The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. At the first landing frame, it's not possible to jump again, to do a move (normal and special moves) or to block (which is why sweeps can be used as anti airs in this game), but you can do all that on the second landing frame. Throws are an exception and can always be done on the first landing frame (and this includes command throws too), but since the hitbox-hurtbox interaction have prioritiy over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. If you want to walk back/forward, then you'll be stuck for the entirety of the landing recovery though. Another exception to this rule is for when a jump crosses over the opponent (landing on the other side), in that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! This can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.