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For the Muay Thai fighters, the kick combo is indeed a pain since it has long range and high priority. If players are at a certain distance, they'll try a flying knee attack which can be avoided and then punished afterwards. Otherwise, approaching them from the z-axis rather than straight on reduces the chances of the kick combo activating. Alternatively, find other guys to throw at them from a distance.
For the karate guys you can always land a combo when they are lowering their stance but it is riskier than just doing throws.
Karate guy / Goro - when hes charging up, practice making a jump (no attack, no directional movement) just before he releases his charge punch, time it right and the punch misses you, and then when you land hes wide open to your combos.
he has 2 dangerous stances ;
- hands up => will counter any hit directly taken
- karate stance => will do long range forward attack
Against hands up / counter stance :
grab him (but throw fast), or start punching once hands are down (timing is tight, don't rush it). Another option is to get behind (Adam is perfect for that).
Against karate / dash punch stance :
move vertically to be out of line of damage.
Against both stances : hitting in the back always break their stance. It's not easy without Adam, but doable when already at melee range, just jump through him (or move diagonally up then down).
Approaching diagonally is, as other players said, always a safe way.
KICKBOXERS
Against kickboxers. Once again, vertical move is your friend.
Some characters have invincibility frame on blitz (forward forward attack), like Shiva and Blaze (just the begining, for both), time it right when you see an incoming flying kick.
For the 3-kick combo, if you react fast enough you can cancel their combo with your neutral special. You have to do it before the 3rd kick. Just make sure you're not in immediate danger right after because you don't want to lose this green health.