Hmmm weird. With Merkava j.A I I can get it so the safejump is frame perfect, Merk lands and enters landing recovery, then gets bopped by Vatista flashkick. That flashkick is supposedly 4 frames (same set up beat's Hyde 623C and Aka 22B which are both 5) and Merk clearly landed and isn't getting CH, so I'm going by assumption.
Curious if it's a by move or by landing recovery thing. I tested j.B and you can safejump with that as well. All of these are from flight btw so that might also have something to do with it. Best guess is that moves with no landing recovery listed in the data are just subjected to a normal set amount of landing recovery like in most games.
Got some more info about this: each move seems to have it's own landing recovery value. For example, Merkava's j.A has 2 frames of landing recovery, j.B has 3, j.C has 4, j.2C has 10 and the dive out of hover has 16 frames. The landing recovery is based on the move that's currently out, or if you're in neutral it was the last move used. So the dive having all that recovery means little, since you can cancel into another attack on hit/block and negate most of it (and it's nearly impossible to whiff with it). Of course, there are exceptions:
-Rising air normals have no landing recovery.
-Attacks that hit have no landing recovery.
-Air normals out of assault (both ground and air) always have 2 frames of landing recovery (regardless of the normal, and regardless if whiffed, was blocked, or hit).
-Having an attack get shielded sets your landing recovery to 10 frames (and you lose all of your cancel options).
But then, there are exceptions to those exceptions:
-Merkava's j.2C always has 10 frames of landing recovery, even if it's TKed, out of assault, hits, or is shielded.
-Merkava's dive attack out of hover ignores shield penalties (whoever at French Bread thought this was a good idea needs to be smacked).
I don't know if the landing recovery replaces the normal jump/assault landing recovery (if there is any), or if it's added to that.
Fake fake edit:
Herp derp the Mizuumi wiki has most of the system-general data for landing recovery:
0f: landing from empty jump
2f: landing from ANY assault jump attack
2f: landing from j.A's
3f: landing from j.B's
4f: landing from j.C's
4f: landing from empty assault
6f: landing from jump shield
10f: landing from shielded jump attack
10f: landing from shielded assault attack