Above post is great.
if you see guy running just stick out a cr.mk, it goes under the overhead and you can punish with grab, am not sure what happens if he slides but it might trade.
Just to add on your info:-
Guy’s cross ups are all auto correctable so be ready to autocorrect with medium dp.
I prefer cr.hp as anti-air to his bushin flip because usually when i used to dp, he catches me with his command throw OR he elbow drops far away so my dp whiffs. Cr.hp can sometimes be stuffed by the elbow drop but you just have to press it when you think it will hit him in the air, just before he cancels into elbow drop.
and also if he cancels far mp into flip, you can anti air with shoryuken but its not that reliable in this matchup, so i prefer cr.hp too and cl.st.mk works wonderful as an anti air in this matchup.
I would like to offer some more help on the guile matchup.
Preferred ultra: U2, punish flashkicks and random sonic hurricanes.
General notice:
never end your block string with cr.mk hadoken, he can flashkick through it.
you should pressure him with cr.mp and st.mp frame traps if you notice him teching your kara throws, but watch out from flash kicks.
Start off the round by playing the fireball game, there are 3 kinds of guile sonic boomers.
First kind likes to hold back all the time :lame:, with this one just stay full screen hadokening … just do it… and neutral jump ex booms and NEVER ex hadoken, because he always has enough recovery to block the second hit… you shouldn’t care much about the timer because you’re only playing to frustrate him now, ( notice he’s holding back to be ready to anti-air with Cr.hp ) he will soon try to jump over your hadoken, here is the trick, if you see guile walking now throw a hadoken before he reaches mid screen, and if he jumps over it you have time to anti air with shoryuken. NOW start your vortex! ( i will talk about the specific vortex on guile soon )
Second kind is the hyped guile, this guile loves sonic booming and walking with his sonic boom, this guile wants you to jump over the boom so he air throws you, and when you decide to play the fire ball game he will keep doing the stand lk that pushes him forward while maintaining his charge, and when u hadoken and his sonic boom nullifies it, he can punish you with his backfist on your recovery, so what you do here is only throw hadokens when you’re at FULL screen ONLY, and ex hadoken after you notice him stepping forward with his light kick, and when he is walking with his boom, block it and stick out a cr.mk buffer hadoken but make sure that your in the cr.mk range! it will most likely stuff his normals except his far.hk if you didn’t pay attention to spacing.
Third guile is the noob guile, these guiles usually win by luck and cheap tactics, but they only walk back, your game plan here is to play the fireball game but push him little by little to the corner by doing some kara hadokens, strategy is same as the two above.
Vortex:-
After kara throw:
walk back a tiny bit and either j.lk OR jump-in LATE heavy tatsu crossup, these two mixups are too ambiguous and beats all of his wake up options, reversal flash kick auto corrects but ken lands in front, which gives you a free punish, if he blocks then do cr.lk and instantly kara throw, this usually catches guile off guard, and rewind. If he gets hit, finish your combo with heavy shoryuken if hes crouching, and finish it with tatsu if he’s standing.
J.mk works too.
After heavy shoryuken: ( quick stand )
1- crossup light tatsu , this stuffs reversals and backdash, if he gets hit then continue your combos ( end with srk if hes crouching, tatsu if hes standing ). If he blocks the light tatsu crossup then do a cr.lk and then instantly kara throw, trust me, they never expect a kara throw at this point.
2- another option is dash forward and get a meaty cr.lk > cr.lp ( OS sweep or U2 ) to stuff every wake up option he has except flash kick.
3- Dash and then crouch close to him, do a VERY late double-tap crouch tech, outcomes are : flashkicks gets blocked, normals gets blocked, throw gets teched, back dash gets stuffed by cr.lk and guile resets in the air.
After the air reset you can also do option 2 and 3 above or surprise him with a kara throw just when he lands. If guild doesn’t quick stand, best option is option 3.
After ex tatsu combo:
1- cr.lk > cr.lp OS sweep > combo , outcomes are: grab gets stuffed, back dash gets swept but flash kick wins.
2-hold back and do a late grab, outcomes are : if he grabs you tech it, if you blocks thinking you’d shoryuken you’ll backthrow him, flashkick gets blocked, loses to backdash and cr.lk.
After backthrow:
1- meaty light hadoken > ex hadoken ( 3-hit combo ) > HOLD DOWN BACK, and if blocked its a true, unjump-able block string, outcomes are: backdash gets hit by hadoken flashkick gets blocked. The down side to this is he can just block and make you lose 1 ex meter, but its not necessary to do the ex hadoken.
2- Whiff cr.mp ( for timing ) then jump heavy tatsu ( hits infront, meaty ) , makes flash kicks whiff, but can be crouched under, and backdashed out of, you can do light tatsu at the apex of the jump but i prefer heavy tatsu.
3-Whiff cr.mp jump heavy tatsu but this time do it earlier so it crosses up, this stuffs all flash kicks, but he can get away with back dash.
4- walk forward and jump crossup light tatsu, ( refer to vortex after heavy shoryu).
After anti-air mid shoryuken:
1- The late crouch tech trick. ( refer to vortex after heavy shoryu) .
2- meaty cr.lk OS sweep or U2.( refer to vortex after heavy shoryu).
PS:
This does not mean that the matchup is easy, its still a guessing game, with footsies and patience and so much patience.
There is also an ambiguous jump-in jab trick after forward throw, it only crosses up if guile presses nothing, it also makes flash kicks whiff, but j.lk/heavy tatsu is always better.
And you can also do some of the shoryuken knockdown follow ups after throw, and vice-versa.
I forgot to mention that the benefit of cornering guile is not so much, only good thing is you can pressure him with block string and overheads, but the main purpose here is not getting cornered yourself :).
Guile’s corner pressure is so good, you have to be on point, punishing sweep with U2 or shoryuken after first hit, or cr.mk/sweep his backfist, and punishing his target combo and overhead with reversal shoryuken ( its -3 on block ).
I hope i helped,
GTF.
EDIT: Updated some stuff.