Ok, having tested this out, it's pretty cool; I seem to be able to get 7k off without having to dash up, though? Anyway, great find. Unfortunately, since it's actually 2p and actually requires a hard knockdown my idea of how to exploit this doesn't work very well, but I made a couple of other finds screwing around:
1) If you're playing someone who can successfully stagger escape the 3pp sitdown stun faster than you can land the critical burst (generally seems like fast escape won't let me combo 6p+k in general), you should still be able to connect p+k guaranteed. It appears you can then universally combo 6p, p+k for a hard knockdown into mount. This is actually easier on the heavyweights; the timing to avoid knocking them too far back is pausing just a split second for the lighter characters between 6p and p+k, but it's hard to explain/feel out. I can't quite hit it reliably but it does work.
2) This is kind of a gimmicky reset, but if you use it sparingly I think it might be a good way to get some damage. If you land 7p on critical or during stun, the opponent goes into a collapse that's very fast; the only way to keep a combo going is to takedown cancel into either p or 2p (k is too slow to catch them before they collapse). Cancel p will pop the opponent back up into the standard 1p+k stun, depending on their stagger escape ability you may not be able to continue with much if the threshold is high (+17 on fast stagger), However, cancel 2p will hit them low to the ground and appears to end the combo, but also pops them back standing right in front of you and you have +11 advantage. Not coincidentally, this is about a perfect advantage to go for 7k or the 214f+p throw. You might be able to link p to continue the combo but by then you've typically hit threshold (unless this is like Jann Lee's reset, which I hope not since that is kind of bullshit). You can also just let your cancel ride: If the collapse completes your opponent has to tech or else you get a free ground throw (side control, usually). I'm not sure if the 2p is actually holdable or not (on fastest, the hold will actually come out way too soon) or if it's hitting them before they can tech but while they're still grounded, it's odd and I need to test it. But basically, if you land 7p, you can force them to choose between instantly holding mid, (presumably) a delayed hold low, or to have to tech when they collapse, and if you let the cancel go you can punish any of their reactions or at very worst be up in their face after a tech.