^ yea i saw that too. i haven’t had any consistent fei practice partners so i can’t really comment. haha.
anyways, as suggested by m16, here is a repost of my matchup notes vs guile:
there are a few opportunities to get in on him.
edit: if you read my shit about jumping in as the round begins, that shit is wrong. he can lp sonic boom and jump up and air throw you on reaction as the round begins. just don’t do it.
you need to walk him into the corner as he sonic booms and tries to bait you to jump. never jump because it may end up with an air throw that will give him an entire other side of the screen to chip you with sonic booms again. if you are good at walking and blocking, he will eventually slowly be pushed into the corner. to avoid this situation, he has to either
- follow his sonic boom and begin an offensive
- jump in after his sonic boom
if he tries to frame trap you after you block the first sb, ie. with a s.hk, you can block the sb, and depending on how much gap there is, you can focus dash through the s.hk and dash in throw and begin to okizeme guile.
if he tries to jump in on you after the sonic boom, i’m not really sure what is the best option yet but i think spacing yourself out so that his jump attack will whiff is very important. when he is on the floor, he might sonic boom again to try to push you back or something or begin an offensive with his normals, which is somewhat of an opportunity. i’m not sure what a guile might think to do at this point, but it’s important to avoid a blockstring starting with jump in. if the guile throws a sonic boom in very close range, you can focus dash through and he won’t recover in time to throw out his random normals to stuff your dash - but this only works really close and a smart guile probably won’t do this…
if you don’t have time to space yourself backwards to get his jump attack to whiff, you might be able to try a neutral jump right before the sonic boom gets to you so that when he lands from his jump in, you can begin a block string of your own. i dont know how good of an option this is honestly because i think you might eat a flash kick. i have to test this crap.
one more piece of advice is that a backthrow is something you really want to avoid from guile. if you’ve pushed him this far into the corner, a backthrow is the most simple way guile can ruin all your hard work. be careful if you smell a tick throw coming. of course a good guile will know to exploit this and will frame trap your crouch teching lol. airthrow = backthrow, so any ex headstomp or devil’s reverse too close to guile puts you at heavy risk for losing all your hard earned work pushing him to the corner as well.
if guile likes to do backfists or rolling sobat backwards (to regain charge), these two moves are vulnerable to slide, although there is risk of course in doing this.
if guile is foolish enough to be close to your corpse and throw a sonic boom after he has knocked you down, you have a rare opportunity to ex scissor in on him (usually ex scissor is a terrible move against him for reasons that i don’t want to type out)
finally, if he uses his anti air c.hp and resets you, if you are close enough after the reset you also can do risky ex scissor if he decides to meaty sonic boom you or meaty normal you. a focus dash at close range is also a risky option that can work.
these are most of my notes on getting in on guile, if anyone has anything to chime in on what i’ve said i’d appreciate it (especially if you find it retarded - please tell me why and what you’d do instead). what i’ve said above is part of the result of rewatching my replays and taking notes for several hours, so i’ve really put some work into it - let me know what you think.