Some more stuff
For anti-airs I’d stick to flashkick, close st.Roundhouse, duck fierce(mostly trades but it’s better than having them on your ass without a charge) and cr.forward from far away. Away+forward is also a servicable anti-air, but it’s fairly circumstantial. I wouldn’t recommend st.strong as an anti-air though. This isn’t CvS2 so it has neither the range nor the priority it boasts in that game. Cr. strong is ok if they messup a crossup, but if you’re that close I’d go for the throw instead. Close st.forward is also ok if they’re directly over you, but I wouldn’t abuse it.
It’s extremely important to use your normals judiciously with guile. Know their ranges, know what to use when and know when not to stick anything out.
His most useful normals are:
-cr.forward(of course):Although it’s been weakened from other games, it is still an outstanding poke that should be used alot. Great range, speed and anti-air properties(remember ST has no trip guard)
-Step-kick:Learn its range to bait and punish sweeps and other low attacks. Great from keeping pressure after a blocked boom or to combo after one connects. Also good for advancing while preserving your charge.
-Backfist:It’s good as a pre-emptive anti air or to smack them in the face when your boom neutralizes a fireball. It can be a decent long range poke as well, but remember that it can be ducked. Great dizzy potential.
-Sobat:Learn to time this to go over sweeps and low tigershots. It has great range and mobility. Proper use is crucial if you want to even have a chance and beating OG Sagat.
-Knee Bazooka: Mostly good for the mobility it provides. Using this you can advance quite well while maintaining a charge. This is very useful in wakeup situations. For example, you can force your opponnent to block 2 booms if you knock them down. At mid-screen distance, throw a meaty jab boom, then knee once or twice and throw a fierce boom while they’re blocking the first. Then, as they block the second you can do a step kick to keep them blocking as you charge for a third boom or flashkick. Bear in mind that block damage is not negligible in ST. Your opponent(who would already be on the defensive after a knockdown) will want to get out of that corner so you have total control.
I guess that’s it for now.