Great information, I'll correct that immediately. Personally I relied heavily on EX DPs when I was having problems making C's "invulnerability" work. Knowing A is actually invincible will change the way I play a lot.
I'll add your drive cancel option-select information as a note to the DP section. Thanks again for your contributions.
Glad to help. Here are some safe jump setups:
(Note: If you're too far when landing a dp.C, drive cancels won't work but you'll at least get the knockdown.)
3f Safe Hop attacks from light normal confirms:[1 Stock 40% Screen]Light Confirm to qcb.BD, qcb.B~f.B, qcb.A, qcb.A(whiff), 3f safe hop C
[1 Stock 1 Drive 60% Screen]Light Confirm to dp.AC (DC) qcb.D, qcb.B~f.B, qcb.A, qcb.A(whiff), 3f safe hop C
[1 Stock 1 Drive 25% Screen]Light Confirm to dp.C (DC) qcf.AC, qcf.C, qcb.D, qcb.B~f.B, qcb.A, qcb.A(whiff), 3f safe hop C
3f Safe Hop attacks from heavy normal confirms:[1 Stock 1 Drive 50% Screen]Heavy Confirm to qcf.AC, (walk/run up) dp.C (DC) qcb.D, qcb.B~f.B, qcb.A, qcb.A(whiff), 3f safe hop C
[1 Stock 25% Screen]Heavy Confirm to qcf.AC, qcf.C, qcb.D, qcb.B~f.B, qcb.A, qcb.A(whiff), 3f safe hop C
Note: For any of the above 3f safe jump setups, you can replace [qcb.B~f.B] with [qcb.B, dp.C (DC) qcb.D, qcb.B~f.B] without ruining the safe jump timing if you would like to blow drive meter for a bit more damage.