Cool, I dunno how to put the toogle spoiler stuff, so I just copy pasted haha.
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Basic Execution Time
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Regular & 8WR Moves
i12 = K
i13 = 6A / 6b9
i14 = 3K / K+G
i15 = 66B / 33_99B / 2K
i16 = A_B+G
i17 = 6B
i18 = A / 66A / 22_88A / 3B / 2B / 6kB / A+B
i19 = 1A / bK / 4K / 6A+B / 6B+K / A+K
i20 = 236A_B+G / B / 22_88B
i21 = 66K / 33_99K / 6A+K / 1_3A+K
i22 = 2A / 33A / 44B / 1K
i23 = 99A / 6K / 1_3A+B
i24 = 3A / kB / 2B+K
i25 = 11_77B / 4kB
i26 = 44A / 11_77K / 44K / 2A+B / 4A+B
i27 = 4A / aB
i28 = 11_77A
i29 = 6b3
i30 = 1B / 2A+K
i33 = 4B / 66 / 33_99 / 11_77
i34 = 22_88K / 4B+K
i35 = 2_8~5B
i37 = B+K
i43 = 4A+K
i63 = 4~B
i65 = 214A+B
i37 = B+K
i40 = B+K~G
i52 = B+K~G~K
FC & WS Moves
i13 = 6A / 6b9
i14 = WS K
i15 = FC K
i17 = FC 3B / 6B / 6kB
i18 = WS A / FC A
i20 = WS B / FC 2B
i21 = FC A+B
i25 = FC 1B
Jumping & WL Moves
i20 = 8K
i26 = 7_9K / 11_77K / 44K
i27 = 8A
i31 = 8B
i35 = WL 5~G
i36 = WL A
i37 = 9B
i38 = WL B
i39 = WL K
i46 = WL 5~K
Back Turned Moves
i12 = BT K
i15 = BT 2K
i17 = BT A / BT 2A
i19 = BT B / BT 2B
Stance Moves
Stance moves appearing in parenthesis represent base speed when already in stance.
---
Legend Rush
i19 = (LR B)
---
Monument
i18 = (MO K)
i22 = (MO A)
i28 = (MO B)
i27 = 236~MO K
i37 = 236~MO A_B
i39 = 236~MO G
i41 = 236~MO A+K
i44 = 236~MO B+K
i46 = 236~MO B+K~G
i58 = 236~MO B+K~G~K
i74 = 236~MO A+B~K
i78 = 236~MO A+B
i91 = 236~MO A+B~G
i103 = 236~MO A+B~G~K
---
Tribute
i17 = (TR K)
i27 = (TR B)
i29 = (TR A)
i33 = 214~TR A
i34 = 214~TR K
i36 = 214~TR B
i49 = 214~TR G
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Advanced Data
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There are some moves which show fluctuation in their attack speed - depending on what kind of move they encounter, i.e. 1 frame faster / slower against linear / downward / horizontal / stab / left side etc. Some have evasive frames, sway motion, depending on position in space / distance to opponent. I haven't had the time to specify against what types of moves what speed applies for the relative attack. But it might already help to understand certain occurrences when trying to reproduce frame data.
33A = i22~i23
22_88A = i18~i19
11_77A = i27~i28
6b9 = i13~i14
44B = i22~i23
4K = i19~i20
4kB = i25~i26
22_88K = i33~i34
6A+B = i19~i21
2A+B = i26~i27
4A+B = i26~i27
6A+K = i20~i21
2A+K = i30~i31
K+G = i14~i15
WL A = i36~i37
WL K = i39~i40
BT A = i16~i17
BT B = i19~i20
BT 2K = i14~i15
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Evasive Frames + Auto-GI
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bK
15-19
4K
5-9
236~MO
7-15
214~TR
9-15
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Hit & Block Data
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H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising
Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you've input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the sword / foot for maximal advantage / minimal disadvantage.
Example:
A
H +6~7
B -1~0
---
close range / early impact:
H +6
B -1
far range / late impact:
H +7
B +0
Moves with a block recovery of B -11 or worse are considered unsafe and may give your opponent free attacks.
Example:
aB
B -16
---
Guard possible from frame 16+ after opponent's recovery
= Kilik cannot block attacks of speed i15 or faster.
Attack possible 16 frames after opponent's recovery
= all attacks add +16 to their base speed, i12 K will trade hits with opp's attack of speed i28 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Kilik cannot crouch or block low any attacks of speed i16 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i16.
Analogeously, if an attack gives +16 frames of advantage this means your opponent won't be able to block attacks of speed i15 etc.
Advantage given by Guard Break moves is different; if a GB move gives +20 frames of advantage, it will prevent your opponent from blocking attacks of speed i20 or faster and all of their attacks add +20 to their base speed.
There are exceptions, where a character will be able to attack earlier than being able to block and vice versa. This will be specified as a sidenote next to the relative attack.
If you ever have trouble in reproducing a particular maximum disadvantage, try using advance guard (g6). This will alter the moment of impact and tends to lead to an early hit more often.
I also decided to list which moves force your opponent into crouch. This can be important since many characters don't have access to their fastest moves, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block.
This is mainly indicated by the abbrevation OC, which stands for opponent crouched. This can be extended to further describe under which conditions crouch results. OCB = opponent crouched on block. OCD = opponent remains crouched when hit already ducking. In the case of low hitting moves, this mainly happens when counterhitting a TC / WS move.
Regular Moves
A
H +6~7
B -1~0
A,A
H +4~5
B -6~-5
A,A~2_8
H -10~-9
B -20~-19
A,A,B
H x
B -9~-8
aA
H +4~5
C +6~7
B -3~-2
aA,B
H x
B -17~-15
aB
H -6
B -16
6A
H +0~1
B -10~-9
6A,A
H +0~2
B -10~-8
Early impact does not always occur unless using AG or ducking 1st before blocking 2nd. Late impact only occurs if 1st whiffs.
6A,A:A+B+K
~SC1
H +2~4
B -8~-6
6A,A,A
H x
B -12~-10
Early impact only occurs close to wall / when ducking 1st and 2nd before blocking. If 1st and 2nd connect, 3rd cannot be ducked and always scores latest hit = -10 = safe.
6A,A,B
H -9~-6
B -24~-21
6A,A,b8
H -13~-11
B -3~-1
Early impact only occurs close to wall / when ducking 1st and 2nd before blocking.
6A,A,b8,A
OBT
H +1
B -21
Exceptional recovery: attacks of speed i21 cannot be blocked. Also prevents Kilik from buffering. Must know exact moment of recovery. Otherwise, attacks are delayed = (dis-)advantage up to -2 / -22.
6A,A,b8,B
H x
B1 -23
B2 -16~-15
Less damage and shorter block stun at close range.
6A,A,b2
OC
H1 -7
H2 -5
B1 -17
B2 -15
Special late impact occurs at max. range only.
6A,A:B+K
H x
B -11
3A
OCD
H +2~5
C +4~7
B -9~-6
3A,B
H x
B -19~-18
3A,B+K
H x
B -11~-10
Allows for rBT attacks at same disadvantage.
2A
~FC
H +0~1
B -12~-11
1A
~FC
OCD
H +3
B -12
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.
4A
~FC
H x
B -8~-7
---
B
OCD
H +3~6
B -8~-5
B,B
OCD
H +4~7
B -6~-3
B,B~2_8
OCD
H -22~-19
B -12~-9
B,A
H x
B -5~-4
Allows for rBT attacks at same disadvantage.
B,2A
H x
B -22~-20
bK
H +2~3
C x
B -8~-7
6B
H1 +1
H2 -3~-1
B1 -9
B2 -12~-10
More damage but shorter hit and block stun at far range.
6b9
H -13~-11
B -3~-1
6b9,A
OBT
H +1
B -21
Exceptional recovery: attacks of speed i21 cannot be blocked. Also prevents Kilik from buffering. Must know exact moment of recovery. Otherwise, attacks are delayed = (dis-)advantage up to -3 / a -25.
