Anyone who has played a character with a charge move with an overlapping command can tell you the command interpretation is somewhat fucked up. Its a common trend among the first in a series of anime games, hopefully its improved in the sequel (that hopefully happens) . The best thing I find to deal with the limitations is just make sure your stick goes to neutral for a substantial amount of time before performing any unreliable motions.
Heres something I just noticed that I haven’t read anywhere.
If you jump over a character to do a cross up traditionally, your inputs must be performed as if you were still on the original side you started with (the side you are facing). That is to say, with ken the eagle on 1P side, jump over ryu so now that ken is in the air, over ryus body so ken is now on 2P side, do a dragon punch and you will get flying eagle move.
However, if you attack in the air on the way up, then dry to cancel to a DP, you’ll generally get diving eagle kick. This is because if you attack on the way up, your character turns around to face the opponent after a jump. So like cvs2 and other games, part of your dp input actually gets flipped and you’d get a half circle. Similarly, if you wait until your jump over attack completes, your character actually turns around, and inputs can be performed as expected.
In short, commands are always interpreted based on how your character is facing.
This seems like somewhat of a side of effect of the one action per jump rule in the older vs games. Normal jumps are more like super jumps, with unlimited actions available. In vs games, your character wont turn around for normal jump (if you don’t pass through a neutral state) but will for a super jump, thats why dash under resets are more reliably done with super jumps.
This seems like it can be very useful in altering angles of attack, using attacks that dont cross up in crossover attacks, etc. One interesting (but useless) effect is that ken can jump over someones head and immediately throw a boomerang right after crossing over. Check out the differences in your characters’ jump over C, and whiff jump over a, jump c. Its interesting.
edit: This also applies directly to the direction your assist faces when called.