Figured out a sweet new guaranteed combo on all super lightweights-> lightweights. It's funny - I saw that 33P+K > P > P > gave the +46 46H+K bounce back when I first started messing with the throw, but I completely forgot to use it until now, let alone test the double on it.
HCH 24T > 33P+K > 6_P > P > 46H+K > 46H+K > P > P > PPP7K (104 damage)
Or, if you want the FT option, just do 33PK instead for 100 damage.
A NH version of this throw does 69 damage, 67 if you do 33PK. However, if it's on NH, I'd recommend just going for the other setups we've come up with for two reasons. One being that they do more damage (even if they can be countered), and two, the very fact that the opponent can hold out of them means we get a chance for a HCH 41236T or 24T.
So, her double bound is really, really odd in that sometimes you have to use the correct combination of 6_P and normal P for it to connect. For instance, two regular jabs don't work, and neither will two 6_Ps. This is the case with several random combos I just tested. Won't list all of them, since I don't usually bother with general combo setups (apart from 1 guess or guaranteed juggles) since all anyone is limited to is their imagination, but another similar situation is her low kick hold for lightweights.
Low kick hold > 33P+K > 6_P > P > 46H+K > 46H+K > P > P > P > 33PK (107 dmg HCH)
But this is good. That means on Lab, you'll be netting 114 damage, almost the same amount as an Izuna Drop. If you connect it into a wall, it's 120-125. Granted that's on Lab only, but more than 1/3 of the opponent's life guaranteed on flat surfaces along with proper FT options? I mean, of course it doesn't mean you should only go for the guaranteed option, especially when her 1 guess CB nets her 135 - 163 damage (based on PL availability) but the fact that it's there is great.