Makoto/shoto? I have been having a LOT of trouble against Makoto lately. I try to parry her too much and that’s when she usually grabs me, or after getting hit by cr. lk, dash punch or getting cornered. When I jump out of her grab attempt, THAT is what I need to decide how to punish, if I don’t have super yet. I haven’t seen Pino play any crazy Makotos yet, but he and Uni seem very good at guess-parrying Makotos when they go for standing pokes. I’ve heard that it’s a good idea to try to use cr.lp to stop her command grab (or maybe b+lk?), but on wake-up, I’m gonna attempt more UOHs just to get off the ground–I might even get the chance to link into SAI. The prob is that she sometimes command-grabs SAI! I don’t know if the timing is strict, but it felt kinda random and usually it’s a good way to stuff her c-grab attempt. I RARELY jump against her cos of her priority in the air (harder to predict than her ground pokes, too). I try to push her back w/ wp shock. I use a lot of drill kicks against her (whiffed or not) to confuse and pressure her so it’s harder to determine the spacing between us. Dashing back is more useful against her than usual, but not if it means getting closer to the corner. She also tends to dash into a lot of wp and wk pokes.
I hardly fight Ryus, and my main problem w/ him is a general prob: good Denjin players (rare also, though), but I suck against Denjin lol. I also don’t want to try parrying too much cos I get hit by hurricanes or cr. mk, hurricane when I’m being careless.
Akuma is the HARDEST shoto, imo, cos of his mix-ups and MAD offense. It’s hard to keep him from jumping on you w/ air-fireballs at random, different timing each time, and his dive kick is hard to stop. I can’t react fast enough to realize when he’s going for the demon-flip grab instead, and that’s also hard to stop. You could try punishing his forward jumps w/ jump-back pokes like hp or straight-up jumping mp (if there’s EVER a good time to use that move), and then when he goes for air-hurricane kicks, get ready to parry, but don’t get to close to him in the air cos it’s much harder to parry, up close. Although Necro’s forward dash is a bit slow, it’s worth experimenting w/ that against slower jump-in attempts by Akuma by dashing under him.
Ken isn’t so bad, I think! I have trouble w/ almost ANY Akuma, yet I have beaten some of the best current Kens in the U.S. (or come close). I whore b+mp on the ground against aggressive Kens that dash in and/or try to poke a lot. I have to be very choosy w/ Necro’s reach or I start falling for Ken’s dp reversals. I try to bait them and punish the hell out of them. If Ken cross-up jumps when you’re on wake-up, consider tech-throwing or baiting a dp, but don’t forget to block low if he’s got super stocked. I LOVE it when Ken empty-cross-up-jumps on me: I tend to get 2 b+hps in a row for nice damage and good spacing. If he jumps from a distance, I go for wp spin punch and sometimes add a b+mp first for the anti-parry. If I only do the spin punch and he parries it, it’s hard for him to retaliate, and Necro’s grab range is better, so I usually get a free regular grab (the back one/leg-grab that does great stun and comes out fast). I also mix up anti-air w/ cr. mp and wp or hp shock–I also try to use shock against cross-up empty-jump Kens when I want more breathing room.
I hope this helps. I know the U.S. isn’t the same thing as Japan, but I’m still getting a good challenge, and I’ve been getting better at being less predictable w/ Necro lately, at least O_O