Got inspired to record some of my H-Aoko character-specific notes. Some of this overlaps with the wiki, but I also found that positioning, timing, and number of loops all affect whether or not you can get a well positioned orb from 4[c] xx 421a enders. If I finish recording things and get more notes, I think I'll re-edit it and correct things.
The recordings use j.c on the safejump, but j.b is better if you plan to 2b after. Otherwise you risk getting pushed out too far from j.c pushback on block.
Characters with 4 frame DPs can theoretically be safejumped, but the timing is really tight. Looking for alternate safejup setups that are more reliable (Ries has one I found).
Common setup followups:
* High-Low - j.b (land) 2b 5b 5c 214a ReleasOrb 66 combo...
* Fuzzy High - j.b 8 j.b 66+ReleaseOrb j.c (If they EX reversal, you should be able to land and block. With perfect input you may be able to block non-EX flash reversals. Short characters can't get fuzzied, but you can air dash instead of immediately landing for a mixup (release orb to meaty while air dashing).
* Empty jump - (whiff j.b) (land) 2a/2b or Throw when landing, or release orb if you think they will mash.
-- First 1/3 of cast --
0:00 Aoko (nothing special)
* 2b2c.
DP: 6 frames, pretty lenient safe jump. Aoko is a slow riser need to delay 421a cancel more than usual.
0 loops xx 421a (Cancel on BE4C frame ~30 near the end)
-or-
1 loops xx 421a (Cancel on BE4C frame ~35 near the end)
0:13 Tohno* 2a2c
* 5 Frame DP, 6 Frame EX DP. H-moon DP's even slower
0 loops xx Orb (Cancel instantly after BE4C)
-or-
1 loop + t.k. EX Orb (Cancel on BE4C ~frames 28-29 foot touches floor)
1:15 Hime* 2a2c
0 loop xx Orb (Cancel instantly after BE4C)
1 loop xx Orb (Cancel on BE4C ~frames 28-29)
1:47 Nanaya* 2a2c
* DP: 6 Frame / 4 Frame EX. Difficult to safe jump EX
0 loop xx Orb (Cancel instantly after BE4C). Loses to EX.
1 loop tk EX Orb (Cancel on BE4C~frame 30)
0-1 loop 2a2c 421a (Jump in at a higher angle to go over DPs. Kind of a gimmick the j.c won't be meaty unless you release orb. This is a whole other setup though you can j.cb, j.8 j.b double overhead into fuzzy, or j.cb 2b for double overhead into low.)
2:50 Kouma* 2b2c
0 loop xx 421a (Instant cancel)
1 loop xx 421a (Won't hit during fuzzy)
1 loop tk EX Orb (Cancel BE4C around ~frame 30-35)
3:13 Miyako* 2b2c works but not ideal in corner
* Back up 2a2c so the orb can hit outside of block/hitstun. Skip BE5C if you back up or it will launch.
* Too short to fuzzy, can instead release orb for meaty, then j.66 j.B for late overhead.
1 loop xx 421a (Cancel BE4C around ~frame 26-28)
3:36 Ciel* 2a2c
0 loop xx 421a (Cancel instantly after BE4C)
1 loop tk EX Orb (Cancel BE4C around ~frame 28)
4:26 Sion* 2b2c
* DP: 4 frame / 4 frame EX. Safe jumps unreliable.
Cannot do 0 loop version safe
1 loop xx 421a (Cancel BE4C around frame ~26)
4:49 Ries* 2a2c
* DP: 4 frame / 6 frame EX. Hard to safe jump from loop.
* BE5C launches unless you step forward after BE4C
* 0 loop xx 421a (Cancel BE4C around frame ~27 early but not quite instant). Pretty difficult.
* (not pictured, but useful) 1 loop + 2a2c (recover) sj9 j.C is safejump. Remains safe even with high gravity situations. No orb in this setup though.
* 2 loop xx 421a (Cancel BE4C around ~28). Pretty difficult.
5:31 Wara* 2a2c
* Can't BE5C
0 loop xx 421a (Cancel BE4C immediately)
1 loop xx 421a (Cancel BE4C around ~frame 30)
6:08 Roa* 2a2c
* DP: 4 frame, hard to safe jump.
* 0 loop xx 421a is unsafe
* 1 loop xx 421a can work but difficulty to time.