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The "GGs" command grab 😂😂😂 1 Command Grab, 2 Meter Stocks And It's Over 💀 #StreetFighter #3rdStrike #Capcom #SF6 #ストリートファイター6 #ストリートファイター #fightcade #fgc #Makoto

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Operation Thousand Fronts: Update Date of Execution: April 15 – April 25, 2025 Duration: 10 Days Occasion: Martyrs’ Day Commemoration Over ten days, OLA forces engaged regime troops in over 50 districts all at the same time, spanning eight operational commands, inflicting casualties, capturing weapons, and liberating civilians from regime detention. Engagements Across Operational Commands A. Western Command 1. Laaloo Assaabii District: * Garjoo Liibanii, Arroojjii (sustained firefight) * Dongoroo Town (enemy outpost overrun) 2. Boojjii Birmajjii District: * Lataa Boobinee (ambush on reinforcements) 3. Boojjii Coqorsaa District: * Fiigaa Town (regime garrison raided) 4. Makkoo District: * Ganda Lammaffaa (tactical withdrawal after inflicting losses) 5. Hawwaa Galaan District: * Areeree (ambush) * Machaaraa Town (enemy checkpoint destroyed) 6. Haroo District: * Kusaayee (defensive action repelled) 7. Nuunnuu Qumbaa District: * Dafuraa (regime supply convoy ambushed) 8. Waamaahagaloo District: * Wanigiroo (enemy patrol eliminated) 9. Sadan Canqaa District: * Miidhagaa Birbir, Mandara Saddeettaffaa, Mandara 12ffaa (coordinated assaults) 10. Sayyoo District: * Miinkoo (hit-and-run attack) 11. Anfilloo District: * Ashii Town (enemy barracks targeted) 12. Haroo Sabbuu District: * Beellam (defensive position overrun) 13. Ayiraa District: * Boondawoo Town (regime forces dislodged) 14. Gullisoo District: * Diillaa Town (highway ambush) 15. Jimmaa Horroo District: * Burqaa Guddaa (enemy patrol destroyed) 16. Diggaa District: * Arjoo Guddattuu Town (Laga Diimtuu bridge seized) 17. Waayyuu District: * Shumboo Town (regime reinforcements intercepted) 18. Habaaboo Guduruu District: * Fincha Sugar Factory (economic target struck) * Mooraa 7ffaa, Qanaatee (enemy counterattack repelled) 19. Guduruu District: * Baroo-Qanaatee Highway (logistical interdiction) 20. Saasiggaa District: * Gabaa Sambataa (enemy rally point ambushed) 21. Eebantuu District: * Beessee (regime outpost neutralized) 22. Matakkal Buulan District: * Sayidoo (defensive skirmish) 23. Jimmaa Arjoo District: * Waayyuu Tuqaa (enemy retreat forced) 24. Baatuu District: * Mooraa 6ffaa (tactical raid) B. Southern Command 1. Qarcaa District: * Gurraachoo, Eeguu Abaayii Town (enemy patrol destroyed) 2. Surroo Barguddaa District: * Harrattuu (regime checkpoint eliminated) 3. Galaanaa District: * Giwwee Town (supply depot raided) 4. Gomolee District: * Kelaa Quufaa (hit-and-run attack) C. Harsadee Command 1. Fantaallee District: * Tuuroo, Bantii, Kaniifaa, Matahaaraa Town (multiple ambushes) * Galchaa Main Toll (roadblock destroyed) * Dheebittii Tulluu Abbaa Baalchaa (enemy reinforcements ambushed) * Gubbaa Irreessaa (regime position overrun) 2. Booset District: * Siifaa Baatee (enemy patrol eliminated) 3. Tolee District: * Abaaxii Qoree, Baasii Abukeekuu (defensive skirmishes) 4. Bochoo District: * Tajjii (regime supply route disrupted) 5. Sadeen Sooddoo District: * Aggaa Ismaan (enemy detachment destroyed) 6. Dugdaa District: * Shuubii Gamoo, Waldaa Maqdallaa (hit-and-run attacks) 7. Booraa District: * Botee Town (regime garrison raided) * Afaa Raasaa (enemy retreat forced) 8. Duukam Town: * Urban ambush on regime forces D. Northern Command 1. Baatee District: * Enemy patrol ambushed E. Eastern Command 1. Hancaar District: * Araddaa Miidhagduu (regime outpost destroyed) 2. Shanan Kooluu District: * Enemy movement disrupted 3. Daaaroo Labuu District: * Gaara Dindin, Qorii (defensive skirmish) F. Central Command 1. Cobii District: * Enemy patrol engaged 2. Special Zone, Muloo District: * Weezaroo (regime position raided) G. Madda Albuudaa Command 1. Gumii Eldalloo District: * Bulbul (enemy detachment ambushed) 2. Gooroo Doolaa District: * Qararoo Dibbee Baddannaa Town (regime supply convoy destroyed) H. Southeastern Command 1. Jajuu District: * Gurree (enemy patrol eliminated) 2. Shanan Kooluu District: * Qorii (defensive skirmish) 3. Sirkaa District: * Soolee, Soolee Nageellee, Elellee Walaanaa (multiple ambushes) 4. Heeban Arsii District: * Shophaa (enemy outpost destroyed) 5. Muneessaa District: * Heeban Laaqichaa, Heeban Dhuuboo, Gujicha (hit-and-run attacks) 6. Adaamii Tulluu Gidduu Kombolchaa: * Aalutoo (regime reinforcements intercepted) IV. Enemy Losses * Killed in Action (KIA): 741 * Wounded in Action (WIA): 949 * Prisoners of War (POW): 56 * Weapons Captured: * AKM rifles (hundreds) * PKM machine guns * Sniper rifles * SKS carbines * Civilians Liberated: 231 #Oromia #Ethiopia

