Those are all pretty terrible combos. Sorry to be dickish about it but ya might want to change em up before people actually start learning muscle memory for them.
EWGF, EWGF, 1, (1), d/f 1+2(B!), f,n,d,d/f+1>hold u/f - 80 damage simple beginner staple combo.
(You can miss the just frame on either 1 of the EWGFs and just have a god fist in there and it still works)
EWGF, d/b 2, EWGF, 1, d/f 1+2(B!), f,n,d,d/f+1> hold u/f. This also works though the 2nd EWGF may need to be a perfect or dashing.
EWGF, u/f 1+2, (EWGF possible), ff 1, …
Any where after a 1 is used you can do ff 3,4 instead to bound but it seems to make the heavens gate(f,n,d,d/f+1, hold u/f) harder to connect and it is by far her best solo combo ender. Max damage and good oki after. The ff 3,4 seems to be better suited for tag assaults though the extra hit may make some combos not work. For example if you use the ff 3,4 instead of d/f 1+2 this combo won’t work anymore.
EWGF, EWGF, 1, d/f 1+2~5(TA!) <Heihachi f,n,d,d/f+4,4,1> Angels 1+2 laser. If the ff 3,4 is used to bound the laser will wiff instead you will have to dash in and use d/b 4,3
EWGF, EWGF, EWGF, EWGF, EWGF - 75 damage and after the 2nd they will need to be DEWGFs(f,f,n,d,d/f+2)
d/f+1,2, b+4,1, 1, d/f 1+2(B!)
After bound you can end combos with EWGF, DEWGF~5 for a quick tag out and decent damage.
other notable moves (I can think of this late)
Hell Sweep mix ups - f,n,d,d/f+4,4 low,low I’ve heard somewhere that you DO NOT want to just frame the d/f+4
f,n,d,d/f+4,3 low,mid These are angels only decent lows and you use f,n,d,d/f+3 if you anticipate a crouch.
Also note that f,n,d,d/f,f+4,4 is essentially an instant while rising 4,4 out of the crouch dash for a quick mid, mid.
b+1, 1+2 - simple easy fast good damage punisher. I think it’s 12 frames and works well for block punishing since your already holding b
should be noted that after twin pistons the best option is probably ~5 because it launches high enough for other characters staple combos to work from and it’s hit confirmable so you’ll have plenty of time to anticipate the 5 and your other characters combo. Also if you’re not going to be punishing with EWGFs then TP is the best solution, it’s only -13 on block so you can’t get launched for it. B+4,1 is far more punishable harder to get decent combos off of and comes out slower. It is best used in for wall carry/high TA! float.