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Hi, there.

Welcome back to the step-by-step guide on how to write an A Level Law essay.

If you haven't seen my first video on Statutory Interpretation, I would recommend that you

do so as it is an introductory video to my channel and how my video guides work.

Before we begin, please note that this video guide will be most effective for you if you

already have some basic knowledge of the relevant chapters that I will be discussing.

As this is the second part of the video guide, I will be going through the whole written

essay with you and then explain the workings as I go along.

In case you haven't seen the first part of this video guide, I would like to encourage

you to do so first so as to prepare you for the actual essay itself.

I have inserted the link to the first part of the video guide in the description below.

If you find this video guide useful, please like, share and subscribe to my channel and

don't forget to click on the bell button to get notifications of new videos as I will

be making video guides every week.

With that said, let's get started with Part Two of video guide #3.

The question of the day reads: Consider how delegated legislation has played an important

role in the development of the law and critically assess the possibility of the practice also

being a threat to democratic law-making in Parliament.

To answer an examination question we must first take note of two things.

Which chapter is the question covering, and what is the focus of the question.

By first considering these two aspects of the question we will know how to address the

question appropriately.

From the question we can infer that this question covers the chapter Delegated Legislation

And the focus of the question concerns the importance of DL and the possibility of it

being a threat to democratic law-making.

As per usual, a complete essay needs to be structured properly.

Therefore, our essay should include an introduction, relevant points, and finally a good conclusion

which addresses the question.

Before I begin going through the essay I would like you to note that my answer is not the

perfect essay answer, but it only serves as a guide for you so that you get an idea on

how to write your essay and score the highest mark possible for your effort.

Incidentally, I may have also left out certain minor details from my content video as whatever

points that have been discussed earlier only serves as a guide for us to reach our end-product,

the essay.

One more important thing to note is that since, for examination purposes, the time limit for

one essay answer is exactly 30 minutes, I will not have a lot of time to cover every

single relevant detail and the ideal word count for an excellent essay answer is between

800-1000 words per essay.

Introduction Man-made laws exist to regulate human activity,

and these laws come from different sources including laws made by way of delegated legislation.

As delegated legislation is sanctioned by Parliament, it can be considered as written

sources of laws.

However, there is an argument that delegated legislation threatens democracy and democratic

law-making.

To consider the validity of this argument, we need to first discuss the purpose and practice

of delegated legislation and how it actually affects the concept of democracy.

It is very important for us to first define laws and sources of laws, especially written

sources of laws such as Acts of Parliaments which are very much related to delegated legislation.

Though delegated legislation has been mentioned here, it is only mentioned briefly because

in the introductory stage of an essay, a quick preview of what is to come should suffice.

As law-making and democracy are very controversial things, we should definitely discuss the workings

of delegated legislation before we can actually make an informed decision on whether or not

delegated legislation threatens democracy.

Point One: Body Paragraph One As the name implies, delegation legislation

simply means that someone has delegated the authority of legislating laws to another.

That someone is none other than Parliament, a collective body with the highest law-making

authority in England.

Delegated legislation is derived from its parent Act, or enabling Act, which proscribes

its parameters and procedures for law-making.

It is a canvas for which detailed laws can be inscribed upon by the people who have been

charged by Parliament to do so in Parliament's stead.

Some of the most common delegated legislation are Orders in Council made by the Queen and

the Privy Council, Statutory Instruments made by government ministers and government departments,

and By-laws made by local authorities and public corporations.

An important statutory instrument is the Police Codes of Practice that were made by the Lord

Chancellor and the Secretary of State for Justice under the authority given by the Police

and Criminal Evidence Act 1984.

To develop the essay, the origins of a particular subject of a topic should first be addressed,

and therefore as according to the thesis statement in the introduction we should now highlight

the definition of delegated legislation and how it relates to Parliament.

As part of the workings of delegated legislation, it is crucial that the types of delegated

legislation should be discussed briefly, with at least one of the types explained further

to illustrate how delegated legislation generally works.

Point One: Body Paragraph Two There are many reasons for which delegated

legislation is important in the development of laws.

As Parliament is a collective body, it cannot deal with every specific detail of a particular

law and so therefore Parliament usually decides on the main provisions of a statute and then

leave the specifics to someone else with more expertise on the matter to deal with it.

This leaves Parliament with more time and resources to deal with other laws requiring

more collective attention.

Government ministers who have been delegated the power to legislate will be able to consult

others who are either experts or have vested interest in the matter that is about to be

made into law.

Apart from that, the Legislative and Regulatory Reform Act 2006 has provided that government

ministers with delegated powers are able to make or change any provision for laws if it

so reduces the burden of Parliament's function as a legislative body.

After discussing how it works, we should move to the reasons for delegated legislation and

highlight some of the good points about its practice.

This should definitely be directed at addressing the question on how Delegated Legislation

plays an important role in the development of the law since that is the first part of

what the question requires us to focus on.

It is from this paragraph onwards that we are actually addressing the question properly

and going into the crux of the essay.

It should be noted that this is only done after giving the essay a proper development,

or an origin story.

Point Two: Body Paragraph Three Although the enabling Act is the primary control

utilised by Parliament over delegated legislation, there are other ways for Parliament to make

sure that delegated powers are regulated.

One example would be the Affirmative Resolution, where Parliament will have the last say before

it is officiated as an actual statute law.

This method ensures that Parliament has control over the details of the law that has been

made through delegated legislation.

Other than Parliament, the judiciary also has authority over delegated legislation.

This is only so if there is evidence to prove that, for example, a government minister has

not followed the correct procedures provided for by the enabling Act such as seen in Aylesbury

Mushroom case (1972) where the courts held that the delegated legislation is ultra vires,

i.e. that the minister has overstepped the powers granted by Parliament when he failed

to follow proper procedure while developing the law.

After addressing the important role of delegated legislation in the development of the law,

we should move to discuss its regulation as this is not just part of the workings of delegated

legislation, but it is an important point to highlight so that we can critically evaluate

the question on whether delegated legislation still pose a threat to democracy after knowing

the fact that there are some controls over the practice of delegated legislation.

And of course, with one example to illustrate each type of control would suffice for this

essay answer.

Point Three: Body Paragraph Four To address the question on the threat to democracy,

we should first understand the importance of democracy before we can decide if delegated

legislation has threatened the concept of democratic law-making.

Democracy is based off the idea that the development of laws should be influenced by the masses.

Therefore, to allow an individual or a body of individuals who possibly is not even democratically

elected to do the job of law-making by way of delegated legislation can be considered

as an affront to the basic concept of democracy.

This can be made worse if sub-delegation is also practiced within government departments

responsible for developing specific laws.

Despite these issues, it should be emphasised that there are at least controlling bodies

to regulate delegated legislation.

However, both Parliamentary and Judicial control are quite limited and that control will only

be properly exerted when an abuse of power occurs and reported.

With delegated legislation not being a frequently public affair like the laws that are rigorously

made in Parliament, abuse of power and misapplication of power is rife.

In this paragraph we are addressing the second part of the question, and before we can do

so, we should briefly discuss the concept of democracy and its importance first otherwise

we cannot emphasise how important it is.

After explaining how delegated legislation can actually threaten democracy and democratic

law-making because of the flaws of its practice, it would be good for us to at least make a

brief contrasting point on how there are also controls to mitigate the threat to democracy.

This is why it is important for us to introduce the fact that there are some controls over

delegated legislation in Point Two so that now we can make a more informed and critical

evaluation on the focus of the question regarding delegated legislation and its possible threat

to democracy

Conclusion As much as we need to delegate powers of legislation

so that we can ease the burden of Parliament, such practices do not come without the problems

of abuse which would ultimately lead to the idea that democracy is threatened.

Therefore, I feel that there should be a more stringent check on delegated powers so that

the practice can meaningfully supplement Parliament's role in law-making without the concern that

democracy is being threatened.

Instead, the practice of delegated legislation can be seen as an extension of Parliament's

democratic will.

The summary should briefly highlight some of the most important points of the essay

which addresses the question properly.

After much critical thought and discussion, a conclusion can be made and must coincide

with our general view throughout the discussion.

That is the end of the video guide.

I hope it has helped you in your legal studies.

Do check out part one of this video where I'll go through with you the contents of

the answer to the question.

I have linked the video in the description below.

If you have any questions, comments or any suggestions on what other topics you would

like me to cover, please leave a comment on this video.

And again, if you find this video guide useful, please like, share and subscribe to my channel

as I will be uploading new video guides on different topics every week.

In addition to that, if you would like me to send you a copy of the whole essay in Microsoft

Word form, please subscribe to my channel and then drop me an email requesting the document.

Thank you.

For more infomation >> Delegated Legislation Part Two: Essay Guide, A Level Law Step-by-step Video Guide #3 - Duration: 13:25.

