Retarded BnB
2B>6ABC>236C>22C
2B>6ABC>236C>623C nets you about 300 more damage, but more importantly, puts you in a position where if they air tech neutral or forward, you can hit them with 3C and go into an air combo into there, or if they tech back you can hit them with 2C and work off that. The only thing you have to worry about is either specials that mess with momentum (akiha can 214B away), v.akiha's double airdash back, or something like shiki's j.C beating your 2C after he techs back. Another safer (but much less rewarding) option if they tech back is to 236A/B, which will either grab extra damage or push them toward the corner if blocked.
Also, am I the only one who sees tick throws being followed by 22C as awesome? It turns a 1k throw into a ~3k combo where you can then throw a 22A or 22B to either throw in extra damage or push them into the corner if they block where you can then probably start applying pressure. The only danger I've seen of it is if they tech forward, and (if your reactions are good) you can execute 22, check that the tech isn't toward you (you get barely any time for this btw), then press C. You can also throw the 22C before they even tech but if they know what they're doing and they tech forward, you're fucked (I think how much time they get is enough to activate and execute an arc drive if they can make the decision fast enough o_o) You can also just throw a stupid and 22C and realize OMFG HE ALREADY TECHED FORWARD and eat their rocks. If you can read the forward tech though, you can just throw a 3C or something and go into an aircombo. Pretty good for following up a tick throw, I would say >_>
And I haven't really tried it against anyone yet, but if you got the distance down for 421 orbs and land them in the face and hold down, I think you can score tick throws from pretty far >_> (421B in the face, dash up and tick throw, or if they stop blocking just let go of B and either back up and start again or if you're already close enough or it's CH you could score a combo)