Don't know if anyone has said it yet, but MB stinger is about... +7 or so on block. I just tested it, its definitely safe from the fastest counters and it lets your jab almost fully come out before the opponent can parry on block, which since they are all 1 frame and standing jab is 8 frames it should equal out to the upper part of the single digits area. d.1 gets hit by the parry and there aren't any 6 frame moves in his arsenal so my best guess is its above +5 but below +8.
However since most people tend to ignore the fact of it, you can hold forward and buffer in a normal throw and it will connect as a tick throw. I'll show you a video of what I mean.
I'm not the best with arrow so I cut out a few botched attempts, but this should give the jist of it.
It also works on some of the faster counters. However, there are some characters whom this will NOT work on.
Green Lantern - Because of his unique stagger animation, he actually avoids the grab by a fair margin.
Bane - Sorry to say it, but literally all of Bane's attacks beat the tech venomless. Add in the armor and you've got even more trouble.
Superman - Pretty much the same as GL, anything that he would do to reverse you specials wise is either grab immune or leaves him just out of reach. It will, however, get through f.2 without trouble.
You'll want to go ahead and check into what MUs this will be best in. It seems like characters with advancing counters and less stagger knockback are most susceptible. There's another option to mix into this, and its the use of f.2-d.1-3. Against characters like Doomsday, they will be able to avoid your grabs but the f.2-d.1-3 will connect before their counter can come out. Characters like Superman will be caught out using this when the grab fails, but others like Bane will still power through by some means (usually armor). This one DOES work on GL but its not reliable.