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Delegated Legislation Part One: Content Guide, A Level Law Step-by-step Video Guide #3 - Duration: 9:53.

Hi, there.

Welcome back to the step-by-step guide on how to write an A Level Law essay.

If you haven't seen my first video on Statutory Interpretation, I would recommend that you

do so as it is an introductory video to my channel and how my video guides work.

Before we begin, please note that this video guide will be most effective for you if you

already have some basic knowledge of the relevant chapters that I will be discussing.

In addition to that I will not go through every single detail of the content of the

essay in the first video as it is meant to be a quick tutorial.

As this is Part One of the video, detailed explanation and discussion of the contents

of the essay will only be done in Part Two of this video guide where I will go through

the essay with you in detail.

If you find this video guide useful, please like, share and subscribe to my channel and

don't forget to click on the bell button to get notifications of new videos as I will

be making video guides every week.

With that said, let's get started with Part One of video guide #3.

The question of the day reads: Consider how delegated legislation has played an important

role in the development of the law and critically assess the possibility of the practice also

being a threat to democratic law-making in Parliament.

To answer an examination question we must first take note of two things.

Which chapter is the question covering, and what is the focus of the question.

By first considering these two aspects of the question we will know how to address the

question appropriately.

From the question we can infer that this question covers the chapter Delegated Legislation

And the focus of the question concerns the importance of DL and the possibility of it

being a threat to democratic law-making.

As per usual, a complete essay needs to be structured properly.

Therefore, our essay should include an introduction, relevant points, and finally a good conclusion

which addresses the question.

Introduction Before we address the question on delegated

legislation, we should first briefly define laws and sources of laws, especially written

sources of laws made by Parliament as Acts of Parliament.

The reason for a quick introduction on sources of laws and Parliament is because delegated

legislation is very much a part of what written sources of laws are.

After that we should briefly define delegated legislation and mention its relation to Parliament.

It should be noted that this is only a quick preview of the more detailed explanation that

is to come once we go into the contents of the answer, therefore a very brief mention

as to its relation to Parliament will suffice.

For the thesis statement.

In order to determine if delegated legislation threatens democracy, we should first discuss

the workings of delegated legislation and its regulation.

As law-making and democracy are very controversial things, it is best that we develop our answer

properly by going through the workings and its purposes before we can actually make an

informed decision on whether or not delegated legislation threatens democracy.

This is a very good type of essay where we can flex our knowledge and opinions on constitutional

and civic matters with critical thoughts about the subject.

Point One As an extension to what has been teased in

the introduction regarding delegated legislation's relation with Parliament, we can now discuss

the workings of delegated legislation by highlighting the concept of an enabling Act.

Delegated legislation is derived from its parent Act, or enabling Act which proscribes

its parameters and procedures for law-making.

It can generally be seen as a canvas for which detailed laws can be inscribed upon by the

people who have been delegated the power by Parliament to make in Parliament's stead.

Of the many forms of delegated legislation, at least the three main types of delegated

legislation should be highlighted with its workings and methods for law-making briefly

illustrated and explained.

These are Orders in the Council made by the Queen and the Privy Council, Statutory Instruments

made by government ministers and government departments, and By-laws made by local authorities

and public corporations.

After that we can briefly explain some of the reasons for the need for Delegated Legislation

and highlight some of the good points of Delegated Legislation in the whole law-making process.

The discussion of some of the most important reasons should be directed at addressing the

question on how Delegated Legislation plays an important role in the development of the

law.

An example to highlight can be the fact that Delegated Legislation allows people or bodies

of people with more specific skills, knowledge and responsibilities to make or change laws

for specific purposes, especially in an emergency situations.

Point Two Because the question concerns with how Delegated

Legislation may have threatened democracy, we should now briefly introduce the fact that

there are controls for which to regulate it.

In this point we are actually still discussing about the workings of Delegated Legislation

and so we should not properly address the issue with how it threatens democracy yet.

This should be done after the facts about the controls are considered.

Explain Parliamentary controls in detail by going through some of the methods for which

it uses to regulate DL.

Other than the enabling Act, we should also briefly discuss about the other ways in which

Parliament can actually regulate Delegated Legislation.

This would include the Scrutiny Committees, Affirmative Resolution, and Negative Resolution.

Explain Judicial controls in detail by going through some of the methods for which it uses

to regulate DL.

The emphasis here should be on the explanation of how judicial review works and the concept

of ultra vires with some case examples to illustrate its regulation on abuse of power

or powers that were not executed according to procedures.

Point Three Re-evaluate the workings of Delegated Legislation

and the controls available to regulate law-making by way of Delegated Legislation.

We will now have to bring together everything that we have discussed about the workings

of Delegated Legislation and consider if, overall, it has threaten the concept of democratic

law-making.

A brief introduction and discussion on democracy and democratic law-making should also be done.

This is to highlight the importance of democracy and how the development of laws should be

influenced by the masses rather than an individual who possibly is not even democratically elected

to do the job of law-making.

The highlight of this point is important before we can critically evaluate the question on

Delegated Legislation's threat to democracy.

With that in mind, we can now link the discussion back to the focus of the question.

To do this, it is important to include our own views, comments and opinions on whether

or not Delegated Legislation actually threatens democracy.

One of the things that candidates can highlight is the criticism that Delegated Legislation

has taken law-making away from the democratically elected and allows non-elected people such

as political appointees from certain government departments to make laws.

This can be made worse if sub-delegation is also practiced within that department.

However, this can be contrasted by highlighting the basic aspect of Parliamentary control

over Delegated Legislation.

For example, Parliament has the final say on what becomes law by way of an Affirmative

Resolution.

Conclusion To conclude, we should briefly summarise what

we have discussed throughout the essay.

The summary should briefly highlight some of the most important points of the essay

which addresses the question properly.

Lastly, we should address the question by stating our stand on whether or not Delegated

Legislation actually threatens democracy by briefly highlighting some of the most important

points to support our view.

After much critical thought and discussion, a conclusion can be made and must coincide

with our general view throughout the discussion.

Before I end the video, let us just review the whole answer one more time so that we

can prepare ourselves to write the full essay.

Since the question concerns the importance of Delegated Legislation and the possibility

of it being a threat to democratic law-making, we have endeavoured to introduce our approach

to the essay by stating that we will develop our essay by first going through the definition

and the workings of Delegated Legislation and its types where we have also stressed

its importance in the process of law-making.

After that we have explained how the making of laws by way of Delegated Legislation is

also regulated by both Parliament and the Judiciary.

Finally, to address the second part of the question, we have endeavoured to re-evaluate

the practice of Delegated Legislation and related it to the question on whether or not

it is a threat to democracy by first highlighting the importance of democracy and democratic

law-making.

That is the end of the video guide.

I hope it has helped you in your legal studies.

Do check out part two of this video where I'll go through with you the full essay

answer of this question.

I will link the video in the description below.

If you have any questions, comments or any suggestions on what other topics you would

like me to cover, please leave a comment on this video.

And again, if you find this video guide useful, please like, share and subscribe to my channel

as I will be uploading new video guides on different topics every week.

Thank you.

For more infomation >> Delegated Legislation Part One: Content Guide, A Level Law Step-by-step Video Guide #3 - Duration: 9:53.

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Easy Guide to Appreciating Classical Music - Duration: 4:54.

For more infomation >> Easy Guide to Appreciating Classical Music - Duration: 4:54.

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Top 5 Places in Digha, West Bengal || 2018 || Travel Guide || India - Duration: 7:51.

Top 5 Places in Digha, West Bengal || 2018 || Travel Guide || India

Digha is one of the most popular vacation destinations in West Bengal, particularly for people from Kolkata.

This beach-town is located in the West Bengal-Odisha border and is around 200 km from Kolkata.Digha is divided into two places .

Old Digha and new Digha. Old Digha is the oldest beach in west Bengal

Market was established on basis of this. All the major bank atms are situated in the old Digha.

New Digha is a kind of planned city. If someone is looking for a offbeat location they can visit the surrounding beaches

Mohona, Udaypur, Talshari, Mondarmoni. It takes hardly one day to visit all the spots

Top 5 Recommended Places in Digha:

1. New Digha Beach 2. Amravati Park 3. Digha Science Center Park

4. Shankarpur Beach 5. Talasari Beach. Other Mention : Digha Gate

Top 5 Recommended Hotels in Digha

1. Hotel Sea Hawk 2. Hotel Santiniketan Digha 3. Hotel Amar Digha

4. The Palm Resort 5. Hotel Sea Bird

Top 5 Recommended Things to Buy in Digha : 1. Cashew nuts

2. Digha Mohana Fish Market 3. Hand woven mats

4. Jewellery 5. Ornaments and Curios

Top 5 Recommended Things to do in Digha : 1. Horse riding.

