You can stop a tick throw with your own throw, but its not guranteed that your throw will the successor, but it is definatly possible, I’ve reversed ochio throws setups with a normal guile throw. experment with guiles 2 throws and see which one works for you best, The grab throw (medium punch) seems to me to have a greater range than the back drop.
For moves on reaction, I guess its just takes time for muscles to memorize the movements neccessary so that it becomes a fast as possible. I think I’ve noticed is that for executing psychic moves you have to recognise the scanerio and patterns of your opponant. For example, what does he do when he’s knocked you to the ground, if its ryu, do he go for an over head, does he force to eat a fireball on wakeup, does he jump in for the cross out or does he wait for you to do a recovery flash kick so he can take advantage.
this is especially true for guile when playing shotos cos if you get into a fireball match you eventually have to jump so you have recognise the others patten for throwing fireballs cos most shotos send out 2 or 3 fireballs and then wait for the jump so they can dragon you, many ryu’s will lure into fireball match and then send in a super fireball.
If you’re trying to counter throw a tick you should be using both throw buttons (plink them) to maximize your odds. Characters with 4 throw buttons have a distinct advantage in this regard.
The “how to stop tick throws” question was more or less asked maybe a week ago in a different thread regarding how to handle tick throws. Of course, it’s been asked a whole lot more than that, too.
As far as my understanding on it goes…whenever you enter the “reversal window”…the frame right before you come out of hit/block stun, the last frame of getting up from a knockdown, or the last frame of non-knockdown aerial hit stun (when you touch the ground)…you have two options.
Reversal special move that is unthrowable.
Reversal throw (provided, of course, that the attacker is in a throwable state and in your throw range)
These methods work because both techniques are done 1 frame before the attacker can throw you. Reversal special moves with invincibility take you from one unthrowable state directly into another and allow you to hit your opponent. Reversal throws allow you to throw your opponent while you are unthrowable.
I hope that was clear.
As far as doing moves on reaction…the best thing I can suggest is getting used to pressing :u:+:k: when your opponent twitches out of a crouching stance. When you can react to that, reacting to other things will start to get easier. Practice, practice, practice.
If he anticipates correctly, you are at his mercy. Period.
If he reacts…then you have a chance at doing something. You can hit him before he lands if you’re not able to punish him upon landing consistently. It’s not easy, but it’s possible.
But, the best Sonic Boom is the one you make him think you’re going to throw. If he Hurricane Kicks over nothing, then he’s at your mercy.
There are no landing frames on hurricane kicks, so you have to use either your cr. strong or fierce to punish them while they’re falling out of the short hurricane.
I’ve noticed that the answer to a lot of the problem scenarios I face with guile are down to my under usage of the medium punch. I use a controller and the medium punch is mapped to the right trigger button so I hardly use it, I guess I’m going to have to reconfigure my button mappings
sobat kick work well against akuma’s air fireball, its an alternative to the the flash kick, if the akuma you are playing knows how to time air fireballs so that you cant flash kick through them.
I dont think its hard to flash kick, but if you miss a flash kick then your toast bcos a good fei player will start spamming them knowing that you have to block upwards, thus cant charge for you flash kick.
You can try using the sobat kick as an alternative, its a really useful move, it can counter or trade with balrogs super and dashing punches, vega’s poke spams and akumas air fireballs and fei longs chicken wing, you have to apply some timing to it tho.
What do you do to stop a dhalsim who won’t throw projectiles? Sounds like a silly question, but a Dhalsim who through only a few projectiles gave me trouble the other day. Unlike most opponents, Dhalsim doesn’t have to take chip from blocking booms because he can jump them with little risk of landing on them. I thought, maybe I could follow up my booms, but Dhalsim can slide under them and hit me before I can slide under them and do anything. Maybe I should mix up actually going all the way to sim and stopping just outside his slide range so I can punish him. Even if I do “go all the way” I think sim might be able to slide late enough under my boom so that I can still get hit, even if I try sobat kicking when I get in range. Any suggestions?
Jump straight up over fireballs and come down with fierce punch to hit his mid and high normals or slide and if he does fast ones and your in the range do a jump round house on his head. Use booms and stand shorts which will make a 2 hit combo if he tries to hit you low. Or from a distance if he tries to do a low strong on you then hit your low forward on it upon reaction. I would try to get in the range to flash kick through his fireballs as well if he is mostly throwing yoga fires
Another question: How do you guys deal with Honda’s using the floating fierce to advance over booms? I’ve found that it good to hit them with the jumping rh occasionaly. Be careful though, because if they floating fierce back, they might move out of your j rh range. Tried mixing up my projectile speed, but with the improved manuverability of the floating fierce, there’s little chance they’ll land on a projectile if they’re 2/3 screen or beoyond.
Yeah, theres a honda player that give me trouble from mexico on GGPO and his alias is: .__. (and he is the only honda that does give me trouble btw with laggy server) if you dont hit him out of his floating feirce he will do a rapid hand and then start flying butt sitting. Always hit him out of the floating fierce or it could be game over.
Definatly use the fierce if he’s doing it from that close, but using the floating fierce from that close can be “risky” for Honda because he needs to jump you booms almost on reactio nfrom that range. Having him get hit by a boom while coming up or going down is much more proabable at this range. If he does it from furterh out though, I don’t think there’s any choice besides the rh.