Oromo Liberation Army OLF-OLA

10,753 views • 1 year ago

OFFICIAL: DG-2 TESSIE UPGRADE GUIDE: 1. Using abomination beams, destroy one of the purple plant-like things in the fog. It will drop a ton of salvage and an item. 2. Grab spore jar from the Blackwater kitchen and put it on the dead horse infront of the Vandorn Farm. Wait three rounds. Grab the mushroom from its corpse. 3. Use the saw trap on a Ravager to get its eyes. 4. Kill a bear with the abomination beams to get its limb. 5. There's a mirror that damages you in Ashwood. Use a wisp to activate it then use necrofluid gauntlet to smash it to get powder 6. In the Vandorn Farm, use a tomahawk on a hanging corpses foot to get the foot. 6. Interact with the powder on the table in Yuri's Lab in the Cosmodrome. It will start smoking. There will also be a cipher on the wall. -When it turns grey, that means you can choose an order to put the ingredients in. When it's black, that means you are out of attempts. 7. Decode the cipher using this key (first two "letters" of each code): CL = eye L(upside down L) = tentacle C J = foot 8. Click on each ingredient in order (top to bottom) and then interact with the flask to give your blood. A lockdown sequence will start. 9. You will now need to grab three glowing keys using the WW and bring them to the floating red pyramid thing in the Rabbit Alley in ashwood. Note: the keys can be incredibly hard to spot sometimes. Spawns: Ship (glowing green key): -One is on the top of the ship in a window -One is in the corner of a blue shipping container -One is underneath on one side of the ship between two barrels Crashed Rocket (glowing yellow key): -In the crashed pylon -To the right of a car crash on the cliffside (near the Ashwood gate) -On the corner ontop of one of the array buildings Orda Graveyard (glowing red key): -In the mouth of the top T-Rex -Back of the skull of the bottom T-Rex -Next to the back of a Janus Towers car Once all keys are in, a cutscene will play and the DG2 will spawn. Last three images are examples of key locations