2. Sunbathing. 3. Swimming.

4. Volleyball 5. Eat Maach Bhaaja

Enjoy The Video

Dont Forget to SUBSCRIBE

For more infomation >> Top 5 Places in Digha, West Bengal || 2018 || Travel Guide || India - Duration: 7:51.

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Phantom dApp Quickstart Guide | Shift Project - Duration: 3:10.

During this video tutorial, you will learn how to quickly and easily deploy a

website using Shift's Phantom dApp.

Your first step is the generation of a Shift passphrase and account, with which

you will be able to interact with Phantom using the online testnet wallet.

Keep this passphrase safe and secure. It is your personally held private key

and necessary for maintaining access to your Shift stored resources.

Once you're within the wallet's user interface, navigate to the applications tab,

and, after reading the security warning, open the Phantom dApp.

Now that it's open, all you need to do is drop your compatible website assets into the file manager,

and click upload in order to copy them onto Shift's IPFS storage cluster.

As you can see, your files and folders are now safely stored on Shift's decentralized network,

with each assigned a content based hash that allows for their

retrieval using a fast, efficient and censorship resistant peer-to-peer

infrastructure. Using the pin function informs the clusters nodes that data

must not be removed by their automated garbage collectors,

ensuring that it remains accessible as long as you, the user, desire.

If you're working with website resources, you can then publish them, which saves a connecting record

between the IPFS and IPNS hashes. Now that you've pinned and published your data,

you can use the peer gateway to check your website is accessible

and being displayed correctly. The URL here contains the published hash and is

all that is necessary for users to access your new, censorship resistant website.

However, using Phantoms DNS tool, it is possible to point a DNS record to your

IPNS hash, granting it a more user-friendly URL.

All you need to do is input your pre-registered domain or subdomain, and the information necessary

to create the required DNS records with your third-party domain manager will be

automatically generated. In order to complete this process, you'll need to

create a CNAME record, if mapping to a subdomain,

as well as a TXT record.

Once you're done, you can navigate to your brand new, Shift hosted decentralized website.

Congratulations, you too are now part of the new web revolution.

For more infomation >> Phantom dApp Quickstart Guide | Shift Project - Duration: 3:10.

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Bootable USB Flash Drive for Mac OS Sierra - Step By Step Guide - Duration: 3:01.

Hey youtube, this is your friend simple tech man and in this video

I'll show you how to make a bootable Mac OS Sierra flash drive. So stay tuned

The things you will need for this are a

flash drive with at least 8 gigabytes of space I

Recommend formatting the flash drive and here is how you do it plug your flash drive into your macbook

Go to finder then application

Then utilities and

Then Disk Utility

You'll find your flash drive in the external column

Click here

And then click erase choose Mac OS extended journaled

And rename it something that ELLs you that this is an installer flash drive. I'm going to name mine MACINSTALL

The next step is to download mac OS Sierra go to the App Store

and type Sierra

We need to download this file after this is installed just minimize that and quit it

Press the command key then space and type terminal

and

Don't worry, if this looks like a lot you just have to copy paste a code, which I will provide in the description below now

You have to put in your MacBook password and press ENTER

and

As you see over here it erased my desk and is copying everything on my flash drive

This step is going to take about 15 to 20 minutes depending upon how fast your flash drive is

But this is the process guys. You see it over here. It's copying the installer file. I

Have to tell you guys why I am doing this. I have a late 2011 MacBook Pro

I'm going to upgrade the RAM to 16 gigabytes and I'll upgrade my hard disk to a new 500

gigabytes SSD

I will post a video about how I did that within this week

If you liked this video do it the like button and don't forget to subscribe until next time. This is simple tech man

signing out

For more infomation >> Bootable USB Flash Drive for Mac OS Sierra - Step By Step Guide - Duration: 3:01.

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PORTABLE REFINER A COMPREHENSIVE GUIDE in No Man's Sky NEXT - Duration: 10:58.

Howdy folks, today we're going to talk about Refiners, as even the Portable Refiner is

a must have for anyone playing the game.

Today I'll go through all the recipes, the pros and cons as well as some known bugs.

So let's start with the Portable Refiner itself.

You can build a Portable Refiner from your build menu with 30 Oxygen and 1 Metal Plate,

the Oxygen is easily gained from Red plants that glow and have bulbous flowers and can

be found on at least, most worlds.

You could also just buy the oxygen, it's quite cheap and sold everywhere, same for the Metal

Plate, but if you need or want to make it, it's just 50 Ferrite Dust gained from small

and medium rocks.

Once you have built your portable refiner, it can be picked up and held in your inventory

for later use, to put back down simply build it again through the menu, if you have one

in your inventory, it will place that down and not require the resources to build.

At the beginning it is quite useful to devote a slot to one, but as you go on, you will

be more prepared and likely not need one often, and as they are so cheap to build and you

will often have Oxygen on you anyway, it would likely be more preferable to just build and

leave.

The Portable Refiner has a single input, a fuel and an output.

The medium has 2 inputs and Large has 3, this allows for far greater and more extensive

recipes in the Medium and large.

Now, before we go into it's best uses, here are all of the recipes I have tested, I'm

pretty sure I have tested every resource on the Portable refiner.

For simplicity, we'll group these via what is produced, as what is produced is a far

smaller list than what you can refine.

First is Carbon;

Oxygen can be refined to Carbon with a 1:1 ratio

Whereas Condensed Carbon, Marrow Bulb, Kelp Sac, Frost Crystal, Cactus Flesh, Fungal Mould,

Gamma Root, Star Bulb and Solanium are refined to Carbon on a 1:2 Ratio

Carbon, of course, refines to Condensed Carbon on a 2:1 ratio

and Carbon Crystal refines to Condensed Carbon on a 1:150 ratio

This is a repeating pattern, as most of these resources have 3 forms, the basic, the refined

and then a rare crystal form which refines to 150 of the refined version, with a few

exceptions.

Cobalt to Ionised Cobalt with a 2:1 Ratio and back again for the opposite ratio, this

is helpful as there is no loss other than fuel.

tetra-cobalt refines to Ionised Cobalt on a 1:150 ratio.

Sodium goes to Sodium Nitrate with a 2:1 Ratio, but interestingly doesn't go the other way,

I expect this is a bug or oversight that may be patched along with a number of other things

possible with refiners like Infinite resource loops, of which there is one for the Portable

Refiner.

Sodium also has a rare Crystal form called Destabilised Sodium that has the 1:150 ratio

Ferrite is a little different as it has an extra sub-basic version, this being Ferrite

Dust.

Ferrite Dust refines to Pure Ferrite at a 1:1 ration, whereas Pure Ferrite continues

the trend to Magnetised Ferrite on a 2:1 ratio and Rare Metal Element refines to Pure Ferrite

on a 1:150 Ratio

Magnetised Ferrite can go back to Pure Ferrite on the opposite ratio of 1:2.

Ferrite is definitely something you'll want to refine for reasons I'll go into shortly.

Di-Hydrogen is that infinite loop I was on about, it refines to Di-Hydrogen Jelly on

a 30:1 ratio, yet refines back to Di-Hydrogen on a 1:50 ratio.

If you intend to gain financially from this, you should consider the fuel you are using,

personally, it feels a little exploity, and I expect this along with the other infinite

loops to be patched at some point.

Salt refines to Chlorine on a 2:1 ratio

Chloride Lattice refines to Chlorine on a 1:150 ratio.

Now we've gone through the basics, the gases refine in a very costly tri-loop of 3:1, so

Radon refines to Nitrogen, Nitrogen Refines to Sulphurine and Sulphurine refines to Radon,

all of these refine at a ratio of 3:1, so should be avoided unless absolutely necessary.

Now for silver.

The Junk resources you find on green crates, the consoles of Abandoned Buildings and more

like Residual Goop, Runaway Mould and Viscous Fluids, refine to Silver on an awful 5:1 ratio,

but at least they have a use now, though not sure if it's worth actually collecting it.

Rusted Metal is an exception here which turns to Ferrite Dust on a 5:1 Ratio making it even

less useful to collect, but at least it makes more sense.

Alloys also refine into large amounts of resources, such as Aronium, Herox and Dirty Bronze all

turning to Silver on a 1:250 Ratio.

But Lemium refines to Gold on a 1:125 ratio.

The higher ups like Iridesite turns to Platinum on a 1:500 ratio.

I have not had the chance to pick up some Geodesite, so, unfortunately, cannot confirm

what that turns into.

You should be warned that Magno-Gold and Grantine are very broken at the moment and will show

nothing in the output, yet allow you to refine, it will then take your Grantine or Magno-Gold

and return nothing, if you leave the Refiner screen and go back, it will display 250 Big

Ball, and any veteran players will likely know this as a placeholder broken icon.

This will render your Refiner useless and impossible to get rid of, my freighter has

one stuck there from my tests, I wish I'd done this testing on a planet in all honesty.

If we move to the Biome Specific elements like Dioxite, Uranium, Phosphorus, Paraffinium,

Ammonia & Pyrite, they all refine to Ferrite Dust on a 1:1 ratio, this is generally not

worth doing unless you really need to fuel your terrain manipulator and you somehow find

yourself on a world with no rocks.

Then for the big one, Chromatic Metal, this is required for building Warp Cells and many

other things and once you figure out how to make it, it's all good as every system no

matter what has the resource to make it.

This is because it requires the Steller Resources, these are the resources that are specific

to star colour.

Yellow systems have Copper, Red has Cadmium, Green has Emeril and Blue has Indium.

These all refine to Chromatic Metal at different ratios.

They all also have a rare Activated version, this is planet-wide, so every so often, you'll

see a planet in these star type systems that instead of say the usual Indium, will have

Activated Indium, the activated variant is worth double in units, and it refines at half

the input ratio, but unfortunately it also harvests at a terrible rate, so it is advised

that you not seek activated in order to refine to Chromatic Metal, it is far more efficient

to harvest the lesser variant.

Copper refines on a 2:1 ratio.

with it's Activated variant refining on a 1:1 ratio.

Cadmium refines on a 1:1 ratio with the activated variant at 1:2

Emeril refines at 2:3 ratio with activated refining at 1:3

and Indium refines at 1:2 with it's activated refining at 1:4

the last is Coprite which refines to Mordite on a 3:2 ratio

Mordite no longer drops from creatures on death, instead they drop carbon, and while

Mordite can still be gathered as a secondary resource, this could be a good method to get

some if you have the coprite, I've yet to dive into farming, so I cannot be certain

whether Mordite can still be farmed.

Out of resources, the one that cannot currently be refined using the Portable Refiner are

Sodium Nitrate, Chlorine, Silver, Gold, Platinum, Mordite, Chromatic Metal and Pugneum, all

other than Silver, Gold and Platinum are not elements, so this may be the reason, it may

be a logical choice, as say Condensed Carbon and Carbon Crystals are the same elements

with the atoms arranged differently.

It's not a perfect theory, but it kinda fits.

Now as for tips and best practices.

The Portable refiner is a far lesser version than it's Medium and certainly Large counterparts,

in the Medium and Large Refiners, you can mix many resources in order to achieve greater

ratios, so they are far more efficient, so firstly, you should only refine in this Portable

refiner, just what you need.

When it comes to Ferrite, as going from Dust to Pure is a 1:1 ratio, you should do your

best not to use the dust to recharge etc, the Terrain Manipulator requires 200 Ferrite

Dust to Charge, but only 50 Pure Ferrite and even better 20 Magnetised Ferrite, the differences

are huge, so if you have the patience, refine it.

Condensed Carbon is found in crystalline form, this makes it not possible to obtain without

the Advanced Mining Laser, so just refine some normal carbon to obtain.

The highly compressed versions of the basic resource like Rare Metal Element, tetra-cobalt,

Destabilised Sodium, Chloride Lattice, Superoxide Crystal and Carbon Crystal are found in the

wild in the form of the old elusive Omegon Crystals.

I'm unsure if they are planet specific, but I have found many on a lush Biomed planet,

specifically Overgrown ringed planet, but I would imagine that if it is specific, it

would only be biome specific, yet no proof of this yet.

They take a while and will alert the sentinels on destruction, so mine them until they have

hardly any durability left, then pop them all in one go, be sure you have bag space,

this stuff is valuable.

Regarding Chromatic Metal, you should gather the resource of the highest star type you

can get to, so preferably Indium from Blue star systems, as they require the same amount

of effort to harvest, but give a greater ratio from refining, ignore the activated for refining,

it's not worth it for efficiency.

Iridesite may turn to a whole 500 Platinum, but be aware that as far as units go, it is

a massive drop in value.

If you have the Stasis Device blueprints and such, Iridesite is one of the 3 final material

required to craft, so consider saving them, same with Aronium, Magno-Gold and Grantine,

the latter 2 of which will bug your refiner anyway, those 3 alloys can be combined to

create Iridesite provided you have the Blueprint to do so.

These blueprints are still gathered from Manufacturing facilities as far as I can tell and Manufacturing

facilities can now be found far more easily, often popping up on the signal boosters first

free option.

Save your salt, Salt is an exceptionally valuable resource, it is required in huge amounts for

farming and can be used to gain great value in the better refiner variants, so I would

definitely advise saving it and not refining it.

Chlorine is found in abundance after all in Fungal Biomes and does not refine back.

As with Ferrite, you should refine your carbon to condensed carbon before using to charge.

The portable refiner is incredibly useful and essentially a pimped out Minecraft Oven,

the higher variants will certainly be covered in another video, but as they are unobtainable

to legacy saves that have already completed the base missions at the moment and the fact

that you'll likely agree, this video is long enough as it is, I have not included them.

With multiple inputs, the potential recipe numbers are huge and not only that but they

can process materials that the portable refiner cannot.

So keep an eye out for that.

Also, more information on the individual resource is coming your way soon as it is a highly

requested subject.

Thanks for watching folks, this is the first in the properly comprehensive guides, many

more to come on every aspect of the game, I'm aiming for one a day in these initial

few weeks which as you can understand, is a little tough considering the research required,

but I'm doing my best!

If you wish to support Xaine's World, there's Patreon with a single tier for $1 or more

as well as a streamlabs donation link in the description for one-offs, though sharing is

also a fantastic way to support the channel.

We have a Discord that is growing every day with people who love games most of which love

No Man's Sky, everything is linked in the description.

I shall see you fine folk tomorrow with another guide to better explain the mechanics of No

Man's Sky, have an awesome day folks!

For more infomation >> PORTABLE REFINER A COMPREHENSIVE GUIDE in No Man's Sky NEXT - Duration: 10:58.

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Goku Black Guide - Dragon Ball FighterZ Tutorial - Duration: 31:28.

yeah Goku black won the first-ever patreon poll... well kind of, it was

actually a tie with somebody else and you'll find out who that somebody

else is next video. if I had to use one phrase to describe Goku Black it would

be that he's well-rounded. he can play any role seeing as he's not totally

dependent on assists or meter, and he always has something for whatever the

situation may be. his heavy normals are great, especially the crouching heavy and

while he lacks range on his standing medium his crouching medium isn't bad and

that's much more important. yes it's true that he doesn't have a low crouching

light attack but if you factor in all his heavies, his normals rank above

average. however his projectiles are average, and which I should remind you

that "average" isn't bad it just means that he doesn't have an advantage over

most characters. his ki blasts are a bit on the weak side however he does have a

grounded Kamehameha, and the Kamehameha is one of, if not the best projectile in

the game. his god slicer and divekick take him across the screen very quickly

and let's not forget that teleports are the ultimate form of mobility... so no

surprise here. being able to force his offense on

people with the god slicer paired with an assist, having extremely easy damage

in the corner with the bomb loops, and his teleports make Goku Black one of the

best characters in the game in terms of ease of use. and what I mean by ease of

use is that his above average normals, mobility, and damage will carry novice

players over most. however at higher skill levels Goku Black comes up a bit

short when his opponent respects his game since he lacks great pressure and

mix-ups that the other top tiers have. oh and I only realized this after making

the guide... but zamasu is the advanced version

of Goku Black. and now that everyone's mad let's get started with the guide.

quarter-circle forward and attack is Goku blacks God slicer which is his primary

tool to start his offense when used with an assist. the initial ki blasts have

the same properties as a standard ki blast so your opponent can cancel their

guard with a reflect or super dash, however it's not a big deal because it's

fairly difficult to react to the light version since it has only one shot

before the stab... and you typically use the medium or heavy versions in a combo only.

the light version has a short start up making it very easy to combo into and

you don't have too much vertical movement, making it ideal to force your

offense on your opponent with an assist. the medium version does more damage and

causes a slide knockdown however it has a longer startup making it harder to

combo into and it scales your combo by four... as opposed to the light version

which scales by one. I know this sounds bad but it's not really a big deal because

you normally use this at the end of a combo where the scaling is already at max.

the heavy version is just like the medium except that has a short startup

making it easy to combo. as mentioned before this is primarily used in combos

however the light version can be used in the neutral to force an offense went backed

up by an assist. quarter-circle back and attack while airborne will give you a

divekick. the light version comes out fast and... well... it doesn't knock your

opponent down. and if you hit a grounded opponent you're at a disadvantage

afterwards. this scales your combo by two and you'd be hard-pressed finding a

legitimate use for the light version. the medium while doing more damage is slower

making it harder to combo and scales your combo by three, but it does count as

a smash giving you a wall bounce if you're close to the corner allowing for

a follow-up. it's important to note that if it connects you're able to double

jump or air dash even if you already used it earlier in the combo. the heavy

version is the best of both having a fast start up, wall bouncing

in the corner and scales your combo by two. it also counts as a smash and does

more damage than the medium version. the primary use for this divekick is as a

smash attack towards the beginning of a corner combo. the additional hits it

gives you before going airborne makes the higher damage scaling worth it. quarter

circle back and attack on the ground is your teleport.

