This thread is about Guile and how to use him to his highest potential.
From what I've gathered, Guile is basically a turtle character that uses the sonic boom to determine what should be done next. Sonic Booms should be thrown from full screen away and sometimes mid-screen (this depends on the opponents general speed). c.forward is a good spacer and c.short, although having shorter range, comes out quickly and can be followed up (but not chained) with c.forward. His best ground throw is his strong throw.
Guile has probably one of the best cross-ups in the game, his j.short. It is very strange in that unlike other cross-ups, you have to really think hard to block it due to its "zaniness". His cross-up can lead up to damaging combos, and you can continue the process again when the opponent gets knocked down. Is it me, or is it hard to execute? I was playing CE Guile and when I knocked down my opponent, I'd go for a j.short, but instead, I'd hit nothing and when I landed on the ground, I'd get thrown... is this my problem, or is it a CE/AE problem, or is it just hard?
Moves that can be cancelled into specials/super
s.strong (close and far)
c.short (into s.short)
c.fierce (only into super)
With this thread, hopefully we could get some basics of specific properties of normal moves and how they should be used, how to efficiently use his sonic boom tactics (to get faster timing, and follow-ups), spacing, combos, what to do in the corner, and match-up strategies.