Yes, 1.1.0.1 is the latest version.
Maybe this change was introduced in 1.1.0.0 (which I didn’t get to try out), but there’s something interesting stuff with Ashita:
3B is a funny normal in that a few frames into its startup, it can catch attacks, and Ashita will counter with a powered up bat swing. The problem with this move is that the frames in which it can catch moves come some ways into its startup (so if you have, say, 0% Endurance, it won’t be able to catch somebody mashing jabs).
Now, it has some frames prior to those catching frames where it will actually dodge attacks! These still aren’t that from frame 1 of startup (otherwise it might be too stupid), so it still can’t be used to counter, say, Parries. But that means it now actually works better against jabs (because the time that they have to actually hit you with a jab and not get countered is smaller). The dodge is seemingly just high, though: stuff like Ruki’s 6B can be dodged by it, Ruki’s 5B if she’s far away, but not Ruki’s 5B if she’s close nor stuff like 2A. I don’t know if it couldn’t catch heavy attacks in the previous versions, or if it was just really hard to do so. I do know that it can catch heavy attacks in the current version… but it’s rather difficult to do so, and I wouldn’t rely on it.
Ashita now also has a projectile from 8B, done by pressing 66 during 8B. The projectile is a funny hybrid: at first, it’s fast like the one from 7B and is a heavy hit like the one from 7B (i.e. you cannot use armor through it with Endurance). But if it strikes the ground before hitting the opponent, it deflects, slows down, and then on hit is more like the one from 2B (i.e. you can armor through it with Endurance, and if you do armor it, it doesn’t do a whole lot of damage). I haven’t been able to hit it back during its initial flight (I just get CH), but after it deflects off the ground, it can be hit at least by B normals (it just plain beats most jabs).
On that note of autoguard moves now having dodge, Kanae’s 8B now also has dodge frames prior to its frames with autoguard. I should check the other moves with autoguard.
EDIT: don’t feel like making a new post for something I forgot to mention…
Futaba CH with B button move -> 2A+B, immediate 4A+B (full charge) hit
B button counterhits already do huge hitstun. 2A+B (time slow) makes that hitstun last for years, allowing you to charge 4A+B all the way up.