Now that we've gotten most of the tears out in the patch thread let's go back to strat. Did some guard burst testing. She has a surprising number of moves that can't burst (JS notably). I'll update the wiki with that info. In general after a burst in JS I recommend 9B and 2A+B in GS. For consistent damage in GS 44(B) is no joke.
JS moves that allow 9B
3B, 4B, 6B, 6K, 4B+KB, 66B, BT B, BT 2B
GS moves that allow 44(B)
6A, 1B, 6B, 6K, 4B+KB, BT B, BT 2B
GS moves that allow 2A+B
3B, WR B, 3K, 2A+B, 4B+K, 22A, 66A, 66K, WR K
Special situations
In JS:
22B: 44K or 66K combo
BT B+K: continue the attack into combo, easy confirm
General: watch your meter and situation to decide what followup is best
In GS:
44K: first hit will likely burst
44(B): if first hit bursts the rest do 60 damage
Watch for mood change on burst:
A+B, GS BT B+K, GS 44A
Also it seems random to me that 2B and FC B cause the opponent to go into FC on hit now. May be some shenanigans to be had there.