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Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E.Honda
Guile
Jamie
JP
Juri
Ken
Kimberly

5LP, 2HK
5LP > SA1, d.[2]8KK
5LP, d.SA3
To avoid the Hisen Kick -3 on block penalty, Kimberly often cancels into a jumping attack. Like most characters, Guile's most consistent normal to beat all three jump directions is 5LP. Guile can also safely sideswitch by dashing after 5LP.
If Kimberly predictably cancels into forward jump or neutral jump, Guile can opt for 4MK or 5MP, respectively, for a greater punish. However, if the guess is incorrect, Guile will lose out on damage or whiff entirely.
5LP will whiff if Kimberly jumps back, but is safe. If Guile hard reads a back jump, he can punish with a quick long-range move such as 5HP, OD Sonic Boom, Somersault Kick, SA1, or SA3.
5HP, 2HK
5HP, [2]8HK
5HP is a strong, consistent answer to both Hidden Variable variants. When Kimberly is hit in the air, she will be placed into a Forced Knockdown state, allowing Guile to do a minor juggle combo. 4HP or 2HP allow for Guile to maintain charge and end the juggle with SA1, but these slower buttons can trade if improperly timed.
If Kimberly stays grounded, a PC 5HP will enable Guile's strongest meterless and metered punish options. Go ham with the BnB of your choice.
Lily
Luke
Manon
Marisa
Ryu
Zangief