Yeah it's really good haha. It's a take on mixups that I've never heard elaborated on like that anywhere before lol
One thing to add about "burst range" (which is a great name for it, btw, and I'm sorry if someone's already brought this up) is that... well like it's very useful to stay outside of their burst range, and in yours if possible, but you also have to mix in your expectations with it. Like people don't just stand still, they move back and forth and ****, and taking your own reaction time into account, a pre-emptive (or just something they happened to do) walk backwards can really counter your burst range, if you're like really tipping it or something, because you're still like a 1/4th or 1/5th of a second behind what they're doing (and 2/4ths to 2/5ths of a second behind what they've already committed to with their own reaction time).
It's not just important to keep them right inside your burst range, but to keep the furthest reasonable distance they can move away from you faster than your reaction time in check.
Like you don't wanna just be in range to attack where their feet are now with your burst range (sometimes you do, gotta make that judgment call lol), sometimes you really need to take into account the furthest their feet COULD be from your burst range within the next 1/4th to 1/5th of a second.
This is a really good topic, though. Piquing my interest in this game again :3
And another thing that's sort of related to burst range, in that you really need to know your burst range to take advantage of it, and it's related to reaction time and **** but it's more about baiting than anything. Make your punishes more closely based on having your hitbox inside their hurtbox right at the time the thing you've baited ends.
Like, for instance, if you're baiting MK's SH fair, and wanna punish afterwards with a dash attack, don't make the visual cue you're using, don't attempt to perform your punish after you see his sword go away. Maybe it's common sense, but make the visual cue you use to punish the witnessing of his sword actually being like out in the open; your reaction time simply isn't fast enough to do anything that would cause you to get hit by the sword. Dash the MOMENT you see he's gonna whiff with a fair, the moment you see his sword out (or earlier if possible), his sword goes away quick enough that no matter how hard you try, you could never react in time to run into his sword, the hitbox'll already be gone by the time your reaction time permits your dash. You already know how long it lasts, you don't have to wait until seeing when it ends to actually punish lol. You don't risk anything from doing this to any of it that would've whiffed, and you gain several frames of extra punishment room, taking into account your actions just happening sooner.
Apply this in as many places as you can, and you'll find, if you hadn't already done this before, anyways, that there are many more things you're personally able to punish, even with your reaction time. It's why TKD's upsmashes come out so fast when he baits an MK's fair, he starts his dash upsmash like 15 frames after (or w/e his reaction time is), so that the upsmash itself is already started by the time the fair ends. The sooner your visual cue can possibly be, in effect, the more frames/time that you simply have to punish.
Speedrunning strats work really well for baiting and punishing c:
And sorry for being mostly offtopic in these last few paragraphs, I just felt that it's vaguely related enough, and is discussed so little, that I might as well put it out there c: