That information about PK Burst has been in the frame data thread for a long time, TKL97.
About a month ago I realized something about aerial PK burst that I didnt have written there, though. Aerial PK Burst doesn't have its own landing lag, and autocancels throughout the full move (autocancel only 4 frames landing lag). It does stall vertical momentum, so to get the most out of this its critical that you use the aerial version as low to the ground as you can. One example may be landing on platforms with it. If you time it right though, it can actually lead into combos on a pretty respectable number of the faster falling characters.
When I get home I really want to test this in training, to see how fast it looks when used as low as possible. N64 Fox's shine functioned somewhat similarly with it's momentum stall and land cancel.
*EDIT*: The autocancel isn't throughout, but it starts really soon after this hitbox disappears. I would still say that this combos if used on FFers at certain percent ranges, and most of the cast at certain percents if autocanceled on a platform. One thing interesting to note is that if you use the aerial version as low as possible, it will end earlier than if used grounded.