Just tested it out from Kasumi. It seems to whiff more often on stance dependent and character hurtbox for each character. Eh, it's not often you'll get that to miss though so might have to agree with Matt Ponton on that one. It's viability still retains is that it tracks. That issue is minor since it eliminates the universal side step.
Just tested it out. It's definitely character hurtbox specific on the characters up there, even stance dependent as mentioned before from other ones. Since each character has to be unique in their own way for reasons, the only solution to that is to adjust her 6K or the entirety of that connectivity.
Just slo-mo'd the animation and moving the camera facing him. It looks nothing like a tracking move (only part is the where the hand tilts slightly diagonal, but that's after when the move already landed.)
Huh, so TN did actually try to fix it? This sounds like a lazy attempt by them. That's hella unfortunate. They might need to change the function of it entirely. Make it so that it affects all character body model and hit detection levels, but also change the animation so that it actually does look like a tracking move.