from the matches i watch and personal experience, i find guile to be a serious advantage against dic.(bison).
they main thing against dic. is to throw sonic booms. it takes away his psycho crusher and scissors, forcing him to either turtle or take to the air with his stomp or psycho reverse. without dic’s dangerous ground game, life is a lot easier for guile. it makes dic. more predictable, and easier to anticipate.
viable anti air’s are flashkicks, from a simple jump in and also if bison lands a stomp while youre in crouch you can immediatle flashkick once he retreats. if he jumps over an s.b. c.fierce if he is directly above you, or forward+fierce if he jumps towards you from a distance. if you feel like playing offensively you can meet him air to air with jf.fierce which has decent priority in the air.
and dont forget to cross him up when you have the chance. dic has one of the widest hit boxes in the game.
here is a vid that might help explain what im talkin about.
How exactly do you do airthrows? They seem super unreliable to me. Of course in most situations it doesnt matter so much cause you hit them out of the air anyway, but still, it would be nice to know…
Do you have to be at the same horizontal level as your opponent to airthrow, or some radial distance from them, or what? Can you airthrow arbitrarily close to the ground? Is there a difference in range between punch and kick airthrows? The kick one does more damage.
Here’s a good excersize: Set up a dummy to jump straight up over and over, and try to airthrow them in different ways, with different timings. Try to airthrow them as soon as you can after leaving the ground… I find this basically never works for me.
Throw endless fierce sonic booms. Use back sobat kick and back roundhouse to try to keep yourself in a range such that if he jumps towards you, you can make him land on a low forward. If he jumps from closer, deep low fierce for the trade as usual. If you get a knockdown, dont bother with crossups, as I believe he can make them whiff by ducking. (I think the range you need to use to cross him up when hes standing will whiff if he ducks). I just follow a slow sonic boom and do low strong, low forward, sometimes throwing. Thanks to Raisin for the tip that low strong has to be blocked low by DJ!
If you get to a range where standing short just slightly whiffs, AFAIK it beats every move DJ has. So just mash on it until he gets hit cause I think he has to lol.
If youre both throwing endless fireballs, once in a while predict one and hit him with a jump roundhouse, then go back to spamming sonic booms.
If you block his super, the second to last hit can usually be flash kicked or super flash kicked,
If he gets in and start pressuring you, just chill out. Look for a whiffed slide and make him eat or block a low forward. Sit there blocking and if he gets in close mash on standing short a bit.
For air throw info he is a little help
Just thought I’d add that you want to flip towards shotos and hit back and fierce punch and they must be at the tip of your low forward kick range when they flip towards you especially works when they try to jump fierce you. Thats when you can air grab with punch as far as kick I’m not sure.:rock:
Muteki’s concept of spacing with Guile is robot like. He is very good at advancing forward after the sonic booms to really limit deejay’s space and lock him down. If deejay tries to jump over guile then he eats a c. fierce and is back where he started. Raisin posted an excellent graphic on the timing of the crouching fierce. Muteki looks for the perfect gap where he can control space with his sonic booms and follow up pokes, while at the same time limiting dee jays options on what he can do, which is pretty much throwing a max out or doing a desperate super to get of trouble (which obviously when playing muteki doesn’t work). When you see Muteki play, he plays very offensively and doesn’t corner himself as much as kurahashi. But both players find a way to make their styles work, and they do it very well.
Is it the key to master Guile? I always throw out c.fierce too late and get stuffed, not even a trade. Is it to predict jump ins or to react to jump ins correctly with c.fierce or st.strong?
Okay, so back on the subject of airthrows for a minute, here are the details that I’m aware of…
1. Horizontal range – You have to be within a certain horizontal range of your opponent. You’re either within this range or you aren’t; it’s not a radial measurement. (More on that in a minute.)
2. Vertical range – The characters’ torsos have to be at least somewhat aligned. You can’t have one character’s head near another’s feet or something like that.
3. Must punch airthrow if below, kick airthrow if above – If Guile is below his opponent, only the punch airthrow will work; otherwise, he will get a jumping normal attack. If Guile is above his opponent, he needs to use the kick airthrow.
4. Can’t airthrow right next to ground – It seems that it doesn’t work if either character is too close to the ground. Guile can’t rip off an airthrow only 1 or 2 frames into the air after his prejump frames, and he can’t seem to airthrow when his opponent is just about to land. You can still airthrow fairly close to the ground, just not right next to the ground.
5. Both airthrows have the same range.
6. The kick airthrow does more damage.
Tech babble: non-radial range checks. This shows just about the biggest horizontal range that I was able to airthrow from, both during a very large height difference and a very small height difference. This horizontal distance is the same in both cases, or in other words, you’re either in the horizontal range or you aren’t. The game doesn’t calculate the ranges of the two characters radially, so the area in which you can perform an airthrow is a rectangle rather than a circle.
Not saying you guys are wrong, but I’ve been unable to replicate these findings with what I’ve looked at so far.
I’ll see if I can incorporate these into my game at all. Do you think there are situations where an airthrow is better than a quick jump attack anti-air? I guess to get the airthrow you typically have to delay pressing the attack button slightly in order to get closer. This seems risky.