Uh, just get used to hitting hop B later than you're used to? There's no real tips with dealing with floaty jumps in any game, you just have to get used to it. Thankfully, until Kensou gets in the opponent's face, he doesn't have to leave the ground much unless he's in a match where he's actually dominated zoning wise for whatever reason and his air QCB+P can mitigate some of the floatiness of the jump (but for the love of god be careful with it if you don't want to die a painful death on landing).
Two things I wonder about at the moment. What will Kensou's new BnB be? I'm thinking along the lines of cr.B, st.B>st.C, cr.B xx Rekkas (replace cr.B with st.D if you're really feeling yourself). Think it works at most ranges, and unlike just basic cr.B, cr.B xx Rekkas, you have all day to notice that you're actually hitting your opponent by st.C so you can link into cr.B Rekkas.
Second, the optimal options of what to do after a throw in the corner. So far, what I'm doing is either a quick cr.A (or st.A, I can't remember at the moment) to reset the opponent for a possible 50/50 (I try to do this against opponents that don't have DPs that will kill me) or I go EX DP [DC] air QCF C, DP D. Dunno if you guys got anything better after the corner throw.