I don't really PLAY Sie, but my brother does, so I fight him a lot. So I'll hazard some guesses, especially since I DO play Mai and Leona, and I know what I'd be worries to run into.
Mai - good zoning with normal,the threat of NeoMAX,very nice air play :-(
You know, you might be able to Bait Mai's Neomax on twitchy players by throwing out a noraml to call out the neomax idea, and then quickly command-backflipping. She'd pass right through you, and you could cancel the flipp into special upon landing. You can beat her at projectile games with Chokyudan, also, and this could bait her into trying to land EX Kachousen in projectile wars. As Kensou, I'd say in on Mai. She has no really fantastic Anti-airs normally, and you jump C and B can both be used well to maintain aerial pressure on knockdowns. I like to use run-unders with her, to switch sides on jumpers and suprise them, but Kensou's Ryusogeki should help make that hard for her to do.
And you have a command grab. Perfect way to punish a desperate Mai who tries to land Musasabi, Hissatsu, Ukibane, or poorly-timed projectiles. She might be a better zone'r, but you're much stronger up close.
Leona - same as Mai with V-Slasher, mix with hop+CD>d.B again and again......
Without meter, Leona's reversal options are silenced by deep jump-ins, and if she's trying to block, you're keeping up solid pressure. Always cover a knockdown with a fireball, of course, and run behind it with caution, to try and bait the V-slasher. She can't outfireball you at all, and you can stop and block before a slasher hits you, if you didn't commit to an action.
Hop CD is kinda slow. You could possibly stand D or hop B her out of it. And again, that cool backflip with invincibility and the ability to cancel into specials gives you some nice anti-pressure control. And you have a great DP that even moves you foward, and splits his legs both ways, possibly even trading with crossup attempts.
A solid Kensou gives my Leona some trouble. He's not as easy to control as I'd like, and he makes much of her pressure more unsafe than usual.
Iori - Crossp b.B, jump B/D, and the normal Iori stuffs
thanks kupĂ´ ^0^
Your DP, once again, is one of the best at possibly eating / catching his crossup. But preferably, I'd want to keep him out, and chip away at him. It's not like he has any far-ranged options as Claw, and as flame, his up-close specials become less-effective, maybe making the close-up fight a bit more fair.
Iori's love their overzelous hop pressure, so maybe even full jumping back and letting out a Ryusogeki -> Ryugakusai combo should catch him every once in a while.
1. What is the difference between EX Rekkas and regular Rekkas. Do they have frame advantage if i stop in the middle of the chain. HOw punishable is this move (EX and normal) on block or is this move ONLY meant for combo finishers.
2. With the speed upgrade on his fireball. Can he do the fireball/frame traps he could do in 98/2k2?
3. Looks like he lost his 98/2k2/XI pokes, so what normals are good now. standing and air to air
4. Can anyone please explain what his new qcf+K move is and its uses?
5. Any properties or use for his command somersault?
I noticed noone answered these. Let me give my best reply here, too:
1. Dunno about EX rekka safety. Rekka's seem decently safe in the fact that the first 1 or 2 push the enemey back a bit, so you're mostly likely not gonna be grabbed / DP'd out of them. the run and kickoff also is fairly safe, but really great punishes could get you.
2. Dunno if it's be 2k2 like or anything, but he can apply solid pressure with D's into fireballs. As he can also cancel normals into backflip, this helps vary when and what he uses to counter with, allowing the opponent to find more ways to jump into his traps.
3. Stand and ground Bs are good ground control. He has an easy dash-in standing move that hits low with it, and he can chain into his C, in order to link into more damage. Sweep and stand D are also pretty good. I find his hop / Jump B to be solid Air-to-Air in similiar ways to Iori's or Ralf's. Jump D hits people who are above you in-air pretty well, and Jump CD is solid if you get into the air before them. Also not bad at setting up jump /hop pressure.
4. I mostly think of the dash-and-kick as a nice way to push people away, so you can start zoning again. It's a great way to push them back after counter hits, and after Ryusogeki hits. Can hit people who try to back-hop too often, as well. Mix it with other things to do after tossing a fireball on an opponent, and along with dash in Bs, Ds, and hops, they'll have a lot to consider over what you might be doing.
5. Start up on Flip is invincible (think it last the whole first flip), and it's cancellable during this time, through the stated first flip. The 2nd flip isn't cancellable, and just helps you escape. You can use it to flip people GCCD's, and punish afterwards, just to make them miss jump-ins, to escape throws, cancel normals, etc.