2024.06.02 10:38 Electronic_Scene6316 Understanding Ethereum Layer 2 Solutions: Scaling for the Future
• Optimistic Rollups: These assume that all transactions are valid by default and only run computations if a fraud proof is submitted. Optimistic Rollups are designed to be more efficient because they do not require computational verification for every transaction. • ZK-Rollups (Zero-Knowledge Rollups): These use cryptographic proofs to verify the correctness of transactions. ZK-Rollups generate a proof that is submitted to the Ethereum mainnet, which allows for faster and cheaper transaction processing while ensuring security.
• Scalability: By handling transactions off-chain, Layer 2 solutions significantly increase the number of transactions that can be processed per second, alleviating congestion on the mainnet. • Lower Costs: Transaction fees on Layer 2 are typically much lower than on the mainnet, making Ethereum more accessible for users and developers. • Speed: Layer 2 solutions offer faster transaction processing times, enhancing the user experience for decentralized applications (dApps). • Security: Despite operating off-chain, most Layer 2 solutions maintain a high level of security by leveraging the Ethereum mainnet for finality and dispute resolution.Challenges and Future Outlook
2024.06.02 10:36 matrix-moderator Alternate MBTI typing system
2024.06.02 10:30 TravelerBrat Should i try for a copy for Alicia?
2024.06.02 10:24 showtime1010 Question on Course Registration and Future Transfer Requirements
2024.06.02 10:24 GPTSportsWriter Washington Nationals VS Cleveland Guardians Prediction 2024-06-02 13:40:00-04:00
Washington Nationals VS Cleveland Guardians Prediction 2024-06-02 13:40:00-04:00 submitted by GPTSportsWriter to GPTSportsWriter [link] [comments] MLB Game Prediction: Washington Nationals vs. Cleveland Guardians (June 2, 2024)IntroductionLadies and gentlemen, baseball aficionados, and those who just stumbled upon this article while looking for cat videos, welcome to the ultimate showdown prediction between the Washington Nationals and the Cleveland Guardians. Scheduled for June 2, 2024, at 1:40 PM EDT, this game promises to be a thrilling encounter. But who will emerge victorious? Let's dive into the nitty-gritty details, statistics, and odds to make an informed prediction. Spoiler alert: it's going to be a wild ride!Team OverviewWashington NationalsThe Washington Nationals, often referred to as the Nats, have had a rollercoaster of a season. With a mix of seasoned veterans and promising rookies, the team has shown flashes of brilliance but has struggled with consistency. Their current record stands at a respectable 28-30, placing them in the middle of the pack in the National League East.Key Players
Cleveland GuardiansThe Cleveland Guardians, formerly known as the Indians, have been a model of consistency this season. With a record of 32-26, they sit comfortably in second place in the American League Central. The Guardians have relied on a balanced attack, combining solid pitching with timely hitting.Key Players
Head-to-Head ComparisonOffenseWhen it comes to offensive firepower, both teams have their strengths. The Nationals rely heavily on Juan Soto and Trea Turner to set the table and drive in runs. However, their lineup lacks depth, and they have struggled to produce runs consistently.On the other hand, the Guardians boast a more balanced lineup. José Ramírez and Franmil Reyes provide the power, while players like Amed Rosario and Myles Straw contribute with timely hitting and speed on the bases. The Guardians have a slight edge in overall offensive production. PitchingPitching is where the Guardians truly shine. Shane Bieber is a bona fide ace, and the rest of the rotation, including Aaron Civale and Triston McKenzie, has been solid. The bullpen, anchored by closer Emmanuel Clase, has been reliable in closing out games.The Nationals' pitching staff, led by Max Scherzer, has been inconsistent. While Scherzer can still dominate, the rest of the rotation has been hit or miss. The bullpen has also been a source of concern, with several blown saves and high ERAs. DefenseDefensively, the Guardians have been one of the better teams in the league. They boast a .985 fielding percentage, with standout defenders like José Ramírez and Myles Straw making highlight-reel plays.The Nationals, while not terrible defensively, have had their share of miscues. Their fielding percentage stands at .980, and they have committed more errors than the Guardians. Odds and Betting LinesAccording to the latest odds from FanDuel and DraftKings, the Cleveland Guardians are favored to win this matchup. FanDuel has the Guardians at 1.66, while DraftKings lists them at 1.68. The Nationals, on the other hand, are underdogs with odds of 2.28 on FanDuel and 2.24 on DraftKings.Analysis of OddsThe odds clearly favor the Guardians, and for good reason. Their balanced lineup, superior pitching staff, and solid defense make them the more complete team. The Nationals, while capable of pulling off an upset, will need everything to go right to come out on top.Weather ConditionsThe weather forecast for June 2, 2024, in Cleveland, Ohio, calls for partly cloudy skies with a high of 75°F and a slight breeze blowing out to left field. These conditions are ideal for baseball and should not significantly impact the game.PredictionDrumroll, please! After analyzing the statistics, odds, and current form of both teams, it's time to make a prediction. While the Nationals have the star power in Juan Soto and Max Scherzer, the Guardians' overall balance and consistency give them the edge.Prediction: Cleveland Guardians win The Guardians' superior pitching staff, led by Shane Bieber, will stifle the Nationals' offense. José Ramírez and Franmil Reyes will provide the necessary run support, and the Guardians' defense will make the plays needed to secure the victory. ConclusionThere you have it, folks! The Cleveland Guardians are poised to come out on top in this matchup against the Washington Nationals. While anything can happen in baseball, the odds and statistics heavily favor the Guardians. So, sit back, grab some popcorn, and enjoy the game!References
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2024.06.02 10:22 DeadArashi Suggestion for additional Swedish & Japanese tech tree lines (text warning)