6b9,B
H x
B1 -23
B2 -16~-15
Less damage and shorter block stun at close range.
6b3
OC
H1 -7
H2 -5
B1 -17
B2 -15
Special late impact occurs at max. range only.
3B
H x
B -6~-5
3B,B
H x
B -17~-16
2B
~FC
OCD
H1 +4~5
H2 +6~9
B1 -6~-5
B2 -4~-1
Early impact only occurs when running towards Kilik or using forward moving attacks.
1B
H -1
C x
B -11
4B
H x
B -23~-19
SC2
B +7~11
4{1}
H x
B -23~-19
SC2
B +7~11
SC2 GB pushes back farther than 4B.
4:{2}
H x
B -22~-18
SC2
B +8~12
Timed release shortly before entering LR. Sometimes causes vocal overlap with charge shout. SC2 GB pushes back farther than 4B.
4{3},B
H x
---
K
H +5
B -5
kB
OCD
H +2~6
B -8~-4
6K
H x
B -11
6kB
H x
B -8~-7
3K
H -1
B -11
2K
~FC
OCD
H +3
B -9
1K
~FC
OCD
H -7~-6
C x
B -21~-20
1K,B
H -6~-4
C x
B -19~-17
4K
OCD
H +2~4
B -8~-6
4K,B
H x
B1 -5~-4
B2 -2
Special late impact occurs at max. range only.
---
A+B~G
OCD
H +0
B -11
A+B
OCB/D
H +1
B -12
6A+B
H x
B -12~-10
3A+B
OCD
H1 +9
H2 +4
B -8~-6
2A+B
H -2
B -17
1A+B
OCD
H1 +11
H2 +4
B -8~-6
4A+B
H +4~6
B -6~-4
4A+B,B
H x
B -8~-7
4A+B,B,B
H -8~-5
B -18~-13
214A+B
H x
---
A+K
OBT
OCB
H +1
B -11
6A+K
H x
B -7
3A+K
OC
H -3
B -14
2A+K
H x
B -17~-14
4A+K
H x
B -8~-7
---
B+K
H x
B -12~-10
SC2
B +22~24
Allows for rBT attacks at same (dis-)advantage.
6B+K
H x
B -11
2B+K
H +3~5
B -9~-7
4B+K
H x
B -12~-11
8WR Moves
66A
H x
B -10~-9
33A
OCD
H -2~+1
B1 -10
B2 -8
B3 -11
Allows for lBT and rBT attacks at same (dis-)advantage. More damage but slightly shorter block stun at max. range.
33A,A
H x
B -14~-12
99A
OCD
H +0~2
D +1~3
B1 -10
B2 -8
B3 -10
Allows for lBT attacks at same (dis-)advantage. More damage but slightly shorter block stun at max. range.
99A,A
H x
B -16~-14
Natural combo at close and mid range. Natural combo on crouching opponent at close and far range.
22_88A
OCD
H1 -5
H2 -2
H3 -1
C1 -3
C2 +0
C3 -1
B1 -15
B2 -12
B3 -11
Allows for lBT attacks at same disadvantage. Slightly greater block and hit stun at med and far range. Counter hit further increases hit stun at close and med range only.
22_88A~236
~MO
22A,B~G
OCD
H1 -11
H2 -8
H3 -7
C1 -9
C2 -6
C3 -7
B1 -21
B2 -18
B3 -17
88A,B~G
OCD
H1 -12
H2 -9
H3 -8
C1 -10
C2 -7
C3 -8
B1 -22
B2 -19
B3 -18
22_88A,B
H x
B -11~-10
22_88A,A
~FC
H x
B -18~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.
