Okay, so it was just a semantics misunderstanding then. Sorry.
But even then, I don’t think they’re taking jump-in frame advantage into consideration or thinking about it nearly as deeply as you think they are. Not saying they’re throwing darts entirely when it comes to their design, but I believe Urien getting crhp and Ryu getting stmp off of a cross-up is coincidence, and only based on testing on a single character height.
And on the subject of that, there is something I noticed in regards to cross-ups, which…I’m not sure what their thought process is, it literally seems random here.
You know how you say it’s easy for Urien to go into crhp when he does his jlk? I wasn’t getting it consistently unless it was perfectly spaced, so I turned on the hitboxes:
Notice the box around his head? If you hit that part, Urien can’t get crhp. He can only get crhp if he clip the very tail end of the standing box that’s slightly lower. Where the head box is determines how easy it is to get a bit more hit advantage when you cross someone up. But what doesn’t make any sense is the boxes for when the character is turning around. Like Zeku here, he turns around and his box doesn’t change.
Meanwhile Rashid’s box expands outwards when he turns around
Mika’s only change is that the placement of her head box changes…
So on and so forth. Like I can get the idea of some characters being easier to get cross-up advantage on than others, but which ones are and which ones aren’t doesn’t seem thought through at all. Kinda like who gets a disjoint on their crlk and who doesn’t.
And then there’s Abigail who they just gave one big rectangle and ignored the idea entirely
Main point being, some areas and some designs seem thought through, others seem slapped together, and which one is which only Capcom knows.