These are a few tips I've gathered for this ero-fighter project as it was being developed, in no particularly organized order:
At the moment in the sampler demo, some characters can link light attacks to light attacks, but you'll definitely end your combo sequence with a hard. Hard-enough attacks will return the opponent to neutral positioning on contact, or at least pretty far. Gunther can launch the opponent with his Cock Toss grab, but may also lift them slightly off their feet with Hard Crouch Swipe, which may logically be followed with a super move. Foxy Roxy can launch opponents with her Handstand Attack. If you recognize an opponent's "uppercutted," you may chase them by immediately jumping up as normal, and you'll gain extra airtime to hit them with.
A final note here for character tech: if you know a bit of how Ryu/Ken control in the OG Street Fighter II, it should actually apply to Gunther's move cancels.
Connect any opponent's move you've blocked immediately with your character's dodge-roll/hop/whatever when you have at least .5 of the NRG bar to BLOCK-DODGE. For your further use and encouragement of the technique, when your health is in Critical state (you'll know it from the flashing colours), you'll slowly regain NRG back to 1 bar's worth. Past that point, you gotta take the hits or gain your own bars, xon.