I'm no TASer, but I have watched your videos and have noticed how you all go in-depth in the game. I've provided damage values and the addresses to those values. I also have now presented frame data. I'm smart enough to give that much.
Recovery numbers are the frame right before you can move again. I have not tested whether you can attack before then, but you are welcome to try.
While playing the game in frame advance, I noticed I have to hold the button for at least two frames. I do not know whether or not it is me as a beginner to this, but I should note it anyway.
P1's Health
7E0A18
7E0A19
P2's Health
7E0A28
7E0A29
Max Health- 160
Stun is always 16 frames
Jumping peaks at 22-24, lands on 48, fully recovers at 60
Crouching takes 3 frames and input will only be accepted from the third frame onward. To go from crouching to standing follows the same rules.
Guarding takes one frame to start, and 16 frames to recover from. I don't think it will be too useful unless you want to avoid taking damage
(Numbers provided are earliest times reactions are possible or made)
Characters
Slash/Gear
Attack1- 8 15 frames, hits on 10
Attack2- 12 ~40 frames, hits between 8-10 (this attack has come with several different results; averages are shown here)
Attack3- 12 10 frames until projectile, hits immediately after first frame, 30 frames of recovery after hit or leaves screen
AirAttack2- 12 hits on 8 + 32 frames of recovery on ground if missed
Tattoo/Tatoo Man
Attack1- 12 32 frames, hits on frame 12
Attack2- 16 24 frames until it releases, 18 frames for maximum extension, 65 frames idle, 18 frames retraction after period or hit. Hit makes retraction exactly how many frames it took to hit while extending.
Chainsaw/TT
Attack 1- 4 9 frames per shot for 27 frames
(Below 120)
Attack 1-14 30 frames, hits on 8
Attack2- 24 22 frames, frontal hit starts on 4 through 10, back starts at 14 through 18
Kane/Cocktail
Attack1- 7 12 frames, hits 6
Attack1(repeated)- 5 16 frames, hits on 2
Attack2- 11 12 frames before releasing (becomes mobile after 28), 20 frames for full extension, 20 frames for it to curve down, 30 frames for return (if unmoved, WILL vary depending on the distance), 6 frames recovery after catching hat
*Interesting bug: if hat attack is used to hit enemy in corner, the hat will spin around Kane's head until he moves to catch it. Requires some experimenting (no problem for you guys)
Dr. Blast/Dr. Mad
Attack1- 4 18 frames, projectile is useless after 25 frames
(Below 120)
Attack1- 9 8 frames, hits on 8
Attack2- 12 60 frames, hits on 15
Attack3- 7 hits on frame 2, 25 frame recovery
~300+ frame transformation. Lost count
Spuke/Creepy
Attack1- 15 30 frames, hits on 16
AirAttack1- 8 hits immediately after frame 1
Attack2- 11 hits immediately after frame 1, 10 frames after hit
Attack3- 13 25 frames, 16 frames of recovery after destroyed
Raptor/Siegdyne
Attack1- 12 20 frames, hits on frame 10
Attack2- 16 55 frames (22 if hit), hits on frame 15
Attack3- 18 18 frames to summon, hits immediately after first frame, 16 frames of recovery after destroyed UNBLOCKABLE!