Rog can punch Sim’s standing roundhouse in that situation, yeah. You can do crouching strong under his crouching punch such that he lands on your punch, and that’ll at least hurt him for jumping, but if he empty jumps he can land and block your crouching strong. Of course, if he empty jumps, your roundhouse will knock him out of the air. It’s basically a guessing game; will Rog go air attack or empty jump, and will you go roundhouse or crouching strong?
As Sim, though, it’s not a great idea to get involved in that kind of guessing game, since guessing wrong hurts you and your positioning more than it does Rog’s.
This is one of the reasons why I’m starting to think that you should keep throwing fires to a minimum at some ranges. If you throw a fire from 3/4 screen and Rog goes to jump, you have to play a guessing game with him that you don’t really wanna play; that is, you’re giving him a chance to hurt you and get better positioning. If you hadn’t thrown that fire, what would he have done? Walked forward? Walk forward leads to him getting fierced or to you throwing a fire from a range where you can antiair him more consistently. EX dash punched? EX dash punch gets thrown for free as soon as it gets within your throw range, it gets supered if you have super, or it gets teleported behind. You can do short slide buffered into super from afar so that if Rog does a regular dash punch, ex dash punch, or tap and runs into your slide, you get immediate super, but if he doesn’t run into your slide, you don’t waste a super.
I’m still down with fires in some locations, like full screen, closer in, and to push Rog out after a poke string, and I’m down with them all over the place against some opponents, but there are definitely ranges where I don’t think you want to do anything but wait and react.
Back+mp beats divekick in some situations, but it’s risky because it loses to some divekick pressure, to throw, and to low short xx spin. I personally like doing down-back+jab~short or down-back+strong~jab+short. These inputs come out as down-back+jab or down-back+mp normally, which beat dive kick from most ranges and come out faster than or as fast as back+mp, and if Rufus goes for throw, they also come out as throw techs. Since divekick doesn’t count as a high attack, you can block it low, so it’s not a big deal if he catches you crouch blocking. It’s actually safer to crouch block most of the time, since that makes you safe from divekick as well as low short xx spin.
I don’t think you really have any good options when Rufus corners you. His pressure is mostly safe and it’s very damaging, and even the options you have to beat his pressure don’t deal much damage and don’t push him very far away. I kinda almost think it’s better for you to just teleport behind him (ie out of the corner) when he is or when you think he’ll be in the air. Yes, he’ll probably land and punish you, but after that punish you’re more likely to be in a more manageable midscreen situation where you can backdash, teleport, or block your way to safety. Not sure about this yet, but it’s what I’m currently doing and it seems to usually work out better than just playing it safe in the corner.
Ryu’s hurricane kick is safe on block, so after you block it it’s just a guessing game. Will he dragon punch or throw? Will you block or throw tech? As above, you don’t usually want to get into this sort of game, so you can escape by just crouching under the hurricane and smacking it with down-back+fierce, like the guy above says. You can also teleport behind Ryu, which is great because you sometimes land in time to do standing fierce from afar on his hurricane kick and you always land away from Ryu without having taken any damage or having been put in a dangerous situation, and if you were anywhere near the corner before, this is great because you end up midscreen with Ryu cornered.