Frame perfect tick throw?

I was wondering if anyone knew the frame data on a perfect tick throw?

Say I am in throw range after my jab Is blocked and leaves me at + (x)

What would x have to be for the tick throw to be perfect, like it would out prioritize a 3 frame normal I mean.

And what would the lowest number x would be before the throw will miss because the opponent is still in block stun.

Thanks

Throws take 3 frames, they are active on the 3rd and 4th frames. You can only connect a throw from a neutral position where the opponent isn’t in blocktun or hitstun.
Because it has 2 active frames you can “mistime” it slightly and still get the throw if you are 1 frame too early because of the 2 active frames.

Anyway without getting too indepth you don’t really have to practice that much for tick throwing. Tick throws work when the blockstun is low and the attack is so fast that the timing people usually tech at is slower and thus you have a big chance of catching the startup of a lot of light normal attacks. Throws beat light attacks if both active frames connect on the same frame. So in short, using light attacks is best for tick throws. Other attacks that are slower but also have longer recovery but still leave you close and + frames can also be used as tick throws, just to throw the opponent off. The thing with these slower attacks is that because they are slower the opponent will recognize the longer blockstun that will come with such an attack, so the throw attempt might be more easily teched.

Most close and crouching lightpunch attacks are between +2 and +3 with some exceptions ofcourse.
The thing is, you will always beat any normal attack if you go for a throw after using a normal that is + on block, except when you ofcourse have to walk back into grab range. Your active throw frames will beat even the fastest normal attacks in this game, which is 3 frames after you’ve used a normal attack which is atleast +1.

Another way to tick throw is from a jump in attack. In this game empty jump low attacks aren’t that strong unless done from a setup. The reason for this is that there is a timing when you can stand throw and be “safe”. If someone jumps and does an attack you are in blocktun, eventhough you pressed the throw during this blockstun, nothing happend. If they do a empty jump low attack,the fastest attack they can use is 3 frames…which throws often beat. So now comes the tick throw setup, you jump in with a light attack! People expect jump in attack to deal loads of blockstun and i explained before that people tend to stand tech during a jump-in attack,rght? So, after a jumpin-in they’ll crouchtech a bit later because they expected the longer blockstun. The light jump in attack ruins that and you’ll grab them.

TLDR:
A normal attack has to atleast leave you +0 on block to beat a 3 frame (light) normal(which are the fastest attacks in the game).
Don’t worry too much about the perfect tick throw, any normal which is + frames will do, faster attacks with less blockstun tend to be better thugh purely because the oppoent has to crouch tech faster…which makes them more suceptible to counterhits.

So if I’m +3 on block and throw I will get them perfectly since I’ll be grabbing on its second active frame?

I’ll have to retract my previous statement about mistiming and it still getting to work, i forgot a crucial part.
If you are +3 and do a frame perfect throw i believe the throw will fail as the opponent is still in a stun state. However it doesn’t matter if you are 1 or 2 frames too late, you will still beat any normal attacks anyway. Tick throws don’t have to be frame perfect, as long as they are done fast enough to not get hit out of them.

so +3 and more is when it won’t work and +2 and less will work, and 0 - +2 is the perfect range then?