Disclaimer: while I know SPG is a very unpopular class, my OCD does not allow me to do this without including them. submitted by DeadArashi to WorldofTanks [link] [comments] I was also going to have all the images in the post but that was a bit excessive, so please enjoy the links instead With that said, I'll start with the Swedish; https://preview.redd.it/rit7qwkdc34d1.png?width=2081&format=png&auto=webp&s=d65d033e084601b800247cf3c38e87347e4d0bc7 . Light tanks; Tier 4 - Pvkv IV 'Varjan A 1950 turret prototype to mount a 57mm Pvkan m/43 cannon was tested on the Strv m/40L. Although it was designated a tank destroyer, the project was essentially just re-arming the existing 37mm armed light tanks that were in service. Tier 5 - Terro A project by Landsverk in 1942 to offer a light tank with better armour and combat power as a competitor to the Strv m/42 'Lago'. It was to be armed with a 37mm gun and later 57mm, and set to have a top speed of 45km/h but was eventually rejected in the drawing stage. Tier 6 - Pilen Another Landsverk project from 1949. As we can see from the archive drawing, it was to weight 17t, feature a 324hp engine giving it a theoretical top speed of 60km/h. It was to be armed with a 75mm gun. As a fun fact, a lot of Swedish tanks of this time period are listed to have "Motyl 25" fuel which is 25% ethanol and 75% gasoline, there was also Motyl 50 and Motyl 75. We see something similar today as E85 Tier 7 - IKV 65 Alt 5 This is where things can get pretty fun. In 1964 a project called 'IKV NY' started and the goal was for a low cost tank with good mobility that could both support infantry and fight other tanks as their aging armour wasn't capable any more. Armaments for consideration ranged from ATGM's, 10.5cm and 12cm gun, but ultimate for cost purposes an 9cm gun was chosen. Three companies put forward proposals for the project: Landsverk (6 proposals as the IKV 65), Bofors (5 proposals as the IKV 90) and Hagglunds (6 proposals as the H-series). As the name suggests, the IKV 65 II (tier 6 TD) was another proposal next to this tank by Landsverk Tier 8 - IKV H1 Hagglands had put forward concepts for the possibility of using foreign engines and guns including the French DTAT 90mm L/51,5 from the AMX-13, a Bofors 90mm L/53 and a DTAT 105mm. All guns were could either be conventionally loaded, fully automated or a semi-autoloader w/ 4 round magazine. Eventually Hagglands IKV H1 would be eventually be redesigned and become the IKV 91 Tier 9 - IKV 91 Needing no introduction, the IKV 91 would be the ideal top tier light tank for the Swedish tech tree. With a low weight of 16.3t and a 330hp engine, this absolutely beautiful piece of Swedish engineering could be propelled up to speeds of 65km/h. The 90mm L/54 cannon would have a very comfortable -10 deg of gun depression in this low profile machine. Tier 10 - IKV 105 Designed as an upgrade to the IKV 91, this tank was fitted with a new gun mantlet, a 105mm rifled gun and a redesigned hull front. Weight was increased to 18t and engine power increased to 380hp . Medium Tanks The first two tanks I'm going to suggest are just additions to the existing UDES 15/16 line to start them earlier Tier 6 - IKV H5 For information, see the description of the IKV 65 Alt 5 and IKV H1. Tier 7 - IKV Alt 5 A redesign of the Landsverk IKV H5 Tier 7 - Lansen Arguably this could also be a tier 7 light tanks, the Lansen was originally designed to be lighter then the Strv Leo sharing a very similar design. From the drawings we can see the turret armour of 38/30/20 and hull armour of 35/28/15 and would have been armed with a 75mm gun. This however wasn't very favourable and the plan for a 20t tank shifted into a 25t tank. Tier 8 - Lansen M/51 (image 2) To meet the new requirement the Lansen was redesigned to have better frontal armour and a larger 10.5cm gun. With the weight limit increase the armour could be increased to 60/25/25 with some studies showing that even 100/12/12 was possible but this alternative wasn't preferred. While the upgraded turret would be similar to the premium Lansen C, the armour would be less and the hull front would be slightly different in design. Tier 9 - Strv T In 1958m Sweden started to look towards replacing the Strv 81. They looked towards the Leopard 1 and the Chieftain but ultimately decided that a locally built tank would be more desirable. Three initial designs were considered; Strv A, Strv T and the Strv S (which would go on to become the Strv 103). Although with the decision to end development of the Emil project, the Strv K would also appear. The estimated weight of the tank was to be 32.5t with a SFA F12 723hp engine. Armament was to be the TK 105x50 10,5cm L/55 rifled gun with performance equal to the L7 with -7/+15 gun depression/elevation. Armour was not great with the hull being 50/35/35 and turret 75/50/30. This design only lasted a few months before being shelved. Tier 10 - Strv A The Strv A was, essentially, Sweden's answer to the British Chieftain and American M60. With an estimated weight of 42.5t and using the same SFA F12 engine making 723hp, the power to weight would have been about 17hp/t. Initial expectations were for the tank to have 150mm of frontal armour, but after weight calculations it was reduced to 120mm. The same 10,5cm as the Strv T was planned and able to carry 40 rounds, but equipped with an automatic loading system to give it a rate of fire of 20 rounds per minute (a bit excessive in-game. As a response to the American T95E6, a proposal to mount a 120mm gun was considered but later abandoned due to the minimal survivability increase and reduced ammo capacity. Eventually consideration for this tank was dropped and interest returned to the British Chieftain before the Strv S concerns were cleared and development of it advanced. Turret armour: 100/60/50 Hull Armour: 120/50/50 . Artillery / Self Propelled Guns I'll apologise again for this but there's also next to 0% chance of us ever getting a new SPG line so there's no harm in putting this here. I need to stress that the "autoloaders" that these tanks have are similar to that of the Strv 103, they are not drum fed like on the Emil tanks, or the French vehicles. They are still single shot. Tier 5 - VAK 40 SPG / 105mm VAK SPG (image 1 / image 2 / image 3) A proposal between 1949 and 1959. Bofors had proposed to mount a modernised 10,5cm Haubits m/40 onto the chassis of the lvkv fm/49 SPAAG. KATF was ordered to investigate if the same gun could be mounted onto a light tankette built by Landsverk (see linked images above) Tier 6 - VK 105x60 2 10,5cm gun fed by an automatic loader giving it a hight rate of fire in a small, light weight vehicle weight 14.5t with a 300hp engine Tier 7 - VK 105x60 1 A heavier version with a longer gun Tier 8 - Kv fm/49 (also called the Akv 1949 and VK 152 S 49) An initial prototype for the Artillerikanonvagn 151 (Akv 151) was mounted with an autoloaded 152mm cannon Tier 9 - Akv 151 With the conclusion of the Emil project, one of the completed chassis was used to test the suspension system that would be used on the S-tank, the other would go on to become the Akv 151 which would be the foundation for what would later become the Bandkanon 1. Tier 10 - Bkan 1 Like the Ikv 91 and the Strv 103, this vehicles is a very well known Swedish tank. Not because of the size of its cannon like the American T92, but because it could fire all 14 shells in its within 45 seconds thanks to the automatic loading system. By the time the first shell hits the ground and alerts the enemy of its presence, the remaining 13 shells are already in transit. It's no wonder people don't want this in WoT, but considering it's actually more akin to a single shot tank, this along with the other Swedish SPG would be balanced similary to the tier 9 French Bat.