Too many disconnectors There is a very easy solution to the problem that other games (like Carcassonne) are doing: if you disconnect, you loose and your opponent wins. Very easy, no incentive to disconnect - ever.
Which character do you use? I have to admit the lag is in favour of these people who throw an uppercut when you jump in.
Weeeell, the counter for that is very easy and works with every character: don't (try to) jump over. Jumping around like rabbit on fire isn't best tactic anyway. Even though that's excatly what I always do. >_> "Do as I say, not as I do."
I just did like 6 games and 3 of them were disconnected because of loosing by the opponent, I won 1 and lost 2. So in real world this would mean that out of the 6 games, I won 4 and lost 2. This would be ok for my non ambitious casual play stlye Because of this redicolous possibility of diconnecting when losing I only did 3 game on which I lost 2. Very bad design choice!
Then figure out the third option you have. That is, check the Command List. Or tell us your character and someone might be able to tell you what to do. But jumping in general is dangerous in SF. It leaves you open for all kinds of attacks. For example jump toward Ryu and you'll get Super AND Ultra thrown at your face - free of charge. Just keep your feets on the ground and figure out what you can do without jumping. E: Oh, you did tell your character. If he's fireball spamming, just do the spinning kick thingy. You'll fly through the fireballs (except if you did it too far away, the one at the end might hit you) and the spammer will be presented with a kick on his face. Then just block his uppercut (basicly a jump -> leaves him open) and beat the living crap out of him. Rinse and repeat.
You can focus attack dash cancel through the projectiles. Some characters also have moves which go through them, such as Cammy's spin knuckle and Chun-li's ultra.
Do target combo(P,P), then link into normal shoryuken . After the second hit of the shoryuken, FADC then do a shoryuken again .
The first Shoryuken is done right when the enemy flies in the air. If he stays on ground you did FADC too early. Focus Attack Dash Cancel is done right when you don't perform the Focus Attack (kick in case of Ken). The idea with that combo is that you will juggle the enemy (hit him again before he lands). I suppose you can chain few Shoryukens like that and end with Ultra.
That step is exactly the same as Ken's challenge 7, if you can do that you definitely can do this . Its the same thing.
For those having Shoryuken trouble, another tactic you could try is to fake out the opponent. One way is to jump over a fireball, and land short of the opponent's range- i.e. you jump without intending to put an attack in. If you get the distance right, they'll miss you, and you'll be able to punish them when they're coming back down. Secondly, you can try mid-air moves, like the hurricane kick, or C.Viper's burning kick, to extend the range of your jump. This time, purposefully go closer before you jump in, then do the mid-air technique. Since the shoryuken and tiger uppercuts travel forwards, if your opponent does one of these, and you have the timing and distance right, they'll whiff underneath you.
FINALLY! I beat all the Challenges. And you know what? You don't get a goddamn thing! Anyways, E. Honda's 8th challenge was a nightmare. Do the EX Hundred Hand Slap and HOLD TOWARDS Ryu so that you follow him (otherwise you'll be pushed away) then do the cr. lp (crouching Light Punch), then do the EX Hundred Hand Slap but this time, HOLD DOWN just after the EX HHS starts, then quickly press cr lp then jam the stick up and press SP to EX sumo Smash AND BOBS YOUR UNCLE, all Challenges complete! All those stars sure are pretty. Oh Just saw someone having problem with Cammy's challenges. That last Cannon Spike isn't done RIGHT after you FADC, you have to wait a fraction of a second for him to fall a bit before it'll connect properly.