I have a better command of the game's (
absolute lack of) intrincancies now, so let's review this again a little, ok?
Not only I'll add more stuff, but also this is a good chance of to sort everything in a single post :
Bread and butters :
- far

-> Justice Hurricane
+ A far range punish, it still has quite the importance because against some mistakes you still can dash enough to do more meaty stuff. Crouching C -> command throw also incrases the throw range a good chunk and is good in many opportunities; specially since you are supposed to be dashing first.
- cr

-> cr

->
114 damage if you are unlucky enough to hit; your guard pressure string. Since it's meant to be blocked, feel free to sometimes change the move for the

version, since that one you can break in the second swing rather than the first. Most of the time you'll be at a range where you need to brake the

or else you'll eat a retaliation due to the whiffed second hit.
- cr . B -> cr

->

+ 197 damage, if we exaggerate, you can say that it hurts almost as twice as the previous combo, learn to hit confirm this; unfortunately since the thow lacks range big time; this is mostly post cross over combo.
- close standing

->

-> break -> crouching

->

(
misses) -> break
+ Normally, corner only; the only decent way to use your breaks and sort of create options, does look scary the first couple times..... before turning completely harmless once the enemy understand those 2 reactions that counter pick all of your options. For pure damage, you could use the crouching D instead of the C, which hurts a whole 10 more and makes this combo full screen compatible (
I bet that made your heart skip a beat), sadly it hurts less than strong attack -> hurricane. Oh, and far

should hit everywhere as well, allowing for some options midscreen? Not work the risk, though.
- CD -> Dashing Roll ->

+ 177 damage, YOU FINALLY CAN DO SOMETHING FROM A WALL SPLAT CD!!!!
- CD -> far

->

+ 220 damage, corner version of the previous one that you can do almost at max CD distance.
- cr

-> cr

->

(first hit) -> super cancel

->
+ 323 damage, the easiest one gauge you can use; Damages way more than super cancelling with the throw DM.
- CD -> crouching

->

(first hit) -> super cancel

->
+ 331 damage, corner version of the previous one that you can do almost at max CD distance. A little bit closer and you can do cr

-> cr

instead of a single jab, which is apparently easier in timming.
- cr

-> cr.A -> Max mode -> cls

-> Qcf

->

+ The basis of the basis of the no gauges combos, it hurts less than the other options, but it will work if the enemy is cornered (
great options there) or if you are cornered
(not great options there).
- cr

->

-> Max mode -> cls

-> Qcf

-> Qcf

->

+ Inconsistent damage since the second EX sometimes hits twice and sometimes 3 times. Rather than a slow but damaging strong attack activation, is much better to train oneself to do crouching

->

-> Max mode. BTW, this combo won't work sticking to the corner and it won't work too far from the corner, pif. Does slightly more damage than a super cancel with 1 gauge; the interesting thing about this combo and that pushes you to use this more is that you have mix up options, I'll detail them bellow...
- cls . C ->

-> Max mode -> cls

-> Qcf

-> Qcf

-> (break) -> cls

+ One of the mix ups from the previous one which is pretty good if you want to fish for a Justice Hurricane. Additionally you could not do the break for the hard knock down and aim for a safe jump (
which is also another micro universe of baiting for the hurricane). ADDITIONALLY, a GREAT "
shoshinsha goroshi / begginer killer" version of this one when starting close to the corner
you do the second EX and it won't leave the enemy cornered; then after that you go for the cross up (
will work the first few times)
or go for the cross over empty jump & the hurrican (
will work a few more times after the first ones)
or instead do an ambiguous by the front (
can work plenty of more times). I got a bunch of complains from my husbandos when I understood total the logic behind these possibilities,
shoshinsha goroshi indeed.
- cr

-> cr

-> MAX Mode activation -> close standing

->

->

(
only second hits) -> Climax
+ Weak as hell, but it's the only Max mode combo that I could get that works on any place of the screen outside a simple ground based super cancel. BTW,sometimes the

C hits once or twice, in that case you need to change slightly the timming of the super cancel.
- close standing

->

+

-> MAX Mode activation ->

-> crouching

x2 -> Qcf

(1 hit) -> Dinner Time -> Climax.
+ Only corner and unrealistic in your dreams combo; you are better of using more traditional options.
.... I still think that he is bad, but there are a lot of other characters in the cast are in the same boat, additionally he has plenty of options at being bad, which can make for fun past times.