-Chat. 155 55. . If you've made it this far, thanks you. Without further ado, onto the Japanese! https://preview.redd.it/uvnkndfvx34d1.png?width=2081&format=png&auto=webp&s=e3044873b8c761965c6ca950f7dd5bedb5d4b117 . Medium Tanks I wanted to do a slight redesign of the MT line. The Chi-Ri would stay at tier 7 but would offshoot to lead into the Ho-Ri II that is based off it. The STA-1, Type 61 and STB-1 would be rebalanced down a tier for the Type 74 at tier 10 Tier 10 - Type 74 The production version of the STB-1, it was decided to reduce the hull front from 100mm to 80mm in order to be able to increase the turrets frontal armour. Other notable changes include a redesigned and notable lower profile commanders cupola. While the top speed is listed at 54km/h, there are reports that it has reached speeds up to 60 km/h. This change to the tech tree would ultimately allow the tier 9 and 10 tanks to play similar to each other, more so then we have now going from the Type 61 to the STB-1. . Light Tanks Regarding Japanese light tanks, there's not a lot going on historically for the top tiers. While I have offered options that existed, another alternative is that WG could fabricate light tanks based on the STB-1/Type 74 just like they did for the Type 68/Type 71 heavy tanks Tier 4 - Ke-Ho This tanks already in the game under the collections Tier 5 - Ke-Ri The Type 3 Ke-Ri was a prototype to upgrade the Ha-Go with a Type 97 57mm gun. Due to the cramped nature of the turret, it was not mass produced. Tier 6 - Ke-Nu Like the Ke-Ri, the Ke-Nu aimed to upgrade the Ha-Go, it achieved this by mounting the old turret of the Chi-Ha medium tank when it got its own new turret. Tier 7 and 8 - STA JWIG Before the Type 61 prototypes (ST-A1, ST-A2, ST-A3 and ST-A4) that we have as medium tanks weighting 35t, there was the plan for a 20t tank armed with a 76mm gun which eventually evolved into a 25t tank with 90mm gun. Eventually the weight would once again go up 30t but for arguments sake I think the 20t and 25t would be a decent fit for tier 7 and 8 respectively. Tier 9 - Type 60 SS-1 Double barrel light tank. The Type 60 SS-1 was one of a number of prototype tanks to mount a two 105mm M40 recoilless rifles. The notable feature of this tank was that the guns could be raised and lowered allowing it to get a monstrous -20 deg of gun depression. For a fun fact, there was also the Type 60 SS-1 "Kai" that had the guns at a fixed hight but it had four guns, which still pales in comparison to the SIX that were mounted on the M50 Ontos It should also be noted that the Type 60 was actually classed as a tank destroyer. Tier 10 - Type 60 With a weight of just 8t, it has an undersized engine at 150hp giving it just 15 hp/t and a top speed of 55km/h. This light tank, with its small height of 1.38m would be incredibly stealthy, but the lower power to weight would make it terrible for active scouting, instead it would excel at passive scouting and ambushing tanks . Artillery / Self Propelled Guns Once again we're at Arty. Please forgive me Tier 5 - Ho-Ni II Produced in 1943, this variant of the Ho-Ni had an open casement and mounted a Type 91 105mm howitzer. It featured a slightly changed superstructure. Due to the larger gun, it could only traverse the gun 10 deg left and right compared to the 20 of the Ho-Ni I's smaller Type 75mm gun. Due to the guns recoil it could only elevate the gun 22 deg giving it a very flat firing arc Tier 6 - Hi-Ro Sha An open top tank sporting a Type 92 10cm cannon was built using the chassis of the Type 95 heavy tank. The other tank built on this chassis was the Ji-Ro (tier 6 TD in-game). The Ji-Ro was originally considered to mount the Type 96 15cm howitzer but was abandoned but could be used on the Hi-Ro Sha instead in-game Tier 7 - Ho-To Built on the chassis of the Type 95 Ha-Go light tank chassis, there's no information regarding the engine ever changing meaning with a 120hp engine and weight of 7.4, this tank could hit speed between 40-45 km/h. Armament was to be a 12cm Type 38 Field Howitzer Tier 8 - Ho-Ro The Type 4 Ho-Ro was based on the existing Type 95 Chi-Ha in 1944 and was inspired by the German Grile. Armament was a 15cm Type 38 howitzer. If it's not obvious by now, the Japanese artillery post WWII is lacking. Tier 9 - Type 74 SPH Lacking until now that is. Built off the chassis of the Type 73 APC, it entered service in 1974, the Type 74 was armed with a 105mm JSW howitzer that the JDF believed was still useful for its high rate of fire and accurate infantry support Weighing in at 16.5t with a 300hp engine for a 18.4 hp/t, this tank could move at speeds of 50 km/h and had a fully traversable turret. and could carry 43 rounds of ammo. It would be the demon child of a leFH and Bat-Chat 155 55 Tier 10 - Type 75 Just like the Type 74 SPH, this tank is built on the chassis of the Type 73 APC, it entered service in 1975 and was armed with a larger 155mm howitzer in a fully traversable turret. The weight was increased to 25.3t and the engine produced 450hp (17.78hp/t) for a top speed of 47km/h If you made it this far, thanks for sticking around and reading. |
2024.06.02 10:21 BGodInspired How Do Bible Verses on Joy Transform Your Daily Life?
2024.06.02 10:20 RaddKx Why complain?
2024.06.02 10:15 saintmada Feel stupid
2024.06.02 10:11 preykon Second draw 10x on Alicia Banner as a F2P
submitted by preykon to SoloLevelingArise [link] [comments] |
2024.06.02 10:10 MakisYujiPicsStache I despise Goku fans, I really do: he's not Jesus Christ nor is he your dad [Dragon Ball]
2024.06.02 10:06 WESTERNMYST MURDER OR SUICIDE; ANSWER (part 2)
2024.06.02 10:05 eucalyptusisawesome yes bob, ofc you can kill all 8 enemies by creating an earthquake with a lvl 1 char by jumping.
2024.06.02 09:59 Truwen Ethical conundrum?
