Ok so I got the basic concept of Ken stuff down.
Simple combos to use:
non 2A/j.2B starter combo:
starter > 236AA > 236D > 236B > 2B > j,A > j.B > j,236D > j.2B land 236B
Combo for sho's, mitsuru, yukari (doesn't work on them) don't use follow up on 236A
Sho note: Neutral jump on the 2B part or it will drop.
2A/j.B/prorated combo route.
starter > 236A > 236D > 236BB
air conversions
starter > j.A j.B > (dj.B) > 236D j,2B land run 5A/2B j,A > j.B > j.2B
CH DP/throw combo because you need this when you score CH or land a throw
DP > 2AB > 236A > 236C > 236BB
Oki stuff.
214C oki works on normal ground combo conversions
236D oki works on no tech/late tech or air conversions
2C is for people who never wants to tech, carefully time it on their tech so it meaties.
beats DP's without you having to stick and arm out and if its blocked lets you do a high/low.
If they block 236D oki its usually fine you can do delay strings to regain use of the dog.
Don't forget frame data 2A is +1 so its quite handy.
Anyway I am done for now, may be back to answer questions later.
I don't know.