Really not sure what to say about the ground throw one. You're close up and they're knocked down. Any of chipps options apply here. If you're fast you can even OTG gamma.
J.HS > alpha if its too high for a ground combo. FRC into combo if you can.
FRC teleport > j.S can lead to combos, where-as j.D knocks down
2d > rekka > 2h is character specific and spacing reliant, not really recommended but you could save it for slayer specific swag
6k it specifically for people who start blocking a lot (i think its at least neutral on block, too lazy to look) or against people that like to mash lows. It seems active for a long time and he gets off the ground. Goes over some characters quick pokes like axl 2k or a lot of characters 2Ps. On counterhit leads to IAD combo. Will jump the best sweeps like sol/anji/venom and recovers faster so you can punish with w/e. Also an option to get past exe beast happy testaments. If they mash high, you really can't use this move.
You're doing TK alpha
On bursting. Bursts are fast enough that you won't bait them or punish them all, and the counters to do them are rather hard, however ...you can attempt to extend your ground strings with more jump cancellable moves (5k 5k 2S f.S 5H etc) and then try to jump block when you see the burst. You can do lows and buffer in the down motion and try to do an S teleport when you see the burst. Then run back in and punish. The hard thing is a lot of people burst chipp's big damage moves that are easy to burst (6H / alpha blade) or they just burst to get him off which means it can be random or they can otg burst.