I was just playing around with the air throw actually, I myself have a ton of trouble doing the loop (Throw->214B->2C->J.2C->J.5C, then I have trouble hitting the 2C to relaunch), so I've been trying to look for alternatives as I still try to learn the J.2C Loop.
The original variant I tried went like this:
Throw->214B->2C->J.2C->J.214C for 4660 (on Arakune), (4424 on Jin) 5 Mags
-I figured it would knock them back into the corner and allow us to add more pressure.
-Works on Everyone
But when I read your post I wanted to see if I could combo in an air throw, which does work.
It worked like this:
Throw->214B->2C->Air Throw->J.C->2C (Still seeing if I can hit a J.2C after it)
-It would do 5806 (it does 5639 vs Jin) for 2 Mags. Of course if they see it coming they can air tech.
-Only works on Jin and Arakune
I then wanted to see what would happen if I modified the beginning somewhat.
My experiment went down as so:
Throw->214B->41236C->2C->Air Throw->J.C->2C (Looking to see if I can hit a J.2C at the end as well).
-For 5 mags this would do 7017 damage (6890 if you missed the 2C).
Works on:
Arakune
Taokaka
Tager
Bang
For the people it doesn't work on you can hit a J.2C into J.214C, but it's not worth it.
I was just playing around with these and I still am, I apologize if the combos I mentioned were already found or have been known for awhile.
EDIT: All of the tests were done in the corner, though it looks like I only found a few character specific combos, they do work on in their own right. I hope the info I found somehow helps