This is an easy fix, it's execution or communication issue on one or both of our parts. There's something to be learned, but let's make sure we're on the same page before we get to that part. I've already outlined what I'm working with in the post you replied to, so that should be clear. But there are some things I'm aware of that may cause inconsistencies in our debate. Again, not to insult your intelligence as you may already know these things, but this is also for others reading.
- The wake-up "window" actually spans over a few frames. AI will hit the earliest possible frame waking up every time, but humans may hit the latter frames causing the "wake-up" message to appear while actually having a slower wake-up attack. There are very few frames separating inputs registering "wake-up" and "tech roll," so precision is key.
- Tech rolling a "splat" type knockdown actually increases the frame disadvantage the opponent suffers, while also giving them a later "wake-up" opportunity. CSZ's opponents don't want this, even if they're committed to an armored wake-up as it run the possibility of being armor broken.
- Neutral jump is somehow slower than forward and backward jump, as such players are more likely to use f-jump or b-jump instead of neutral jump to escape a bad situation.
Your claim was opponents could get out of CSZ set-ups for free by poking or jumping out. My claim was simply counter to yours, with some details.
I recorded the combo > set-up in question, along with a variety of attempted escape options. As the set-up is recorded, the timing is the same every time while I control the defending player. I'll describe what's happening in "revolutions," as the combo will be repeated multiple times. For those who won't/ cannot watch the video, feel free to read along.
- Revolution 1 - Wake-up Slide (fastest). The opponent is able to escape the set-up using the earliest possible wake-up window.
- Revolution 2 - Wake-up Slide (other than fastest). The opponent's slide is stuffed, but we can still see this is a wake-up as shown in the bottom right of the screen. Follow up combo included to show severity of the mistake (50%+).
- Revolution 3 - Neutral jump. Simply put, I held up. Jump came out on the earliest possible frame and was hit. Had MB Cryo Bomb been used, opponent would be full combo punished.
- Revolution 4 - Forward jump. Opponent is hit, combo'd into bomb, albeit airborne. Full Combo punished.
- Revolution 5 - Backwards jump. Same result as above.
Point being the same as it was before; the opponent does not get out for free. The opponents timing has to be on point or they're losing 50%, and that's just considering one set-up.