Kenshi's 111: Initiating with 11 is safer and deals more damage because the third hit has an extremely high damage scaling for a jab, so in every possible optimal scenario hitting the extra button will work against you, which makes zero sense. The same happens with the new string he got that is basically a recycle of his 111.
About the Air Hammer, it's useless, yes. I've come with multiple corner combos to finish with it in case they ever patch it so it's a restand (the first hit is actually a restand but then the second one knocks the opponent down so it doesn't work in optimal combos as a restand) or at least does something useful. I would get the "armor breaking" property away and instead give it something like being a ground pound with longer range or something like that.
On its current state it's only of any use in the corner and in most scenarios where you use it, you're at a disadvantage (block and wakeup delay beat it, and as it has no pushback on block and SZ sucks at close range, -2 is already a disadvantage when he's face to face) while the scenario where it works (they armor and you time it properly for the break) doesn't have a big enough reward (crappy damage and a very short knock down so no more momentum). NJP, NJK, empty jump, jump in reverse position "glitch" and jump backwards are all much better options than Air Hammer, so that's why I think its role and functionality should be changed for Cryo to give it an use.