This was me in March.
First thing you need to do is get a stick.
Trials are good but don’t rely on them. Develop your own combos from the trials - either add or remove some of the moves to see what works for you.
Guile is all fucked up, damage wise. Lets say you try this combo - j.hp, c.lp, c.mp, FK <- This is about a 30% combo (under 30%), lets say it does 288 points of damage - this is ‘big’ damage for Guile. But this combo is riskier compared to j.hp, c.mp, FK - which does 284 points of damage (EX does like 308 or something). I tried these out in training mode and there’s like a 4 point difference. I don’t have my notepad with me to give exact damage data but the point is that if you want to add flash (extra hits that will scale down damage) with Guile, you have to have your execution down solid, or get punished for it. Guile is one of the few characters where less is more, if you get what I mean.
c.lp>c.mp is hard to do. Depending on what you want to do, or what move you want to finish with, you could try: c.lp, s.lp, c.mp, SB. If you want to finish with a FK, don’t do the s.lp cuz you wont have enough charge.
c.mp is a lot easier to land after a s.lp but you could only follow up w/SB, or maybe a tick mix up.
This is extremely situational and the 3 c.lp’s scale down the damage…and if you miss the link in between any of these c.lp’s, you’ll get punished for it…plus it’s not so easy to nail the super after the lp’s, especially if it’s not linked… especially if it’s in a real match where you only have a sliver of life and you have everything banking on this combo.
Try more practical jump in combos that end with a SB (j.hp, c.mp, sb); you could also end w/FK, but if they block, you’re at their mercy when you land. Ending with SB is safest unless you’re able to hit confirm into FK. Once you get these basic jump in combos down, you could start adding shit to it with FADC. Try combos that are designed as blockstrings or tick mix ups.
If you HAVE to have a super>ultra combo in your bag of tricks, the easiest way to get it off is to FA crumple your opponent, even then, it’s it’s extremely situational (cuz you’re looking to crumple the other guy) and if you keep looking for it in a match, you’ll just end up losing cuz your whole gameplan changes from playing the match for what your opponent is giving you, to trying to land that combo. It happens to me sometimes. I’ll have super and ultra stocked and I’ll want to force something that isn’t there.
-FA, crumple, dash in, lk super, ultra
-FA, crumple, dash in, c.mp, lk FK, lk super, ultra
j.hp, c.mp, lk FK, lk super, ultra
Guile needs his meter. It’s up to everyone’s discretion how they use meter, just be more mindful of how you use it.
Just as a quick example: Using 2 meters to throw a SB to continue pressure on Sagat, Ryu, Ken, Gief, Rufus (almost all of the cast, TBH), IMO, would not be so practical. If they mash on DP, lariat, EX messiah, you’ve just burned 2 meters to continue your pressure which could possibly result in you missing a link and eating a reversal.
I would rather use 1 meter bar to do a EX FK jump ins or EX FK the shit out of Ryu, Ken, Akuma in between c.mk and FB; or EX SB’s to keep up with their FB spamming or fuck up their timing. Burn 2 meters to get out of a situation (FK, FADC out), not to get into a DP ultra.