I have a nice way of dealing with Guile. I noticed that his core anti-shoto gameplay basically amounts to leveraging his shorter projectile recovery time. He will try and get you into a fireball fight and once he knows you are going to throw one, he will recover quick enough to get a free jump in.
It’s not so bad with Ryu because the speed of the fierce will allow you to eventually push Guile back and chip him away. Also short tatsu is just short enough to get over booms without any additional vulnerability.
Vs Guile
I used to hate Ken Vs Guile for the reasons above. When I was first starting out vs decent Guile players I would put up a bit of a fireball fight, but I knew to do any significant damage that I needed to get in, so obviously short tatsu was the answer. But one day I was playing against a very formulaic DeeJay and this pattern of jumping in on your recovery was so blindingly obvious that it all just sort of clicked. I thought about how I could use his strategy against him and this is what I come up with.
Let Guile get you into a fireball fight, but don’t try to compete. In short you will end up losing, getting jumped on or backfisted (doesn’t sound pleasant at all). Just throw jab fireballs sparingly as soon as you see the sonic boom. The recovery is just short enough that at the right distance, you can recover and hit that leg with the strong DP. It boils down to a patience mind game and I find that this generally works well. If you get a really stubborn turtle Guile then maybe mixing in short tatsus to get in may help.
Either way, aim for a knock down. You should be able to hit Guile out of his flashkick with a crossup tatsu (can someone confirm? It seems pretty reliable when I’ve done it) and start 50/50 kneebash mixups.
Vs Zangief
Zangief is tricky, but you can use a few things to make life difficult for Gief. I would say my style for this match is hardcore turtle. Throw a mix of jab and fierce fireballs at fullscreen only. If Gief even walks forward a little bit (3/4), you are in the danger zone for a green hand + SPD. If he starts to advance, walk backward for a bit and throw a fierce fireball when he least expects it. You can of course mix this up by getting him to lariat through fireballs (force him to do the slow lariat by throwing slow fireballs) and then walk up and sweep.
If he gets close, do nothing. Have confidence in your reactions to shoryu or sweep/fireball on reaction. Aside from the running bear grab, he doesn’t really have any good ways to get near someone who is down back and waiting to punish (partly what makes the Guile and Honda matchup so hard, which is where I took this part of the strategy from). Of course you don’t want to sit there all day, but chances are he will try to green hand (shoryu), jump in (strong shoryu) walk up (sweep) or running bear grab (shoryu/sweep).
I tend just to throw a meaty fireball on wakeup because it’s generally not worth the risk trying to combo him or anything.
As for combos, there are the classic punch xx tatsu xx sweep xx fireball or punch xx tatsu and shoryu as you land. He will be in hit/blockstun while you land, and you go directly into an invincible (well partially) special. If he tries to reversal SPD it will whiff and he will eat a shoryu. Walk up throws are a bit gimicky but it’s surprising how you can get away with this. Few people expect a good player to try and throw Gief, so it does shake them up a bit.
My personal favourite which is also a kind of option select (depending if you have super or not) is crossup, 2x low short and super motion with fierce punch. If you don’t have super you get crossup, 2xshorts into fierce shoryu for 5 hits (6 if crouching) and a likely dizzy for around 40-50%. If you have super meter, you get 8 hits
Also of use is fierce punch xx roundhouse crazy kick. This will send an opponent flying as far across the screen as possible, and it’s one I should really use more. If you manage to sneak a crossup in on Gief, do fierce punch xx roundhouse crazy kick (not the hold version) and it will reset him to fullscreen for you to restart your fireball turtling game.
These may or may not help. They work Ok for me, and they turned matches that I used to hate into matches that I do alright in.