What I observed so far is that the only "safe" way to combo the opponent is by short hopping and aerial comboing them. Even if they KnJ the combo, at least you're not open to a jutsu or an ougi. It's also best if you hold the guard buttons while short hop attacking since just in case your opponent blocks your short hopped aerial combo starter, the game "option selects" into a grab right when you land, though it's best if you don't do this while on autopilot since the opponent can capitalize on whiffed grabs with a free jutsu/ougi.
Also, characters with grabs that can lead into a Strike Back support while in Support Drive if you have an Attack support is so gdlk. I've gotten so many wins in Player Matches today as Hinata, Suigetsu and Hinata due to this simple combo.
Grab > Strike Back > Ougi
If you have 2 Attack supports, you can extend it like so for extra damage.
Grab > Strike Back > Grab > Strike Back > Ougi
And it isn't so difficult landing a grab on an opponent in this game. Predicting your opponent will just spam projectiles? Chakra Dash into Grab. Opponent blocks your short hopped combo starter? Option select into a grab. Opponent is being braindead by just holding the guard button when they wake up from a techroll or a knockdown? Chase their tech and Wakeup/Okizeme grab them. Do that while in Support Drive with at least one Attack support and you have a free opportunity to ougi them.
Characters with Paper Bombs, Bomb Balls (whatever they're called), and in Shikamaru's special case, an explosive kunai as his "Chakra Item" have another viable option for triggering Strike Backs since those items cause knockbacks when hit.