Let me answer the questions that I’ve seen brought up, all of which I verified by frame-by-frame testing on Kawaks:
*When is the reversal frame?
The reversal frame is the first frame after recovery. Note that there are 4 frames of input lag on any version of ST so you actually have to finish the motion 4 frames early in order for the reversal to come out on the first active frame. Or in other words, the attack must be timed so that after the completion of the motion, 4 frames afterward will be the first frame after recovery. That produces a reversal.
*Does a reversal throw after stun beat out a normal throw?
Yes, on the very first frame of recovery, the -waking- character has a 100% chance of throwing a -standing- character in range via a reversal throw. The -waking- character also has a 100% chance of throwing a -standing- character who’s also trying to throw at the first active frame; this means the -waking- character has priority on throws on the reversal frame. Also, on the very first frame of recovery after stun, even if the -waking- character doesn’t reversal, the -standing- opponent only has a 50% chance of throwing the -waking- character anyway (the other 50% of the time, the -standing- character gets a normal instead).
So essentially, Shari is correct: in 100% of the time, a reversal throw will beat out a normal throw. This is a special frame where this case occurs. On the frame after the reversal frame, if both character throw, the situation becomes 50/50 again. You can test by frame for yourself like I did with a Ryu mirror: have P1 LP and then on the 8th of 11 recovery frames start the throw motion for either/both sides and you’ll see what I’m saying in action.
*1) Extra frame of hit/blockstun for first hits (seems like a myth)
There is no extra frame. But Maj is indeed correct when he says on T0, there are 2 reversal frames from a wakeup but only 1 reversal frame from stun.
*2) Reversal punch lariat from knockdown vs meaty point blank sweep - to test the 1 frame wakeup invincibility (trades if invincible and loses if not)
The point-blank meaty loses to a reversal punch lariat.
*3) Frame advantage of knockdown hits on block. Some thread stated it varied based on get up timings of character (easy to see with frame by frame)
You can only hit an opponent after they’ve fully risen. Also, for each and every character, there is a constant 7 vulnerable landing frames after a jump. The frame advantage for all blocked meaties on wakeup is identical for each character; it only depends on the timing of your meaty (as early as possible for ground meaties, as late as possible for air meaties).
*4) Can normals be kara canceled into throws or block. I’ve heard the normal come out but still blocked a few times. Also seen some things about it. (try seeing if holding block one frame after the normal starts is different from doing it from block)
No, you can only kara cancel normals to specials and supers. You can’t kara to movement, throws, blocks, special normals, or other normals.
*5) Does SPD performed by the attacker on the defender’s reversal frame still grab them if they don’t reversal?
Yes, if the waking character doesn’t reversal, that frame is forfeited and they’re grabbed straight from stun with not a single active frame in between.
*6) VF4 mentioned something about 13 frames of unthrowable frames after knockdown, but only if they are in a neutral position (not attacking). - Is this 13 frame invulnerability lost by attacking?
No, 13 frames are unthrowable regardless of what the character waking up does.
*7) How many vulnerable frames of lag do you get when landing? Is it different if you use aerials or hit them?
A constant 7 landing frames for every character. It doesn’t matter whether you jump straight up, forward/backward, or use any normal attack. However, special moves (like air hurricane kicks) can affect the landing frames.
*8) Do SPD’s active frames cover landings when done before they land? It doesn’t seem like they do from my experience unless I got hit by an aerial.
Yes, if the SPD is already in its 11 active frames and the opponent lands from the air into the SPD hitbox, then they’ll be grabbed the moment they enter the first of 7 landing frames.