SS=Stance Switch
F213 SS is +5, F44 SS is neutral, and B12 SS is punishable. Other Stance cancels aren't really relevant since they're eclipsed by these. The Ex Solar Flare is massively plus so you have to respect that, but if he does any block string into dark orb (Ex or not) it's full combo punishable.
Some Dualist specific stuff to know is that he can't convert safely on anything midscreen for big damage since his launching cancels are way less plus than Dragon's Fire and he doesn't have bicycle kick MB like dragon's fire, his zoning is complete buttcheeks, and armor is pretty lackluster so if he's getting rushed down he's kinda fucked. There's also the other basic Liu Kang stuff like gaps in F123 and 113, B12 being -3, slow pokes compared to cast but he has 6 frame F1, D3 being +1 on block etc.
Midscreen Dualist will be relying on F213 SS, there's a guessing game between whether he's gonna do another string or B1 to eat a reversal. However, Dualist can't do things like F213 SS F213 SS since there's a cooldown on the SS. So after a SS you can sort of relax since the pressure will end right there. If you don't have the patience to deal with waiting you can backdash if your character's good enough or if you want you can roll the dice and armor after F213 SS. Another option is to take the very last hit of F213 and be knocked back full screen. The corner is a little bit trickier to deal with due to his Ex solar flare being able to combo and having no backdash option but the logic is the same. Also those Dark Orbs hitboxes are way smaller than you would expect.
This is just some basic 101 stuff to know, Dualist is essentially a flashy, weaker, and much cooler version of Dragon's Fire.