22_88A,A,A
H x
B -28~-27
11_77A
OCD
H -1~+1
B -12~-10
44A
H -1~0
B -10~-9
44A~236
~MO
44A,A
~FC
H x
B -13
---
66B
33_99B
OCH
H -3~-1
C x
B -8~-6
SC2
B +28~30
66:{1}
OCH
H -2~-1
B -6
SC2
H -1
66{2}
OCB
H +9
B -8~-6
SC2
B +27~29
22_88B
H x
B -8~-7
2_8~5B
OCD
H +2
B -8
2_8~5B,B
OCB/D
H +5
B -5
2_8~5B,B,4B
H x
B -28~-24
2_8~5B,B,B
OCB/D
H +5
B -5
2_8~5B,B,B,B
OC
H +5~6
B -5~-4
11_77B
H x
B -18~-14
11_77{1}
H x
B -18~-14
11_77{2}
H x
B -23~-19
SC2
B +7~11
44B
OCH1
H1 -13~-10
H2 -9~-4
B -24~-15
More damage at far range but doesn't force crouch and has less push-back on block
---
66K
33_99K
OCD
H +1~3
D +2~4
B -9~-7
66K*A+B+K
~SC1
OCD
H -1~+1
D +0~2
B -11~-10
Exceptional recovery: attacks of speed i12 or faster cannot be blocked. There is the option of defending via 2G.
66K,K
H +0
B -10
66K,K,B
H x
C x
B -15~-14
22_88K
OCD
H -8~-6
B -21~-19
22_88kA
H x
B -14~-11
44K
11_77K
OCB
H x
B1 -7~-3
B2 -1
Special late impact occurs at max. range or vs rising opponent.
FC & WS Moves
WS A
H -1
B -11
FC A
~FC
OCD
H +0
B -14
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.
WS B
H x
B -9~-8
FC 3B
H +4
C x
B -7
Allows for lBT attacks at same (dis-)advantage.
FC 2B
~FC
OCD
H1 -2~-1
H2 +0~2
B1 -9~-8
B2 -7~-5
Early impact only occurs when running towards Kilik or using forward moving attacks.
FC 1B
~FC
OCD
H +2~7
B -9~-4
WS K
H +0
B -10
WS K,B
H x
B -15~-14
FC K
~FC
OCD
H +1
B -9
Hit stun prevents opponent from buffering. Must know exact moment of recovery. Premature input or mashing completely prevent attacking for a number of franes = adv. up to +4.
FC A+B
OC
H +4~5
B -7~-6
Jumping & WL Moves
8A
H +0~1
B -6~-5
WL A
H x
B -22~-20
9B
OCB
H x
B -4~-2
8B
OCB/D
H +2~4
B -4~-2
WL B
H x
B -17~-16
8K
H -2
B -12
7_9K
OCB
H x
B1 -7~-3
B2 -1
Special late impact occurs at max. range or vs rising opponent.
WL K
OCD
H +0
B -15
Back Turned Moves
lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left
lBT A
H +4~5
B -7~-6
rBT A
H +5
B -5
BT 2A
~FC
OCD
H1 +1
H2 +3
B -8~-7
Slightly longer hit stun at mid / far range.
lBT B
OCD
H1 +1~3
H2 +5
B1 -9~-7
B2 -4
Late impact occurs at mid / far range only.
rBT B
OCD
H +1~4
B -9~-6
BT 2B
~FC
OCD
H +2~5
B -9~-5
BT K
H +3
B -7
BT 2K
~FC
OCD
H +3
B -6
Stance Moves
---
Monument
MO A
~FC
H +0~1
B -10~-9
Exceptional recovery: non-high hitting attacks of speed i10 or faster cannot be blocked. Attacks of speed i11 cannot be blocked but GId.
MO B
OCD
H -2~-1
B -12~-11
MO K
H x
B -11
MO A+B
OCB
H x
B +0~1
SC2
B +40~41
MO A+B~K
H x
B1 -22~-21
B2 -18
Latest impact occurs at max. range only.
MO A+K
H x
B -17~-14
MO B+K
H x
B -13~-12
SC2
B +21~22
---
Tribute
TR A
H x
B -24~-23
TR B
H +0~1
C x
B -20~-19
TR K
H x
B -36