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.