From SG.D Pull SG.S
Disclaimer
Timings/routes might very depending if there was a delay on the burst or not. This restriction is mostly caused by the berry timer.
Avoid SG.P as Starter
The damage will be heavily reduced in comparison to other starters.
SG.D pull > SG.S (standard routing)
SG.S
By IBing the burst, shotgun can get charged.
For the first shot it doesn't require to micro-walk if we do an SG.D right in the corner.
Punish with IB SG.Hx2 Toss (very tight)
Requires opponent to burst as soon as possible.
Punish with IB SG.H SG.S Toss
On a real case scenario, after the bridal do less charged SG.H
The last shotgun requires you to be frameperfect, so it's hard.
Punish with 66 SG.H x2 SG.P Toss
Punish with 66 SG.H cS 5h Toss
SG.H (1)
Punish with SG.S SG.P Toss
Very simple.
Punish with 66 SG.H 2P Toss (very tight)
This is mostly to show how limited/tight the options if we want to have a better starter (SG.H).
Probably doesn't work on all characters which will make it extra difficult/bad.
If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
Punish with IB 66 SG.H SG.P Toss (very tight)
With IB we gain an extra edge, still very tight, but leads a bit more of damage than with SG.S
If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
SG.H (2)
Burst Safe Distance
After the second shot, you are in a "burst safe" distance. Where if you block OS your hurtbox while in blocking animation will get within the burst area. But if you don't hold back/block/block OS, burst won't reach you.
If we block burst here, I don't think we can get a reward/punish out of it.
Punish with SG.S Toss (very tight)
You require of delaying SG.S to hit the opponent after the burst as soon as possible, otherwise berry will explode in your face.
If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
Punish with RAW Toss
Very simple, better reward/damage than with SG.S
SG.S (2)
This is quite tricky.
By default, if we do SG.S > Block, we will block the burst, and afterwards the berry explosion, which will make it a true blockstring, which leads to us not being able to punish the burst.
Rolling through wouldn't work on that scenario, since we would roll through burst, and get the explosion while rolling.
It could be arranged by delaying prior buttons so the berry timer is adjusted/closer to the second SG.S.
This would allow for some margin, either to roll through the burst and the berry, or to block both and follow up/punish with a 66 sg.h or sg.p.
Nevertheless, I won't cover that.