Try using his close s.rh or jump back strong punch if that isnt working for you. Those 2 counter poorly timed butt splashs too.

On this note, I had about 20-30 matches against the top Honda in Australia the other night and we spoke afterward about the butt-splash (he used to play Guile, so has a good understanding). I used s.hk(close), c.hp, and jump-back lp (after blocking one splash, this will stuff a second one sometimes) and he suggested jumping forward (after blocking one) or jumping back with air-throw - apparently the forward jump is pretty good, but I haven’t done any testing yet.

If your problem is a single butt-splash, you need to hit the lab.

I’m a Gen player from way back and although I haven’t played too many Guiles with him in IV, I don’t ever feel threatened. I would hate to face a good Gen with Guile.

right now rufus is my nightmare, is there a safe way to put pressure on the fat bastard on wakeup? He always seems to have an ex bar to perform his move that owns everything. I tryied neutral jump, but the rufus I play comes out with rufus shoriuken when I attempt that.

bison and balrog probably have the easiest 5/6 hit bnb combo string on the game.

here’s some things i have learned from playing the higher level bison’s/playing as bison myself. i spar with one of the best bison’s on psn, not that i am bragging about it lol. i have actually got pretty darn good with him too.

they start with a jump in or focus, then into: cr.lp, cr.lp, cr.lk, lk.scissors.

if you have blocked all of this string and they don’t have meter, they will go straight for cr.mk, scissors. i believe this one is punishable but i am not sure. maybe it depends on what strength the scissors is after the cr.mk. i fadc flash kick it and it always seems to hit. please correct me if i am wrong!

if they have meter, they like to cancel scissors into another string or throw. this is very dangerous so be on alert.

watch out for throw attempts while they have you blocking the string. bison’s walk up throw is probably one of the fastest in the game.

another tactic is once you have been trained to expect the string and the odd throw to tech, this is when they like to bring ex.head stomp into the equation. be on alert for cr.lp, cr.lp, ex.stomp. you have to switch between crouching and standing on block. if you get too obvious with standing on block, bison will just go straight to cr.mk, scissors.

some final shenanigans i want to meniton.

1.watch out for random empty slide sweep into ex scissors…straight through your sonic boom.
2.empty devils reverse/whiffed head stomp into throw. bison’s who know their spacing look for this.
3. if bison has you cornered with pressure strings/throw attempts, watch out for ex.head stomp as you try to escape with a jump. be patient.

hope all that helps anyone having trouble with bison.

I have no issues with the single Butt splash. The issue comes form the multiple ones. I know it’s coming (too far for ochio) I know it’s crossing up, I stick out the cr.fierce at the correct side and it either trades in his favor or doesn’t do anything. As I said, I dont have that issue offline at all. Hence why I use it on reaction. But online it seems very unreliable.
Running into a good Gen has always caused me issues for the simple fact that oe runs into him so rarely that the match experience simply isn’t there.
I’ll have to buddy a good Gen for the practice it seems. I’ll give airthrow a shot against Honda next time I get into this situation.

Empty slide to SK or Ultra doesn’t cause me issues anymore (learned the hard way a while back so now I know what to look for…same as Blankas empty roll to throw) I dash front or back on devils reverse to make this setup a bit harder for them…and it tends to work.
It’s the cornered part where I eat the third set of SK (the first two I block as I know I have to…but I though after the second his string block loop was over.

Thanks for the tips guys.
I think one of the main problems is simply char experience. As most of us fight Ryu, Ken, etc online 90% of the time, once there is the odd char and he’s very good, one tends to be in for a beating.

i know a very good gen that is capable to doing 20+ hit combos without super or ultra. He has a string that goes, c.lk, multiple hand cuts, some kick, hands, the loop goes on. If you need gen practice I can submit his name, I havent seen many Gens pulling out the stuff he pulled on me.

