Last hit is the tech trap...
CH BT B+K, G~turn, 214A, T!
CH BT B+K, G~turn, 22[K], T!
CH 6B, 66[K], T!
CH 6B, 1[A]A, T!
CH 6B, 1[A]B, T!
CH 6B, 1[A]B (GSTN), 22B4*22B, T!
22[K] (GSTN), 214A, T! (needs a slight delay)
22[K] (GSTN), 66[K], T!
22*88B, 44B (is sort of a force block but hits grounded opponents)
44, 66K (1/5 charge), T!
44 (GSTN), 22B, T!
66[K] (far range), 66K T!
66[K] (far range), 2A+G*2B+G, T!
CH 6K, 22B, T!
63214:B+G, 3[A+B], T!
Have fun with these and the other ones posted...
@Masteroth,
Yeah 66[K] is great after the command throw B+G grab, but if they stay down 22[K] could work, the fully charged version is only around 6 frame slower or so, when charged it's a SM attack, when not charged it's a Mid, some people know that and block low because of the QSTN, but if you don't charge the 22K they get struck down by the original version because they might be blocking low anyway, there are more tech traps after that like low throws, and if the opponent techs up into the backround I found it's a bit harder to block the QSTN on wakeup and that might be a habbit for some people... The QSTN is -4 or so on Grd. so nothing to fear...