Correction on Guilty Gear's clash mechanic. A clash occurs when the attack-boxes of two moves overlap without touching either player's hurt-boxes. No clash frames or clash-boxes or anything. For Xrd, they changed nothing to how clashes occur. They've only added a random chance for a clash to trigger Danger Time. Inspiration was Samurai Showdown's weapon clashes. I like it.
Prior to Xrd, at low levels a clash would happen by accident, and no one would notice and the match would move on. At high levels, clashes are planned, and the way you take advantage of a clash is to string in your inputs before you even know if you succeeded in your planned clash.
So currently clashes either just happen and something random follows it, or you incorporate all these OS's in to your game plan to take advantage of a potential clash situation. I think he's trying to make clashes a more deliberate thing. Like, "Oh a clash happened, let me think about my next move." Kind of thing. Early location tests retooled clashes to take in to account the two move's attack level, and the loser would get blown back like a Blitz Shield. There was also some sort of clash battle mini-game if you clashed too much. A whole mini-game during your match? Now that would be flow disruption.
I think the current implementation is good. A little on the conservative side. Essentially the system is the same as it's always been. The only difference is that randomly the stakes get really high. Characters that lend themselves well to clashes will still push for clashes and win clashes. (Hello Sol Badguy) Characters that shy away from clashes will still try to avoid them. Danger Time may be random, but clashes are not random. Your participation in a clash is still your own choice, how much you risk in a clash is still up to you. Mortal Counters don't automaticlly hit you, you can still block. The only change is that you sometimes get to thing about a clash when a clash happens.
BTW, I wanted to confirm some mechanics. I went through 30+ Xrd matches to try to find an instance of danger time, and no danger time happened in any matches.
As for command throw YRC option selects.
YRC has 6f startup. If you are hit out of YRC startup, you lose the meter.
If you have a hard-read on Sol about to tick throw you, you don't jump, you jab. That's what you do before Xrd, that's what you still do in Xrd. It will beat the command throw, or the YRC.
IF you wanted to jump anyways, and Sol was doing this throw YRC OS.
CommandThrow Startup + YRC Startup + Jump Startup = 4f+6f+9f = 19frames.
19 whole frames before Sol leaves the ground to do this supposed air throw. Most characters would bop him in the head before his feet left the ground.
FYI
Purple RC is 15f startup. That's why you don't see it a lot. 50% meter to probably still get hit.
People just wanna parrot a known guy's reaction; people don't wanna think for themselves?