Same experience with damdai, moocus and dj.
Ken’s Jab dp has 2 frames startup, Ryu 4, Guile 5, Boxer 11.
So unless you’re so gdlk and can execute such that jumping jab is active at -2 and cancel into AH at -1 every time, (even if jab whiffed, meaning your jab only has only 1 active frame), you’re going to mess up and eat a reversal as your tatsu will come out after you landed.
Considering Ken’s jumping jab has 2 startup frame, your perfect motion would be
-X Jump
-4 Jab
-2 Jab active
-1 AH motion complete
0 Land
It’s rather impossible to do this, let alone do this consistently. Maybe you can try this with an emulator with frame by frame advance to verify your theory works.
It becomes less impossible as you go from ken to ryu to guile, etc. But it is still difficult to time it, and your risk / reward ratio is not that good (messed up and you’ll eat a reversal from your ground tatsu)
However this works well against rog, as you can jump jab starting from -11 and you have plenty of time to cancel into AH before landing, even if rog reversal and your jab xx AH whiffed.
It might be just my personal experience, it seems easier to cancel jab into AH when jab connected (hit/block). A whiffed jab cancel into AH seems harder (timing more strict?).
[btw philcito, both jab qcb kick or qcb jab kick will work. the later use the same buffering principle as ryu’s cr. forward xx super, and i find that easier personally]
random stuff:
I don’t understand why the wiki page said Ken’s jumping forward is a good cross up. It works but compare to Ryu’s RH, DJ’s forward, it sucks.
Ken’s jumping forward has two different active hitboxes, and the first one (cross up) is only active for a few frames (2-4, need to verify with emulator tonight). If you press the button too early, it will whiff easily and you’ll eat a counter throw.
Maybe, just maybe, that it sucks so much your opponent might think you whiffed and try to counter throw, and yet you time it correctly and he’ll eat a combo.
I guess that’s the only up side in the psychological warfare, similar when you safe jump correctly and your opponent mis-read and reversal. You land blocked and punish afterward.