COD: Zombies News

441,629 views • 9 months ago

🔴IMPROVE YOUR SUPER COUNTER🔴 I will refer to you the host as player 1 and friend as player 2 Step 1 - Invite friend to room and create a private match Step 2 - Make DP teams, equip Max health and ki recovery to all your character for this match. Step 3 - To initiate training player 1 should approach player 2 and charge melee attack (smash attack it’s called in game) As demonstrated on this video, also note you have 2 assault vanishing attacks not including lightning attack which would be (O on ps5) per assault combo string. Player 2 can try and super counter that first charged attack and if he fails he’s got another 2 chances at super counter after you follow up the next two vanishing assaults. Step 4 - Flick Up followed by rush attack (⬆️+🟪) so UP first than SQUARE almost simultaneously but fast! on hit. It sounds silly that it has to be on hit but it is literally how it is done so (same time you get hit is the time you input ⬆️+🟪) Step 5 - Never break this rule: you and your friend can only damage each other with successful Super counter. A little tip to reset the vanishing assaults mid vanishing assault combo sequence. - So say player 1 has connected a charged smash and a(1) vanishing assault, And player 2 did not succeed in executing super counters, what should happen next is player 2 should vanish the 2nd Vanishing Assault of player 1 by pressing (🔴) instead of attempting Super Counter (⬆️+🟪), and once player two knocks back player 1 with a successful 🔴 counter player 2 should now press 🔺to do 2 vanishing assault combos, whilst player 1 attempts doing (Super Counter), and if player 1 fails to super counter the first vanishing attack player 1 should press 🔴 on the 2nd attack, now making it so that player 2 has to attempt super counter.. 😭😂💀 I know complicated but it really isn’t. The entire battle can be of you two simply super countering each other! Me and my friend did this for a few hours to build muscle memory and reaction speed because what’ll notice is you have to be fast to react to super counters or else you will take tons of damage. Also I can’t tell you how satisfying it is to perform these. My friend Erci was like: Goku come on man you’re the MC this is cake for you DO IT!! I was like: I am the son of of the prince of all Saiyans you can’t touch me GOKU 😈😂😭 we were talking mad trash to each other. I love this game ❤️ Good luck labbing and see you all tomorrow for a fun dual stream on twitch and YouTube 🔥💪🏾

GameBreakerGod

181,438 views • 1 year ago

RHP Cole Leaman (Lehigh Baseball) is an arm I'm really looking forward to following this spring. Fresh off a strong Sophomore season in which he worked a 2.31 ERA with 49 Ks to 23 BB across 46.2 IP. Showed some positive flashes on the Cape. While slightly undersized, Leaman has a strong and athletic build at 6' and 190-lbs. Has put on a lot of good weight over the last couple of years. Leaman has almost a "check point" delivery in which he takes a noticeable side step towards the 1B side, gathers himself and breaks into the rest of his motion. Lengthy arm stroke and attacks from a high-3/4 slot from a low release height. Leaman is a high-level athlete and a dynamic mover on the mound. Sits really well on his back glute and his lead leg block enables him to generate power and drive his back side through. Drop and drive delivery. Little bit of effort, but plenty of arm speed. Leaman's FB sits in the 91-94 range, but it was up to 96 this summer and 98 this fall. Jumps out of his hand from a ~5'3" release height and flashes riding life through the zone. Averaged 15" of carry this summer and 2,361 RPMs. Gets over the barrels of opposing hitters when located in the top-1/2 of the zone, which is where the pitch is at its best. Command can be erratic at times. Would give it a 55. Leaman's most-used off speed pitch is a high-70s-to-low-80s CB. Shape is inconsistent and it can get a little slurvy at times, but he snapped off a handful of really good ones between the spring and summer. When it's at its best, it will flash a bigger shape with sharp, downward tilt. Leaman will also mix in a low-to-mid-80s SL that's distinct in shape. Another pitch he's still gaining a feel for, but like his CB it's also shown big time flashes. Shape of it will vary, but it will sometimes flash plus with sharp, two-plane break (more sweep than depth) and essentially take a late, hard left turn. Rounds out his arsenal with a high-80s cutter and a mid-to-high-80s CH. The former is more intriguing than the latter. Curious to see how much he uses the cutter this spring, threw a couple this summer that had late glove-side life. Leaman has a very intriguing blend of athleticism and stuff, though he'll need to iron out his command and control in order to maximize his upside. As mentioned, it's a bit scattered right now and has hindered him in some starts. 5th-8th round type this July. (📽️: Falmouth Commodores)

Peter Flaherty III

26,757 views • 1 year ago