A month late here but... you're not actually TKing the moves, since jump startup is cancelable in this game. This is why most combos involve TK cancels. What you're actually doing is inputting the move motion (for example 623), jumping (9 - superjumping due to the 2), and canceling the SJ startup by pressing an attack button (a in your case) so that you get 623a instead.
Naturally, you won't get any benefits from doing this outside of combos since you're doing the SAME move.