*Looks up from dissertation*
Oooh, this is cool. I wish I had more time to engage this right now. The big one for me is neutral air to grab. That's... really awesome. I ran the numbers real quick on hitting this at 22%, as seen in the video, and you have 6 frames extra to perform that maneuver if you do it perfectly. You can lose frames by not hitting nair 1 frame before you land and by not buffering the dash grab.
What also interested me is the fact that this is feasible from 2% and onward in some characters' cases! Well, "onward" being until they are forced into tumble.
For nair to dsmash... at 22%, there's a 3 frame window for that to work. This is pretty tough, seeing as it's pretty hard to get nair to hit that close to the ground. If you are a pro and can nair wherever you want, this can work at around 12%, and notably, it will work at 0% if you frame sync it.
As for dsmash to dsmash (especially that weak dsmash to weak dsmash business!!)... I can't say anything about that, since I don't know how to calculate hard numbers for ZSS' stun moves (dsmash & paralyzer).
At some point... after I graduate... I want to assemble a very large spreadsheet that gathers all this and other combo-related information into character profiles.
Whelp. Back to work! I've lived in my office for the last week. Grad school is fun, heh.