You should be landing advanced holds primarily on opponents with a one dimensional form of attack. It's always been anti-spam punishment for characters like Eliot or Hayate who run in with a long range mid, or Genfu's who don't know how to mix up at the right time. You can also weave it into attacks when you're trying to get out of a frame trap, which works particularly well when you know what the second hit is going to be.
For example, Genfu launches you and catches you in the air, then he gets his guarantee standing K which puts him at +4.
You are now in a mixup game between whether he will throw you into it again, or go for a strike. If you know he is the type who follows up with
and does not bother to hit confirm, you yourself can do something akin to
as one singular quick notation.
If he throws you, he will get popped into the air for high-counter. If he throws out the punches, the second one will get advanced held. That's just one example.
As for how often you should be landing OH's... that is entirely dependent on how well YOU condition your opponent to eat them. The method I use to get the majority of my offensive holds is to get a long stun on somebody and wait for their reaction. If that aren't reacting I have a few options here -- I can pressure them with
which is +9 on block when they leave stun and continue my mindfuck, I can time a DDT so that it hits them as they leave stun, if they get scared of OH's and decide to start ducking I can use
(sitdown stun)
or simply opt to re-stun them with any number of mids to continue their frustration.
Bayman doesn't need to play at the front end of a stun like most people. A lot of his high-counter offensive hold situations come from people mashing attacks at the end of their stun. I would recommend learning to capitalize on that frustration.
Now, on a standing opponent you can get ground throws after
,
,
(all variations, basically),
.
You are also able to get
.
In the air, these don't work so well unless the opponent is at some obscure height, and
will just result in a pressure bounce anyway. What you CAN get in the air is
, which will honestly end up doing the best ground throw damage anyway AND give you some distance between yourself and the opponent when it results in the leg snap (and it will, unless there is a weird environment situation going on).