I did a bit of testing comparing against known Frame Data. These are the results so far! Naturally, there aren’t any measurements of active/recovery frames unless they’re taken from the development blog. My own comments/questions in italics.
Also, feel free to add data/correct any mistakes (especially if an official frame data guide comes along). I’m not the type to babysit threads or post on srk often so…
it seems the dev blog lists frama data differently from the mook? i.e. when a move has a 5 frame startup, they really mean it and the move will hit on the 6th frame. for the sake of consistency, ‘startup 5’ means it’ll hit on the 5th frame. i’ve tweaked the numbers from the blog accordingly.
s.lp: startup 3; +7 on hit.
s.mp: startup 6. at worst +0 on block.
s.hp: 7/4/17. -3 on block.
s.lk: startup 4; +3 on hit.
s.mk: 6/1*4/14. -3 on block.
s.hk: startup 6.
f+lp: startup 4; +5 on hit.
f+mp: -5 on block. at least +0 on hit. why does fei’s super punish on block though?
f+hp: 12/6/18; -9/+0.
f+lk startup 5. -2 on block.
f+mk 13/2/13; -2/+2. +5 on ch.
f+hk: startup 10.
c.lp: startup 3; +6 on hit.
c.mp: startup 5; +6 on hit. interestingly, it doesn’t combo into sweep on ch.
c.hp: startup 5; -8 on block.
c.lk: startup 4. at worst +0 on block.
c.mk: startup 6. -4 on block.
c.hk: 9/2/24; -8 on block. knd on hit.
b+mp: startup 5. at worst +0 on block. +6 on hit. won’t combo into sweep on ch either.
b+mp > hp: …
f+lp > mp: …
non-ex fireballs: minimum 13 frame startup for all versions. at point black, -8/-4 across the board. (assuming consistent fireball hitstun/blockstun values among shotos, does this imply fireballs have a 47 frame duration?)
charging it halfway doesn’t change recovery.
fully charged fireballs are at worst +0 on block. +6 on hit.
ex fireball: 13 frame startup. at worst +0 on block. +4 on hit.
srk/ex srk: 3 frame startup for all versions. obviously unsafe/knd. lp srk has no strike invincibility (dunno about throws?) mp/fp srk at least invincible to the 1st active frame. mp srk transitions more easily to shinsho animation than fp srk. ex srk is invincible all the way up ala ryu/seth/akuma ex dp.
slash: lk slash is -2. mk slash is -4. hk slash is -8, front or back. ex slash is -12 from front, -10 from behind (lol).
lk/mk slash fadc forward is at worst +0 on block. ch lk slash is +3. lk slash fadc forward is +6 on hit (!)
forward dash is 18 frames. backdash is 28 frames.
have fun. not sure how much more testing i’ll do