I don't think so... it is extremely hard, maybe even impossible, to get out of a combo after that throw, though. It's hard to describe... it's almost like the character you throw is vulnerable as they are getting up.
That means that as for getting into it, you just set it up any way you can. Try to sneak it into a short chain that someone is blocking.
Example: opponent is blocking, jump in on D,standing A, then f+A which does not combo, but which works as a throw against a turtling opponent. As the opponent is getting up, standing B (2-hit) will connect (in the back, I think) and then super.
That's how I think of that move... hard to land, but opponent is in trouble if you land it.