@DrDogg
Sonya has a hard time dealing with projectiles, that is a good place to start. Her MS 2 goes under some projectiles but require timing and spacing and i do not believe you will see it used too often, if you do however, you just have to make it harder for her to use it (i do not actually know if it at all goes under Kitanas ground fans, never got to try). Her Arc Kick is so slow that you really have no reason to worry about it other than as an anti air, at wich it is pretty godlike if performed early enough ofc. Sonyas projectiles are very good because of their recovery but Kitanas are simply way better in every other way.
It seems to me that cartwheel is negative though safe on block so you should take advantage of that by either d1,df2 and see what you get or 2,1,whatever.
Depending on how the Sonya player plays it might actually be a good idea to crouch and maybe even uppercut every so often. If the Sonya players want to deal max damage from a standard combo starter (2,1) both hits can be ducked and take a fair deal of time so you should be able to uppercut that on reaction.
Her divekicks are unsafe on block and whiff so they should if nothing else be possible to punish with ex lift or 2/2,1,whatever.
Ofcourse, i have fairly little experience in the matchup i just happen to play both sides of the problem. My Sonya is a bit unorthodox in the sense that i've developed my own style and i do not MS alot (and thus can't help you on that point). I should work on that, but i feel that people actually seem to miss out on how strong her ground game is because of her reset mixups and rather nasty and fast damage output. Still, if i get both sides of her nastyness under controll i think she could be a beast.
Sonya has a hard time dealing with projectiles, that is a good place to start. Her MS 2 goes under some projectiles but require timing and spacing and i do not believe you will see it used too often, if you do however, you just have to make it harder for her to use it (i do not actually know if it at all goes under Kitanas ground fans, never got to try). Her Arc Kick is so slow that you really have no reason to worry about it other than as an anti air, at wich it is pretty godlike if performed early enough ofc. Sonyas projectiles are very good because of their recovery but Kitanas are simply way better in every other way.
It seems to me that cartwheel is negative though safe on block so you should take advantage of that by either d1,df2 and see what you get or 2,1,whatever.
Depending on how the Sonya player plays it might actually be a good idea to crouch and maybe even uppercut every so often. If the Sonya players want to deal max damage from a standard combo starter (2,1) both hits can be ducked and take a fair deal of time so you should be able to uppercut that on reaction.
Her divekicks are unsafe on block and whiff so they should if nothing else be possible to punish with ex lift or 2/2,1,whatever.
Ofcourse, i have fairly little experience in the matchup i just happen to play both sides of the problem. My Sonya is a bit unorthodox in the sense that i've developed my own style and i do not MS alot (and thus can't help you on that point). I should work on that, but i feel that people actually seem to miss out on how strong her ground game is because of her reset mixups and rather nasty and fast damage output. Still, if i get both sides of her nastyness under controll i think she could be a beast.