• 3rd Year Teacher
2024.06.02 09:59 GPTSportsWriter Charlotte FC VS Atlanta United FC Prediction 2024-06-02 16:45:00-04:00
Charlotte FC VS Atlanta United FC Prediction 2024-06-02 16:45:00-04:00 submitted by GPTSportsWriter to GPTSportsWriter [link] [comments] MLS Match Preview: Charlotte FC vs. Atlanta United FCIntroductionLadies and gentlemen, soccer aficionados, and those who just stumbled upon this report while looking for cat videos, welcome to the ultimate showdown in the MLS: Charlotte FC vs. Atlanta United FC. Scheduled to kick off on June 2, 2024, at 16:45 EDT, this match promises to be a thrilling encounter. But who will emerge victorious? Let's dive into the nitty-gritty details, statistics, and odds to make an informed prediction. Spoiler alert: it's going to be a wild ride!Team OverviewAtlanta United FCAtlanta United FC, the home team, has been a force to reckon with in the MLS. Known for their aggressive playstyle and a knack for scoring goals, they are the favorites in this matchup. According to DraftKings, the odds for Atlanta United FC to win are 1.74, which translates to a roughly 57.5% chance of victory[1\.)Key Players
Charlotte FCOn the other side, we have Charlotte FC, the underdogs with odds of 4.2, giving them a 23.8% chance of winning[1\.) While they may not have the same star power as Atlanta, they have shown resilience and the ability to pull off surprises.Key Players
Head-to-Head StatisticsWhen it comes to head-to-head encounters, Atlanta United FC has had the upper hand. In their last five meetings, Atlanta has won three, Charlotte has won one, and one match ended in a draw. This historical dominance gives Atlanta a psychological edge going into this match.Tactical AnalysisAtlanta United FCAtlanta United FC typically lines up in a 4-3-3 formation, focusing on high pressing and quick transitions. Their attacking trio, led by Josef Martinez, is lethal on the counter-attack. The midfield, orchestrated by Ezequiel Barco, is adept at controlling the tempo and creating scoring opportunities.Charlotte FCCharlotte FC, on the other hand, prefers a more conservative 4-4-2 formation. They rely on solid defensive organization and look to exploit set-pieces and counter-attacks. Karol Świderski is their main target man, and the team often looks to him to convert chances.Odds and Betting AnalysisThe odds provided by DraftKings are quite telling. Atlanta United FC is the clear favorite with odds of 1.74, while Charlotte FC is the underdog at 4.2. The draw is priced at 3.75[1\.) These odds suggest that the bookmakers have a lot of faith in Atlanta's ability to secure a win.Weather ConditionsThe weather forecast for June 2, 2024, in Atlanta is partly cloudy with a high of 78°F (25.5°C) and a low of 65°F (18.3°C). These conditions are ideal for a high-tempo game, which suits Atlanta United FC's style of play. Charlotte FC, used to similar weather, won't be at a significant disadvantage, but the home crowd and familiar conditions give Atlanta an edge.PredictionBased on the odds, team form, head-to-head statistics, and weather conditions, it is reasonable to predict that Atlanta United FC will win this match. Their attacking prowess, combined with Charlotte FC's inconsistent form, makes Atlanta the safer bet.Final Score PredictionAtlanta United FC 3 - 1 Charlotte FCConclusionIn conclusion, while Charlotte FC has the potential to cause an upset, all signs point to an Atlanta United FC victory. From their superior squad depth to their favorable odds and historical dominance, Atlanta seems poised to take all three points. So, if you're a betting person, you might want to put your money on Atlanta United FC. And if you're just here for the drama, sit back, relax, and enjoy what promises to be an exciting match!References[1\:) DraftKings. (2024). MLS Betting Odds. Retrieved from DraftKings |
2024.06.02 09:54 Pristine_Relative_13 Doctors can’t figure it out
2024.06.02 09:40 GPTSportsWriter Miami Marlins VS Texas Rangers Recap 2024-06-01 16:10:54-04:00
Miami Marlins VS Texas Rangers Recap 2024-06-01 16:10:54-04:00 submitted by GPTSportsWriter to GPTSportsWriter [link] [comments] Miami Marlins vs. Texas Rangers: Game Recap and PredictionIntroductionLadies and gentlemen, baseball aficionados, and those who just stumbled upon this article while looking for cat videos, welcome to the ultimate showdown analysis between the Miami Marlins and the Texas Rangers. This game, set to commence on June 2, 2024, at 17:40 UTC, promises to be a thrilling encounter. But who will emerge victorious? Let's dive into the nitty-gritty details, statistics, and odds to make an informed prediction. Spoiler alert: it's going to be a wild ride!Team OverviewMiami MarlinsThe Miami Marlins, often referred to as the "Fish," have had a rollercoaster of a season. With a mix of young talent and seasoned veterans, the Marlins have shown flashes of brilliance but have struggled with consistency. Their current odds, according to FanDuel, are 2.1, while DraftKings offers the same odds at 2.1. This places them as the underdogs in this matchup.Key Players
Texas RangersThe Texas Rangers, on the other hand, have been riding high this season. With a potent lineup and a solid pitching rotation, they have established themselves as contenders. Their odds, as per FanDuel, are 1.77, and DraftKings also lists them at 1.77, making them the favorites for this game.Key Players
