236D is never tight which makes people able to air back barrier.
^
Jumps have 4 frames of startup, that's Why/How you get hit out of it. You get hit BECAUSE it isn't tight. on the flip side logically thinking about it, that means IB jump is guaranteed to be safe, at range.
more simple logic. anything that combos on hit, can't be jumped out of on block. Does 5d have ranges that 236D doesn't combo? I haven't noticed that in matches against Terumi, but I don't think so.