I also found that 11B 1A

A isn't ACable in this game. Pretty happy about that too.
This does look cool, but I still think 11B, ag:B is probably a better route.
SERIOUS SHIT:
So if you've ever faced a good opponent, you no doubt know that jumping attacks are an excellent way to escape certain mix ups. I had a lot of trouble at my last tournament against a player who would 8B out of my close range mix ups. This is a good option because it allows you to avoid lows and throws entirely, while taking (admittedly CH) damage on an air hit, which puts them into an AC state and doesn't set up any further combo.
This can be very frustrating to play against if used well, so I spent some time thinking about the best counters Alpha has to this tactic. There are two I thought of, and one that stands out as superior.
2A BE:
On hit against the jumping attack, this guarantees a JF Twister for 70+ damage. Not bad.
+ i13 is fast
- -18 on block is bad, assuming they don't jump
- Costs some meter to do.
ag:B
Ha! They can't AC this sucker if it hits them airborne. Sets up a juicy combo, still netting over 100 damage if you're willing to spend some meter.
- i24 is slow
+ -13 looks way better on block though.
That's about all I've got to say on this. I really needed to find something that didn't just
hit a jumping opponent, but that
punished them for trying it. This is what I came up with. Anyone else have some ideas? I know I'm going to be lighting up the next person who tries to 9B MY point blank mixups....
Muahahahaha...