my guess is if you did whatever move in the air except for divekick, you have tripgaurd, which means you have like a pause before you can do anything.
Here's a question: how many frames after you press the up button to jump do you have to wait before you can input a parry? Or maybe a better question, considering different characters have different pre-jump frames, is: how many frames after your character goes airborn do you have to wait before you can input a parry?
What is the frame window to cancel/super-cancel out of moves into super/specials?
What is the frame window for chaining in target chains and when can you press the next button?
There is a small window where the opponent cannot be thrown after waking up. I don't know how many frames it is, but it's probably around 3-5.
In other words, you can always hold up on wakeup to escape a ground throw.
Best Kind Boxer: I'm not entirely sure. The fact that you can't jump out of a point-blank Raging Demon implies that you can be thrown out of normal pre-jump, but the Demon can't grab you if you're hit out of the air and hold up as you land.
LiSyaoran: Throws have 2 frames of startup, which means you're grabbed on the 3rd frame. Anything that says 3 frames of startup is Dreamcast data, which adds one frame of startup to all moves.
throws have a 3 frame start up. do ken's crouching mk xx shippu and parry the mk. ken cannot be thrown, but do any move with a 2 frame start up (such as Ryu's EX srk or Hugo's moonsault press) and ken will be hit/thrown before the shippu is activated.
Go to Training Mode, set Yun to jump in the corner, have Necro do Slam Dance(SA2) timed to catch Yun as he lands from his jump, easy eh? Now hit Yun with JP Spin fist, reset with jab, and try to catch Yun with the Slam Dance the same way, with Yun still set to jump. I haven't been able to catch Yun with Slam Dance this way, and I've tried all different types of timings. Anyone can explain this?
If you're asking if that's inescapable, no it's not. You can't grab people out of prejump frames, and although landing from a normal jump yields some vulnerability, landing after a reset doesn't.