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You pretty much have to stick to your weak-weak-strong as your only reliable combo, air-dash after the airborne enemies and spam your weak attack. It's probably because of the focus on this that most of your mobility has been restricted to air-dashing in this way. The one move that still translates over as being brain-dead is jumping and smashing downwards - or charge attacks for certain characters (Ryona's spin).
Clothes break has no smashes and it's a toss-up depending on the character if they're capable of combos or are special-fodder. Kafuru is a pain and seems to be lacking in both early-on.
It takes a bit of getting used to. Just have to feel your way around each new character and find what works best, even if the best they have to work with is poor.
And yeah, I HATE these new sitting-duck cooldowns after combos. Between that and hard-stuns, there's way too much downtime during combat for a beat'em'up game. I think that was a poor design choice.
Fact they throwing more enemies is also improvment since it make game harder a bit. But sadly it seems they still keep limit max 3 enemy shinobi vs player.
Can't help you with the keyboard controls though
The controls itself are the same as in SV, so if you played that you'd know the button layout for the controller. Like I said: I don't play these sort of games with the keyboard, I can only guess it has to be pretty hard compared to the controller