Countering Bo Bash
In general, Sonya doesn’t have very good range on her attacks. Outspacing her is ideal while staying outside of her Bo Bash (+) range. Sonya’s + is a high attack, which means it will lose to pokes. By mashing out pokes, you will be able to attack while simultaneously avoiding her +. Poking with a + is especially good here due to its long range.
If you predict that Sonya will use +, you can also duck underneath the + and quickly stand up to punish it.
Sonya’s forward throw leaves her opponent close, but her back throw will send her opponent away. Most of the time you will want to tech her forward throw to prevent her from attacking again on knockdown. Sonya also does not get any Krushing Blows off of her throws, so failing to Throw Escape isn’t as threatening.
When trying to approach Sonya, you should duck because her Energy Ring is a high. Make sure to not jump over an Energy Ring because if she Amplifies it, the second ring will hit you on the way down and send you fullscreen. It’s best do duck underneath her projectiles and slowly walk your way in.
The Amplified Energy Ring is a mid and can be up to +22 on block. If you try to forward dash after blocking an Amplified Energy Ring, you will be hit by the next Energy Ring. Instead, you should either walk forward or do a dash cancel and block.
K.A.T. Orbital Drop
In Sonya’s Ring Master variation, she gains access to K.A.T. Orbital Drop (). Do not try to avoid this move because she can fire it in different directions. The best thing to do is to block it, which will give you a free forward dash afterwards because it is -23 on block. Since it is an overhead, you will want to block high. Some characters will also be able to punish it with a Reversal.
Punishing Fatal Blow
Sonya’s Fatal Blow is -25 on block but has a lot of pushback. In order to punish this, use a forward-advancing attack or do a forward dash and punish with a jab.