Additionally, there were no significant differences in vertical jump and standing
long jump change between or within groups.
Not exact matches
«As technology
jumps forward and people are
changing preferences we have to think
long and hard about what the public sector offers to people when it comes to money and how do we facilitate people living in society getting access to money in the forms and shapes they prefer them to be,» Skingsley said.
Beverage maker
Long Island Iced Tea Corp on Thursday became the latest to
jump on the bandwagon,
changing its name to
Long Blockchain Corp, helping its shares increase nearly four times.
It didn't take
long for bettors to
jump all over them,
changing some totals by as much as 11 (yes, eleven) points.
The not so glamourous Withdean also boasted sheds that doubled as
changing rooms and corporate hospitality spaces, and a discus net and a
long jump pit for extra ambience!
The Commonwealth
long jump silver medallist on the
changes she has made and her experience recording the official anthem of Commonwealth Games England
Olympic
long jump champion has
changed training group and is planning some competitive sprint action in 2014 to help him on the runway
For both groups, the overall
change in vertical
jump was significant (2.31 ± 4.55 cm) but the
change in standing
long jump was not.
The speed limiter was turned off to allow the car to hit speeds of 162 mph on the
longest straights, and the springs and dampers were
changed to compensate for the several
jumps in the course.
Since delta includes volatility as a factor (in d1), regardless of whether volatility is high or low as
long as the price
change has a proportionate effect on the expected value then delta may not be
jumping around as much as you think.
For these borrowers, PAYE and the IBR offer very similar terms, though PAYE is slightly more borrower - friendly for two reasons: (1) if a borrower no
longer has a partial financial hardship, all outstanding interest is capitalized under IBR but the amount of interest capitalized is capped under PAYE; (2) borrowers in IBR who wish to
change to another repayment plan must
jump through a procedural hoop of spending at least one month in the standard repayment plan before switching to their desired plan, and borrowers in PAYE face no such switching hurdle.
A life
long animal lover, Wood's interest in equine biomechanics and bodywork was sparked in 2010 after observing the physical
changes and challenges her horse Duke went through when
changing disciplines to begin a new
jumping training program.
Rosie has slowed down a little over the years, and she no
longer jumps up onto chairs, but other than these minor
changes, she is remarkably youthful.
When it comes to joint pain, though, that
change can be a lot more subtle: taking a little
longer to climb stairs, running slower and for shorter periods, hesitating to
jump into the car or onto the couch.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery,
jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as
long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as
long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1):
Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as
long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while charging.
- the game's shading mechanism has
changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can
jump up in rank if you're good enough, but only up until S - you can't
jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big
jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was
changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much
longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are
changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will
change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as
long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
For 30 years we have seen a young hero overcome many trials to save his land,
jumping from one Legend straight to another and during those
long 30 years, he's always donned a green tunic, but now all that is set to
change with Breath of the Wild as it appears even Miyamoto doesn't know if Link will wear his green garb in his latest adventure.
You'll immedately notice that the crouching animation is just one frame
long, that there is no transition to blocking and that the only two big animations for state
changing are the recovery animation and both
jump animations (which anyway have repeated frames, reducing the number of resources needed).
***** The game rules can be
changed using Options menu ***** The default game rules are as follows: * captures /
jumps are mandatory --(unchecked the \» Force
Jump \» in the Options menu to disable this rule) * the promoted piece (aji) can move and capture in any number of free space forward or backward (aji terbang)--(unchecked the \»
Long Move \» in the Options menu to disable this rule) * NO
jump / capture priority between the promoted piece and the normal piece.
The new 3D racetracks were more robust, with features like
changes in elevation, slopes, and
long jumps, among others.
It was still a challenge — the game is self - described as «hard - boiled arcade shooter» so don't expect that to
change — but it no
longer felt like I was flailing and
jumping around to try and stay alive and could start to see how enjoyable this game could be in co-op, advancing while your partner gives you covering fire before popping into cover to cover your partner.
This sounds like what I need to
jump - start some much - needed
changes — I have struggled with job - juggling too
long, and now feel pressured to get my art - career focus more successful, even with years of professional work, it's terribly difficult to make a living.
UHI effects will generally lead to
long term trends in an affected station (relative to a rural counterpart), whereas micro-site
changes could lead to
jumps in the record (of any sign)-- some of which can be very difficult to detect in the data after the fact.
I have had a life
long interest in the environment / ecology (beginning with the hippy movement thousands of years ago:) So when the «climate
change» (or, whatever term is used) popped up, I
jumped on board with interest.
1998 was near the tail end of a decade that
jumped well above the mean average
longer term rate of increase (there is a thing called climate variability, it didn't disappear with climate
change, and if anything probably only intensified;, and ocean warming and glacial melt both accelerated during this period, taking more energy out of the air — see below).
Granted, the stockbrokers may no
longer be
jumping for joy at the
change in China's financial fortunes.
- Improved support for Motorola Moto G Dual SIM: — QS: adjusted network mode tile (allows
changing SIM slot on
long - press)-- QS: adjusted handling and reordering of cellular tiles — QS: proper adjustment of signal tile size for tiles per row option — Signal cluster adjustments, including icon coloring (NOTE: cell signal doesn't support data activity indicators)-- fixed Smart radio — all other misc Multi SIM related adjustments - Quick settings: — revived Ringer Mode Tile (silent == priority)(thanks to romracer)-- revived USB Tethering Tile — fixed other misc issues in tile management (thanks to romracer)- BatteryBar: improved behavior in lock screen status bar (now allows bottom position)- ProgressBar: improved behavior in lock screen status bar (now allows bottom position)- Phone: — added workaround for missed calls notification LED — added 5s ramp - up duration for ascending ringtone - Ultimate notification control: — fixed issues causing unexpected heads up and notification icon «
jumping» — show package names in app descriptions for better identification of packages having the same app name - Power: improved option for low battery warning policy - Navigation bar: improved handling of cursor control keys - Recents: added option for using alternate icon for clear all button - Fixed unexpected disappearing of centered clock and centered traffic monitor - Other misc Motorola specific fixes (thanks to romracer)- Updated Japanese translations (thanks to WedyDQ10)- Updated French translations (thanks to ch - vox)- Updated Hungarian translations (thanks to benjoe1)- Updated Chinese (Simplified) translations (thanks to liveasx)- Updated Portuguese (BR) translations (thanks to wyghor, KingKaminari)- Updated Russian translations (thanks to gaich)- Updated Chinese (Traditional) translations (thanks to PeterDaveHello)- Updated Malay translations (thanks to zamzameir)
Long - pressing on the homescreen gives you the option to
change your wallpaper, Widgets and
jump into launcher settings.
The most impactful
change of all, one Bungie played up back in May, is that you no
longer have to
jump back to the waiting «orbit» screen to
change activities, a massive hurdle the original Destiny never fixed.