edit: Haha, glass beat me to it. Guess my post was too long. Yeah, A-shotos are actually really, really good. I’ve seen good a good A-Ryu hang with a good V-Sak (I think the match may actually be easier in A than V beaause of footsie stuff), and I taped Alex Valle streaking up a bunch of good Dhalsim/Akuma players at SVGL tourney once (and 2 wins against some crappy V-Rose player… )
Good question! If A3 were to ever become popular again, I think this would kill a lot of people, since players have become accustomed to having a bunch of safe options to deal with fireball/dp (parry, roll, RC, etc), even the watered-down version in the post-SF2 games, since in these games DPs don’t lose to random normals…
The generic advice is that he can’t fireball and anti-air at the same time. If you can predict which he’s going to do, you have freedom. That’s the whole thing in a nutshell. Also, you can feel free to jump straight up or even run away if you’re ahead on damage, but that’s generally not as fun, so… Oh, also all A/V-ISM characters can do a Ground Recovery after blocking attacks in the air, so you don’t need to actually be hit by the fireball. Not always safe, though.
With Charlie you want to abuse range. Backfist and stepkick (towards or away+Roundhouse) will trade with fireballs in your favor basically 100% of the time, assuming he even gets them out (and even if you’re hit, Ken doesn’t have one that will knock you off of your feet, whereas your Fierce and Roundhouse will cause a Major Counter on contact if they connect). Also you can super if you see it coming, but that’s a range issue depending on which super you want to to use. Charlie essentially never needs to jump. Jumping isn’t the best idea in A3 about 8 times out of ten, but Charlie has a good ground game and doesn’t really need to at all.
Hard to give advice with A-Ken, since you both have all of the exact same options. You can Jab DP through fireballs if you have the timing down, just to show off and let him know what he’s doing isn’t working (this also baits fireballs, so you get a jump-in). Also has some range options (standing Roundhouse, towards+Roundhouse, crouching forward), but his normals generally aren’t as good as Charlie’s. Sorry, don’t play Ken much.
Really has more to do with the thought process being used than the actual characters, I think. You have all the tools you need to beat him, you just have to decide which one you want to use. Then you need to figure out what to do about his reactions, which can be the tricky part.
Regarding this thread in general:
When some questions aren’t answered it’s not just because a3 players are a bunch of dicks (though I do find this thread to be a pleasant sort of elitist), but because sometimes they’re vague. If you can specific situaions stuff is easier to address, and you can probably figure out 80% of the problem by yourself.