My gameplan vs. Guile is to press him to the corner, then turtle just outside of his reach. I’ll lose some life getting him there but walking him back is best, I’m very sparing on the jumps. As mentioned, super early jump strong can trade/beat Guile’s crouch fierce. Beyond that, neutral jump push fierce can get around some of those sonic booms. Really though, walk up followed by blocking at the last moment seems to be the best solution toward the sonic booms. I don’t want to be air thrown so I don’t want to jump in, and Guile’s forward jumping roundhouse is fantastic so I’m cautious of that too. If I catch him jumping at me when I’m not in blockstun but don’t have charge due to my walking forward, fierce chop is good enough anti air to put Guile in his place (the corner).
Once he’s in the corner, I do max range crouch jab xx hands and pay attention to how he responds. If he jumps at me I headbutt him back, and if he jumps back or neutral I ex butt drop. If he stays put, I cautiously go for more crouch jab xx hands. Obviously I watch out for the flashkick,our for Guiles who like to roman cancel flash kicks. If he does flash kick, rc, dash forward, ex headbutt will either buy me space or put him back in the corner. Aside from hands, I’ll poke with fierce chop and far roundhouse to keep applying pressure, but the hands is where most of my pressure comes from.
Losing a little ground once I have him in the corner is fine, I can get him back there. I just try to make sure I don’t let him cross me up. If I don’t know what he’s going to do I walk backward a bit giving me a bit of time/space to deal with things. Once I have a bit of space on my side I don’t mind using neutral jump push fierce, but if I’m close I’ll avoid it due to flashkick.
I almost never try to throw him once he’s positioned in the corner, little good can come from it. I prefer keeping back and would rather not run the risk of being thrown or Guile combo-ing his way out of a corner. Getting too close can lead to tick throws or to crossup jump short. Likewise, I never go for crossup attempts when he’s in the corner, even if I knock him down.
Worst case scenario he crosses up when I don’t have a life lead. If this happens, back throw is great because of the distance Honda throws him backward. Ochio is good too as you end up on far side meaning less distance to walk him back. If he gets too far from the corner though, I try to work him to the opposite side.
If I’m ever significantly losing an early round I try to build as much meter as I can for the future. Getting in while taking zero chip damage is damn near impossible.