I did some testing, with the backthrow safe-jump, and with my modified setups.
— Backthrow, immediate jump forward, late jMP
— Backthrow, immediate jump forward, no attack (empty jump)
— Backthrow, immediate jump forward, early JMP
Against Ken’s HP DP, the first setup is nailed, as expected. The empty jump, allows you to block the DP. The early jMP eats the shoryuken, so you were right Ajunta, every jumpin’ attack has 2 frames of recovery on landing, no matter when you do activate it.
With my setups (for example Izuna drop, whiffed cLK, jump forward, late jHK) the explanation that allows you to block 3 framers (to « fake » jump) relies purely on timing :
— If you’re perfectly frame accurate, in fact you land BEFORE opponent’s wake-up, so in time to block any reversal.
— If you’re late by one frame, then you will hit in the last active frame : it will works as a regular safe-jump (thus still eat 3 framers DPs), except it’s safe to 4 frames reversals (as Guile’s flaskicks).
It’s a kind of disguised empty jump in fact, except you can adjust your timing either to hit or just to bait. =)
EDIT : after some beating by Star (X_X), I decided to work out meaties. I measured knockdowns durations (to get CH-ST one) vs Ryu, if some of you are interested. My results are close to Meteo2’s ones.
Spoiler
— Izuna drop : wake-up at 59th frame (KD 58 fs)
— CH-ST : wake-up at 61th frame (KD 60 fs). Will vary with character quickstand speed, and possibly ST height.
— Backthrow : wake-up at 36th frame
— Forward throw : wake-up at 25th frame
According to those, after CH-ST, a CH done after an empty forward jump (43 fs), would be meaty. =)