Roll-in activations aren’t scrubby at all, and you can catch pros with it even. I do it all the time. Just make sure you know what you are doing, and I generally feel safest when I activate on their recovery (when they attack me). I usually stick to Ken’s ground CC:
twd.roundhouse x 12, cr.roundhouse, qcb + roundhouse, qcf x 2 + kick
If you can practice using twd.rounhouse only when you need the distance, you can get a little more damage, otherwise this generally lands you about 7500 or so.
As for a guard crush CC… your search will be to no avail, for Ken has no good way of GC during the CC time. If you try to use the ground CC and they block, switch the combo around to something like this:
twd.roundhouse x 2, cr.forward, s.roundhouse, twd.forward, s.roundhouse x 10, cr.roundhouse, qcb + roundhouse, qcf x 2 + kick
The idea is to catch them blocking in the wrong place. Unfotunately, there’s no safe way to do this, because oftentimes they will see the overhead (twd.forward) and retaliate in the break. If you catch them with the cr.forward, then 1) consider yourself lucky, 2) take advantage and start roundhouse chain again!
If you do use Ken’s DP-cancel anti-air CCs, then once you get them to the corner, start juggling them with [hcf + forward, qcf + fierce] x n, qcf x 2 + kick. This takes a little practice, as does DP cancelling in the first place, but it’s very worth it. Using this will greatly increase the hit count of your CC, and depending on where on the screen you started it from, you’ll usually land somewhere between 8000-9000 damage.
One thing about A-Ken is that he has a lot of ways of building meter, most of those ways double as efficient baits. The best overall meter building bait is qcb + short. Make sure to use his dash and incoprerate qcf + jab into your strategies, especially as a safety measure to prevent your opponents from performing those bastardized wake-up attacks. I’ll post more later.