I don't have his Astral super-analyzed, but I figured something things out.
First and foremost, it's done like so:
(A+B+C) DDD~
Think E.Honda's Hundred Hands Slap, or Blanka's Electricity... only you have to hold three buttons while you do it. You should be able to hit your three buttons, and get your Astral out as your whiffed throw recovers. Of course you may want to buffer it other ways.
I found it's easiest to do the move with this configuration on my stick:
ABC
DXX
If the opponent is magnetized, it will suck them in from the air OR ground, if you hold down D; it gives you plenty of time to decide if you want to hold down D or not, given the fact that you activated the move by pressing D Rapidly. I set my Training Dummy to jump constantly, and found it also grabbed him out of the air. It may not have quite as much air-range, as it does ground-range, it's hard to tell.
As for range, I'm not sure, but on whiff, he reaches out farther than any of his other throws, so I'm guessing he reaches about as far as the whiff-animation reaches. No clue on invincibility frames. Is there a universal Astral-Invincibility property? I remember not being able to hit Rachel in her long Astral animation.
It's probably safe to assume it's as good as or better than his 720 at least.
Oh and it seems like you would be able to substitute this move for Atomic Collider and then some in various combos. I haven't trained much beyond that, but at least this is more info on it then this thread currently has.
Edit/PS: I get that "F" means follow-up and stuff, but what does SF and CF mean in your guide?