hm. lets see. just off the top of my head.
-absorb, dodge fireballs as safely as you can to keep boom damage to a minimum and build ultra meter.
-walk guile to the corner.
-be prepared for hail mary forward dash throw or jump ins
-get in range for duck upper
-mix up between jumping, ducking, c.hk cause guile can’t cover every option (more on this later)
-don’t jump on a guile holding down back, just inch forward as much as you can to occupy space.
-use your meter for ex duck under fireballs into throw on reaction to fireballs (when you’re in range)
-on KD, stand a little bit away from guile (close to max overhead range).
^this range is the most effective because guile can’t FADC his flashkick for safety even if he has meter but dudley can still land overhead>s.rh or c.hk especially in the corner. best used just to get it in guile’s head that he HAS to just deal with it.
anti guile post sonicboom bullshit-
-s.hp loses to a well spaced j.rh
-f.hp doesn’t hit low so c.hk dat shit
-far s.rh is just asking to be hit by focus attack (or j.rh)
-c.hp AA- can be baited with an empty jump (granted you’re not too close)
-air throw- shouldn’t have jumped. duck upper AA, h.JU AA
-j.rh- j.lk, h.JU, duck upper AA
c.mk- no contest. get as close as you can
nothing- no contest. get as close as you can.
stupid knee bullshit.- get ready to tech.
note: you don’t have to be constantly pounding buttons in his face. just keep him in a position where you can threaten his options (at least 1.1 units away)
KD- safe jump to break guile’s down charge and try to sneak in a high low before he can regain charge.
harass guile with s.hp but becareful because guile can punish it on block with flash kick.
ex duck on reaction to sonic boom
usual tut stuff apply of course. (shoutouts to 34 san)
baited a flashkick-
punish with f.mk, s.mp, s.rh xx ex MGB, duck upper
^in corner- immediately do whiff s.rh and j.lk. if guile quick rose, unblockable (finish the combo for stun), if he didn’t you stay in front and get to go for another mix up.
punish with f.mk, s.mp, s.rh xx ex MGB, duck upper > (delay) U2.
^immediately whiff c.mk and j.lk. unblockable.
punish with f.mk, s.mp, s.rh xx ex MGB, duck straight> U2
^whiff l.JU and j.lk. unblockable.
side note- guile has a retarded hitbox when using j.rh from some angles so s.rh won’t connect. less damage but s.hp or c.mp xx can be substituted so the jump in doesn’t go to waste.
tbh, as long as you avoid getting thrown to reset the distance guile walking into the corner and going in so hard you eat flash kicks all day, it’s just a matter of waiting till you get guile in the corner then getting him to flinch and do something stupid cause he can’t take the pressure of being in such a threatening position for so long.