, which you probably guessed from the debut trailer.

The "strongest features" from the first game will return in Lost Planet 2, says Capcom, which basically means more enormous Akrids, anchor gameplay and a "wide variety of new actions".

"Lost Planet 2 picks up 10 years since the events of the original adventure and the landscape has evolved dramatically. With the success of terraforming activities, the planet's ice has begun to melt, giving way to lush tropical jungles and other new environments," says the company's official blurb.

"The story has advanced beyond Wayne Holden as players will now follow the exploits of their own customized snow pirates on their quest to seize control of E.D.N III. Players will move their heroes through different stories creating a truly unique and interactive experience. With this concept, gamers will have the opportunity to engage in the story in a more dynamic way as plot threads evolve from various perspectives."

Apparently Capcom's spent a considerable amount of time reviewing community feedback and incorporating it into Lost Planet 2, which is weird because the sluggish characters still look like they move slower than an OAP on a Segway.

"Beyond the deep single player mode, Lost Planet 2 is loaded with one the most extensive multiplayer campaign seen in a shooter to date. The intense and action packed campaign mode comes with the ability to form teams of up to 4 players online to clear mission objectives with friends," Capcom adds.

More info is promised "in the coming months".


Victoria Beckham Jual Gaun Rp 27 Juta Dalam Sekejap

Gambar
Victoria Beckham (ist)

Jakarta Sepak terjang Victoria Beckham dalam dunia fesyen tampaknya tak bisa lagi dipandang sebelah mata. Victoria bisa menjual gaun rancangannya yang senilai Rp 27 juta dalam sekejap.

Gaun-gaun rancangan Victoria itu dijual di sebuah situs fesyen ternama net-A-Porter. Dalam situs tersebut, Vic sapaan akrabnya menjual tiga buah gaun.

Dikutip Female First Kamis (26/2/2009) gaun strapless berwarna cream, gaun bermotif geometric serta gaun berwarna ungu rancangan istri pesepakbola David Beckham itu masing-masing berharga 1.300, 1.600 serta 1.311 Pound Sterling atau sekitar Rp 22 - Rp 27 juta.Wow!

Namun dalam sekejap ketiga gaun itu diminati para fashionista dan terjual. Dulu kemampuan Victoria sebagai desainer sempat dipertanyakan banyak orang. Bahkan jeans rancangan Posh 'Spice' yang berlabel DvB sempat diboikot beberapa butik ternama Inggris.

Namun kini Vic kembali bangkit dan membuktikan kehandalannya.