I'm confused about AE Rose's new Hitbox

Sorry for blowing up the Rose forums.
Anyhow, watching the Tokido vs Arturo Winners and GF at CEO, as a non-Rose main I noticed the AE nerfs on the hitboxes that Arturo would have coped with back in Super. There is definitely a huge difference.

I didn’t see anything wrong with Rose’s hitbox in those matches. Outside of U2’s orb hitbox. st.forward and cr.strong work fine as they did in super.

Is that string cr. strong into soul spiral normal to be unsafe / whiff on Akuma?

Even if the hitbox on our cr strong did get nerfed (which I now know, it’s better :/) he was probably doing it from ranges where he couldn’t confirm the spiral with a regular one after cr. strong.

If shotos (minus dan and sakura) block cr.Strong, they can do s.Short to ignore the blockstun of the drill.

My scrubby brain just exploded. Cheers for enlightening me.

Something is different. I just don’t know what exactly.

Like after a J.hp, c.lp, c.lk, c.lk, c.mp xx lk spiral the spiral whiffs. it didn’t in super but the c.mp still hits? Edit: I mean this as a block string, the lk spiral now whiffs.

After a cross up mk, c.lp, c.lk, c.mp xx lk spiral the spiral whiffs here too for some reason again it didnt do this in ssf4. Maybe they increased the pusbash a little of c.mp? this probably good for blockstrings but i dunno.

After c.mk i’m just doing c.lk, c.lk, c.mp xx lk spiral now. the 2 c.lks still let you hit confirm and do more damage on hit as well. So I guess it isn’t too bad.

j.fierce, cr.jab cr.short, cr.short, cr.srong xx short spiral will whiff in super, I still have super, and I’m doing it right now and it is whiffing, on hit and on block. It wont whiff on characters with big hit boxes like Sagat for example, who I got it to fully connect on both hit and block. The second one is also character specific. I can do the cross up into bnb against Dee Jay for example and the spiral will whiff. As for the last combo that should be an impossible link (assuming cl.forward is still only +3 on hit or cr.short is still a 4 frame move) unless you meatie it, and you might as well do cr.strong since it is also 4 frames just to make it simpler. Unless you meant cr.forward, which is still only +3 on hit, except it definitely pushes you too far away to link a jab. I personally wouldn’t use cr.short, cr.short, cr.strong since that is two one frame links. Granted they require the same timing since they are both 4 frames so that makes it a little bit easier, it still seems unnecessary as a hit confirm since at least chaining jabs into a short is still a true block string.

My bad I meant j.mk

And if that block string didn’t work in super either then that’s alright then, but I do remember doing it. Maybe I didn’t use j.hp though? Dunno, can’t remember.

Ah, okay yeah j.forward, cr.short, cr.short, cr.strong works, but it’s still two one frame links for only 10 more damage.