Trying to compile some basic tech for all the characters (that I played) from the previous beta so that people don't have to waste as much time rediscovering the same things:
Basic confirm is (Stuff) -> 2B -> 2S (slide) xx 236MS, 5S -> 6SS into whatever. Here is a good video on these routes
A lot of people did 2S -> 214MS instead in the first beta, but Death Hawk costs more MP and the damage you get off that route isn't really any better, so I think 236MS is the way to go except in the corner where you can set up grenade OTG
If the patch notes are accurate this route should still work, since 236MS only forces a knockdown on grounded hit, and 2B/2S both launch the opponent on hit.
(Anything) -> 2S -> jump cancel -> j.5M -> j.5S, land, 5M -> whatever. If you are fast you can loop this divekick extension twice, like in the first combo of this video. A lot of people were ending their combos with the launcher -> tatsu -> divekick sequence, but I think you get better oki by doing your divekick stuff early in the combo and ending with 5MS/236MS.
Speaking of which, you can chain 5MS and 236MS into each other basically indefinitely as long as you have enough MP, even midscreen.
I hardly saw anyone do this, but Striker can jump cancel 5M, and 5M -> Jump Cancel -> j.5S, 5M combos, looping into itself.
Second hit of L autocombo is a low, so you can set up basic pressure by mixing up chaining into 5LL, 6S (plus on block), 5S (scoops). It'll be even better in this version since 5S has armor now.
You can follow up a charged(?) 5S grab with either charged 5MS or charged 236MS. 4S got altered to fix the infinite, but it might affect his not-infinite combo routes too, so idk whats best at the moment.
Air grab is really good.
Basic route is (stuff) -> 2B -> 2S xx 5MS (whiffs), dash up 5B (actually it might have been 5A I'm not positive) -> 2S -> 4S. At that point the Astra follow-up should hit (you input it during the 5MS startup), B follow-up works everywhere on the screen; S follow-up is corner-only afaik. Then finish with whatever. This is a really good sample of how that combo works. The 2B part of the confirm is important vs grounded opponents to get them airborne, or else 2S will not launch high enough.
Dragon Wing (flight) -> airdash foward -> j.5B is a really strong conversion tool for stray hits, and it should be even stronger since Dragon Wing is faster in the new patch. This video has a lot of really good conversions from different odd hits and shows that she can get big damage off almost anything.
(Stuff) -> 5S xx 214MS (Toad), 5S (Toad Hits) -> (whatever) is the standard confirm route. It gets the opponent airborne for juggles and sets up a Burning Stigma that you can use later on the combo. Combo routes look something like this.
You can use Conversion (baroque) immediately after a jump to cancel your upward momentum and stay low for an instant overhead j.5A into full combo. Other characters might be able to do this too idk, needs experimenting.
Basic idea is use whatever normals, and on hit you confirm into 5S -> 6SS -> jump cancel -> j.5B -> j.5S xx 236MS etc. Looks like this.