Thank you for the end frame data, it is important.
It takes exactly one extra frame to go from Shielding into a Glide Toss throwing animation (IE, you can cancel Rolling after one frame), after which the animation is the same as a normal throw. It takes exactly one extra frame to go from a Dash animation into a Jump animation, and you can cancel the Jump animation ASAP, meaning there is one extra frame total. I did NOT, however, account for the extra time it takes to initiate a Dash before a JC Toss, which would indeed add extra time. That would make Glide Tossing faster than JC Tossing.
The "OoS Standing Throw" is indeed just a normal standing throw; there used to be discussion that a Banana comes out at frame 3 OoS, which I wanted to make certain is shown not to be the case.