Head-to-Head ComparisonOffenseThe Rangers boast a more potent offense, with a higher team batting average and more home runs compared to the Marlins. Corey Seager and Adolis García have been leading the charge, making the Rangers a formidable lineup to face.PitchingWhile the Marlins have a solid ace in Sandy Alcantara, the Rangers' rotation, led by Jacob deGrom, has been more consistent overall. The bullpen depth also favors the Rangers, giving them an edge in late-game situations.DefenseDefensively, both teams are fairly evenly matched. However, the Rangers' infield, anchored by Seager, has been slightly more reliable, committing fewer errors and turning more double plays.Betting Odds and Market AnalysisThe betting odds clearly favor the Texas Rangers. With FanDuel and DraftKings both listing the Rangers at 1.77 and the Marlins at 2.1, the bookmakers are confident in a Rangers victory. These odds reflect the overall strength and form of the Rangers this season.Weather ConditionsThe weather forecast for the game day is clear skies with a slight breeze blowing out to left field. This could potentially favor the power hitters in the Rangers' lineup, giving them an added advantage.PredictionBased on the current statistics, team form, and betting odds, it is hard to look past the Texas Rangers as the likely winners of this matchup. Their superior offense, consistent pitching, and slight defensive edge make them the favorites. While the Marlins have the potential to pull off an upset, especially with a strong performance from Sandy Alcantara, the odds are stacked against them.Final Score PredictionTexas Rangers 6, Miami Marlins 3ConclusionIn conclusion, while baseball is a game of unpredictability and anything can happen on any given day, the Texas Rangers are well-positioned to secure a victory against the Miami Marlins. Their overall team strength, combined with favorable betting odds and weather conditions, makes them the clear favorites. So, grab your popcorn, sit back, and enjoy the game. And remember, in the world of sports, never say never!References
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2024.06.02 09:39 Original_Comedian725 High potassium in CBC
2024.06.02 09:38 theo7777 I just watched "Kinds of Kindness"
2024.06.02 09:36 JoshAsdvgi The Foundling who was befriend by Wolves
2024.06.02 09:35 GPTSportsWriter Pittsburgh Pirates VS Toronto Blue Jays Prediction 2024-06-02 13:37:00-04:00
Pittsburgh Pirates VS Toronto Blue Jays Prediction 2024-06-02 13:37:00-04:00 submitted by GPTSportsWriter to GPTSportsWriter [link] [comments] MLB Game Prediction: Pittsburgh Pirates vs. Toronto Blue Jays (June 2, 2024)IntroductionLadies and gentlemen, baseball aficionados, and those who just stumbled upon this article while looking for cat videos, welcome to the ultimate showdown analysis between the Pittsburgh Pirates and the Toronto Blue Jays. Scheduled for June 2, 2024, at 1:37 PM ET, this game promises to be a thrilling encounter. But who will emerge victorious? Let's dive into the nitty-gritty details, statistics, and odds to make an informed prediction. Spoiler alert: I will make a concrete prediction, so hold onto your hats!Team OverviewPittsburgh PiratesThe Pittsburgh Pirates, often referred to as the "Buccos," have had a rollercoaster of a season. With a mix of young talent and seasoned veterans, the Pirates have shown flashes of brilliance but have struggled with consistency. Their current record stands at a respectable 28-25, placing them in the middle of the pack in the National League Central.Key Players
Toronto Blue JaysThe Toronto Blue Jays, on the other hand, have been flying high this season. With a record of 32-21, they are currently second in the American League East, trailing only the New York Yankees. The Blue Jays have a potent lineup and a solid pitching staff, making them a formidable opponent.Key Players
Head-to-Head ComparisonOffenseWhen it comes to offense, the Blue Jays have the upper hand. They rank third in the league in runs scored, averaging 5.2 runs per game. The Pirates, meanwhile, rank 18th, averaging 4.1 runs per game. The Blue Jays' lineup is stacked with power hitters and players who can get on base, making them a formidable offensive unit.DefenseDefensively, the Blue Jays also have the edge. They rank fifth in the league in fielding percentage, while the Pirates rank 15th. The Blue Jays' infield, anchored by Bichette and Guerrero Jr., is particularly strong, and their outfielders have been reliable as well.PitchingPitching is where the Blue Jays truly shine. Their team ERA of 3.45 ranks fourth in the league, while the Pirates' team ERA of 4.20 ranks 20th. The Blue Jays' rotation, led by Manoah, has been consistent, and their bullpen has been reliable. The Pirates, on the other hand, have struggled with consistency in their pitching staff.Odds and Betting AnalysisAccording to the latest odds from FanDuel and DraftKings, the Toronto Blue Jays are favored to win this game. FanDuel has the Blue Jays at 1.66, while DraftKings has them at 1.59. The Pirates are the underdogs, with odds of 2.28 on FanDuel and 2.42 on DraftKings.What Do the Odds Tell Us?The odds clearly indicate that the Blue Jays are the favorites. A lower number means a higher probability of winning, and both sportsbooks agree that the Blue Jays have a significant edge. This is not surprising given their superior record, stronger lineup, and better pitching staff.Weather ConditionsThe weather forecast for June 2, 2024, in Toronto is partly cloudy with a high of 75°F (24°C) and a low of 60°F (16°C). There is a slight chance of rain, but it is expected to clear up by game time. The wind will be blowing out to right field at 10 mph, which could favor power hitters, particularly those who can pull the ball to right field.PredictionDrumroll, please! After analyzing the teams, key players, head-to-head comparisons, odds, and weather conditions, it is time to make a prediction.Why the Blue Jays Will Win
Final Score PredictionI predict that the Toronto Blue Jays will win this game with a final score of 6-3. The Blue Jays' offense will be too much for the Pirates to handle, and their pitching staff will keep the Pirates' hitters in check.ConclusionThere you have it, folks! The Toronto Blue Jays are poised to come out on top in their matchup against the Pittsburgh Pirates on June 2, 2024. With a stronger lineup, better pitching, and the odds in their favor, the Blue Jays are the clear favorites. So, grab your popcorn, sit back, and enjoy the game. And remember, if the Pirates somehow pull off an upset, you can always blame it on the unpredictability of baseball!References
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2024.06.02 09:35 Additional-Yam6345 Row 7 of the Anime All Stars roster has made it's official debut! Originally, I have replaced a Uzui from KNY and Minato from Naruto for another character. Let's see their replacing characters and the new fighters. Since they're new, there is a description on their moves.
