I posted on SRK about how I thought I had found something novel, but which turned out to be common knowledge. I can't help but feel that I'm pretty creative but also just really slow. I called it a variation on SGGK because it relies on the same principle of the first move out of a parry freeze doesn't get kara canceled. Only this time it's a defensive technique. I'll spare you the motivation and reasoning as to why this is good, because I'm sure if you're interested at all in reading this you're either doing me a favor or already know why you'd want to do this.
Someone jumps at you, you input a parry then karathrow. If you parry, the move you intended to kara cancel comes out and hits the attacker probably while still in the air. If they don't attack and land, they'll probably go for a throw in which case your karathrow will ensure you tech the throw. It's a way to defend against deep jump-ins mixed up empty jumps followed by throw. It's an option select in the same way as the original SGGK.
Now another thing that is SGGK is to retaliate with a strong combo if you manage to correctly guess the parry on wake-up. Often parry followed by a throw is not very rewarding considering the risk you just took. In such a case you can parry then kara throw and buffer the follow-up combo in case you actually parried something. If you didn't parry something there's a chance your opponent will try to throw you, which you CAN tech if you did the karathrow fast enough after your parry input. When you guess wrong and you parry the wrong direction there is a small chance of the attack being a tick-throw in which case depending on the timing of that whatever your followup for the combo can be finished. In case of Ryu, you would parry low karathrow with HP and follow up with a DP. If you parry, you combo for two hits and a lot more damage than a throw. If you misparry then just finish the DP and hope it's a tich throw in which case you'll DP whatever comes next.
Another parry trick I came up with is another form of option select where you go for a relatively safe empty-jump throw. In case your empty jump gets AA'd I'm sure many players just tap forward right before they land to defend against such things. However, if the AA is a multihit DP you'll get hit. My solution? Parry again. It's that simple, it's really nothing special, but you gotta do it for it to work. The throw you input does not actually come out as anything if you parry something. Make sure you input the throw DURING the time that there would be a parry freeze. For some reason attacks input during an air parry freeze don't come out later like with a regular ground parry. So jump, input parry, throw then input parry again and then possibly throw again. If nothing happened, you land and you throw. If they multi-hit AA you, you parry the first and the second hit and by the time that happens you'll hopefully have realised what's going on and parry the third hit as well. If a single hit AA happened, you will have parried it and landed at about the same time as you input the second parry, this would be a good time to throw again.