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Additionally, the ball may be cuffed between the hand and the forearm—generally with the dominant hand. The cuff technique provides better ball security, allowing for a faster windmill motion and increased force exerted on the basket at finish, with either one or both hands. Using the cuffing method, players are also afforded the opportunity of performing the windmill motion towards the front, a technique exploited by French athlete Kadour Ziani when he pioneered his trademark double-windmill. Occasionally in the game setting, the windmill is performed via alley-oop but is rarely seen in offense-rebound putback dunks due to the airtime required. Dominique Wilkins popularized powerful windmills—in games as well as in contests—including two-handed, self-pass, 360°, rim-hang, and combined variants thereof. Double Clutch[edit] At the onset of the jump, the ball is controlled by either one or both hands and once in the air is typically brought to chest level.Saurus – developed Ironclad, Pleasure Goal: 5 on 5 Mini Soccer, the Shock Troopers series, the Stakes Winner series, and The Irritating Maze. Co-developed Prehistoric Isle 2 with Yumekobo, co-developed Quiz King of Fighters with SNK, and co-developed Ragnagard with System Vision. SNK Playmore Europe Corporation – handled software sales in Europe Sun Amusement – published Metal Slug 4 and The King of Fighters 2001. Viccom – developed Fight Fever. Yumekobo – developed Blazing Star, co-developed Prehistoric Isle 2 with Saurus. See also[edit] List of SNK games SETA Corporation, former sister company References[edit] ^ a b c "SNK History – 株式会社SNK".
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