Okay, first of all I'm going to assume you can play. By play I mean, block, jump, attack and defend. Guile is best played as a defensive character - people often call Guile a turtle character, which is actually quite apt. He doesn't lack offensive techniques - it's just his defensive strategy is so very good. He's an interesting character in that he's easy to pick up but difficult to master. He only has two fairly easy to execute specials, and although his super is tricky to pull off - it's not one of the most useful in the game and Guile doesn't really require it to compete.
2. Getting started.
The first thing you should do when starting to play Guile is go into training mode and get confident at some of his specials. Guile's bread and butter is the Sonic Boom, if you're having trouble with it, try timing the charge for longer, then reducing it rather than the other way around. If it's still not coming off - time the button release rather than the press for the end of the motion. The same applies to his flash kick, but it's charge down rather than back. When you are playing Guile you will want to be trying to keep charging down and back as much as possible - always giving you the option of unleashing one of his two specials. Have a go at his Super by all means - but it's a tricky motion, the first part, the down back - is charged, then the rest of the move is done in a fluid fast motion. Getting it wrong will leave poor Guile flailing in the air with a badly timed kick, so don't try this one until you are confident.
3. Openers.
For Guile, a slow (light punch.) Sonic Boom is an obvious choice. There are moves that will hit you - so if you want to play it safe start out with a crouching block. If you are playing mind games and you think you've gotten your opponent into a state where they will open with a jump in roundhouse - Flash Kick them.
Jumping back and getting ready to pile on sonic booms can work will against some characters, generally alternate the speed and try to use the slow ones, they are hard to vertically jump over and a forwards jump can be punished witha FLash Kick.
4. So far.
Okay, so you should have a few specials to use, and an idea of how to start a round. In this part I'm going to go into more details about how to play a round once you've got through that opening moment. To start with I'm going to look at what your options are. Namely the specials we've covered so far, and a few of Guile's normals which you will find useful.
5. The Sonic Boom
The staple Sonic Boom is the slowest one - the light or jab punch button. It travels VERY slowly. It's speed makes it hard to vertially jump over, if you throw a few out and someone does manage to jump them - drop a fast one in (Heavy punch button.) to throw them off guard. You should be thinking about trying to get them to jump forwards when you have a Flash kick charged. Word of warning about the Sonic Boom, there are some characters who can slide under it. Dhalsim, with his sliding kicks, Blanka's sliding Claw. Vega cannot slide under it, but only his upper body will catch, so if done close he can snuff a Sonic Boom with it. Again - slower ones are harder to avoid this way, bu mix the speeds up to throw people.
6. The Flash kick.
This is arguably the best anti-air in the game. In HD Remix it takes up half the screen and there's very little that can hit Guile out of it - unless they can wrong-side him. When you're charging, try to keep the down on even if you change direction. With Guile, you want to have a Flash Kick and a Sonic Boom ready to go all the time if possible.
9. Where we are up to.
Okay so if you've been following the guide so far you should have a few options to start, a couple of specials to throw out and be using Guiles Sonic Boom, Flash kick trap.
10. Anti-air options.
Guile has a couple of anti-air options. Firstly a ducking Fierce punch will perform an uppcut move similar to Ryu and Ken's. It's not as good as a Sonic Boom, but if you don't have a charge - it's your best alternative.
Guile's ultimate anti-air is the Flash Kick. If your opponet is landing directly on top of you - the uppercut might be a better bet though - because the Flash Kick moves forwards quite a bit as you do it.
12. Guile's Super Shadow Special.
First of all how to do this - the diagram isn't too clear so I will explain. It's not actually that hard a super to pull off, but a fluffed attempt can leave you punishable. To pull it off the easiest way - charge DB count to three, then quickly and smoothly push D, DF, D, DB, UF - so you roll forwards and back across the bottom axis of the controller then push up and forwards and hit kick. The move juggles, scores multiple hits and if timed perfectly can go through fireballs. don't start using it until you really have the motion nailed though.
13. Mobility moves.
Guile has some normals that can move him around the screen well and make his life easier, firstly, holding backwards and pushing light kick will do a little hop forwards and a knee. It isn't the fastest recovering move but it moves you forwards well. Using the medium kick will do a hop backwards with a spinning kick. This is a great kick for getting you a little bit of breathing space, it gets you off the ground too, so some low attacks - like Vega's and Dhalsims sliding kicks and Blanka's sliding claw can be avoided. Guile's third uses the heavy or roundhouse kick and is an overhead hitting move. It's not as quck as the medium kick or light kick though and apart from it's overhead hitting factor not as useful.
14. Tick throwing.
Guile can tick throw with some success, it's usually best used as a finisher - when your opponent is on the back foot and retreating. Use the mobility knee and tick throw into that using his Suplex (Heavy punch + Forwards.)
15. Ryu
Coming soon.
16. Ken
Coming soon.
17. Akuma
Coming soon.
18. Sagat
Coming soon.