Better players would just confirm the start-up of some sort of attack and burst during the start-up animation to prevent your ability to RC/cancel into Voltic Charge (e.g. See the Collider animation start, press buttons).
In most cases, if you have meter, you don't have to drop the combo to do a Voltic Charge burst bait. It's better just to cover your options by making your combo burst safe.
For example, if I take Astaroth's examples: After a 2C FC, try to confirm into MTW as fast as you can for really good burst safe damage. Spark > MTW works fine too most of the time.
If you hit the opponent with a meaty 2B > 2C on wake-up, a lot of opponents will panic and burst right away after the 2C hits. In which case, make the combo burst safe by doing 2B > 2C > MTW.
And of course, hopefully nobody bursts at Collider > Collider whiff > 6B anymore.
If it's the last round and the opponent is down on health with a burst, I find that just doing staggered 5A pressure e.g. [ 5A > pause ] x N will bait out bursts extremely well.
Also don't forget gold bursts. Some players like to gold burst after a Gadget Finger. You can avoid getting hit by this by just super jumping over it, doing a MTW/XYH (risky), or gold bursting yourself (not as risky).