you'll always teleport to the same location that's relative to your

opponent... so if your opponent is airborne you're gonna teleport up there with them.

light teleports you close to your opponent while the medium version

teleports you a bit further away. heavy teleports you behind your opponent. if

used sparingly you can use it to teleport in on your opponent from the neutral.

however the main usage is to reset your block stun pressure in open space. oh and

before you go crazy with the teleports just remember that a crouching heavy

does not care which side you teleport to. next up we have your kamehameha and it

operates exactly how you'd expect. it's fast, it'll plow through smaller ki

blasts, and it scales your combo by two. there's really not much more to say

about this. and finally we have your command grab

which is a slightly slower and weaker kamehameha except zamasu is there to

grab your opponent... and of course we all know where those hands have been. this

command grab doesn't count as a smash attack and it gives you an extremely

small wall bounce, but you can't combo afterwards normally and it scales your

combo by three. seeing as you'd most likely have to use a vanishing attack

to continue you're going to be getting some pathetic damage because a vanishing

attack scales your combo by five and counts as a smash attack... so you'll

be at the maximum damage scaling with no smash extension very quickly. but then

again it is a tracking command grab that still shoots off the kamehameha on whiff.

let's take a look at what attacks you should be thinking about at their

specific ranges.

at the longest range if your opponent's getting too comfortable trying to bait a

super dash feel free to fight back with your kamehameha. granted you don't want

to spam it because that'll make you vulnerable to jump-ins and such, however

it's good to keep your opponent on their toes.

if your opponent has too much respect for your beams, mixing it up with the

command grab is a good way to score some damage and get your opponent to

overextend. in the event that you're fighting against somebody that has a

teleport or just really good reads, use your ki blast instead because you can

always cancel into a vanishing attack for safety. at worst your opponent will

just vanishing attack your vanishing attack which is a lot better than eating

a full combo. alternatively you can use your teleport to get in, but you must use

it very sparingly... basically you have to condition your opponent NOT to expect it

in order to get any mileage from it. but if your opponent can't react to your

teleport, then by all means abuse them with it. your light god slicer is

gonna be your best way to force an offense when backed by an assist. even if

your opponent knows it's coming it's still pretty hard to counter it. we'll go

over which assists provide the best protection in the synergy section. and of

course in the mid-range you have your generic overhead low mix-up... which is

done with the low air-dashing heavy mixed up with a short dashing

crouching medium. in the close range when you think speed really matters, your

crouching light is your best bet. it may not impact low but it has good

range and goes into your mediums nicely.

this time around I'm gonna make a few changes to this section in hopes to cut

down the length... so if it doesn't work out... well... you know I'll just go back to

the other format. the first change is that I'm gonna do an overview before

going into the individual timing for each column. that way for those of you

that don't want to see the individual timing for each character, you'll at

least know what the sections are all about. first up we have the command grab

extensions. under normal circumstances you'd have to immediately use a vanishing

attack even in the corner to combo off it... which murders your damage output and

also ends up costing you meter. so naturally if you can get more damage and

build meter it's definitely a good thing, especially seeing how this is a really

dirty command grab.

next up we have the ability to keep the pressure going after a light god slicer

from long range. the reason why it's "long range" only is

because at mid range you can just use your generic options of a low air dashing

heavy or a quick dashing crouching medium. Goku Black with the help of assists can

easily combo multiple bomb supers in the corner for some real easy damage. some

characters require a smash while others have to be at a specific height... and

that's what the third column is all about.

and as expected we end with the low juggle extensions and the corner dragon

rush extensions. alright this is the time to skip ahead if you don't care to see

further details. so the command grab... I'm sure you noticed that it's only two

points... and that's because the situation is... well... "situational." it's not gonna be a big

part of your game but when the opportunity presents itself it's nice to capitalize

off of it. one point if you can get a combo afterwards and two points if the

timing's easy. it's not really a big deal if you can get a standing medium

or not because the damage differential is minor. trunks gives you a standing

special cancel into a super dash. the Captain hits low enough for you to get a

jumping ki blast... if you want something easier use a slightly delayed standing

medium. call frieza out when the beam first impacts, jump after them to combo.

it's possible to use a standing special into a super dash but the timing isn't nearly

as easy. for kid Gohan call him out slightly after the impact of the beam

jump to follow-up. piccolo can get a jumping ki blast but the timing is very

strict, it's much safer just to use a standing medium or special instead. Goku

can give you a crouching medium... aka whatever you want. jump to follow-up when

using Vegito. Bardock allows a jumping ki blast,

call him when the beam impacts. zamasu's timing isn't too forgiving... make sure to

slightly delay the medium. broly's timing is a little more tight than

normal but still manageable, use a standing special to combo. same with 21,

the timing's more difficult than the others. use a standing special to follow

up or play it safe and just jump to follow up instead. beerus easily gives

you a standing special. a crouching medium is possible but the timing is strict. Goku

Blue's timing is tough and the most consistent follow-up I found was a

crouching light. Hit gives an easy standing special. call Gohan as the

beam impacts. use a super dash to combo afterwards. a standing special is

possible with Tien, but it's safer to jump instead. and of course Yamcha gives you

anything you want.

jump to combo with 16. it's also best to jump when using

Nappa. super jump with Majin buu.

moving on to the light god slicer. two points if the assist keeps your opponent

stationary, as in they can't jump out. three points if there is only one gap

before or after the assists. and four points if it's gapless as in your

opponent can't even reflect. i'll remove a point if there's some negative aspect

to it. it's hard to see because it happens real fast

but the opponent is able to jump, but trunks catches them before they can get

away. the timing is as the second hit impacts of the god slicer. the Captain

can just barely protect you and keep the opponent grounded, the timing is just

before the second impact of the god slicer. frieza's long-range assist was

made for stuff like this... easily reaches and provides gapless protection. the

timing is as a second hit impacts. Vegeta's range isn't as good, it's just

outside of a low air dash and of course your opponent can reflect. he needs to be

called out right before your god slicer. goku is great as you would expect,

totally gapless, however the timing is at the same time you push the light button

for the god slicer... which can be an issue because if you're still holding forward

the assist won't come out. so I find it easiest to input quarter circle forward

then I push back and light with the assist button at the same time. same

thing with vegito, at the same time you push the light button...

however it's not gapless but if your opponent tries to jump they're gonna get

hit. so there's a small gap where they can reflect after the assist,

however since Vegito's assist is considered a small ki blast they can

reflect anyway. Zamasu has a gap after the assist, but your opponent can't jump

out. call him right before you input the god slicer.

Broly needs to be called out right before the input of the god slicer and

there's no gap before the assist, however there's a small gap afterwards... so small

that your opponent will get hit for trying to jump out. 21 is gapless before

the assist however there's a tiny gap afterwards and

it'll punish chicken blocking. her timing is at the same time you push the light button

beerus has the same issues as vegeta... the

max range is just outside of the mid range, and since it's a small ki blast your

opponent can reflect. the timing is right before to god slicer input. Goku Blue's a

one gap lock-down which has barely enough range, but the timing is really strict;

call him out just before the second impact of the god slicer. Tien needs to be called

out right after you push the light button. there's a gap after the assist but they

can't jump. out Yamcha can provide gapless pressure when called as soon as

the second hit impacts. 16 is also gapless with good timing, call him out

when the second hit impacts. Nappa is gapless too, the timing is when the ki

blast impacts. majin buu can keep your opponent locked down with some pinpoint

timing... if your opponent tries to jump they're gonna get hit but you really

can't capitalize off of it. the timing is when a second hit impacts. gotenks

keeps them in place nicely... completely gapless too. call him out right before

your god slicer. cell's range is just outside of your generic options and

there's a gap after the assist, however it'll punish people who try to jump out.

the timing is right before the god slicer. he lost a point because of the short range.

now for the corner bomb loop extensions... it's a lot of easy damage

with the easy combos. call out an assist during the second hit of your light god slicer then

immediately cancel into your super, and mash light to continue the combo. two

points if the assist needs some specific setup like a smash or some weird height.

three points if there's no unique setup but the timing is a bit difficult. and four

points if is done at the mid or high range and the timing is easy. if there's

something negative about it a point or two can be lost. I also put a H M or L which

lets you know what height the super needs to be performed so you can tell

what order to use. you'll combo from lowest to highest. mid's can be combo'd into

other mids, and highs can be combo'd into other highs.

but lows cannot be combo'd into other lows. pretty much lows are the worst

and usually require some real specific setup. if it needs a smash I put a little

S next to it... and of course trying to link two smashes together will be

problematic. trunks is an easy mid height activation.

the Captain's an easy mid as well.

frieza's at a weird height between mid and high and needs a dive kick smash

due to the fast assist, so he's

go to have to be your first activation.

kid Gohan is a typical high activation.

