Command grab is +7; close hp is a 6 frame startup, so you have 2 frames to time it. It’s much easier if you plink it with mp, especially because if you mess up the timing on the plink, the mp will connect and cancel into rekkas or rollkicks with no extra effort.
EX command grab starts 2 frames faster and has slightly more range than the standard one. It’s not especially useful at present, but the added range gives you a bit more leeway with the type of blockstrings you can do before trying it.
Cr. lk actually starts 1f faster than lp does, but cr.lp, s.lp, cr.mk xx rekkas does more damage than cr. lk x3 xx rekkas and can combo into mk rollkicks for positioning if desired. It also grants a great deal more blockstun (cr. lk is only +1, where cr. lp and s. lp are +3 and +4 respectively) so it generally lets you set up frame traps and tick throws more easily as well. Some players still prefer cr. lk for the speed and reliability though; the standard lp combo doesn’t work on chun, blanka or honda.
There are a few videos of safe jumps from ae on youtube that should still work.
Dustlooper also posted a bit of info in his character overview:
Safe Jumps
Forward Throw ~ Take Two steps~ Jump Forward MK (4-Frame)
Forward Throw~ CR.MP~ Jump Forward FP (5-Frame)
Cross UPForward Throw~ Dash Forward~ Wait like 1/4 of a Second~ Jump Forward MK (Makes all DPs whiff even if done on reversal or late. Doesn’t work on Chun-Li, Guy, Makoto, Deejay, C.Viper, Blanka, Vega, and Akuma)
Sweep from sweep distance ~ Take half a step back~ Jump Forward MP (4-Frame)
Cross UpCl.MK ~ Forward Dash~ Sweep~ Whiff St.LP~ Jump Forward MK (Makes all DPs whiff/Stuff even if done on reversal or late. Doesn’t work on Chun-Li, Makoto, Deejay, Blanka, ZangiefMust do Lariat Asap)
Useful Character Specific Set-Ups
Non-full animation U2 in the corner, let the opponent land. Then do a mp rekka, lp rekka. Immediately jump afterwards and do a j+mk (will look like it cross-ups). Can follow up with a OS LK roll kick to catch jumpers (neutral, forward, or back). Unblockable set-up for Ibuki, Guile, Akuma, and Cody. Also good against Chun, Dhalsim, and Hakan (fake cross-up).
In the corner, forward throw, dash, immediately jump into j.mk. Can follow up with a OS LK roll kick to catch jumpers (neutral, forward, or back). Unblockable set-up for Ibuki, Guile, Akuma, and Cody. Also good against Chun, Dhalsim, and Hakan (fake cross-up).
This is also based on AE, but it should still mostly work. Happy divekicking.