Row 7 will now feature the next wave of expansion fighters. submitted by Additional-Yam6345 to makeafighter [link] [comments] 114. Bu-Ling Huang / Mew Pudding (Tokyo Mew Mew) Neutral: PuRing Ring Warp Mew Pudding begins to twirl around leaving a trail of yellow pudding which damages the opponent. The move can be charged and does more attack damage if charged. Similar to Pyra's Neutral Special, Flame Nova in Smash. Side: Ribbon PuRing Swing Mew Pudding leaps forward and grabs the enemy slapping and punching them. (This is similar to Diddy Kong's Side Special in Smash). Press the button again to cancel the attack. Up: Jello Trampoline Mew Pudding will summon a trampoline shaped like jello which bounces her to new heights. it falls if used in the air but sticks if used on the ground. Like Sonic's Spring Jump in Smash. Down: Jello Prison Mew Pudding uses her PuRing Rings to play a melody, then unleashes a blast of yellow energy which encases the enemy in a force field similarly shaped like jello. Final Smash: Ribbon PuRing Ring Inferno Mew Pudding Mew Pudding performing a series of acrobatic flips, kicks and somersaults before summoning a tambourine and a bell on a ring. She taps them together, performing a melody in the air. Her Mew Mark glows and she brings the instruments down, unleashing a blast of yellow energy which encases the enemy in a force field similarly shaped like jello. The jello force field will then explode launching the opponents captured. 115. Kakashi Hatake (Naruto) (Replacing Uzui) Neutral: Lightning Blade Kakashi pulls out a Kunai Spear then runs forward with his right hand shrouded in blue electricity. When they get close enough, they drive their hand into the opponent's middle, blasting them away. Side: Kamui Shuriken Kakashi throws a barrage of shuriken at his opponent in a radial pattern, creating an explosion after a second. Charging the technique increases the damage output, even when blocked. Up: Water Style Geyser Kakashi erupts the floor with a giant geyser that helps him get lifted up to new heights. Down: Lightning Style Shadow Clone Kakashi enters a counter stance where he reads a Make-Out series novel. If the opponent hits them during that time, they fake them out with a Lightning Style Shadow Clone, then they use Earth Style: Mud Wall Jutsu, to lift the opponent up, then finish them with Water Style Giant Vortex Jutsu. Final Smash: Kamui Lightning Blade Kakashi pulls out a Kunai and charges a Lightning Blade then rushes at his opponent. If he connects, he launches them up with his attack, activates his Susano'o and obliterate his caught opponent with a stronger Lightning Blade, dubbed the Kamui Lightning Blade. 116. Himura Kenshin (Samurai X/Ruroni Kenshin) Neutral: Nine-Headed Dragon Flash Kenshin flies forward while holding a sword. If they connect, blue afterimages follow behind them and strike the opponent, blasting them back. Side: Kusu-ryusen Kenshin charges a dash attack. If fully charged, he phases through the enemy which slashes with the kanji showing on the hit opponent. (Similar to Ike's Side Special; Quick Draw in Smash Bros) Up: Tsui-sho Sen Kenshin will slash upward. If the button is pressed after the uppercut slash, he will dive downward. The downward slash has a meteor effect. Down: Counter Kenshin enters a counter stance. If he gets attacked, he will open his sword and give a payback slash. Depending on how much damage the enemy attack does, Kenshin's counter will give the counter attack a multiply by 1.3%. Final Smash: Godspeed Flash of the Heavenly Flying Dragon Kenshin runs at the opponent at high-speed. If they connect, they slash the opponent once to stun them, then charges another to cut them to the floor. 117. Armin Arlert (Attack on Titan) Neutral: Double Sword Slash Armin jumps up and slashes down with both Ultrahard steel blades. Side: Barrel Roll Armin uses his Ultrahard steel blades to barrel roll. This move is similar to Mii Swordfighter's Airbone Assault move in Smash Bros. Up: ODM Gear Hook. Armin will use either one or both wire hooks to help him hook onto the ledge. He can use it on ceiling's, walls, and opponents. Down: Ultrahard steel blade change. Armin's Ultrahard steel blades have a durability limit live Steve's tools in Smash Bros. But unlike Steve where the tool's limit are seen when they break, Armin has a gauge telling the sword's durability limit. Some attacks will be less effective without the blades. Final Smash: Green Smoke Assault. Armin fires a green smoke shot from his gun to signal five allies to help attack his opponent. One of them is Sasha Braus. After the assault concludes, Armin pulls out a thunder spear to obliterate the opponent. 118. Gray Fullbuster (Fairy Tail) Neutral: Ice Super Freeze Arrow. Gray makes a Ice Bow and Arrow from his ice molding magic. It's similar to Byleth's Neutral Special in Smash. Pressing the button does little damage, but holding down will charge up the arrow and pierce through his opponent launching or freezing them. The latter of which will see them frozen in ice. Just like in Smash, the more damage they have, the longer they will stay frozen. Side: Crescent Blades. Gray summons crescent like boomerangs that he throws. It's like Min Min's neutral special where she throws Ramram where they return after a brief distance. Up: Ice Grappling Hook. Gray makes a grappling hook out of his molding ice which he can use to recover from the stage. It will work like Byleth's Up Special in Smash. If he grabs a curved ceiling, he will jump off of it, and grabbing an opponent will see him propel himself and bounce off their heads with a meteor spike occurring in the process. Down: Ice Devour. Just like with Natsu where he eats fire to replenish his power and even heal himself, Gray will open his mouth to try and eat ice attacks. Said ice users like Todoroki (MHA), and Esdeath (Akame Ga Kill), are at a huge disadvantage against Gray. If he eats an ice projectile, he will replenish his Ice Magic and take away some damage. Final Smash: Lost Ice Shell Gray will use his finishing attack, Lost Iced Shell where he casts himself in an circular ice shell. However, the shell will break if Gray dosen't capture anyone on the initial hit. But if he does, he freezes them. If they're over 100%, they're chilled to the bone... 119. Rikka Takanashi (Love Chuunibyou and Other Delusions) Neutral: Umbrella Barrage / Dark Matter Blaze Umbrella Barrage: Rikka strikes 10 times with an Umbrella. / Dark Matter Blaze: When her Banishment of this World gauge is filled, Rikka fires a huge magical ball that knocks her opponents away. Side: Slide / Mana Blast Slide: Rikka slides like Mega Man's down tilt in Smash where she trips her opponent. Leaving them prone to followup attacks. / Mana Blast: When her Banishment of this World gauge is filled, Rikka now fires 3 to 6 energy blasts with little to medium damage and knockback. Up: Umbrella Leap / Kanntwinkle Rikka leaps up with her Umbrella which reduces falling like Peach and Daisy's up special in Smash. / Kanntwinkle: When her Banishment of this World gauge is filled, Rikka dashes upward and fires three energy balls depending on the stick's direction. Down Chuuni-Charge / Magic Selection Rikka will get super armor and will not get knocked back from heavy attacks. Every hti fills up her Banishment of this World gauge like Joker's Rebel's Guard in Smash Bros. / Magic Selection: When her Banishment of this World gauge is filled, Rikka will choose between three moves: 1. Maximum Shield, Makes a 5 second shield. She can't move in the process like Hero's Kaclang move in Smash. 