With his dive kicks or super if they are below him, D at same height, C if higher. From the Howard Arena vids, the good Dong’s are basing their strategy on jumping away. The only time they try to stay in is if they have full meter, when they try for a dp+k (break) qcfx3+C hidden super, c.B (link) c.C xx kick super, or an occasional hotfoot hoping for a hit or counterhit to super. Other than that, run away, gain meter if the opponent stays away. If you’re jumping away, there isn’t much the opponent can do outside of an fireballl; you can JD those or dive kick past them if you’re not asleep. Any attempt they make to catch up with you, by jumping, running, or dashing leaves them open to a dive kick or super. Cornered? Wall jump away. Its frustrating to fight against, but there’s not much else he has at high levels. His hotfoot and qcb+K moves are pretty easy to block correctly on reaction. They are slow to come out, but perfectly safe moves (on block, B overhead is -1, D overhead is -2, B hotfoot is +13, D hotfoot is +9) The hotfoot can be good in some pressure strings because of how much block stun it puts on the opponent, but soooo slow to come out. No real guard crush strings other than some feint combos, and even his TOP attack does pathetic guard bar damage.
His supers are kind of a problem too. Very often in matches, there is a scenario I always try to pay attention to: point blank range, minor frame disadvantage. For example, my Grant dive kicks towards your Dong and you block, about knee level. I know that we are pretty close to the same frame advantage, but I am probably a frame or two behind. Same thing after a blocked bull charge, or in reverse, I block Dong’s qcb+K overhead. This sets up a guessing game very similar to the wake up guessing games in third strike, but without any chance to see them coming like in third strike. Both of our characters have only a couple of choices to win this properly. I am ignoring throws, because these are almost always just outside of throw range. Here, supers beat out attacks hard, and lose to blocking somewhat bad but not too bad (chip damage, but lose meter). Blocking beats out supers somewhat, and lose slightly to attacks. Attacks (usually low and/or quick strikes, like Dong’s c.B or Grant’s c.A) lose hard to supers, and win slightly over blocking by keeping the offensive up.
In those situations, Dong has a serious problem because his only fast ground super is the hidden P power super. His air punch super is fast, but requires him to be in the air; that is at least two frames or more extra lag before it happens, and much tighter execution required to do it asap. Jae has a definite advantage here over Dong.
Against average or less players, you can have a lot of fun playing with Dong’s mixups, but against a solid opponent, build a little meter, run away, and wait for the clock to run out. Once you hit that 15 second mark, the opponent will make a mistake trying to get in and eat a punch super, and the round is yours. You just have to be willing to annoy the opponent for the full 60 seconds or more per round.
But he is a damn fun character to play.