man guile/strider/doom is too fun to use
i think reading this thread its consensus that guile’s favorite assist is doom. Some more stuff, i like to rush down with this team. At first guile doesnt seem very fast, but what i like to do is dash, and quickly regular jump towards them. This gets him close very fast. while in the air hold back, blocking any anti air they might throw, and also charging sonic boom when you land. heres what i do in specific situations
if they call out an assist block it, counter call your assist to punish theirs and cover your own ass. if its against magneto, his crouching HP is freaking awesome after a blocked psylocke, mags loves to triangle jump after that, so call out doom+c.HP this either has him blocking or launched. If hes blocking, throw out a sonic boom and dash jump at him again.
if they jump this depends on who it is. If its cable or mags i would stay on the ground and wait for them to come down, C.HP will pretty much stop anything they can throw on the way down. Though you do beat out mags in the air in terms of priority, the problem is after you do hit him with a fierce, he is now below you and you are at superjump hight, leading to too many cross ups. with cable, dash regular jump to avoid any ground projectile assists he has and be still below his gun height. if its storm or sentinal, Go ahead and chase them, you should be able to knock them both back down with a HK or a Flash kick.
also, if they mess up on their super jump that leads to a HK thow, which is more good ness.
If they stay on the ground if they are pinned down by something, or flinch. Throw out a j. hk+call out doom, c.lk c.lk sonic boom, and hopefully you have rocks in there some where so if even if it doesnt hit, they will still fear it. you may have to throw in a dash after the J.HK, but his c.lk has a lot of range so hopefully you wont have to, to keep the sonic boom charge. This should allow you to continue pressure.
I like ending air combos with Fierce flash kick rather than double fierce. after the fierce flash kick, on the way down you have 2 free FP to charge up your meter, make use of it and charge back, when you land throw out a lp. sonic boom for anybody but mags. for mags throw a fp. sonic boom because he loves dashing in after he lands. the sonic boom makes the ground a little dangerous for a few seconds as they are falling. Even if they have a double jump or air dash, you are limiting their safe spots to land and can act acoordingly. also, the problem with the double fierce combo is that then it ends, you are in a bad position for guile, he doesnt have a fast cross ups and you have to get in close again. It should also be noted that they do the same about of damage. Of course if you are in the corner, the double fiece is really good for cross ups and otgs.
in the corner C.Fp, magic series sj.hp sj. hk otg sj. hk, s.lk, s.lp, s. fp, throw+assist
in the corner C.Fp, magic series sj.hp sj. hk sj. lp, land, j.lp j.lp j.fp and throw or something
against sentinal, obviously you want to stay in the air with him cuz lazers and drones makes it hard to regular jump towards him, his only move that you should worry about is his pan when he is below you, and even then your hk trades with him, so make smart use of your Flash kick to avoid that.
when you land something on the ground, canceling into sonic hurricane then orbs to infinate should be game for sentinal.
if mags or storm is all over you, you can flash super, which should hit them if they are in the middle of a triangle jump, and if it misses you can cancel to orbs.
dont be afraid to throw HK on the way down from a super jump, the only thing yo you should really be worried about is an anti air. even if somebody does try to cross you up, the Hk should stop that or you could flash kick out of the way.
Try to always hold down back when you can so when their is a break in the action , you can throw out a sonic boom, you would be suprised how many sonic booms mags will eat in a match and the damage adds up or at least gets him out of his rhythm.