…Seriously? Head over to the Gen forum–Jibbo, Yeb, Asiantom, etc. all would like to have a word with you.

anti fuerte

im not a pro…yet but im at least G1e and thats a lot of work using abel and finnaly switching to guile after getting harrased by shotos because of lack of options
EL FUERTE
any way i found that against EL FUERTE if u jump exactly when he jumps but at least a body length away and throw out medium kick in the air it will completely stuff all his moves. unless you are to close he could do his comand grab move and grab you out of the air . another tactic is simply walk backwards and plant yourself against the wall and after he jumps and is shoryuken range from you hit him with a boom and if it misses u dont have to worry about his wakeup game

I beat atleast 2 fuertes over 20000 gp since i just moved up

I use the jump back airthrow a lot vs honda who spam butt splashes. It works but isn’t 100% (i.e. if they do a follow up EX splash). Jumping forward will usually cause the splash to miss (it’ll go right under you) and depending on which splash they do, you can land and punish.

Not too sure what your getting at. Air throw is normally a much better option for going air-to-air with fuerte than mk. Also, you never, never, NEVER should back yourself into a corner against any fuerte who knows what he’s doing. You will do some stuff, he will bait you to jump, you get ultra’d and you will die.

eh… Guile < Abel vs. Shoto.

well the thing is when you try to air grab him u open ur self to all his attacks if ur grab doesnt connect first basically all of his over head moves can hurt you in the process and if he expects a air grab he can simply throw his out and im pretty sure his has more priority idk so i play it safe and joust him out of the air with mk but thats just how ive been wining…:china:

ive been trying fighting in mid air with air characters with mild success i.e. vega fuerte but u can forget about doing it to bison :frowning:

AFAIK, Guile’s airthrow has the highest air throw priority in the game. Someone correct me if I’m wrong. I take El to air and throw him, j.strong (depends on distance) or bait his wall jumps for EX FK untill he really donest feel like jumping anymore. Then you just proceed to do your ground game at which you are bertter. Just take care to stay grounded when he has Ultra as chances are, he’ll throw it out when you’re in the middle of doing something cute to him

If by “Bison” you mean “Dictator”, j.mp beats out most of his air moves and he has very little which beats out c.hp.

Can somebody please tell me what the hit box is on Kens jump in HK. Every time I play my friend in SF he gets Ken and tries to jump in but I use my standing fierce to keep him at bay. The problem is that sometimes he either wins with the obvious jump in or trades (trading isn’t such a big deal though). I put in countless hours with this game every week so i have the spacing down to a science. The only other character I have this problem with is Rog, but I’ve gotten pretty good at using his F.HK as an anit air since it has a little more range than the standing fierce. It ticks me off though because I feel like Guile got screwed in this game… But Anyway I wont rant yet. Is there a more effective way to stop Kens jump in HK other than air grap, crouching fierce, or standing fierce? I suppose I could try using F.HK but I’ll wait to here you guys reply before I do anything.

s.mk

It’s very large, if that’s what you’re asking. He, much like Ryu, has an outrageously good hitbox on his j.rh. Ryu not only has that, but he has a fantastic j.fp–so much so that it can stuff SRK’s if not done deep enough.

I’ll practice with the S.MK I guess. I’ve really been shying away from using it because the S.Fierce is so good as an anti air. Seems like those srk characters get all the freakin perks… Hmph:wtf:

Fun “fact” vs. Honda

verify this for all ranges appreciated

Sonic boom xx Super off Honda’s wakeup ultra.

Bait sonic boom when honda goes down and as the ultra startsup input the super command, your sonic boom will go past honda’s ivincibility and your super will catch him right after.

I’ve been able to pull this off a handful of times with LK super and MK super, but HK super range you lose invulnerability if your jab SB timing is off.

LK super seems to offset the ultra set up by moving him too far, but MK leaves him right above you for a 3 hit ultra. *verify please, most of the time the LK super is done about half map away as i still have to work on timing to go close up.

Even if he doesnt go for ultra you at least clip honda’s ex splash and reset with your super.

have fun =O

EDIT: MK flashkick at the start of match stuffs all of honda’s opening rushdowns, including nj.HP =P though you are open for whoopass if you whiff.