So… just noticed that all hop normals have different active frames than their jump normal counterparts. More work
Seems like the upper limit for active frames on hop normals is 8F. As King’s jump normals tend to have 10 or 11 active frames, they’re all reduced to 8. So far I’ve noticed that 9-10F AF jump normals lose 2 AF on hop. 11 AF normals lose 3 AF. 8 AF normals lose 1F, and potentially 6-7F AF normals lose 1 (haven’t come across these yet). 5 and lower AF normals don’t lose any.
Just tested this, and Kyo’s st.CD does 22F of blockstun (using traditional KoF counting, not mine), same as the others I’ve tested. There’s definitely no difference in hitstop - both are in it for a total of 12 (or 11 if you don’t count the hitting frame). Tested this on whiff too, and whether on whiff or block, it takes the same number of frames for Kyo to start a jump after doing CD, when subtracting 11F of extra hitstop.