I know fireballers often want you to jump over their fireball so they can get you to jump and anti air you - this is the most basic lesson of zoning.
However, it is also true that there is a sweet spot where if you jump, you will be able to hit them before they can recover and anti air you (unless you’re fighting guile… lol). This sweet spot depends on your character’s jump arc, jumping normal range, the recovery time of the enemy’s projectile, and the timing of you/enemy’s moves. It seems like if you can constantly maintain your position in this sweet spot, you will force the enemy to either retreat, close the distance, or eat a jump in combo if they insist to fireball - so basically you can shut down their fireball since every fireballer knows the danger of being too close when shot fireball.
alternatively you can fadc dash through, but not every character has a quick dash and it can be beaten by 2 hit fireballs.
Do you guys consider this (jumping in at the sweet spot) the most effective way to force the enemy to stop fireballing you and engage in footsies or run away?