Taken from both me and BruceLB from the HDR DeeJay thread, still applicable in ST.
cr strong beats his cr forward, also beats his cr short. Loses to his sobat though, I think =/
Cr fierce beats his cr forward and his sobat kick.
Also like you said, slide goes under boom, but remember not to get predictable with it, that is the key.
Standing short is good against Guile, especially when you have him cornered. Use it to tick throw, or cr jab, standing short, maxout, st RH, etc.
Cr forward is huge vs Guile. Learn the distance of it and try to counter hit his pokes with this instead of cr strong when you are a little bit farther away than where cr strong would be optimal. Try to hit them with DeeJays big toe.
Of course if they are being sloppy with their booms, jump in and combo them.
Cr fierce is a good AA, as is st strong in certain situations. Of course upkicks are optimal.
Try to get a life lead, then run away from that fool. Trade booms/jump straight up over them, make Guile come to you. He is more likely to make a mistake/get sloppy. The clock is your friend.
I already mentioned cr forward, but to me in my limited experience, it is really important for knocking Guile down, as is a well timed slide under a boom.
If they are wanting to jump in on you, let them. That plays into your favor, especially if you can throw them into the corner.
Also, for some reason, from about the tip of your cr strong distance, Guile players seem to fall for the famous “walk up throw” more than any other players. Don’t go crazy with this lol, but just something to have in mind if it is a close match.
Against turtle Guiles, work your way in with maxout, slide, maxout, (wait) slide, etc. Just be patient and work your way in, being mindful to keep an eye out for jump ins, etc.
get in and mix it up, if you get pushed out and don’t have the life lead be patient and get back in. If you do have the life lead and get pushed out, turtle so that guile has to come to you which is really bad for guile.
I just want to really stress the point that cr. mp beats guiles cr. forward. It’s the reason DJ wins this match. Not only does it pretty much nullify one of guiles most important spacing tool, but it also helps with sliding under booms. The only thing guile can do to punish slides under booms is cr. forward, mixing in cr. mp with your slides forces guile into a bad guessing game whenever you are close. If he wins all he gets is cr. forward/boom/chip damage and your still around sweep range. If he loses he either gets knocked down, or hit with cr. mp. and you’re up close.
Another thing about cr. forward is that it will completely stuff a boom within range, so will cr. mp but cr. forward has the added benefit of knocking down.
After a knockdown i suggest going for a crossup throw setup, either tick or standing jab whiff into throw, to get guile into the corner. As is usually the case for DJ’s opponent, corner means death. Just do the usual corner mixups of pressuring with cr. mp/cr. forward/fireball when in his face. When you get pushed back slide to get back in or cr. mp if you think a cr. forward is coming. You can also fireball and walk up throw or just walk up and bait something. Mix in the occasional straight up walk in throw. Also mix in j. jab if you see him block a move standing so you know he doesn’t have a charge for the flash kick to get back in his face in the corner.
One trick i like to do is walk up and crouch real quick so it looks like im going to throw out a low normal and instead just walk in throw. This works especially on guile because he will be so leery of your cr. mp and so used to you walking up and spamming it.
Overall guile is a good match for DJ.
There is probably more anti-Guile in this thread back a few pages too.