Okay ive been testing what some of the optimal uses of meter if you catch them in a combo, if you want to end the round for example and you need more damage. There is a couple variations; combos off of standing or crouching MP can go into EX shoulder, while c.MK cannot, so these have different combos. Just be aware that if a combo has c.MK, it can also be done with s.MP if its in range, but not vice versa. Also midscreen and corner have different combos obviously.
Midscreen
1EX:
c.MP, s.MP xx qcf+KK~d.P, qcb+HK: 309dmg, 476stun
c.MP, c.MK xx qcf+K~P, qcb+LK, qcf+KK~P: JF Ver. 290dmg, 430stun. Non-JF. 274dmg, 430stun. You can do the same combo but just starting with jab and you’ll get 242dmg and 345stun. Nice for things you can only punish with LP.
2EX:
c.MP, s.MP xx qcf+KK~d.P, qcb+LK, qcf+KK~P: 339dmg, 510stun
c.MP, c.MK xx qcf+K~P, qcf+KK~P, dash, qcb+PP: JF Ver. 337dmg, 495stun. Non Jf. 321dmg, 495stun. With c.MP s.MP this actually does 346dmg. This combo is pretty hard; especially if you dont get the JF. Seems to rely on getting EX launcher asap.
You can also go for EX shoulder after EX launcher. Tiny bit less damage, little bit better positioning, but much less swag.
Corner
1EX:
c.MP, c.MK xx qcf+K~P, qcf+K~P, qcb+PP: JF ver. 309dmg, 460stun. s.MP does 318dmg
2EX:
c.MP, s.MP xx qcf+KK~d.P, qcb+LK, qcb+PP: 351dmg, 540stun
c.MP, c.MK xx qcf+K~P, small delay qcb+LK, qcf+KK~P, qcb+PP: JF Ver. 360dmg, 530stun. Non-JF. 344dmg. s.MP does 369dmg. The small delay makes the combo easier as if you do the qcb+LK asap, there is a chance that the EX launcher will go straight under them.
Bonus 3EX:
c.MP s.MP xx qcf+KK~d.P, qcb+LK, qcf+KK~P, qcb+PP: 409dmg, 610stun
to compare, c.MP, s.MP, qcf+K~P, qcf+K~P, Super does 432dmg and 340stun.