Vegeta needs to be called out at the same time you push the light button for

the slicer. he can also work at a slightly higher activation but not quite

the high position. while Goku's a low activation, the best setup I found was

into a normal juggle with the medium slicer ender... and as soon as you touch

the ground call goku and activate your super. even though it's technically a low

activation the juggle can be whatever you want into a medium slicer, so he gets

four points. vegito is your typical high activation.

Bardock is a mid divekick smash activation, so he needs to be first.

zamasu ideally is between mid and high, but can connect off of a mid or

high activation... barely. so if you have another mid activation put zamasu

second and if the other activation is high put zamasu first. broly's a mid activation.

beerus is similar to goku in the sense that it's best to end with a

medium slicer, but the activation is a little bit above the ground. the timing

isn't easy, especially if the juggle ended really high. the best ender I

found with Vegeta Blue is to do a double jump combo and call him at the same time

you pushed the special button for the ki blast, then cancel into the light divekick

then super. sounds difficult but really isn't. the best I got with

Goku Blue is to end with the medium slicer, then call him out and activate as

close to the ground as possible, then perfectly time a grounded light... then

jump into another juggle. it sounds harder than it really is... which is only

mildly hard. Hit's a single jump smash activation.

the easiest activation I found with Tien is to do a single jump juggle then end

with a light divekick and call him out at the impact, then activate your super.

yamcha needs to activate after a single jump smash divekick... and for some reason

I had the most success when my combo was crouching medium, medium, then jump

straight up, light, light, special, medium divekick. no fuss for 16... it's an easy high activation.

Nappa has an easy high activation as well.

Same with majin buu, easy high activation.

and krillin is a easy high activation too.

Gotenks isn't too tough, just make sure not to delay calling him out or activating

and you'll be fine. and cell is yet another easy high activation.

so I'm gonna revert back to only showing the assists that aren't easy to figure out,

such as a different juggle or a quick dash before the extension. naturally if it's not

cutting it I'll revert back to showing each clip. one point if you can continue

with the jumping attack after the assist. two points if you can get a

standing medium and three points if you can get a crouching medium. I used auto

combo links unless stated otherwise so the opponent will be closer to you after

the heavy. and here's a graph visually showing where most of the characters lie

on the assist timing. you'll notice that around each assist portrait there's a

colored border and that colored border corresponds with what rank they are on

the extension chart. so if they're green that means they get a crouching medium, if

they're teal they get a standing medium, and if it's a red border they

only get a jumping extension or super dash. okay now for the slightly unique

extensions. trunks is a good example of why it's best to use the auto combo for

these extensions, the combo randomly drops sometimes when you don't use the

auto combo links... anyway make sure to quick dash before your jump after the

assist. with kid Gohan do a single jump juggle, call him out at the same time you

push heavy, and super dash as soon as you touch the ground.

piccolo can only be done in the corner and his timing is with the heavy impact.

in open space goku can only get a super dash extension however if you're

around mid stage you can cancel into your medium divekick and ride him to the

corner. call zamasu just before you push the heavy button and make sure to

quick dash before your jump for the extension. broly needs a quick dash before

the jump also, the timing is at the same time you push heavy. beerus does have

a mid stage extension but the timing is very strict...

tap the assist button at the same time the medium impacts. in the corner however

it's much easier, just call them at the same time you push heavy. a standing

medium is possible if you call out Goku Blue just before you push the heavy

button... a delayed heavy that is. if you delay it long enough you can even get a

crouching medium if you use a quick dash. delay your heavy and call Hit

immediately after you push the heavy to get a standing medium. Gohan can combo in

the corner, call him out when the heavy impacts in a single jump combo, super dash

to follow-up to be on the safe side. 16 is another case of delaying the heavy if

you want to standing medium or crouching medium. use a single jump combo and the

timings when you push heavy. it's also easier to NOT use the auto combo links so

you'll end up closer to the ground. same with Nappa, delay the heavy in a

single jump combo if you want to get a standing

medium. the timing is at the same time you push heavy. due to the random nature kid

buu's assist brings, if you're mid stage just cancel into your medium divekick

after the heavy to continue to combo. the timing is when you push the light

button. for Gotenks the best extension I found was a single jump combo with

medium, light, heavy. the timing is when you push medium... it's safer to super dash for

to follow up because the sides might get flipped or something weird like that.

if you call out cell between the light and the medium you can get a crouching

medium, but it's really random so if you're at least mid stage just ride him

to the corner with your medium divekick, and the timing for that is at the same

time you push the medium button before the heavy.

finally we're at the corner dragon rush extensions, and you'll notice that it's only worth 2 points instead of

the normal 3... and that's because I think it's only worth 2 points instead of 3.

they get one point if you can combo with the jumping attack or super dash and 2

points if you can get a standing special. and of course here's a line graph to

show a typical timing. the general combo will be dragon rush, light, medium, heavy...

if it's different, I'll let you know. and now let's look at the unique extensions.

when using piccolo delay the heavy then use a standing light before the special.

the timing is when you push the heavy button. with Broly instead of doing light

medium heavy, use medium light heavy. call him out when you push the heavy button.

call 21 when you push the heavy button, however make sure not to delay the hits or

buffer the heavy... on the way down kick them with medium before landing and

using special. this is definitely not an easy extension. the best I found with

Goku Blue is dragon rush, medium, double jump, light medium heavy, kick them with

the medium on the way down, then jump up for the extension. the timing's when you

push the heavy button. this is really difficult just like 21. call Gohan out a

little after the heavy impact. the extension is not easy but it is possible.

if you delayed the heavy you can get a standing special with Tien. the timing is when

you push the heavy button. with kid buu call him out between the

light and the medium, and make sure to kick him on the way down with heavy to

get your standing special. if you delay the heavy using 16, kick them on the

way down with medium, then you can get a standing medium. the timing is to call him

when you push heavy.

first let's start with something I'm sure many of you tested already, but just

in case let's go over it. after your level 3 super your opponent is in a hard

knockdown state... which means they can't tech or delay their wakeup.

if you teleport immediately upon landing your opponent is forced to block or

reflect. as you can see I'm going nuts on the crouching heavy, but there's just

not enough time to get it out. so obviously the mix-up will be if Goku Black

teleports in front or behind. granted that the startup is visually

different but it happens so fast your opponent won't have an easy time

reacting to it. as far as the timing goes I start the input as soon as his hand

touches the ground and it works out pretty well. on hit you'll get another

combo and on block you apply pressure... it's a pretty nice deal.

let's say you get a corner combo on your opponent and you know it won't be enough

to kill... if you save a double jump in your juggle, you can reset your opponent

with a dragon rush that will catch back, up, and forward techs. do any corner

combo that leads to a juggle and end with a down heavy cancelled into a

whiffed ki blast... immediately dash backwards and go into your dragon rush. if you

timed it correctly it'll catch the three air techs.

if your opponent techs downward they'll avoid it...

but teching downward is really dangerous because you're not blocking by default,

and that's why most people don't use it. but... if your opponent is the type to tech

downward, instead of air dashing backwards after the whiffed ki blast, just attack and

you'll be able to impact them as soon as they become available to be hit.

if you use this in open-space, a backwards tech will get away from you,

but you'll still catch up and forward techs.

the longer your combo is the more strict the timing will be, but being able to

kill off your opponent with a single combo into a dragon rush reset makes it

worth it... or at least I think so

so I wasn't able to find a suitable open space block string for a few reasons,

however that doesn't I mean I don't have anything for you. the block string I'm

gonna show you doesn't sustain the assists indefinitely... meaning that on

the third loop you can't use an assist. any attempt to prolong the block string

will put you at risk. but just because there isn't a single sequence that loops

forever doesn't mean you don't have options. here's flow chart that shows you

what your options are. first you start off with crouching light, light light,

medium, crouching medium, heavy, then you have your first option. if you want to go

for the command grab this is your time since your opponent shouldn't jump

because of the crouching heavy threat. if you think your opponent will try to

reflect a tiny gap before your crouching heavy, cancel into your teleport for

a full combo punish. and of course if you think your opponent will play it safe

continue with the crouching heavy. after the crouching heavy is blocked you have

choices again... you can grab them, or if you think the reflect is coming go for a

teleport. if you want to continue to block string you'll choose one of the

two red options. god slicer is your best bet and works with pretty much every assist

at close range. if you have a long reaching assist like Frieza you can opt for the

kamehameha, which has the benefit of punishing people who are trying to

attack or jump out... but remember that most assists can't work with it. anyway

you can do two loops before having to choose something that does not require

an assist. this block string can push your opponent pretty far across the

stage, and if you can get them to the corner... well now you have access to a

sustainable block string. once again this is ONLY in the corner and yes it'll go

on forever. the reason why it doesn't work in open space is because you can't

immediately attack during your air dash or else you'll whiff... and that gives your

opponent an easy crouching heavy counter against you, but in the corner

you can attack immediately out of your air dash so your opponent can't anti-air

you with proper assist timing. you still have those reflect spots before the

crouching heavy and the first hit of the god slicer but remember that you can

either command grab them or teleport for an easy punish, and a nice thing

about the teleport is that if your opponent played it safe and kept

blocking... well they're right back in the block string.

and as always thanks for checking out the video. I'd like to give a special

thanks to my patrons who voted for Goku Black... which I'll be putting up another

poll shortly. and for those interested in supporting the channel so I can

eventually make this my full-time job, the patreon link is in the video

description below, as well as an actual description I should probably change... but

I thought was funny... and true.

