I like to end my throw and counter combos with 623HS -> 623HS for knockdowns instead of J.HS J.D koku. I use the air combo finish for damage but generally I prefer the knockdown. You can use the TK bomber for some awesome wakeup tactics. You can time it so that the bomber lands through the person as they are waking up or delay it a split second and it will hit them. So it puts them in a guessing game. Also if you guys land a counter (214p or k) followup with:
6k, 2s, air combo or 623HS -> 623HS
or
5p, 2s, air combo or 623HS -> 623HS
The 6k whiffs some characters and has a tighter window as well.