Hadouken:
-Should be neutral jumped, of FA'd.
-If your opponent is mid screen, and your cornered, feel free to J.Hk off a wall jump.
-Can be Ex.Sky High Claw'd, but it's usually better to save the meter.
Red Hadouken:
-Should normaly be jumped.
-Can Cr.Mp him out of startup at proper range.
-If your opponent is mid screen, and your cornered, feel free to J.Hk off a wall jump.
-Can be Ex.Sky High Claw'd, but it's usually better to save the meter.
Air Hadouken:
-Should be FA'd, jumped, or dashed under.
-If your opponent is mid screen, and your cornered, feel free to J.Hk off a wall jump.
-Can be Ex.Sky High Claw'd, but it's usually better to save the meter.
Shoryuken:
-Should block and punish
-Can be baited with a high wall dive, giving you room to come back behind for Izuna.
-Reaction 3K Backflip for wakeup game baiting.
Tatsu:
-Can Cr.Mp to keep distance.
-Can S.Hk.
-Can J.Hk.
-Can Scarlet Terror.
Teleport:
-Can Cr.Hk to sweep out of recovery.
Demon Flip:
-Can Scarlet Terror, sometimes trades with down kick & punch.
-Can S.Hk, sometimes trades with down kick & punch.