Why not just a burst bait/air throw 50/50? Achieves the same thing easily with no character specifics anywhere, doesn't it?
Its character specific as far as execution as far as i know and double/BB arent susceptible to the airthrow at all afaik... Or if they are its some near one frame execution afaik.
Also, the only airthrow/burst bait 50/50 that i know of that is somewhat standard is j.mp (4) xx fly airthrow or xx fly down forward j.lp. There are ones that seem a bit easier against others in the cast involving neutral jump and backwards jump j.mp... But they are very character specific. Also, the j.mp reset is usually in the middle of combos and therefor isnt at full scaling/undizzy which is where a burst bait would theoretically be most effective, and finally because throw resets are super low damage so the opponent can simply opt to be thrown and gain mass meter versus being burst baited and killed out right, plus afaik the confirms from that high up are... Harder and are also character or timing specific.
That is unless you know of a different airthrow burst bait 50/50 than the j.mp one? Id love to hear it if you do.
As i it is right now, the ones i outlined are much more streamlined as far as universality, timing for mixup/burst and functionality from confirmation because instead of getting a burst bait and confirming with... An airthrow which is wack.. Or a j.mp.... Which is wack and scales... These lead to full one hit jumpin counter hits or in the case of the buer starter, a st.hp counter..
Which is quite a lot of damage and they also allow unscaled low/high mixups.
So overall im thinking that the damage over the course of 10 resets will be MUCH higher on average.
Correct me if I'm wrong or have missed something.
-edit
Found another one: this may be timing intensive to make work proficiently but at least its another place to throw in a burst bait.
Lp stinger, [max range st.hp xx fly]
The mixup is dashing and raw throwing them after they recover from the lp stinger... Yeah... Thats kinda tough and would probably need to be grinded hard to get the timing good... But if practiced, this could be an incredible burst bait as far as timing is concerned and non character specificness. The opponent would only have painwheels dash as a telegraph as to what might be coming. Unless the hp also requires a slight dash to get in... Hint hint.
Hmmmm.....