1. Yes it is, but only for nair. Done this way, there's a 2 frame window (if a character tries to escape on the same frame the nair hitbox comes out, nair wins).
2. Yes, and there's even a 3 frame window after the upsmash for you to get your jab out.
3.
Short answer: No for green parry + roll, yes for blue parry (shield jump; 1 frame window)
Long Answer:
Green Parry
- Green Parry: The first 3 frames of Yoshi's shield where Yoshi is green; the more commonly known parry
Notes:
- Green Parry clanks with the jab, causing 5 frames of attacker hitstun
- Yoshi can roll at any point during the 3 frames of Green Parry.
- Supposing Yoshi gets hit as early as possible (Green Parry Frame 1), Pikachu will still not reach Yoshi in time with the grab of a perfect jab grab IF Yoshi rolls as early as possible
- Therefore, perfectly speaking, it's never inescapable (i.e. it's always escapable with perfect input by Yoshi)
- Didn't test for the escape frame window (too lazy sorry, lol)
Blue Parry
- Some people consider the shield jump a parry. I'll just call this "Blue Parry".
- Blue Parry/shield jump = 2 frames
Notes:
- Since this doesn't "hit" Yoshi, there's no attacker hitstun, unlike Green Parry
- Pikachu's jab can be cancelled by grab even at frame 2 (well, you can cancel it on frame 1, but there won't be a jab hitbox, lol)*
- Because there's no hitstun, Pikachu can start the grab animation immediately (hitbox comes out in 6 frames)
- If Pikachu jabs Yoshi on the Blue Parry Frame 1, perfectly cancels his jab, and Yoshi shield jumps, Yoshi will be pretty low, and in vulnerable frames. So Pikachu would grab Yoshi. Yoshi's only been in the (actual) air for 1 frame, so he can't do anything to counter it yet.
- On the other hand, if Pikachu jabs on Blue Parry Frame 2, Yoshi will be just slightly high enough such that a perfectly cancelled grab will not hit.
4.
I used Kirby for the experiment.
Short answer: Kirby has a 10 frame window to escape (with perfect mashing or w/e). So supposing he does it asap, he can always escape. I only tested fthrow on ground (jump fthrow would just add frames no?)
Long answer:
Kirby's "perfect mashing" can take as little as 7 frames (with the alternate direction + a/b method).
This is not the same as the "escape frame window", which is the window at which you can START mashing out, and still escape. The escape frame window is 10 frames long.
Notes:
- Kirby can start escaping one frame before Kirby gets "locked" on DK's head (before that frame it won't register)
- DK can input throw on this same frame or later (before that frame it won't register)
- It takes 18 frames from when DK presses throw to when Kirby gets released
- So Kirby, doing the 7 frame escape, can even escape on frame 10 of that sequence (in other words, he can escape from frames 1-10 of the fthrow animation)
- Why not frame 11? Because if Kirby does his last escape input at the same frame of DK's "letting go" animation, the letting go animation will win (priority: fthrow > escape)
So basically it's like:
DK grabs Kirby
DK does animation to place Kirby on head
1 frame before Kirby "lands" on DK's head, Kirby can start escaping, and DK can initiate throw
It takes 18 frames for Kirby to be "thrown out" of DK's hands, if DK actually gets the throw off
If Kirby does his 7 frame perfect mashing asap, he'd have done it 10 frames earlier than necessary
In other words, Kirby could have done that 7 frame perfect mashing 10 frames later, and still escape
It's a bit confusing I know lol
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*Also discovered today that some frame information on framedisplay.onlinessb.com is wrong jajaja (for the purposes of this post, note that Pikachu's jab hitbox actually comes out in 2 frames, not 3 like the website shows)
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