Let's take Kyo's Hatsugane throw as example (with strong kick).
CMD:
[State -1, Hatsugane]; close to opponent, f + B or b + B
type = ChangeState
value = 850
triggerall = !var(0)
triggerall = ctrl
triggerall = StateType != A
triggerall = P2MoveType != H
triggerall = P2StateType = S || P2StateType = C
triggerall = P2BodyDist X = [-(const(size.ground.front)+const(size.ground.back)),0]
trigger1 = Helper(52087),var(2) && (Helper(52087),var(11) || Helper(52087),var(12))
CNS:
;-------------------------------------------------------------------------------
;------------------------------- Hatsugane Throw -------------------------------
;-------------------------------------------------------------------------------
[Statedef 850]
type = S
physics = S
movetype = A
anim = 850
ctrl = 0
velset = 0,0
facep2 = 1
[State a]
type = VarSet
trigger1 = !Time
var(3) = 0
[State a]
type = VarSet
trigger1 = !Time
trigger1 = command = "holdfwd"
var(3) = 1
[State a]
type = VarSet
trigger1 = !Time
trigger1 = command = "holdback"
var(3) = -1
[State b]
type = PosSet
trigger1 = !Time && Pos Y != 0
y = 0
[State 850, NotHitBy]
type = NotHitBy
trigger1 = !Time
IgnoreHitPause = 1
value = SCA
time = 1
[State 850, HitDef]
type = HitDef
trigger1 = 1
ID = 850
attr = S, NT
hitflag = M-
guardflag =
animtype = Light
guard.type = None
sparkno = S8060
guard.sparkno = -1
sparkxy = -20,-84
hitsound = S800,0
guardsound = -1
P2Facing = ifelse(ceil(P2Dist X)<0,-1,1)
hitonce = 1
numhits = 0
[State 850, ChangeState to Kick]
type = ChangeState
trigger1 = Time = 1
trigger1 = !MoveHit
IgnoreHitPause = 1
Persistent = 0
value = 240
[State 850, TargetState]
type = TargetState
trigger1 = Time = 1
trigger1 = MoveHit
IgnoreHitPause = 1
Persistent = 0
value = 852
[State 850, ChangeState to Throw]
type = ChangeState
trigger1 = Time = 1
trigger1 = MoveHit
IgnoreHitPause = 1
Persistent = 0
value = 851
AIR (one frame with duration 1):
Basically, throw triggers under the conditions described in CMD (note P2BodyDist X), then the first element of a close standing kick appears. If the hit occurs (meaning your opponent is not invincible) then the throw is succesful, if the hit misses then Kyo continues to close standing kick:
[State 240, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger1 = PrevStateNo = 850
value = 245
elem = 2