How do you beat Guile's air throw?

Throws have a lot of priority in this game for some reason, I can’t count how many times Guile threw me out of my air EX Tatsumaki, it’s fucking stupid throws shouldn’t eat moves. Now what can I do if even an EX move doesn’t work, I can’t jump at all, is there any other way to beat it?

Don’t jump in on Guile?

Ok next

You gotta admit that’s the best advice.

Seriously… don’t jump.

If you just have to jump though and you can’t help youself, use a quick, long range air normal and use it early. I play Chun and j.mk works. I assume you play a shoto, in which case I think J.mk should be your best bet too.

^ that however is secondary advice to DONT JUMP IN ON GUILE.

It’s a common misconception that air tatsu’s will beat air throws. I love throwing shotos out of the roflcopter lol.

Guile’s air throw is really good.

Only reason guile air throws you is because he expects you to jump in. No one said neutral jump… wonder why…

I’d have to agree with everyone, tho. I’m guessing the guiles you’ve played have all zoned you out with sonic booms, seemingly leaving you with only one option: jumping. There are definitely more options tho, you just have to play smart. I play cody, and he has a number of options that don’t include jumping: c.mk, zonk, rocks, ex ruffian kick. Just go to your character’s specific matchup thread and see your options

So what the hell do you want to hear? Don’t ask for advice then disregard it when it’s not what you want, even when you already know it’s true.

Dont jump

try not to leave the ground.

If he is throwing you out of your air EX tatsu, chances are he is meeting you in the air and grabbing you out of the startup on your attack.

Also, be less predictable, don’t jump, etc.

Stay on the ground
nj
stop jumping…
and… oh right… don’t jump
really why would you jump-in on guile? if it’s not an air grab it’s a somersoult… or a super… or a ultra… or a c.hp or a fc.hk if with some many AA you still jump… your fault

http://www.sf4tube.com/

select ryu, then check “Ryu vs…” then select guile. watch these videos. come back and tell me how often the ryu player does a jump that guile could catch with an air throw.

wow. that site is awesome!

also, i havent really been caught by his air throw that much. every guile i play just stays in the back and does sonic booms.

lol this was fucking awesome. thread should have been closed after this response

alex you cannot be selective about advice. when advice is given, people are basically listing a valid option, an alternative to the one that’s getting you killed. do you want to continue getting thrown in the air by guile, or would you like to give not jumping at him a legitimate try?

Neutral jump (at the correct spacing) to bait an air throw attempt.

Use a ground anti-air.

Be less predictable.

Something tells me that you’ve got to work on your ground game. One thing I see a lot of new players do when they start (myself included) is they use jump f/b to close distance to the opponent. Smart players will see that and anti-air or air throw you every time because other wise they can just zone you away.

You can jump, but you’ll need to mix it up with some patient moving forward as well as some FADC’s to close the distance on Guile… just be careful with the last one because his recovery is so good with sonic boom that he might just tag you with another one if you get too close.

keep jumping, i wanna keep doing air throws on you, its fun.

You have to use an attack outside of his air-throw range, as mentioned here. When I had trouble with Guile’s air-throw while using Gen, I’d often time my jumps better, and use Gen’s Crane jHK and it knocked Guile on his ass. However, it would be ineffective if I tried it near Guile, so it really isn’t smart to jump in on Guile when you’re relatively close to him. You’re asking for trouble at that point.

If you use Ryu, use jMP when you’re not too close to Guile. It should beat out his air-throw if the spacing is good. Either way, don’t blindly jump in on Guile unless you want your feelings hurt.

just don’t jump against Guile unless you’re 100% sure it’s safe. Which is hardly ever when you’re playing against a good Guile. Even if Guile throws a close-range sonic boom, he can almost instantly crouching fierce you if you jump over it.

The best thing to do against Guile is get right outside his normal range and just out-normal him. Fuck his mind, bait out punish attempts, and don’t let him get away from you. Ground pressure is the key.

The airthrow should be the least of your worries, there’s no reason to jump at the range he can air-grab you at.