Hcb+C combos are for when you don’t have meter.
All the c.A+B combos are there on regular hit except qcf+D. Like all characters, c.A+B only cancels on hit, not on block so you get guaranteed hit confirmation (unless they’re in the air).
If you’re somehow crazy good at getting meter (or don’t mind wasting it), you can use qcf,qcf+D along with qcf,qcf+B for guard crush mixups. The guard crush can happen anywhere, but the mixup between the two supers works in the corner. Two j.AC c.C qcf+D plus qcf,qcf+B is a guard crush. One j.AC c.C qcf+D plus qcf,qcf+D is a guard crush.
So if you have two meters, get them in the corner, then get them to guard j.AC c.C qcf+D. Here they can jump to avoid the attack string again. Know that you can use c.A+B to stuff the jump, but then they have the advantage if they block that. Here you can use one of the two supers. They have a different startup speed, so if they fear the guard crush, they can backdash the avoid the qcf,qcf+D, but the slower startup qcf,qcf+B will catch them at the end of the backdash. You can, of course, charge the D version as well. Remember that they can jump forward, over Dong, to avoid both supers as well. Expect that and keep close A, dp, jump back D, qcb+k, and super jump>air throw ready.
A good thing to remember is that, while landing a guard crush is totally sweet, the idea is to just damage your opponent. Don’t get too caught up in landing that crush and worry more about winning your mixups.
Alternate string is j.AC c.B qcf+D c.C f+A+C. This string allows you to jump in again more effectively. This is because c.B has less pushback, but less guard damage than c.C, but with qcf+D afterward, you can land the c.C>feint. c.C cancel into qcf+B will whiff 'cause c.C has giant pushback.
Another similar one is j.D close c.B c.C qcf+D (walk up slightly after jump in). This is nice because you don’t have to use j.AC (you can sneak in a walkup close A if you like, but this creates lots of push back and the qcf+D can whiff).
Remember that qcf,qcf+B can guard crush even if they aren’t blinking red. Two of any of the strings I listed will guard crush after the qcf,qcf+B.
Make sure you’re fairly close after the guard crushing with qcf,qcf+B or you won’t have a strong followup like hcb+C or c.C qcf,qcf+B.
Another fun one is c.B qcf+B c.B qcf+D. You may have seen this one before, two of these plus super crushes too.
Another! shortjump D c.B qcf+B. Takes three of these, but the pressure is incredible! You can substitute with c.C and qcf+D for long range pressure. This is nice because you’re in a better position if they jump.
Remember! Qcb+K is an obvious mixup with qcf+K. However, it is better to catch them in the air with qcb+k instead. You’re way more likely to get both hits, plus it will knock down, that way you’re not eating a free super.
About close D feinting… Not a giant fan of this, generally it will only add 10 damage to a combo. It also requires a ton of these to guard crush. I find it works best with pressure strings (although a ton in the corner is sweet looking, it doesn’t do much in the end)