First off, I'd like to say the combat system is actually pretty interesting and a step above most games. However I do notice a general complaint about how people are getting their asses handed to them and "combat needs a complete overhaul (because I don't know what I'm doing)" from various places this game is a topic of. So I'm putting forth a few proposals I think would greatly help with acclimating new players, but please don't take this as any type of patronizing as these are just some observations I've made based on personal preference.
1. Give a baseline stance and 1 or two baseline abilities, unlock more stances and abilities on level up or meeting requirements - This would fix a lot of possible decision making issues with confused players not really understanding what the difference between doing slide or a low attack from balanced stance would be. Currently the game is kind of like starting a metroid game and handed all the abilities, it's just too much to take in for people who haven't bothered trying to figure out the game.
2. Have an on hover effect for combat abilities, give flashing indicator on how each ability would impact the enemy's status bars - Similar to how the XCom series shows potential life bar change before taking a shot. It's a layer of transparency that would be nice for decision making. Furthermore this also helps tremendously with new player decision making outside of trial and error, and encourages specific playstyles to aim for.
Next part if the minor stuff I personally took some notes of, but this will most likely get ironed out in later editions.
Knockdowns are too powerful - Currently knockdowns are too easy to achieve and lead to instantly winning almost any encounter. This will most likely be fixed in the future, but it's worth mentioning.
Magic is too cumbersome to use - I understand you're going for an Etrian Odyssey samurai stance style with magic combat, however the outcome is generally underwhelming for expending two turns to perform a single action. Possibly include some casting stance transition options similar to how other stances are used?
Please do not include unforecasted one shot attacks in a turn based game - Unless I'm mistaking something, it's almost impossible to escape the Ogre grab if he hits you with it. Please do not include attacks like this in the game as it's extremely unfun to lose out of nowhere.
Vault finishing attack conditional is too difficult to use - the conditional being vault over and slam down on a grounded opponent. However in almost every circumstance the turn used while vaulting, the opponent will always stand to avoid the bonus damage. Maybe include an option to make vaulting on top of an already knocked down opponent perform the finisher?
Overall the combat is quite fun and a good change of pace from any of the other lewd games I've played. I really applaud the effort to include an actual fun system not based on powergaming with numbers, which seems to be the norm but really feels antifun after being done so many times.