Sorry your going to hate me, btw Im not on the redesign guile team but on the dream team for guile ?
One thing I think guile could use is a better normal anti air in the standing MP, even though Sirlin and Choi said guile doesn’t need another anti air. I would change his standing MP so that it always does the upper cut not matter what distance, I would also trade a close up MP upper cut that whiffs at point blank range (a la boxer) then have that annoying downward punch come out. I think this is completely reasonable and not to much to ask as it doesnt really tip matches to much if at all.
but of course to have the ultimate guile I would have…
Bazooka knee - hit box is altered so that his whole leg can hit from the knee down to the foot and down to the ground, as it currently is, only the knee cap can hit. Hit box alteration would also make it hit slides. Also bazooka knee has a slight push back so that a blocked bazooka knee doesn’t get you killed. now here’s an alteration that would make his bazooka knee pretty much broken, both back and down/back and down forward and forward would activate his knee bazooka allowing you to advance forward while charging for either a flash kick, sonic boom or super (yes let the drool start flowing). this however means that your down/back low kicks are no longer there so some combos such as his cross up Lk, Lk standing Lk, super are no longer possible
Sonic boom - can now be activated with down/forward or forward instead of just forward leaving you charged for a flash kick right after (imagine sonic boom connect hit stun then flash kick).
Super - has old motion, new motion, and new new motion that is the new motion reversed (charge downward, then down, down/back, back, up/back, up) with sonic boom now being completed with down/forward you can do sonic boom connect hit stun then super. not to mention you’ll be moving around like crazy with down/back knee bazooka to get in ultimate range.
HK - neutral HK no longer gives you his hop kick but his old HK roundhouse, hop kick is still there but you need to press back and HK to activate it.
Hop kick - maybe give it the same properties as the new knee bazooka with it being activated with back, down/back, down/forward. but you would loose down/back HK for a sweep (maybe not that big of a deal, maybe not)
Double sweep - double sweep hits for two hits like in MvC2 also hitboxes are like those of WW guile’s crouching MK. Also guile is only vulnerable when his legs are out but in between sweeps he can be thrown or hit
Crouching HP puts jumping opponents that are cleanly hit in a juggleable state so that cleanly hitting a jumping opponent will allow you to throw out a sonic boom (assuming you are charged) and make them land on it and get hit every time as opposed to those who forget to block when they land. Also you can do crouching HP * cleanly hit* the opponent and then do a flash kick before they land. This would be like Charlie in the alpha series
upside down kick - old speed is back, and is still an overhead, still activated at any time with forward HK, also when off the ground cannot be tripped, hit low, or thrown
standing MP - as mentioned above, upper cut at any distance
crouching MP - old crouching MP from CE, HF
back fist - hits medium to large crouching opponents
crouching MK - WW edition crouching kick with its insane hitbox and footsie capabilities
of course these improvements would make guile broken and would never be implemented by a sane and logical programmer/designer (save your mugen games and hacks for la la land).
on the other hand i really do like the idea of his knee bazooka being activated by either back or down/back as to advance him while being charged for all his moves. i am in favor of guile never receiving any new movesever let me reiterate I AM IN FAVOR OF GUILE NEVER RECEIVING ANY NEW MOVES. This means that in order to keep him competitive his normals and two specials would need to be upgraded and perfected as the games and characters evolve.
BTW FreshOJ give me some credit here that I didnt make him totally totally broken and give sonic boom the ability to hit hurricane kicks and the ability to be thrown low like tiger shots with kick instead of punch, flash kick like in MvC2 that shoots two waves of projectiles (the answer to Akumas air fireball) by pressing punch instead of kick also it can be done in the air with no charge, knee bazooka that functions like Hondas jab head butt so that it destroys projectiles, a hop kick that leaves his extended leg completely invincible, a back fist that leaves the extended arm completely invincible, a super that has all the current super properties but also shoots out waves of energy like in MvC2 and last but not least a command grab to make jab sonic booms even more annoying, hell lets give him some sort of command grab where he grabs up and then performs a back breaker if he grabs you, that should take care of that damn Vega wall dive.