Add TK kunai to your footsies game. Let’s say your opponent is Ryu. If you’re expecting a cr.MK or cr.HK, you can TK kunai in. Almost in the same way Adon might use IAJK. In this case, TK kunai is substituted for a regular jumpin because it’s faster and gives your opponent a lot less time to react with an antiair.
Also try neutral jump hp.kunai. I do this mostly just to get a reaction out of my opponent. Did they block the kunai? Did they hit the kunai out of the air? Did they neutral jump? Did they jump forward? Did they walk back? Did they FA? Did the kunai hit them (they were doing a poke or something)? If you get your opponent to not push buttons in favor of punishing your next neutral jump kunai, then your regular ground game becomes a lot stronger. It gives them yet another thing to look out for.
You should probably use f+LK more, a lot more. Use it to whiff punish pokes, especially stuff like cr.MK, with a buffered tsumuji or kazegiri.
Slide usually isn’t a good poke, against good players anyways. They’ll be moving back and forth, making it almost impossible to hit slide at max range. They’ll either walk into it, making it unsafe, or walk away, making it whiff (and whiff punishable). If you’re going to use slide, try to use it sparingly. Unless your opponent is a projectile character.
The range on f+MK is too poor to be used at footsie range. And considering its slow-ness, you’re more than likely going to eat a counterpoke.
b+MK forces stand on block? Sounds impossible. But anyways, b+MK is meant to be cancelled into f+MK. Using it by itself is pointless unless you’re trying to bait something.
far.st.HP is good as an armor break. It also seems to have some deceptive range. I think I need to try this out more.
I think far.st.MP might be good if you need the extra 2 active frames vs far.st.LP.
If all else fails, just SJ over their head and it’ll probably mindfuck them, unless you’ve been spamming it a lot. Considering SJ’s high jump arc, you’ll probably fly past dp range fairly quickly.