Frost posted the hit box for Kage c.hp which is good. Basically I’ll have some stuff up soon to encompass it all. He is easy like top 2 hardest to jump on characters in the game while also having dumb long jump normals for a fast walk shoto. Basically forces you to stay grounded until he forces you to block a jump normal and then good luck. If you pay attention to his jump too long hes walking in
I would also give mention to characters that put you in a bad spot after tha AA. Characters like Akuma, Ibuki, and Ed get great pressure/offense after a successful AA.
In a game with such limited movement, if you make AA too universally good you could turn the game into SFxT 2013, where no one can move, and no one can jump, so everyone just kinda sits there.
Some characters leverage the ground so strongly that having weaker AA is a deliberate design choice. You don’t want Karin to have an incredible AA pool.
ST and 3S both had good middle grounds for AA for me. AA is strong but not completely stuck to never jumping either. In ST Claw and Gief will at least force you to block a jump sometimes but the AA is still solid enough and they jump ins have to land deep to combo any way.