Hisui stuff, but the general tips apply to everyone in the cast:
Combo:
2A 5B 5C 2C 6B j[C]AB land jBC --> djC.B..B / djBC airthrow
I'd actually recommend it over her yayaya combo, especially midscreen because:
1) Works on every character.
2) Less hits, makes techpunishing inputs more lenient. (After jBB, if you already did 22-24 hits, they can airtech the standard punishes without harm)
3) Easier execution and techpunish spacing (sometimes you superdoublejump, sometimes you jump neutral instead of forward and etc to land at around the right area)
2A 5B 5C 2C 6C jC ad jB..B236B land 6B2A jBC djC.B..B
Corner only. Higher damage. Less reverse beats.
Blockstring:
2A - 5B5A - 2A - dash 2A - 2A(depends on spacing) - 2A (full recovery) - 5B5A - 5[C]2A (charge 5[C] only enough to get two hits with minimal charge time) - 2B5A or dash 2A for full reset -
2A - 5B5A - 2A(full recovery) - 2B5A - into whatever.
At any dashmark you can:
1) dash 2A, strong option to mixup if you do this out of their 2A range as they will whiff their 2A during the dash delay if they mash.
2) IAD jC(whiff or hit) / IAD jA , beats all scrubby mashing except Nero's 2A, you'll have to practice catching jumpouts if they react to it, but that's never guarenteed. jA delayed, good for tickthrows, safer than whiff jC.
3) dash/walk grab, YES. If you're pushed back too far though, it's very risky as you have to waste a quarter of a second dashing in to get into grab range. Dash 2A would be better during those times.
4) EX dust. You can purposely do nothing in your blockstring for even a whole second, and throw it out in hopes that you catch their jumpout or mashing. Resets blockstrings, watch out for bunker.
Neutral game:
Aggressive and Passive-Aggressive Strats:
1) Instant jA/jB, counter hit or force opponent in air to block since it's too fast to react against.
2) Superjump/Instant jC, normally done with forward jump to force them to block if they're trying to react and not mashing Nero's jC in the air. Cancel to whatever and force them into a blockstring when they land if you can.
3) Dash 5A, catch jumpouts in neutral with Hisui's quick dash. If they already jumped, you can probably do one of the above.
4) 5[C], let go at your discretion. Will crush dashin ground attack attempts. Can catch jumpouts. Risky as antiair (but I do it anyway).
5) 623B, throw it out if they're in a good place to airdash at you when you're on the ground. They may get wary of it and doublejump back before airdashing, yomi it.
6) 623C, gives you a safe haven to throw pots, setup bentos or to do an instant attack if they're fishing for an opening while you're near it. I use it when I see them airdash at me near close range. If they already threw an attack out, you have a combo opportunity. When they land, throw it out and force them to block it, then try to antiair them with instant airattacks, dash 5A, or potbooks to force them into corner.
7) Pots/books/potbooks, I can't say much here, but they're safer than instant attacks and 5[C].
8) Arc drive,
9) IAD jB, setup air blockstring and try to force them to block on the ground.
10) Activate heat if they back off to save your red health from being chipped since you don't have much use for meter anyway. You get an arcdrive opportunity as well!
Defensive:
1) If your opponent is landing near you after a jump or a dash: It's risky to attack. Jump and block the attack in the air rather than blocking it on the ground. You have so many more options afterward, same things applies in corner when escaping pressure but beware of guard break setups and air dodge when you smell it. You can also backdash instead of groundblocking, but that depends on your opponent's spacing. You can also activate heat if you're willing to take the risk.
2) If your opponent is reasonably near you and you're floating in the air, or thinking of jumping (exactly what you're trying to punish above): Do some footsies with backwards/neutral momentum to give you time to react. jA and jC works best.
You've got good damage, defense, strong okizeme after most combos, and great neutral game. Instead of shieldable and blockable overheads that work less often overtime, you have breakable throws that are unshieldable, and give you a chance to re-pressure after a throw break via dust and the fact that they're cornered already. Not biased at all.
Oh yeah, tech punish setups:
1) 5A 2C, punishes neutral and no tech. Do 2C immediately after 5A. 5A 2C delay 623A 22A for no tech punish. 5A 2C into whatever for neutral tech punish.
2) 2B, punishes back and forward tech. 2B5AA[A] for OTG string. Pay attention to any teching of the second bounce before going for OTG string. Not too many 5As, otherwise punishing neutral tech is harder due to range.
I think I pretty much covered -everything-. I mean everything. x_x
EDIT: I'll cover bento setups another time. pfft