OK, so I discovered what I would call a glitch. It has to do with chain cancels, and it is present in all Light Punches (jabs).
If we compare these two links: “cr.LP->cr.LK” and “cr.LP->cr.MP”… According to frame data, they are 4-frame and 2-frame links, respectively. In reality, they are both 2-frame links!
What’s happening here is that a chained light attack comes out if you try to link into it from any Light Punch, some time even after the recovery has finished. The reason this happens is because the “chain window” of Light Punches exceeds their recovery. Which leads me to my next point…
In AE, all of Cammy’s Light Punches received changes. Their recovery was shortened, but whoever made the edit forgot to tweak the chain cancels to the new values. They are unchanged from Super, and it looks unintentional.
All of this puts the old “cr.LK xx cr.LP->cr.LK” combo into bad light; it’s actually harder to do than “cr.LK xx cr.LP->cr.MP” because it cannot be plinked, and its delayed timing takes no advantage of AE changes and can confuse your muscle memory.