i am assuming you mean you don't think it's worth 50 meter
i just made this combo since a person i play knows that axe kick is a free ticket out of the corner, because falling j.b tech trap loses to delayed forward roll (and backdash backwards is risky+also loses to delayed rolls).. true oki off a combo that doesn't require a knockdown for 22c is good, even if it costs 50 meter (this is just my opinion however)..
here is a bk combo that incorporates burst baiting into it, albeit a little gimmicky+you lose some damage.
the combo is only burst safe up until 6d on a backthrow.. however, if they do not know when to burst exactly then it is burst safe up until the final j.d before belial (you can RC the j.d to bait it, however) the burst vulnerable parts of this combo are
right before you use j.d after 6d/jump, but after the OS burst bait when you land and go for a j.d to keep the combo going after the final j.d before belial
backthrow/combo into 6c->dash 6d->29jump, hold back, delay j.d->land->28jump, hold back, delay jd->jump, hold back, delay j.d->belial
here is a burst punish combo for a mid air enemy while you are in BK
2c->5d (1)->214b->214d->6d->j.d whiff->29jump, j.d->7 jump, j.d->belial->6d->jd->5d->632146c == 6.6k damage ==
burst punish against grounded enemy is similar. again, it requires you to be in BK.
dash 5b->6a->6d->jd->land->214b->214d->6d->jd->land->jd->jd->belial->6d->jd->land->jd->jd->623d->236c->214d == 5.5k~ damage ==
this other combo requires you to be close+requires the 1 frame dash in link+BK mode on.
dash 2c->3c->22c->5b->6a->6d->jd->land->6d->jd whiff->land->jd->jd->belial->6d->jd->5d->22c == 6.4k~ damage ==