Marinjuana
Up rock incoming, ETA 5 minutes
Are you just assuming this from the frame data? Because NRS jump frame data has always been wacky. I'm playing INJ2 right now and looking at Raiden's J2 frame data. Raiden can jail his 15 frame F2 after a JI2 on block. Depending on the range it's seemingly a few frames more plus then 15+.Not only jump attacks where heavily toned down, like none of those jump attacks are actually plus if blocked, in fact they are all negative on block and none of them are overheads on the way down.
So all those MKX Jump attacks with 10 to 15 active frames overheads and still plus on block are officially gone, the best you get its a jump kick with 7 active frames (much less than many fighting games today) and its negative enough to give your turn.
If you look at the frame data, you'll find that the data doesn't explain this. The move has 5 active frames and is listed as +1 on block, without a cancel, that should be 5-7 plus frames at most, right? How does a move like that become more than +15 on block? I used to think it was a specific mechanic but then I just went with the frame data being whack. Maybe landing cancels the recovery frames for landing frames instead?
That doesn't mean they couldn't have changed it completely but I wouldn't assume anything like this based off of the frame data. Obviously I haven't played the game and of course I could also be messing the math up and whatnot.