The Telekinetic Slam is one of the most broken and unique moves in the game, however you need to learn how to max out the combos off it. Its properties are a little unorthodox, as it does damage, but does not count as a hit in a combo (unless you hit them before the first bounce in which it doesn't do damage). It does not activate damage protection and has a limit of 4 hits before it is locked, and this means 2 usages per combo are about the norm. There are ways to stretch it to 3 uses but they have to be absolutely perfectly time with no room for error so it's not worth getting into because you really can't get any more damage than normal this way conventionally. Your standard set ups are going to be either hit, TKS, hit, hit, hit, TKS -or- TKS, hit, hit, hit, hit, TKS, etc. Make sure to try and labor the 3 hit succession just a bit to elapse the time limit inbetween uses, which isn't noticable usually. Good set ups for the TKS are anti air HPs if someone JKs early, this the perfect time to aaHP and cancel to a TKS. From here a guaranteed 78% damage combo is possible on almost every character, more difficult on some than others, but on characters like Shang you need to be slightly more rigid with the timing and max out about 75%, otherwise it's not worth trying the extra hits, and on a lot of characters 82% standard counter from a standing aaHP is possible. Remember that the TKS doesn't count as part of a combo it also doesn't add to the damage for some reason, so for every TKS you use in a combo, add 5.5% to the end damage read outand 3% in DPed combos, generally two should always be used in a combo so that's 11%. In the corner you can set up a TKS combo off an aaRH easily. Remember to run cancel all your jabs during juggle combos to allow more time for extra jabs and JKs. It is possible to glitch cancel (on the frame of contact) up to 5 hits before a TKS, but it is not recommended