All of Wales Aviva Premiership-based players will be made available for the autumn Test opener against Australia in Cardiff on November 5.Premiership Rugby has confirmed the one-off move, describing it as a gesture of flexibility. It means that Wales interim head coach Rob Howley can call on the services of Northampton wing George North, Harlequins centre Jamie Roberts, Gloucester flanker Ross Moriarty, Exeter prop Tomas Francis, plus Bath forwards Luke Charteris and Taulupe Faletau, although number eight Faletau is currently injured.Premiership Rugby - the umbrella organisation for Englands 12 Aviva Premiership clubs - do not normally release non-England players who ply their trade in the Premiership for Tests that fall outside World Rugbys autumn international window.The Australia game is outside of that official three-weekend slot, with Wales also facing Argentina, Japan and South Africa in November.The Premiership Rugby decision applies to all nations in Test action on the weekend of November 4-6.The only other Tests that weekend are Ireland against New Zealand in Chicago and Japan versus Argentina.As a gesture of flexibility, the Premiership Rugby clubs will release their players outside the approved Test window for matches on the weekend of 4-6 November, a Premiership Rugby spokesperson told Press Association Sport. This comes as we continue deliberations on a new post-2019 global season structure to find an appropriate balance between club and international rugby.We are showing flexibility to help a number of unions who have decided to play on this particular weekend, but we must stress this is a one-off variation to the allowed window while discussions continue.Premiership Rugbys stance is a huge boost for Howley as Wales look to address a run of 11 successive defeats against Australia.Howley is at the helm this season while head coach Warren Gatland concentrates on British and Irish Lions business building towards next summers three-Test New Zealand tour.And the certainty of game-breakers like North and Roberts being available will be of huge benefit as preparations begin for the Wallabies fixture in 12 days time. Wholesale Celtics Jerseys . Jim Rutherford, President and General Manager of the Carolina Hurricanes, announced Wednesday that the team would assign Swedish forward Elias Lindholm to his nations team for the upcoming tournament. Boston Celtics Pro Shop .7 million, one-year contract, a raise of $2.2 million. Wieters had asked for $8.75 million and the Orioles had offered $6. https://www.cheapceltics.com/ . Down by seven with 90 seconds left in regulation, thats where they looked comfortable. Cheap Celtics Jerseys . LOUIS -- The New Orleans Saints looked like a team playing out the string. Celtics Jerseys 2020 . JOHNS, N. Super Smash Bros. has a lot of variability. As an arena fighter, movement options are nearly infinite, and the slightest degrees in angle can influence direction. Smash Bros. players have been relegated to using a GameCube controller for the past 15 years, and unlike most game controllers, the gate around the thumb stick is octagonal, not circular. This allows players to accurately hit up, down, left and right, but also top-right, bottom-left, etc. Not only that, there are other angles that players can hit, such as the space between top and top-right. It gives Smash Bros a free-form and improvisational feel, as if almost any movement were possible.But there is a downside to this near-limitless movement option. The game is largely controlled by just your two thumbs, and as the game has continued to grow in speed and complexity, it has evolved to require absurd levels of precision. This is especially true for the second game in the series, Super Smash Bros. Melee. As competitive matches can have players hitting six inputs per second, accidental slipping of the thumb stick can mean a win or loss.To get a better understanding, imagine trying to draw a six-sided star, one-second at a time, perfectly in succession for 10 seconds. Your hand will have to deal with the friction of the paper, the dulling of the pencil, the tiring of your wrist. Unless your hand is absolutely steady and perfect, not every star will look the same. And thats the kind of dilemma competitive Smash Bros. players find themselves in.Not only that, but finding good-quality controllers is starting to become a problem. Most players agree that the best controllers were made in the early 2000s. As Smash Bros. has grown, these controllers have become far more scarce and sought-after.Thats not to say that the GameCube controller is the only option for Smash players, but it is the preferred one by far. The latest iteration, Super Smash Bros. for Wii U, allows use of the Wii remote and nunchuck as well as the Wii U pro controller, which is closer to the controller found on the Xbox. But because of the GameCube controllers analogue buttons and octagonal gate, it has stayed.Thats where the Smash Box comes in. It breaks down Smash Bros. to only button presses, making movements as binary as possible and removing a controllers inconsistencies. To understand the philosophy behind the Smash Box, ESPN.com reached out to Hit Boxs Dustin Huffer to get some insight.Our goal is to evolve competitive gaming hardware for Smash and any other hard-core esport, one genre at a time, said Huffer. Its exactly like having hockey gear for hockey players and baseball gear for baseball players. Each game has its own challenges and needs that separate itself from other games.The current Smash Bros. metagame has evolved far past what the controllers were originally intended for. Some players will claw their controllers to allow the