It should burst, but the critical strike just sets up a brand new stun. I don't understand.
Either you are not doing it fast enough, or those strikes don't "link".
sometimes the move you stun your opponent with doesn't give enough advantage to connect the critical burst after it. Especially so if the opponent is slow-escaping or mashing holds out which reduces the advantage you get.
I can't tell you how many times people would do some dumb string, and I expect to hold the last hit and the grab me out of my hold. (can you break grabs in this game?)
You must be playing good players.
If you feel a grab's coming and you're stunned, just don't do anything (well, you should slow escape). If you don't hold, it'll whiff.
You can only break neutral grabs, and that's if it's used in the open (if you're blocking [or you get punished with one?]). You can't break command grabs, and you can't break neutral grabs if they grab you out of a hold.
Yeah, it's really frustrating to play a rush down character and then be forced to back off after I knock someone down because those stupid wake up kicks are invincible except if you guess the right hold. >:(
The wakeup kicks are especially resentful. T^T They are the bane of my life.
Well, with Mila, what I would do, is knockdown, then backdash away (using her technique, but KBD probably works too). Opponent whiffs the wakeup kick, I whiff punish with 3H+K into the sprawl knees. That's another knockdown, so backdash away and see if they whiff another wakeup kick.... then whiff punish with 3H+K into the sprawl knees. That's another knockdown, so...
And you just keep doing it, and doing it, and doing it. Soon enough they won't try to kick when they get up 'cause they don't wanna get kneed in the face, and
then you'll have that next layer of metagame where you can start trying to stay over them and apply more pressure.
My problem was not backing off and whiff punishing the wakeup kick every single time. It's kind of tedious, really, but you've gotta do it.