Off of Bayman's launchers where I know I can't get
,
,
, I've been using
. It advances me forward and gets the ground slam. The ground slam allows for a guaranteed
,
force tech. I'll follow it up with
. I use
over the DDT because It advances further to cover for the chance the opponent will tech roll backwards and continue to back step.
Once the opponent gets smart and starts ducking or neutral throwing, I'll start using
. Since it is a tracking attack, that covers any side steps, which can be followed up with
. If they block the kick, you can trap them with his BT throw. Since his BT throw is an OH, the follow up
also becomes an OH. I've not seen anyone be able to turn around in time, so I don't know if it will be an OH windmill back breaker if that does happen.
I figured this knowledge could help others out.