Well, there are a plethora of combos that are useful depending on the situation. There are many that can probably advise you better than I, but I recommend you spend some time learning these first:
cr.lp => st.lp => s.mp (helps to plink this one)
I find this is useful because you have a few options depending on hit or block. If it hits, finish with either a mp.hayate, (builds meter) EX hayate (corner push) or EX oroshi. (Untechable) If it blocks, you could hayate cancel the s.mp. Perhaps also if they block high you can go for a sweep, a lot of people have success with that.
mk.tsurugi => s.hp/s.mp/cr.mp (depending on distance) => hp.hayate/mp.hayate (depending on if you hit with hp/mp punch) or EX hayate
Basic bnb here. Know that mk.tsurugi basically hit confirms everything, it’s an important move.
After EX hayate, if you’re in the corner, you can do one of two useful things:
Reset them with t.lk
lp.fukiage => EX tsurugi
lp.fukiage => hp.fukiage => EX tsurugi
The most incredible anti air combo. Tons of damage and good stun. I absolutely love using this on late cross ups and Vega/Blanka players that are too keen with their respective air moves. Also worth noting, you can swap the tsurugi for an EX hayate if you want corner push. #
In corner (Maybe after stun) focus level 3 => mk.tsurugi => st.hp => EX hayate => lp.fukiage => EX tsurugi
Focus level 3 => (wait) lp.fukiage => j.hp (this one resets them)
If not done in corner, you can dash under them for a good mixup after the j.hp
mk.tsurugi => ultra 1
karakusa => ultra 1
Wanna be fancy with the ultra combos, try this:
Karakusa/mk.tsurugi (heck, any hit confirm would work for this) => st.hp => hp.hayate => super => ultra 1
Also, for ultra 2:
Ultra 2 => mk.tsurugi => EX hayate
Probably do for now, I’ll let other people tell you what else to get down.