For more infomation >> Goku Black Guide - Dragon Ball FighterZ Tutorial - Duration: 31:28.

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Smart Displays with the Google Assistant: A How-to Guide - Duration: 1:28.

Hey Google, where's the nearest pet store?

I found a few pet supply stores near you.

The first one is Sandy's pet shop.

It can be a big change to bring something new into your home.

But smart displays are easy for the entire family to use.

Here are a few pointers.

Swipe up from the bottom of the screen

to access quick settings where you can change the volume.

And to mute the mic,

use the physical controls on the device.

When you want to start a video call, open

the camera shutter and ask your Google Assistant to make a call.

To go back a screen,

just say "Hey Google go back" or swipe from the left edge.

to go to the home screen,

just say "Hey Google go home"

And if you want to change the photos or clock face

that's displayed in ambient mode, just grab your phone.

First, open the Google home app.

This is where you can control all your smart displays' settings at any time.

Tap the device icon in the upper right.

Select your smart display,

and tap ambient settings.

From here, you can choose an ambient mode either photos

curated by Google, your own photos or your choice of a clock face.

Smart Displays are the perfect addition to your home.

To learn more, visit the Google Assistant website.

For more infomation >> Smart Displays with the Google Assistant: A How-to Guide - Duration: 1:28.

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No Man's Sky Next: Starter's Guide - Duration: 3:38.

Whether you're a returning "No Man's Sky" player or venturing off to explore the vastness

of space for the first time, here's your a helpful guide to the galaxy to get you started.

The Next update's main new feature is the ability to play alongside three friends to

explore together.

But if you prefer to go it alone, you can do just that.

The new update doesn't let players join your game as an avatar unless you grant them

permission but they're still able to join in as a talking glowing orb.

But you can turn that off too if you want.

Just go to the options menu and select "Network and Voice."

Turn off off Network Play and now you can be the anti-social astronaut you always wanted to be.

If you're jumping back into a previous save, you'll find a bunch of junk in your inventory.

You can go ahead and sell these at the nearest space station and rack up tons of credits

to use on… a new ride perhaps?

Some older items can be transformed into "technology modules."

You might wanna hang on to a few of these.

They'll come in handy later.

A lot of recipes have been switched up now.

For example, your Launch Thrusters, Pulse Jump, and Hyperdrive all require different

things now to be refueled.

Keep a lookout for Di-hydrogen, Tritium, Ferrite Dust and rare metals like Copper.

Di-hydrogen are the blue crystals jutting out of the ground on planets.

You can combine Di-hydrogen with metal sheeting, which you can make lots of using Ferrite Dust,

to help to fuel your launch thrusters.

Tritium can be mined from asteroids with your photon cannon and it's used to fuel your

Pulse Jump.

Copper is used in the process of making Antimatter which is essential for your Hyperdrive.

Scan planets from space to see if they have copper prior to landing.

And if you ever need a helping hand, you can pin recipes to your Log for reference.

Some recipes will require that certain ingredients be refined before they can be used.

This is where the handy Portable Refiner comes into play.

Pressing up on your d-pad will bring up your build menu on console or by pressing the Z

key on PC.

Once that's built, you'll need to find some Carbon to fuel the refiner which you

can usually find from any nearby flora or trees.

Load metals like Copper to create Chromatic Metal.

It's a good idea to stock up on Chromatic Metal since you'll probably be using that a lot.

Also, keep in mind that the Portable Refiner is indeed portable.

So pick it up before you leave and place it down wherever your journey takes you.

Your Mining Beam, Terrain Manipulator and even shields for your ship are gonna need

juice along the way.

Hitting down on the d-pad for console or X on PC brings up a quick menu for you to refuel

on the fly.

Select the battery icon and refuel whatever's been depleted.

This is really handy if you're in the middle of a fight and need to bring your shields

back online pretty quickly.

If you need to rack up some Nanites for upgrades to your Suit or Multi-Tool, remember to scan

and upload your findings.

You used to get credits for uploading discoveries but now you get Nanites instead.

These are crucial for obtaining new blueprints for upgrades.

Scroll over to the Discoveries tab and upload everything you found from the flora, fauna,

and waypoint menus.

Some planets along the way seem like they're doing everything

they can to kill you.

Whether it's boiling rain or freezing temperatures, sometimes you'll find yourself far from

your ship with no launch fuel to call your ship back to you.

The latest update gives you the option to build a simple base anywhere by using Carbon

which can pretty much be found all over the place.

Build a humble little shack to ride out the storm

or catch your breath for a bit.

Claiming a base is a little different now too.

Instead of finding an abandoned base on a planet and claiming it, you'll need to build

a Base Computer.

That's in the same menu as the Portable Refiner and you'll need those Chromatic

Metals you've been stockpiling to make one.

Use the computer to make a base on whatever planet your Heart of Gold takes you.

Good luck. Godspeed.

And practice that melee jump.

For more infomation >> No Man's Sky Next: Starter's Guide - Duration: 3:38.

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Prey Day: Survival Subway Station (all chest and sulfur locations) complete guide - Duration: 13:38.

Hi this is gonna be a quick tutorial

Two-part tutorial on subway. It's gonna be what I'm normally do and then I'll show the locations of everything!

With a new patch, which should be this

1.3.1. So it should have better loot will see I've done a couple times haven't got better loot

But yeah, maybe I was just unlucky then

So let's take a look here. Oh, I probably should

Explain what you can get in each box

So for Subway the loots

are gonna be I

Mean, that's a single

Purple dot can only be gotten in the black chest. So this this this and this can only be gotten the black chest

and then

Everything else can be getting in any of the other chests. And of course the black chest can have any of the other stuff besides

these four items

so

it's basically at one two, three four only available in the black chest and then

Everything else is available in regular chests and the black chest can also get everything else along with those four items

And

What I normally do is I just bring about seven armor her. Excuse me five armor, but I'm just using my leftover gears from

You know

from stuff I'm not gonna use it. Probably end up selling it. This is not the right location

That's where two sulfur's though. If you guys want to do that you can do that there

this is one of the sulfur areas I get actually this is the only sulfur air I normally get I

Do grab this metal here because yeah metals annoying to get oh my oh this guy

Looks like a glitchy area over they do. Yeah go for a second

Ideally you just want to kill that one guy pulled these other guys out

You should be able to get this one if you're quick. I

Gotta get a crew here

Should be able to break this and you can get this loot if you want, but I'm not gonna bother with it right now

So that's it so far I know I'm with you there you just normally grab the black just I

Was I spawn in some places? It's not the right place. I just grab but close and run out

All right, this is a right area

If you have hunter shoes here

You can run past everything but I do not have understood so you want to wait about three seconds before you start running

Now it should be good I should be able to get past the dog

And hopefully lose everybody but I'm not wearing hunter shoes. So I'll probably have to attack and kill one mob

And here you just want to pull out the

Toxic Reiner, come on

You don't get slowed here it's obviously a lot better but

This is basic that I like normally doing here just because it's pretty quick pretty easy

Every other thing goes in the back shows

Somebody third one I haven't gotten anything good yet

Nothing good, so I don't know what they increased but obviously not good - maybe they increased a dilute

So normally it is relog right here

Because that's all I do

But I'll run back through by the process of editing and show you guys what else I do

I'm just gonna grab some shirt because normally if you're going to do the whole thing you want full gear

So then your other solutes in the bio box this is gonna not this is going to be that first sulfur that I got oh

Yeah, I could have went there

Look at us small and eventually

All right. This one will work for the top trust if you're really quick you can run here and

Whoops, you should be a little sneak attack. The guy I messed it up would be a dog coming that we have to wait for

And be coming right around here's pretty soon

Yeah, there he is

Be good right here and just as soon as he goes you can go behind him

Or not I failed I grow normally, you know on a groom you can do it without killing but

whatever

it doesn't make it a little easier if you kill him to get to the next box, but I

Don't want to break teca's it gonna trade death

Oh, no, no, don't go that way

We're gonna try to pull one of these guys

I pretty never perfect but

You're probably for this guy the past but whatever cause is good

I

Got a gun I guess it's good

And then I don't really want to get that picture because you can you know

You slowly you can pull them away and get to the chest. No problem

You're gonna go up here kill this guy a

pull out this 60 HP guy

How does it grab everything you can because well, you know you're you're here anyways

You should be able to get this guy and pull him away

And you just run back here grab his box real quick

Now I believe this

Should be a creeper here, but he should be like stuck up on the right side

So we should be able to get everything we need from in there and then just reset

Of course I pulled that guy should be able to run him though

What there's two butchers in here what?!?!

