I do all these on stick. It's very hard to do 333 SK RC perfectly. It seems like the input buffer is VERY strict. It doesn't let you input the SK early at all compared to some other cancels. 333 in general just seems like a string with odd timing to it.
Due to becoming more familiar with the recording, I can usually tell if I didn't do them fast enough when looking at the frames. I forget the exact number, but you can only hold the SK for a very short while to get a perfect run cancel, so I can pretty easily tell if I didn't do it fast enough when watching it frame by frame.
I was surprised too! 333 has some pushback so I doubt you can take full advantage of the +15, and the opponent can always take the last hit if you become predictable by starting your offense off nut punch with it. I think b34 seems pretty great though especially after hitting a nut punch. More chip and meter build than standing 4.
Also note, due to hitbox issues, the opponent can often shift to crouch block to make the first hit whiff of things like 114 and 333 if used other than straight off a nut punch. So things such as a mid (b34 SKRC) into 114 is not guaranteed if they crouch block it.
That said, it's be risky for them as you can throw in f2 at any time. Right now I think the best thing technically off nut punch is f2 since it guarenteed the opponent stand blocked and 1 will not whiff. On hit you will combo into stand 1 as well. This is really hard timing to do, so I haven't implemented it in my gameplay yet though.
I never see this stuff discussed so thanks for bringing light to the cage forum. I love b34 after a nutpunch.
My standard option after nutpunch is b34SKRC, i dunno why people use 4SKRC at all though i see it all the time, its not bad though and it works i just preferred the timing on b34.
My go to nutpunch followup is b34skrc into f2 as you get tons of options:
-f244 chip + meter build safe on block as far as i know -6 and outside cassie flip range.
-f24 -5 and can be EX balls for + frames and chip, EX nut after for frame trap, sk run cancel for + frames, backdashed to bait poke etc. has good options itself.
-f24skrc is very + on block and gets you a 11 unless they duck and potentially f3 but its hard to time (also you wont have stamina to make it safe so EX balls are your only option)
-f2 skrc ~ you have enough stamina to cancel twice so you can tick throw or go into the f2 followups. You cant skrc a 3rd time though as your stamina is gonna be too low so bear that in mind. b34skrc~f2skrc~f2(or anything faster) is a blockstring so they gotta hold it and not duck or let go of block, meaning you have more and more options.
-Once i establish the f2 is coming, b34SKRC d4 becomes basically guaranteed. d4 gives you a guaranteed f2 or f3 so you can carry on skrc pressure, grabbing you a few annoying % of damage and if people start ducking for it then they lose (cage 50/50s boys)
Note that for the run cancels on the f2 stuff you NEED to have a tight b34skrc or you blow yourself up and get a dash which off like f2sk and f24sk is not a great look, so practice the timing.
On hit the timing for the cancel is slightly different as well, but f2skrc f2 is a combo, i usually go into 113 if i see the f2skrc hits though, but thats some jedi reactions as you said.
EDIT: also some of these are real tight links after the cancel, people can check your execution with armour if they want. The solution is 1,2,1 run cancel after the b34.