What I like to do is:
GB (I like j.u+lk), /, s.lp, s.lp, Somersault Strike or Launch into air combo.
If they eat it though, they sort of limit your options to no air dash rush-down or walk up throw.
EDIT: I decided to mess around a little because I’m bored.
GB: Guard break
SS: Somersault Strike
SH: Sonic Hurricane
CA: Crossfire Assault
GB (j.u+hp), /, s.lp, s.lp. s.f+hk, SH (I’ve only gotten this to combo a handful of times, but you can sometimes TK CA and it will combo with the previous setup.)
Snapout, Slight pause, Drones/Rocks/Tron/Typhoon/Thanos Capture/Generic Assist # 41, Normal Jump, Late short air flash kick (If it hits, the assist is there to help cover you, if it whiffs it crosses up), Whatever
If on the rare occasion you can happen to get Guile in close there are only a few things you can do.
- Low hits into super or launch (Or a flash kick, but whatever)
- Call pressure assist, jump over, whatever. (For example: c.lk, c.lk + Doom AA, Flash Kick XX CA (X) Whatever)
- Tic Throw (Walk up throw = Great, lol)
Now, if you happen to perform option 3 I feel sorry for you.
But anyways, it seems the only worthwhile things I can end up doing outside of the corner are:
HP Throw (Hold forward), As soon as the they land press Back + Punch (The sonic boom is to help them stay still so you can try and get in close again) Since you can’t call assists while doing a special it’s either Sonic Boom, or random assist, which we all know can be pretty bad. But, if you do call an assist you can’t throw your Sonic Boom to protect them (Unless I’m just too tired to time it right). If you predict they are going to roll, you could also assist, dash back, c.lk OR jump over, whatever (Or Roundhouse Flash Kick XX CA).
HK Throw (I try to avoid this one because it gives Sent a free unfly and doesn’t leave you with any options afterwards, unlike FP if they roll
In the corner the throws are about the same, HP is better than HK (RK is guess).
FP Throw, s.lk , Options 1-4 (You should probably do c.lk instead, if you plan to do Option 2)
- Snapout, etc.
- c.hp, /, Whatever OR c.hp, short flash kick (X) Whatever.
- Doom, dash back, whatever
I can probably write some more on some stuff that Guile could do, but it’s pretty pointless unless you are super good at rushing down Sent/Cap and the likes. This stuff mostly works in low tiers, but you could give it a shot for a bit of fun every once in a while. If I have some time tomorrow I might mess around but I think I covered a decent chunk already, anyone else play Guile that wants to contribute?
Random extra combo and a few variants (Flashy):
c.hp, /, sj.lp, sj.lk, sj.fp, sj.hk, slight pause, sj.lp, /, j.lp, j.hk, / Jump, Throw. [I usually just walk up throw, or c.lk, c.lk, Super (Reset) to mix it up every once in a while]
You can also time the air combo different and just land: c.hp, /, sj.lp, sj.lk, sj.fp, sj.hk, /, s.lp, s.lp, into Throw or whatever, that combo is pretty fun and flexible.
I wonder if Guild has a FSD combo like this…
EDIT: One more before I get some sleep.
c.hp, /, sj.lp, sj.lk, sj.fp, sj.hk, slight pause, sj.lp, /, j.f+lp, (X) Into whatever.