2. Bash, Swings her powered up weapon, Konigin der Nacht onto the ground damaging opponent critically like Hero's Hatchet Man move in Smash. And 3. Schwarz Shield; Rikka enters a counter stance. If someone hits her, she will hit back. Final Smash: True Banishment of this World Rikka summons Yuuta Togashi as both raise their hands to combine their power mixed with dark magic fire and mana to make a giant vortex. 120. Tsuyu Asui (My Hero Academia) Neutral: Frog Leap Tsuyu winds up and lunges at the enemy player to kick them. Side: Frog Arrow Tsuyu rapidly extends her tongue in a straight line, damaging and knocking away (or just staggering if the enemy is using a yellow attack) any enemy struck by it. Up: Froppy Hopper / Tongue Hook Asui has two up specials for recovery like Min Min in Smash. Froppy Hopper sees Asui using her frog-like body to hop to extreme heights. This move can only be done on the ground. If she's in the air, she will use her tongue instead. Down: Toxic Mucus Asui will barf out a toxic sludge from her mouth. If it makes contact with an opponent, they will slowly take damage. The effect lasts for 8 seconds. Final Smash: Frog Dash Just like Her Level 2 Plus Ultra move in My Hero One's Justice, Tsuyu launches herself towards the enemy player and slams her feet into them. She will then kick her target away only to pull them back in with her tongue, rapidly spin them around, then smash them into the ground. 121. Rukia Kuchiki (Bleach) Neutral: First Dance, White Moon Rukia steps forward to slash the opponent. If they connect, a pillar of ice will shroud the enemy before breaking, causing a hard knockdown. If the move does not connect, a ring of icy energy will be placed behind the user in its place, acting as a trap that stays for 5 seconds. Side: Next Dance, Hakuren Rukia takes a stance and charges her beam in their sword, then stabs the air, creating a stream of ice stalagmites. This technique can be charged. The longer it's charged the beam will pierce through. Up: Rukia infuses her sword with icy energy. For the following 15 seconds, all her sword attacks have the added Ice element. She then uppercuts with her sword which is useful for recovery to the stage. Down: White tree Rukia will grow roots from her sword that scatter through the ground. Final Smash: Bankai: White Haze Punishment Rukia takes a stance, then fires a beam of icy energy at her opponent. If it connects without blocking, the opponent is frozen over in a long strip of ice, and she then transforms into her Bankai State 122. Ryo Saeba (City Hunter) Neutral: Quickshot Ryo shoots his opponent with his revolver. Holding the energy charge button makes him fire up to 3 times, at the cost of extra stocks. Side: Bullseye Ryo shoots his opponent with his revolver up to 2 times. The first shot can break an opponent's guard, and the second shot is guaranteed damage. Up: Grenade Ryo pulls out a grenade and throws it down to help him get blown up to new heights at the cost of taking some damage in return. Down: Double Rocket Launcher. As the name suggests, Ryo pulls out a pair of rocket launchers, and fires them. The rockets travel up, then at the opponent. Holding the energy charge button simply delays the move. Final Smash: X-Y-Z Ryo fires a bazooka at his opponent. If it connects without blocking, he pulls up in his red car, rolls out and fires at a trio of explosive barrels in the air, alongside his opponent, which makes them explode. 123. Seto Kaiba (Yu-Gi-Oh) Neutral: Saggi the Dark Clown Kaiba summons Saggi the Dark Clown. Although this monster lacks attacks damage, Kaiba will use his negative energy card, a Magic Card, to multiply Saggi's attack points by 3 and attacks with Dark Light. Side: Judge Man Kaiba will summon the Judge Man. He bangs on the ground causing the ground to shake, tripping his opponents. Up: Blue Eyes Shining Dragon Kaiba will call his Blue Eyes Shining Dragon to ride on his back and take him to new heights. Down: My Turn! Kaiba draws a card from his deck. Here, he can use these moves that go around like a pattern: 1: Crush Card Virus: Kaiba fires 2 balls of dark magic. 2: Ring of Destruction: Kaiba drops an explosive ring on the opponent. 3: Shadow Spell: Kaiba creates an Area of Effect that has purple clouds rain down electricity on the opponent. Final Smash: Triple Burst Stream Kaiba will summon all three of his Blue Eyes White Dragons to merge as one and become the "Blue Eyes Ultimate Dragon". he will then use it to fires three burst streams to destroy the opponent. 124. Minto Aizawa / Mew Mint (Tokyo Mew Mew) Neutral: MinTone Arrow Mew Mint uses her signature weapon, the MinTone Arrow, to fire an arrow shaped like a feather. Side: MinTone Boomerang Mew Mint throws her MinTone Arrow like King K Rool's side special, Crownerang in Smash. Unlike said move, it comes back instead of landing on the ground and becoming an item. Up: MinTone Arrow Hook Mew Mint turns MinTone Arrow into a grappling hook where chains resemble feathers. Down: Mew Aqua Drop Mew Mint trades her MinTone Arrow for the Mew Aqua Rod and enters a counter stance. If attacked, she uppercuts with the Mew Aqua Rod and switches back to her MinTone Arrow usage. Final Smash: Ribbon Mint Echo Mew Mint is seen summoning a bow and arrow out of a windy burst of feathers, charging up a shock-wave, and releasing it into a light pink blade of energy. 125. Teru Momijiyama / Shy (Shy) Neutral: Flame Bracelet Shot Shy will use her Heart-Shift Bracelets to fire flames which damage the opponent. Side: Heart-Shift Bracelet flash Shy will prepare to dash with her fist ready. It's like Mii Swordfighter's Gale Strike move in Smash. Up: Bracelet uppercut Shy uppercuts with her Bracelet leaving a trail of fire Down: Heart-Shift Counter Shy will make an X shape with her arms in a guarding position. If someone gets her, she will unleash a flame wall. Final Smash: One Stroke Shy crosses her arms, only to open them and unleash a wave of powerful flames against her opponent. 