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Burst is easily one of the more characteristic features of Guilty Gear (and games inspired by it). At first glance, it's a renewable, separate meter bar that gives you an occasional “Get out of combo free card” that you can use approximately once a round. If you use it when you're not getting hit, you can even fill your meter with it! This is how most inexperienced players see it, and it makes sense, from a design standpoint, why that may be a useful thing. Unfortunately for inexperienced players (And fortunately for the metagame), it's not that simple.

If you don't care about higher-level mind games in Guilty Gear and want to stop reading here, just take this advice: Never burst against anyone good. You'll probably win more than if you burst like a scrub.
The True Face of Burst:
Still reading? Okay, here's the ugly truth about burst: It's just an attack. It animates like an attack. It has startup and active and recovery frames like an attack. To get technical, it's actually two attacks, but blue burst is more interesting, we'll talk about gold burst later. The cool thing about blue burst, of course, is that it's the only attack you can do during hitstun. It also has some invulnerability because, well, it would kind of suck if it didn't. In fact, as it turns out, it has invulnerability all the way up to and through the active frames. However, there are some problems with burst: It's not throw-invincible, it's kind of slow, it's blockable, and it's got a lot of recovery. Therefore, just like dragon punches and throws and just about any other attack in the game, it can be baited, and it can be punished.

Ancient Kung-Fu Secrets: How to see a burst
Just like anything else, to beat a burst, you have to know it's happening. The startup are generally very subtle animations, so they are visually hard to confirm, even though they have 19 frames of startup. Sometimes, you can do this with a lucky guess, but I can't teach you how to be psychic. What I can teach you how to do is know what to look out for. There are three good indicators that a burst is happening:

Momentum stops. One of the weird properties of burst is that the character completely stops their momentum and stays in one place to do it. In a game like Guilty Gear, where momentum is usually preserved, this can be very weird and obvious.
Invulnerability is immediate. Even if you don't see the burst happening, you might notice that your attack went through the other character mid-combo. If you see this happen, though, it might be too late to do anything.
The Burst meter disappears. This is the best indicator of a burst. It is the FIRST thing to happen when the other player presses burst, and it's obviously very visually distinct. If you watch the burst meter, you can visually confirm a burst when the meter disappears.
Now that you've seen/predicted the burst, you probably want to do something about it. Since a burst is just an attack, there are obviously some things you can do to avoid them:

BLOCK. If you can get to neutral by the time a burst hits, you can block it (Preferably instant-block). Generally you will be neutral if:

You were doing a short move/not doing a move when the burst happened.
You can cancel whatever you were doing, with a jump, an FRC, whatever

[*]DODGE. If you're not where the burst is going to hit you, when it's going to hit you, you're obviously not going to get hit. To do this, you can generally:

Actually be/move out of the way.
Do something invincible through it.

[*]BEAT IT CLEAN. Bursts are strike-invincible all the way up through the active frames. You will never stuff a burst, and you will never trade with a burst. It just doesn't happen. If you want to beat a burst, be neutral and airthrow it. Bursts are always considered airborne, and they're never throw-invincible.

Note about gold bursts: Gold bursts are strike-invuln all the way through. Most gold-burst punishes are airthrows (Although you have 3 frames to ground throw after they land, too). That's pretty much all you can do about a gold burst.

How to avoid sucking: When not to burst
There are a ton of ways to bait a burst. Listing every single one for every single character? Probably would take a zillion years. Instead I'm going to clue you in on some general places to NOT burst:

Fast moves. If there's a jab in their combo, it will bait your burst pretty well. Most jabs, for example, can start up, be active, and recover in less than 19 frames. That means by the time your burst hits, they're neutral, and you're going to get hurt.
Movement in combos. Almost every kind of movement can be canceled. If there's a run or a jump or an airdash in their combo, it's probably a bad place to burst. Also note: If it's an air combo and they're at any point going downward, there's a good chance they'll fall through your burst if you do it. That's obviously bad, even if you're near the ground.
Cancel points. If you know their move has an FRC in it, or can somehow otherwise cancel to some neutral state (Like jumping), or even a special (If they have something invincible to use), you probably shouldn't burst it.
Don't drop the soap!: Burst baiting as a reset
Getting burst baited, as anyone it's happened to can attest, can hurt like a bitch. You take a ridiculous amount of damage for it, sometimes. This is because the combo ends, the damage scaling resets, and you're in a brand new combo, from, if the other player knows how damage scaling works, what is probably an anti-air move with little or no proration. While this isn't a hard and fast rule, it's probably a bad idea to burst if the combo isn't going to do much damage (Because it's from a throw or something else that prorates like crazy). It can be the difference between a little chunk of health and your whole lifebar being gone.

Advanced Voodoo Magic: OS Burst
Some people try to bait bursts by delaying attacks in their combos. It's almost always a bad idea, but people do it. I certainly did, at one point. In fact, the first time I played Kyle Wattula, he yelled at me for it and then neutral-teched and beat me to death with a dolphin loop. Anyway, whether it's intentional or not, there will be occasions when you're unsure if you can tech, but want to burst if you can't. Like most situations where you have multiple options and don't know what's going to happen, this can sometimes be solved by an option-select. In this case, tapping a button (Not dust) and then quickly hitting Dust will option-select between teching and bursting. If you could have teched, you will tech from the first button-press. If not, you'll burst, because the input window for burst doesn't require you to hit the buttons simultaneously. The best part is, if you get the tech, the burst won't come out, because tech has recovery frames and you can't gold burst during them. This timing isn't hard, but you may want to practice it a little if you plan to use it, just to make sure you have it down.

Was that a DP?: Gold burst OS
Also notable is the throw/Gold burst option select, done by hitting 4 (or 6)+HS+D, with the D similarly slightly delayed. If done right, you will either successfully throw, or gold burst. You'll mostly use this for situations where you are unlikely to miss the throw unless the opponent does something throw-invulnerable through it.

