****Far Range = Either at max range or just inside of max range that the jump in will connect with your anti air
Close Range = Jumping in at closer range, but not close enough to cross up
Cross Up = Jumping in to cross up from the neutral
Bolded = Most Reliable
Will add more later and as more people add to discussion.
Ryu
Far Range = s.MP, MP DP, EX DP,
Close Range = b+HK, c.HP (press early), MP DP, EX DP
Cross Up = b+HK, dash under, manual correct shoryu (f,df,d,db+P/PP)
**
Chun Li**
Far Range: b+HP, s.HK, c.MP, neutral jump HK, jump forward MP, sweep
Close Range: s.LK, b+HK, air throw, early neutral jump HK, EX SBK
Cross Up: Dash under, EX SBK
Karin
Far Range = **Just Frame Tenko (qcf+K~P), EX Tenko (qcf+KK, P), **s.MP
Close Range: s.HP (1st frame anti air hitbox), c.HP (first frame causes CC), **EX Ressenha **
Cross Up: Dash under, command dash under, **auto/manual correct EX Ressenha (qcf+PP a couple frames before cross up connects or motion forward, qcb+PP)
**
Vega
Far Range:** s.HK**, V Skill, MP Aurora, EX Aurora,** Anti Air V Trigger (d+HP+HK)**, Jump forward V Trigger, Jump forward late j.MP
Close Range: Neutral jump MK, air throw, HP Aurora,
Cross Up: c.HK (slide under cross up),dash under