index finger to work in tandem with the thumb to move more precisely. Others will rest the joint of the thumb between two buttons to quickly pivot between presses. The lack of controller diversity has served as both a physical learning barrier preventing newcomers from joining in as well as putting a cap on many players competitive lifespan with carpal tunnel and other RSIs [repetitive stress injuries], said Huffer.Clearly, the most radical omission from the Smash Box is any sort of stick. Movement has been scaled back to just four buttons, kind of like the arrow keys on a keyboard. We ditched stick for accuracy, speed, and ergonomics said Huffer. Smash execution is all about surgical analog precision at ridiculous rates of speed. Watching a Melee players hands will baffle you at the gymnastics they perform.There are some added benefits as well. Dividing whats normally done with just one thumb across the entire hand gives unparalleled control over the game at high rates of APM [actions per minute], all while reducing hand strain, said Huffer.Dr. Caitlin McGee, a physical therapist, corroborated these claims: One of the biggest sources of repetitive stress injuries in Smash is the thumb motion required both for motion and for action inputs. This is significantly decreased with a more keyboard-style input system.Flattening out a GameCube controller to allow all fingers access to buttons would definitely decrease stress. Another common isssue with traditional controllers is compression on the pinky side of the wrist when holding the controller while the wrists are in ulnar deviation, she said.ddddddddddddRotating the forearm into pronation decreases this risk as well.But having a flat, keyboard style input system isnt without its downside. McGee said there are ergonomic issues related to the carpal tunnel/Guyons canal, wrist extensors and general postural concerns, but overall it should be less stressful than a GameCube controller.Even if the Smash Box turns out to be a competitive Smash controller, there are still legal concerns. Bassem Bear Dahdouh, a tournament organizer for Panda Global, explained: For a local tournament, I think it would be fine. I think its interesting to see how people will like it before considering it legal for events. But for a larger-scale tournament, third-party controllers for Smash Bros. tournaments need a bit of a testing phase to ensure there wont be any complications that could potentially delay a tournament.Theres also the matter of Nintendo, the makers of Super Smash Bros. The company has been notoriously protective of its intellectual property and has been known to shut down fan projects in the past. Chris Gallizzi, Hyperkins head of design and product development, has a bit of experience making third-party peripherals for Nintendo hardware. Because the Smash Box will be wired, it will not require wireless protocol access from Nintendo, which is a major burden lifted. Gallizzi also explained that there are enough third-party solutions out there to the point where no licensing is necessary with Nintendo.The Smash Box has been in development for the past two years, and in that time, top players have been able to get their hands on it.The Smash Box is surprisingly intuitive in a lot of ways. The button layout itself isnt too difficult to get used to, said Twitchs Kristopher Toph Aldenderfer, a top player and commentator. The trickiest thing has been acclimating to using the different tilt buttons in conjunction with each other to get, for example, perfect wave dashes or precise Firefox angles.What Toph refers to are advanced techniques, requiring multiple successive button presses that manipulate the games physics to allow for faster movements. It isnt second nature at all, but learning techniques in a modular manner, i.e., thinking of the perfect wave dash as a single unit, rather than thinking about each individual button press, helps a lot, Toph said.Its definitely unique, said Team Liquids Juan Hungrybox DeBiedma, a professional Super Smash Bros. Melee player and recent Evolution 2016 champion. Hungrybox said the learning curve is very steep but it theoretically could make someone the most technical player of all time. But Hungrybox said it may be better-suited for Street Fighter V, while Toph offered that itd take a few months of serious play for a pro to feel confident using it at a tournament.With a game as old as Melee, top players still jest that theres still a lot more to discover. In both Smash Wii U and Melee, we may start seeing matches more akin to tool-assisted super-play (TAS). TAS are demonstration videos in which the creator, using a game emulator on a computer, goes frame-by-frame to record a perfect match. Hit Box may have made it viable to create TAS videos for Smash, changing the metagame in the process. Characters that were thought to not have been viable in the meta might now be, if played at TAS levels of precision.As of now, its uncertain whether the Smash Box will even make a ripple in the Smash community, let alone change the metagame. And of course, it takes skill, and not just a new controller, to start making upsets.I think its too much of a risk, said Hungrybox.Toph said that top players wouldnt immediately make the switch. Itll probably take a newcomer making waves with the Smash Box before pros look at seriously switching, he said.The Smash Box brings a lot of potential, but with it a lot of uncertainties. Once the Kickstarter launches, it will be interesting to see if the community backs it. Regardless of its ambitions or concerns, one thing is certain: The community will continue to push Super Smash Bros. beyond anyones imagination. ' ' '