Yea don't worry about guard breaks. The only guard break you should know about is that you can be grabbed during an advance guard so you just need to be careful about advance guarding.
Plink is performed by doing H ~ L+M+H. You plink H into L+M+H. A lot of players set L+M+H into a macro so you are just plinking one button into another although FChamp does plink the hard way.
Here's a video showing plink dash.
Otherwise just do wave dashes like normal.... 2 attack buttons, down, 2 attack buttons. For fly characters, you can do fly cancel into zig zag air dash (up/forward air dash into down/forward air dash).
For combos that require you to do a quick special after a launcher.. you can tiger knee the special so that you get a jump canceled into the special. Example include something like Dorm's launcher into Liberation so you would input launcher into QCB, up/back + H.
Other basic Marvel tips I can give straight up:
*Chicken block always. Do not try to block things on the ground you will get opened up. Up back in dire situations although be careful as good players can catch the up back with a fast low.
*Learn to option select your jump H with down/back so you get a throw. Crucial with someone like Wesker. Characters like Wolverine have a Dive Kick mapped to d+H do inputting down/back + H option selects into a back throw. For Wesker you almost always want the back throw because it option selects with a block and the back throw puts the opponent closer to Wesker so he can combo from it easier.
*You can end Wesker combos with team super by doing full bread and butter, launcher, MMHS, OTG Low gun shot into Team hyper combo (which is simply both assist buttons at the same time). The Hailstorm from Storm will add a lot of damage to this combo if you have two meters.
*Assist + teleport mix up is a common Marvel tactics that beat up new players easily. Always up back to avoid the initial beam and against characters like Dante, up back so that you jump at the spot where he teleports. If you are on the ground and they make you block a normal into a teleport mix up, you can time your push block to the mix up to negate it completely. This takes practice though however it's a standard tactic to block teleport mix ups. Vajra Teleports are harder to block because you can't up back them however if you are in the air away from the point character, you can swat out Vajra with your normals, you just need to practice the timing and which button to press in training mode.
*Wesker's cr.L into command throw or staggered cr.L/cr.M is a potent starting mix up to learn along with the standard make them block a cr.M then call Hawkeye assist while doing a Teleport L or Teleport H. While it's easier to confirm from the command throw that wall bounces.. you will get more damage from getting a combo off of the other ones as they preserve your wall bounce (you just have to dash up to catch them).
*Be careful about super jumping. A lot of the time you need to do it but be careful about coming down as you can get crossed up as the opponents like to wave dash below you. Try to come down with Wesker's j.S or just do a teleport to the ground if they aren't close to you. You can use this against an opponent who likes to super jump a lot.. just get under them and start wave dashing around them as they come down so they have to guess which side you are going to attack from.
*Do not in any circumstance mash assists when you are being rushed down. That's an easy way to get happy birthday'd. You need to be very careful about assist calls in this game.
*Both Wesker and Storm launchers are safe.... Hawkeye's is not. This means that Wesker and Storm launchers can be used to anti air without much risk (especially Storm's because it has a massive hit box). Generally though you do not want to end block strings with a launcher, you give up pressure and most launchers in the game are unsafe (you just happened to pick 2 of the few who have safe launchers).
*With Storm, pressing up, up into a normal allows you to do a float cancel into a fast overhead. So basically just input up, up + S which is a fast overhead. Learning optimized combos with Storm is essential because she has mediocre meter gain for a fly character.
*As far as push blocking goes, the general rule of thumb is that you don't want to push block anything that is unsafe/punishable. There aren't that many moves in that the game that are punishable which means you are going to push block a majority of the offense that comes your way as it will probably be + on block. Be careful not to mash push block because then you will get a dash command and get blown up... try to first confirm the block animation and then push block the second attack. The exception to this rule is something like Wolverine doing a normal into a close Berserker Slash. You never want to push block a Berserker Slash as 1) It's unsafe so if he doesn't hyper cancel or use an assist, he can be punished and 2) if he does cancel and you push blocked, he is at supreme frame advantage which is going to lead into a nastier mix up. There are also times where you want to save your push block to negate a right left mix up but that comes with experience... for now just remember to push block anything that is 0 or + on block and not push block anything that is punishable. Also... you cannot push block assists BUT using push block in the air while being locked down with an assist slows down your descent which keeps you in the air longer and impervious to high low. Push blocking of course lowers the chip you take so you always want to push block as much as you can against blocked hypers like Stalking Flare or blocking Soul Fists in the air when you are far away from Morrigan.