Sorry if this is old news, but I was practicing her MB DB+3 in training against a throw tech. If they're in tech animation and you release the missile to hit ,you can follow up with a full juggle. I start the follow up with BF+2 then run cancel to 1,1, etc. as I think it is the most consistent for timing's sake. You can follow up with other moves for more damage depending on where you are, but BF+2 works from anywhere.
-Also, I'm aware of the more optimal combos midscreen after DB+3, but I started using BF+2 as the initial followup just to get around the strict timing with her short limbs. It only sacrifices 3% damage for the most part over the RC~ 1,2,1,2 followup, but it also leads to the most corner carry and I think it's a bit easier to time. Also the BF+2 is more or less guaranteed, so even if you drop the rest or simply don't have a lot of stamina to run cancel, it's still a decent chunk of damage. In a nutshell, it's this:
Combo into DB+3, BF+2, RC~1,1, RC~ 1,2, BF+4
or just combo into DB+3, BF+2, RC~ 1,2, BF+4 if you're not comfortable with the range.
The combos with RC~1,2, DB+2, RC~1,2, BF+4 or RC~ 1,2,1,2, BF+4 I think are a bit strict at times and easier to drop/run out of stamina since you have to run farther than most characters would have to in their juggles.