By shtkn, in Pages,

The page management module interface has many powerful tools built in, designed to help you work with pages and folders in IP.Content efficiently.

Firstly, the folder navigation utilizes AJAX to load the folder contents inline without requiring you to visit a new page to view the contents of the folder.

We have also updated some common management features to utilize AJAX to help facilitate management of your pages. Actions like clearing folders and deleting folders, for instance, will now occur without page refreshes, making your managerial activities flow smoother and quicker.

Additionally, the interface as a whole has been updated to provide a nicer, smoother feel for the page management areas. In practice, we found that many administrators spend the majority of their time setting up and utilizing IP.Content in the page management areas, so we wanted to update the user interface to make this experience as easy and enjoyable as possible. Minor details like confirmation dialogs have been updated to bring everything together for a more consistent feel.

A new filter bar, utilizing AJAX to retrieve the results without the need for a page refresh, has also been added to the page management area. You can begin typing in the name of a page and a live-search action will occur in the background, showing you the results of your search as you type. If you have many pages and many folders (and many pages within those many folders), you will find that using the filter bar to locate your pages can dramatically speed up your navigation of IP.Content within the page management areas of the ACP.

Overall, we've modernized the IP.Content page management area of the ACP, polishing up the little details, in an effort to make your experience all the more pleasant.

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    • 52 GB. Is this because of triple arcade stories and the long story mode?
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I do not know a ton about Steam Consoles (so take the following with a grain of salt).  However, it is to my understanding that a Steam Console is basically a mini gaming PC designed mostly to run Steam games, and not much else.  It's operating system is SteamOS, which is basically a customized version of the Linux PC operating system.  The primary focus of the Steam Console is to replicate the overall feel of a console (designed for the living room with a controller and a TV), rather than the traditional PC gaming feel (I sit at a desk with a keyboard and mouse, and an actual computer monitor). My own personal opinion is that if you're wanting to step in to the realm of PC gaming via the vehicle of Steam, a Steam Console is not the way I would go about it.  Here are the reasons why I think this way: 1.  It seems to me that the Steam Consoles are pretty expensive for what they offer.  As is usual for this kind of thing, if you were willing to build a desktop PC for yourself (or by the parts, and find somebody to assemble it for you that won't charge you a huge amount for it), you would get a lot more capability for the money. 2.  I don't think that there is a way to upgrade the hardware of a Steam Console once you have it.  Keep in mind that unlike the console world, there's nobody that enforces hardware standards for PC gaming.  That means that eventually, the hardware requirements for modern PC games will outpace what your Steam Console can do.  This is a problem for all PCs, but with a desktop (non-laptop) PC, you at least have the option of upgrading components in the PC, rather than having to buy a whole new unit. 3.  The Windows operating system is the operating system that most PC games support by far.  While there are a growing number of PC games that support the Linux (and SteamOS) operating system, the number is much smaller than what is supported on Windows.  So you may find your selection of games is limited somewhat on the Steam Console. 4.  You are artificially restricting yourself to just the Steam ecosystem.  Keep in mind that there are other distribution services on the PC (such as Electronic Art's Origin service and Good Old Games Galaxy service), and if you run a Steam Console, you won't have access to them.  Heck you can often buy game directly from the publisher without using a distribution service!  In addition, if you have a Steam Console, you'll be running what is essentially a PC, but one that has a restricted ability to do the things that most modern PCs can do (web browse, office productivity software, video and graphic editing, etc). 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I can try to answer more questions you have, especially if you can give me a better idea of what gaming you are specifically interested in.  You might also check out the PC Master Race reddit at  It's a PC-gaming focused reddit, and there are people on there who are frankly waaaay more experienced than I when it comes to PC gaming, and they might be able to answer more questions that I can.  But, let me know if I can help further!    
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      Smash 4 Doubles - Pot bonus of $500
      Melee Doubles - Pot bonus of $500
      Under Night in Birth – Pot guarantee of $150, pot bonus of $150 provided by United Gaming League
      Mortal Kombat XL - Pot guarantee of $150, pot bonus of $150 provided by United Gaming League
      Pokken Tournament – Pot guarantee of $150 + $1000 pot bonus, provided by EVO
      BlazBlue Central Fiction – Pot guarantee of $150
      Tatsunoko Vs Capcom - Prizing provided by United Gaming League
      Samurai Shodown 6 - Pot bonus of $100 provided by United Gaming League
      Garou Mark of the Wolves - Pot bonus of $100 provided by United Gaming League
      Rivals of Aether - Pot bonus of $150 provided by United Gaming League
      Ultimate Marvel Vs Capcom 3 - Pot bonus of $150 provided by United Gaming League
      Saturday Tournaments
      Smash 4 Singles Pools - Pot bonus of $5000
      Smash Melee Singles Pools – Pot bonus of $2500
      King of Fighters 14 – Pot guarantee of $150, pot bonus of $150 provided by United Gaming League
      Tekken Tag Tournament 2 - Pot guarantee of $150
      Guilty Gear XRD Revelator – Pot guarantee of $150
      Street Fighter V – Pot guarantee of $200
      Nitroplus Blasterz - Pot bonus of $100 provided by United Gaming League
      Dengeki Bunko Fighting Climax Ignition - Pot bonus of $150 provided by United Gaming League
      Melty Blood Actress Again Current Code - Pot bonus of $100 provided by United Gaming League
      Injustice 2 - Pot bonus of $150 provided by United Gaming League
      Brawhalla - Pot bonus of $150 provided by United Gaming League Registration and other information for all of these tournaments can be found at
      Momocon membership information can be found at
      Momocon hotel information can be found at
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