The opponent is also CH2'd from said trade.
This doesn't really fix the problem, ch2 has the same recovery both ways meaning the same thing would happen... The only thing it kind of "fixes" is that if you do have to space your jumpin to beat 5a then you can get a free double jc combo at the start, which is nice.
Most 5A's are not the same, we looked at some comparisons on IRC. Most are lower and inside the characters hitbox. Even jiyuna was saying from his own experiences that 5A antiair/trade was not working.
The only significant nerf 5as got were that a few of them that hit obnoxiously above the head hitbox (nanaya satsuki etc) don't anymore. But they're still perfectly capable of trading with a jumpin that isn't spaced to distance. Consider H tohno's iad jc, due to the range on his airdash he'll probably be almost entirely in your face as he DOES the jc and the jc hitbox is mostly at the end of his leg. That means a trade is definitely viable especially since 5a comes out fast enough to compensate for reaction time. 5a AA shouldn't/won't work on a regular jump or the like anymore because of the height distance it implements but it looks like it could still be usable against many chars IAD j attack pressure (kind of like KoF I guess, except you can't anywhere juggle off AA 5a except in trash games like 2001)
I'm not trying to argue that 5a AA is broken/ruins the game/whatever, it's just an annoying strat that is irritating to have to deal with because you have to go out of your way to punish someone abusing it when it's pretty safe from average "bait AA poke" beating stuff. (it kind of blows wara up too since it fucks his iad pressure up a lot but that's just my character bias
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