126. Crona Gorgon (Soul Eater) (Replacing Minato. I felt like we should have 2 Soul Eater reps after Maka) Neutral: Black Blood Crona will punch the ground and black goo will go out and turn into spikes. Side: Bloody Needle Crona uses her Black Blood to turn them into needles, usually to surprising the opponents and skewer them. Up: Black Blood Wings Crona will grow wings from her back to fly to new heights. Like Pit's Power of Flight in Smash. It can't do damage but is useful for recovery. Down: Black Blood Vines. Crona will use her Black Blood to makes vines and use them to poke out of the ground. If done in the air, Crona will instead use the vines to spike his opponent. Final Smash: Scream Resonance A special type of Soul Resonance that functions ordinarily like usual Soul Resonance, except that the result instead is a high pitch scream that gives Crona's weapon (such as Ragnarok) increased cutting power through vibrations. 127. Arthur Boyle (Fire Force) Neutral: Plasma Sword Shake Arthur uses his plasma sword to charge up a decisive blow. Similar to Roy's Neutral Special in Smash. The longer it's charged, the more damage it does. Side: Plasma Sword Strike Arthur dashes three times with his plasma sword striking forward. It's similar to Sora's Side Special, Sonic Blade in Smash. Up: Plasma Sword Spin Arthur will spin around and be lifted to the sky. It's like Sora's up special, Aerial Sweep in Smash. He will be lifted up no matter if he's on the ground of air.. Down Special: Plasma Counter Arthur enters a counter stance with his plasma sword. If he gets hit, he will attack with his attack damage multiplied by 1.5%. Final Smash: Star Ring Arthur will pull out the Star Ring and use his pyrokinesis to erupt the floor and make a flame pillar. It's like Ken's Final Smash that's is done if his opponent is far away. 128. Simon (Gurren Laggan) Neutral: Spiral Power Simon fire massive beams of spiral power from his core drill and can create drills for various purposes the latter requiring a gunman. Side: Giga Drill Break Simon forms a huge amount of spiral power into an enormous drill and spins. This is similar to Meta Knight's Side Special, Drill Dash in Smash. If in the air, Simon will fall vulnerably. Up: Drill Rush Simon drills upward with rockets boosting him. He falls down once the rockets run out of fuel. Down: Energy Absorption. Simon will stab a drill into his opponent to take away some damage and do the ammount of damage to them. Final Smash: Drilling Finish Simon will gather his largest drill to try and hit an opponent. If successful, he drills them until the ground shakes and erupts. If his opponent is over 100%, it's an immediate KO. 129. Trunks (Dragon Ball) Neutral: Burning Attack Trunks rapidly moves his arms, then thrusts his hands forward to fire a large fireball. (Consumes 1 Ki Gauge) Side: Galick Gun Trunks fires a Galick Gun which travels a distance. (Consumes 1.5 Ki Gauges) Up: Cyclone Jump Trunks performs a jumping somersault. Can do any aerial attack shortly after the jump. Different inputs causes Trunks to travel in a different direction. If a flip is now done on the ground, Trunks can use a second flip in the air. Down: Change the Future Trunks charges forward and shoots an explosion from his palm. If the opponent gets hit near Trunks' hand, this move has a Smash property that deals a moderately strong wallbounce. (Consumes 2 Ki Gauges) Final Smash: Heat Dome Attack / Shining Sword Attack Shining Sword Attack: If Trunks' opponent is at a distance, he jumps forward with his sword. If he connects with the opponent, they rapidly slash the opponent 8 times, then fires a Masenko. / Heat Dome Attack: If Trunks' opponent is close, he grabs. If it connects, Trunks spins once and tosses the opponent up into the air and causes a yellow orb of energy to be formed around him as he fires a vertical yellow blast at the midair opponent. Has some of the highest damage of any level 3 Meteor attacks. (Consumes three Ki gauges) 130. Toshiro Hitsuyaga (Bleach) Neutral: Hail Flower Dragon Toshiro rushes forward with his sword. If he connects, he creates an ice pillar around his opponent, which shatters a second after. Side: Icicle Birds Toshiro summons dragon-like wings and a tail, which fire icicles at his opponent. Charging the move doubles the amount of projectiles. Up: Ice Slash Toshiro uppercits with his sword leaving a trail of snowflakes. Down: Six-Point Ice Formation Toshiro points his sword to the ground, creating a trap that freezes an opponent in an ice pillar upon contact. Final Smash: Four Elements Freeze Toshiro turns into his adult form, freezing the air around him, and slashes the air. If he connects, he freezes the opponent over, creating a tall pillar of ice that crumbles on top of itself after a few seconds. 131. Sunraku (Shangri-La Frontier) Neutral: Screw Pierce Sunraku does a quick blow as a compact attack. It is very powerful, but cannot be fired repeatedly. Side: Drill Piercer Sunraku emits a blue energy when in contact with target, dealing heavy drill damage and if on a weak spot deal critical damage. Up: Glowing Pierce Sunraku emits a stronger blue energy around the weapon, unleashing a spiral twister on the user when dealing more damage to target. The twister lifts him up for recovery. Down: Spiral Pierce Sunraku channels a blue energy aura around the weapons and impacts them on target, acting like a spiral rotation that drills into the target with stronger battle damage. Final Smash: Assassination Pierce. Level MAX A combined linkable skill. A skill that boost attack force when an enemy Mob hasn’t noticed someone or if their attack focus is elsewhere. Emits a powerful deep blue energy force upon impacting target. 132. Asuka Takizawa / Cure Flamingo (Tropical Rouge Pretty Cure) Neutral: Buttobi Flamingo Smash Cure Flamingo's solo attack that she can perform with her Heart Rouge Rod. Side: Flamingo Stride Cure Flamingo spins like a turbulent to strike his opponent. Up: Flamingo Wings Cure Flamingo uses her Heart Rouge Rod to make wings on her back to help make her fly to new heights. Down: Tropical Reverse Cure Flamingo uses her Heart Rouge Rod to stab in front. If she catches a projectile, she will spin 180 degrees before sending it back to sender. Final Smash: Super Tropical Paradise Cure Flamingo will team up with the other 4 Tropical Rouge Cures, Cure Summer, Cure Coral, Cure Papaya, and Cure La Mer, to unleash a wave of attacks to finish out their enemies. 133. Retasu Midorikawa / Mew Lettuce (Tokyo Mew Mew) Neutral: Lettustanets Toss Mew Lettuce throws her Lettustanets at the opponent. Side: Droplet Barrage Mew Lettuce fires bullets of water droplets. Up: Wavy Strings Mew Lettuce uses her white strings to hook onto a ceiling, wall, ledge or opponent. Down: Ribbon Whip Mew Lettuce uses the ribbons of her Lettustanets to be a counter attack barrier. Final Smash: Lettuce Lashup Mew Lettuce rises up into the air with her arms crossed over her chest. She then parts them and manifests the Lettustanets in each hand. Playing a small rhythm with them, she spins around and then fires a blast of water power at the opponent. |