I've complied a list of tips for some characters. Please note the the following:
1) I tried as much as I can to avoid listing a "best combo" for the characters. I simply try to mention the possibilities, and it's up to you to decide how to define your optimum combos
2) These tips are merely based on my experimenting in practice mode. They could be flawed, and I'm sure some of them are.
Takuma:
qcf HK can be followed up with crouching LP - Very strict timing
Has the best EX fireball. 120 Damage + instant reach
Ryo:
He can now cancel his f LP with a Super Special Moves, but not Special Moves
Standing HK -> qcf HP is very effective for mid range encounters
When near wall, qcf LP can be followed up with a dragon punch, which can then be cancelled with a hcb HK -> dragon punch (390 damage w/o jump HK)
Joe:
qcb HK is safe if blocked, making it the best move to use for bnb's (edit: I was told this was false. Gonna test later and confirm)
Joe's combos may be weak, but you can use his Bakuretsuken (press P repeatedly) afterwards for additional extra chip damage. If done near the wall, the chip damage from this trick alone would amount to 90!
You will still be vulnerable to command grabs and dragon punches with the trick mentioned above, so beware.
His slide attack is effective in mid range
Benimaru:
hcb f LP+HP (EX command grab) -> qcb x2 P ... very effective and often unexpected (290 damage, 2 power stocks required)
If you have 1 power stock only, you can use his Hando Sandan Geri after the EX command grab (220 damage)
This is probably obvious, but use his qcb x2 P Super Special as anti-air often. It comes instantly and does high damage, which makes it very punishing
the EX version of his qcb P will land on the enemy wherever he stands
You can pause briefly after his qcf K to hit confirm before following it up. It will still connect if it hits the enemy
Ralf:
qcf HP can be followed up with crouching C - slightly strict timing
If it doesn't hit the enemy, qcb P has an unexpectedly instant recovery. You can repeat it again, or follow it up with any surprising attack if the enemy attempts to attack you.
EX qcf P has auto-guard, making it great for countering situations.
EX qcf P also stuns the enemy. You may want to learn how to follow up it. I used back forward HP -> qcf x2 P for a whopping 400 damage (note: you need to briefly hold the P button to pause before landing it on the enemy)
Back forward HP -> qcb hcf K ... comes out instantly + killer attack priority + massive damage = win .... however, it's unsafe if blocked lol
It's not 100% safe, but his aerial qcf P still has a pretty darn quick recovery compared to similar aerial moves
Doulon:
qcf P x 3 can be followed up with qcf LK --> HP (slightly strict timing)
qcf P x 3 --> qcf LK --> qcb hcf LP+HP connects nicely. Please note that unless you are near wall, Doulon will end up on the opposite side after the qcf LK, so you need to do the Super Special in reverse. A bit tricky, but can be easily practiced.
His crouching LP is extremely fast and has a high priority. It can be followed up with the qcf P x3 combos mentioned above
f LK lands on the enemy wherever he stands. Use it effectively.
Doulon is all about setups, and he's fast and deadly. I will list some of his tricky setups later
Kensou:
He's strictly a fireball-based character. His fireballs are fast with quick recovery, and he has a great anti-air special.
He can cancel his LK+HK backflip with a fireball. Very effective to keep your desired fireball distance.
crouching HK can also be cancelled with the LK+HK backflip --> Fireball
press P repeatedly after his dp P move to add more hits. However, keep pressing for too long and Kensou will get exhausted, making him vulnerable for any combos
Also, if you do the same thing, but keep pressing for the right amount of time (just before his exhaustion point), he will land a very nice finishing move, which can be cancelled into his qcb x P super
Yuri:
Make her crouching LK --> crouching LK --> standing LK --> dragon punch your default bnb combo. It hits low, gives you enough time to hit confirm, the timing is made easier for her in this KOF, and the 3 LK's do more damage than the standing HP
Her dp K jump has many uses for set ups. One of the cool uses I learned is if the above combo was blocked, replace the dp HP with a dp HK, then time your kick to land a cross aerial attack from behind and repeat the combo. It's fast and very tricky to block.
Her hcb HK is also very useful for setups, since it's extremely fast and very damaging
Her qcf HK is very effective for mid range encounters. However, it makes her vulnerable to some Super Specials (example: Haoh Shoukouken), so beware.
qcb LP is very effective against hops.
Kim:
You can either use his HP -> ff LP ..... OR .... crouching LK --> crouching LK --> standing LK --> ff LP for his bnb's
I would go for the second combo for the same reasons I mentioned in Yuri's combo, although in Kim's case, both versions are safe
ff LP won't connect on crouching blocking enemy, but it will if it hits, or if the enemy was standing
ff LP can be followed up with any of his aerial attacks, including the super special
If you hit the enemy with an ff LP combo near the wall, try following it up with the EX qcb K. It opens you many possibilities for follow ups. I personally use the down / up HK flip kick, and cancel it with a super special or another EX qcb K to extend the combo even further
qcf x2 HK has the same uses as a dragon punch (anti air, stand up counter .. etc) Learn how to use it effectively, and how to follow it up. You can even enter MAX mode and do the Neo Max if you want to.
Iori:
Iori has so many combo variations. I personally use standing HP --> forward LP --> qcb HP --> crouching D (slightly strict timing)
his qcb HP can also be followed up with a Super Special if you are near the wall, or by the EX Super Special from anywhere in the screen (no cancel bar required in both cases)
His overhead down/forward HP attack has a similar starting animation to his close LK, which hits low. Add his hcf P garb into the mix, and you can end up with killer mix ups with him
his close LK can be followed up with forward LP --> forward LP --> qcb HP