Rip

So Apparently after the patch they added another butcher to that room.

I would just group the 2 butchers up and pull them away like I did in that first sulfur room then come back and get the Sulfur

All right

After you get these you relog

Most of times is that creeper stuck up here. You don't have to kill him

You can break these two down here and then break this one and then relog

You know exit the game and then that way you don't have to kill that creep that I killed

but if he's not gone spawned up there like

99.9% of the time he's stuck up there

But this time I messed up so he was so

Let me show you the last spot for sulfur which I never get because it's awful so

All right, this is the last sulfur spot you can tell because of these things here

I never do it one because there's a **** ton of creeps. I

Mean like a **** ton

There's also the other silver room right here technically when you do that one you can come down here and do this one

I just injured two men creeping flush here. So I don't always my time with this one

Oh

I

Don't think you have to kill this one. I think he can away from the go away, but

Got shit to do and I messed up so grip

And that's two so four here

And so Oh getting a caboodle I

Gotta get this rock, whatever. I don't care got a million sledgehammers

So from for these sulfur spots, which I only do this one up here

You can come from this one or the one up above the road

Or the one up above that really any of the right spawns will work for these Sulphurs

Up here this one

Or this one

That's it thanks for watching

For more infomation >> Prey Day: Survival Subway Station (all chest and sulfur locations) complete guide - Duration: 13:38.

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Enrollment Guide Series/Dental Benefits Basic & Plus Plans 2018 - Duration: 2:35.

Delta Dental is pleased to administer the UT SELECT dental benefits for UT System employees,

retirees, and their dependents.

You have two options for the UT SELECT Dental coverage: the basic plan, and the Plus plan,

which includes enhanced benefits.

In either plan, you are free to visit any network dentist, your coverage includes emergency

treatment, and you are covered in or out of the state of Texas.

In a side-by-side comparison of benefits, you can see that both plans cover standard

office visits, exams, and cleanings at 100%.

UT SELECT Dental will cover basic benefits such as fillings and root canals at 80%.

UT SELECT Dental Plus will cover those benefits at 100%.

For more major dental services such as crowns and bridges, UT SELECT Dental covers 50% of

the cost, while the UT SELECT Dental Plus plan will cover 80%.

If you use the orthodontic benefit, the UT SELECT Dental plan will pay 50%, and the Plus

plan will cover 80%.

With UT SELECT Dental, there is an orthodontic lifetime maximum of $1,250.

Under the UT SELECT Dental Plus plan, your orthodontic lifetime maximum is $3,000.

There is a $25 deductible with UT SELECT Dental, but NO deductible for the Plus plan.

Your maximum benefit for the plan year is $1,250 with

UT SELECT Dental and $3,000 with UT SELECT Dental Plus.

UT SELECT Dental will pay 50% of the cost for night guards, while the PLUS plan will

cover 80%.

For questions about the UT SELECT Dental plans, call Delta Dental customer service at 1-800-893-3582

or log on to Delta Dental at www.deltadentalins.com/universityoftexas or

www.deltadentalins.com.

Thank you for taking the time to learn more about your dental benefits.

For more infomation >> Enrollment Guide Series/Dental Benefits Basic & Plus Plans 2018 - Duration: 2:35.

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UK Investor visas: a guide to your options (in 2018) ✅️ - Duration: 18:50.

For more infomation >> UK Investor visas: a guide to your options (in 2018) ✅️ - Duration: 18:50.

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Puppies undergo guide dog training at fire station - Duration: 0:42.

For more infomation >> Puppies undergo guide dog training at fire station - Duration: 0:42.

-------------------------------------------

Enrollment Guide Series/Vision Benefits - Duration: 4:48.

Superior Vision is pleased to Partner with the UT System to offer comprehensive vision

benefits for University of Texas Employees, Retirees, and their Dependents.

With over 5,800 network providers in Texas and 74,020 nationwide access points,

Superior Vision Network includes 46 of the top 50 national retailers in the country to

deliver the access and flexibility that is important to you.

Network providers include Optometrists, Ophthalmologists, Opticians, and Optical chains.

Listed are examples of the wide range of national and regional optical chains available in the

network.

The vision plan allows you to use any licensed providers; however, you will have less out

of pocket expense if you use a network provider.

Exam co-pays are paid directly to the in-network provider.

You also have the flexibility to go to one provider for your exam and then go to a different

provider to get your eyeglasses or contacts.

In addition you have retail allowances for your eyeglass frames and contact lenses.

You can select any frame the provider offers and apply the frame allowance.

Upgrades to eyeglass lenses are available at a 20% discount and additional pairs of

glasses are 30% off retail.

Your out-of-pocket costs can be paid with pre-tax dollars if you are enrolled in the

UT Flex Health Care Reimbursement Account.

You have two vision plan options- the Basic Plan and the Plus Plan.

Both vision plans provide primary vision care benefits that include eye examinations, prescription

lenses, frames, contact lenses, and a contact lens fitting exam.

The plans also include value-extending discounts for lens upgrades, additional glasses and/or

contact lenses as well as Lasik surgery.

This is what your Benefits Summary sheet looks like.

Information about copays, allowances and how often you can use your benefits are listed

here.

Under the Basic Plan, coverage includes one comprehensive eye exam per plan year with

a $35 co-pay.

There is an additional $35 co-pay for a contact lens fitting.

For glasses, you can select any frame the provider offers and apply your $140 annual

frame allowance.

Standard lenses are fully covered.

Any upgrades you make to your eyeglasses will be discounted 20% and you can purchase additional

pairs of glasses at a 30% discount.

If you want contact lenses instead of glasses, you have an annual $125 allowance that can

be applied toward the cost of the contacts.

If contact lenses are considered medically necessary for you, they are covered in full.

The Plus Plan offers the same benefits as the Basic Plan, plus several enhanced benefits.

The annual frame allowance increases to $165.

Lens options such as scratch and ultraviolet coatings are covered in full.

Also, there is an annual allowance of $120 for progressive lenses.

Under the Plus Plan, the annual contact lens allowance increases to $150.

If you are getting contact lenses, note that all providers do a separate exam called a

contact lens fitting exam.

You will pay a $35 co-pay, and then a standard contact lens fitting (for existing users)

is covered in full.

Specialty exams are for first time wearers, or those with more complex contact lens needs.

The value to you is that you still have the full value of the contact lens allowance instead

of having it reduced by the costs associated with the contact lens fitting.

The contact lens fitting benefit is available in both plan options.

If you are enrolled in the Plus Plan, your out-of-pocket cost will be lower than the

cost in the Basic Plan.

The Basic Plan covers progressive lenses at the provider's in-office retail price for

standard lined trifocal lenses.

Basic Plan members pay the difference between their chosen progressive lens and that provider's

price for a lined trifocal.

The Plus Plan standard progressive lenses are covered-in-full with a materials co-pay

of $120.

The Plus Plan Premium progressive benefit is when members receive an "allowance"

in the amount of the provider's retail cost for standard progressive lenses.

If you have any questions about the vision plan, please call Superior Vision's Customer

service at 1-800-507-3800, Monday through Saturday,or contact your local UT Institution

HR/Benefits office.

Visit the Superior Vision website at www.superiorvision.com/ut.

Thank you for taking the time to learn more about your vision benefits.

For more infomation >> Enrollment Guide Series/Vision Benefits - Duration: 4:48.

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🏁Så byter du bromsskivor på VW GOLF 3 [GUIDE AUTODOC]🏁 - Duration: 3:28.

Loosen the wheel mounting bolts. Remove the front wheels.

Use an HEX ı6. Unscrew the brake caliper fastening.

Remove the brake caliper.

Use a phillips screwdriver. Unscrew the brake disc mounting bolts and remove it.

Install the brake disc and secure it. Use a phillips screwdriver.

Install the brake caliper and fix it. Use an HEX ı6.

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