I can’t stress air throw enough. I piss all my friends off with the air throw, not only does it have fantastic priority and range, it’s very demoralizing. I just hope Capcom fixes it in super so that you’ll be able to air throw as soon as you leave the ground and not get the lk if you hit grab too soon.
With good timing, you can literally air throw an opponent out of anything that lifts them off the air.
Some of my favorite “WTF moments” from my friends are:
Air throw a back dash (hot dam that feels good) Air throw Cammy’s spiral arrow (hands down my favorite)
lp.boom, Cammy tries to ex hooligan > jump air throw
Getting in a fireball war with a shoto then they try and tatsu over my boom > jump back air throw the tatsu.
Air throwing Blanka’s and Sagat’s ultras (so tasty)
I could go on and on. I love Guile’s air throw so much that it’s really hard for me to play another character because I feel so naked without it.
I know it won’t happen but I wish Capcom would give booms juggle properties in super. I would love throwing a boom, air throw onto the boom > enemy is in juggle state, then ex.boom upon landing. Would be epic lol.
Finally, I’m sure someone more experienced can confirm this, but I’m almost positive that the back breaker air throw has more horizontal range and the forward throw has more vertical range. IIRC back breaker also does 10 more damage.
crouching strong has been an old mainstay back to sf2 days. It reduces Guile’s hitbox while maintaining his 2 charge directions, EX boom may juggle. Regular boom/FK tend to whiff, no juggle factor.
I’ve been using it more against the Daigo wannabes shotos who use jump-in Fierce.
Unfortunately SF4 Guile doesn’t have a welfare Ultra, so only time you’ll get to tag that in is if they’re stupid about jumping near you, or you can get perfect spacing on a FK trade.
airthrowing tatsus and Blanka balls is also a treat. It happens only on occassion, but you should see the look on people’s face when it happens. I’ve also airthrown Chun-Li out of that overhead flip kick she has, and Abel out his little crescent kick thing. Nothing you can rely on, but nice to throw out there when you can predict when your opponent is going to spam./
There is no one answer for that. There are a few things you can do. I personally go air to air with him with jump forward, jump roundhouse and jump back fierce. You have to pay attention to how he spaces out his dive kicks. Ones that are high can typically d.FP. Low dive kicks can be flash kicked. If you aren’t confident about the angle or if he may use it to land in front you just fadc your flashkick. You can also airthrow him. You can also just standing or low jab them as well. Guile has several ways to deal with them, you just have to get familiar with the angles. I personally rarely find myself in a situation where I have to worry about his dive kicks. I worry more about his jumping roundhouse into ex snake strikes and the occasional ex messiah kick. He does have one dive kick that occasionally cross up, so watch out for it.
Overall most of your anti airs work well against him. He’s a problem at first because of the many angles he can come down with. But he isn’t that much of an issue once you get use to him. Most smarter Rufus players don’t center their game around dive kicks, because people are use to seeing them and countering them on reaction, including yours truly. I suggest you hit up the Rufus forums and see if you can find someone online to spar with. You’ll eventually get use to it overtime and panic less in this matchup. Rufus is one of my easier matches now where it use to give me nightmares
What is the best way to deal with Akuma’s Demon Flip loops? There’s times when I’m trying to zone him out and I can airthrow him out of his demon flip loops on reaction but is there other alternatives best used?
jump back fierece is pretty good. I’m using a lot more in Akuma matchups. Even if you whiff it, you should be at a safer distance. Airthrowing is also good. akuma can’t afford to take that much damage, and he usually chills if you aithrow his demon flips
Thanks! Would one recommend the jump back + fierce as a go to for all of his Demon Flip variations? Or just mix it up? I feel the need to mention that at one point I was able to knock out a few demon flip loops with close standing hard kick. I assume I just got lucky though.
Jump back fierce should be able to beat out any variation of demon flip and even his crossup dive kick. Since you’re jumping back, you’re pretty much jumping out of alll of is ranges. And since he is flipping towards you, he could possibly get hit by it. I like it because Guiles j.FP has a downward angle, and a nice hitbox on it as well. I find myself using it more and more to when I’m in the air and trying to counter a steep jumpin. It has some really sick and deceptive range. I think it’s one of his best defensive air to airs when jumping back. Also as an added bonus, I mash d/b while I’m in the air. I at the very least have a charge for a sonic boom, and quicky have a charge for a flashkick, so if they want to do a followup jump-in, I just flaskick them or if they stand there then I just sonic boom them. A good way to get some extra damage in.
Vs Akuma’s demon flip mixups - neutral Jump HP works a treat if you are at the correct distance.
Nowadays the akumas i have played recently are now beginning to use the cross up tatsu more. Dashing under him if you anticipate it appears to be a viable tactic, but this takes a high degree of reaction and anticipation. Sometimes I dont see it coming early enough then eat a C HK afterwards.
Dive Kick can be FA’ed, which seems to be more reliable than the flash kick.
The more I have been using nj.hp the more I believe that it is guile’s definitive “WTF” normal. It has this goofy non-existant hitbox that hit’s TONS of stuff that just doesn’t make sense, meanwhile quirking his torso behind his fist to make the damn thing almost untouchable. I can keep zangief out for days with the damn thing, or use it to create wakeup pressure. I can just toss it out there in SO many matchups and it just plain WINS. Great against hoppy rufusses, flippy akumas, shotos’ jumps, abel’s goofy grounded hitbox, viper’s air pressure, any random crap dictator tries, blanka crossup pressure… and just sooo much more.
Also, I’m finding that jumping back in and of itself is pretty damn effective if you have space to sacrifice. If they hesitiate for a second, you’ll have flashkick charge for a nice clean hit, and if they jump immediately, just nj.hp. I never used to do this until about a month or two ago after noticing that niconico mark never really gave a rats ass about giving up space and just jumped back alot, but scored a lot of flashkicks.
Do you think Guile’s NJ.FP can be used the same way Honda’s NJ.FP is? I know the hit box on Handa’s is huge but I’m just trying to find a referenece point here.
Eh… they kind of have different purposes really. All I can suggest is just to use it more and see for yourself. Just throw it out there once and awhile… random neutral jump and if your op tries anything tap on fierce.
If he’s spamming dive kicks, you can block one and stop the next one with a standing jab. I can’t remember if it knocks him out of the air or not at the moment or he is still grounded. If he’s grounded, jab jab jab fierce!
I noticed when dealing with Rufus’ jump ins, my flashkicks end up trading a lot. Don’t forget about being able to combo ex-boom off of the traded flash kick, applying this helped a lot in the last session I had.
Far mp seems to work well on Rufus too. I’m pretty sure it was mentioned before, but it seems to work like a charm on Rufus.