Honestly, Y. Kira is just a dry character. Solid, but dry.
There’s like, almost no reason to use Stand On. Your normals are worse (your normals are already not great) and you lose coin/6C. The trade off is your J.B is better in stand on (but both moves do pretty much the same thing) and you get stand rushes, but like, is Stand Rush OraOra, or Oki Stand Rush Primary Bomb really worth spending even the tiniest meter on? If you got a great meaty setup that lets you beat jump aways go for it, but since it’s already so damn hard to AA in this game and not everyone has a DP, I’d rather just go for stand off ambiguous J.B.
Stand Off, J.B crosses up, is difficult to anti-air unless the enemy has a solid DP, is active for a really long time, and can trade air to air at certain angles and lead to a juggle combo. Stand Off A-OraOra is one of the safer OraOra’s in the game (most characters cannot punish it with super unless they are mad on point). 2A is obviously good. 2C is okay. Throw into OTG into coin is great and more then what most characters get. Level 1 super can punish the majority of OraOra’s on block, and other special moves. If your fighting someone without meter or with a bad L1, even better, because stand off OraOra has a shocking amount of range. Full-ish screen, coin is obvious but still necessary and awesome because it let’s Kira approach. Kira either wants to be point blank or full screen. Kira’s Stand Off 5C is actually a decent anti-air that, if it hits clean, can lead to full oraora>super, but it’s slow and more anticipatory. J.C is great for people jumping away from you.
Your combo is already fine because the coin forces them to react. Some characters with fast supers will outright beat that setup, but otherwise, they either have to dodge or attack, and both either lose or get really fucking confusing if you just J.B. Personally, I save meter for L1’s to punish stuff on block (Kira’s has /juuust/ enough range to be good at this) and combo into super. I almost never use L2 although I’m sure there are meaty setups for it, it can also kinda sorta AA, haha. For example, Bruno’s teleport that puts him above you, normally his J.B beats everything you can do, but Sheer Heart Attack can be timed to make him land onit. If you really got meter to burn, there’s also puttstuning the coin.
My combo isn’t much more complicated… I do 2AA5B A-OraOra Level 1 (or 2AA5BC if I’m like, point blank when I start). I hit confirm by the second 2AA so I can try and continue pressure with J.B/walk forward throw/walk forward 2A. Simple, strong. Mixing in the occasional OraOra if they’ve proven they aren’t so hot at instant block or whatever. Throw’s 10% plus oki, 2A leads to 30% percent.
I dunno. Between J.B for air to ground and air to air, J.C for backwards jumps, A-OraOra, great level 1 for punishing and combos, higher damage throw, coin full screen and coin off throw, and really really easy juggle combos compared to most others, I feel like he’s a strong character that you can pick up quickly, so long as you can except that anti-airing is really hard for you and certain characters make your life hell at certain spaces on the screen.