so i was messing around in training with brad and came across this.
 
the 'guaranteed' move:
 
bt 



, 


, 

, 



the third kick of the natural combo launches. example combo: 


, 


 
mix up:
 
bt 



, 


, 

, 



this leaves you in dho and your opponent in red critical stun, from here you have a number of options.
 
if your opponent holds:
, high offensive hold 

, mid kick launcher. example combo: 
, 
, 
 
if your opponent doesn't hold:
either:


, critical burst. example combo: 
, 
, 

, 
 
, high kick launcher. example combo: 

, 
, 
 
, mid punch launcher. example combo: 
, 
, 

 (force tech, opportunity to continue throw loop if you re-enter bt) 
, jumping mid kick (leaves you back turned, opportunity to continue throw loop / stun game) 
note that holding 

to enter dho after the mix up is optional (at the expense of 3 frames). you could re-enter bt to continue the throw loop and go for another option, such as a critical burst if you think your opponent will try and low hold to avoid a second throw, or just the guaranteed damage itself.
 
ignore this part if your opponent isn't a cheater that exploits the game's flaws.
 
if they manage to get high counter blown by your bt 


, chances are they'll try and mid kick hold, this is where you surprise them with your 

 faint stun. from here you can get a guaranteed launch or continue the stun game for a critical burst / another throw loop etc. and finally if they start holding low to avoid your high punch, simply mix it up with what they were expecting in the first place, 


, 



, 

.
 
edit: never mind, looks like they can hold the kicks after the punch, not sure why i didn't test that before. the combo is still unstaggerable though.