Just some hitboxes of note.
Kula's full j.CD has a pretty strong hitbox. It's start up, angle, and hitbox placement all seem to reinforce what I had already thought: it was intended as more of a defensive tool.
Meanwhile, the hitbox on hop C goddamn sucks. I always thought it was suspicious when I'd literally land on people's cr.Bs and they'd beat out Kula clean and cause her to air reset. The only reason this normal is good is because it hits so deep.
Both hop and jump j.D are pretty strong. I used it both as an A2A challenge and a longer range jump-in, and the hitbox reflects both of these.
Damn, the hitbox on EX Reflect tho'...
Other notes of interest:
Unlike A and C breath, EX breath's hitbox actually moves forward during its active frames. s.D has a better hitbox than you'd expect, but it still sucks. cl.C doesn't hit anywhere near as high as it looks, neither does cl.D.