Actually, I was corrected on the Jab->Grab true combo. If you jump after being hit, there is actually a very small period of time where you could potentially dodge the grab. We're talking roughly 2 frames to dodge. So while the Jab->Grab is not a "true" combo, it's a "very very very hard to dodge and you will get grabbed most of the time" combo. XD
As for how it functions with Dsmash and Utilt: I don't know. I wasn't corrected on those points, but I didn't bring up those combos in the Ike Discussion topic. 1st Jab on it's own gives Ike a 13 frame advantage, except for when the opponent jumps, in which case the time is cut down. You don't get a full jump out of it, you rise up off the ground a bit. Not 100% sure how that cuts down the hitstun, I don't count frame data. I missed the "unless them jump" claus the first time I read it, so my bad.
And for the BS Frame data, it's this simple: Ike's Jab is 3 frame. The argument is which is faster, with 1 source saying BS is faster, and 3 saying it's slower. I honestly think in the video of BS interupting Marth's DB that Ivy just DI'd upwards, and that the next hit in the multi-stab went just under Ivy as BS came out.
And I want to know the Fire Breath data so I know how often Charizard can use it and have it out range Fair, as that is it's main claimed advantage other than disrupting attacks. I also want to know how much time there is to punish it, how long to get a hit in first before Ike is hit.