Falcon Note that for Falcon this is from my current balancing, which I haven't done yet and which you haven't received. Also, some of the more ridiculous stuff is because I'm trying to make Falcon's entire moveset kill or combo, for fun.
Jab1 Duration: 20 Hit: 3-7 Cancels into Jab2: 5-19 Jab1 is an infinite into itself from about 60% onwards. I decided to keep this as a unique feature of Falcon, which isn't much trouble when he already 0-death's everyone.
Jab2 Duration: 29 Hit: 4-7 Cancels into Jab3: 6-18
Jab3 Duration: 20 Hit: 8-11 Cancels into Jab Flurry: 15-19 IASA (Gentleman only): 10 If you don't use the Gentleman, you are forced to use the jab flurry.
Ftilt Duration: 29 Hit: 9-13 IASA (on hit only): 11 Ftilt is purposefully very different from Melee's version. This is because you can't use dash attack without having run for a little while, which can occasionally mess up with Falcon's comboing at low percentages.
Utilt Duration: 38 Hit: 16-22 IASA: 35
Dtilt Duration: 26 Hit: 9-12 IASA: 19
Dash Attack Duration: 23 Hit: 7-17 IASA: 16
Down Attack Duration: 38 Hit: 10-14, 22-26 IASA (on hit only): 16 When I said I'm making his entire moveset combo, I meant his entire moveset
Dair Duration: 39 Spike hit: 8-12 Meteor hit: 8-16 Much faster than Melee, I think. As the core of Falcon's lightweight 0-death combos, though, I'd suggest not touching this at all.
Grab Duration: 28 Hit: 6-12
Fthrow Duration: 32 Hit: 13 IASA: 20
Bthrow Duration: 27 Hit: 15
Uthrow Duration: 34 Hit: 17 IASA: 24 Since the animation is him smashing them with his knee, I decided to give this very high knockback. Kills at about 100% on FD.
Dthrow Duration: 31 Hit: 10, 11, 12, 13, 14, 15, 16, 19 This is now a tech chase throw. It's currently the only tech chase throw with less than 20 frames of end lag, meaning that Falcon has the frame advantage for a re-grab. But, as with the jab infinite, this doesn't make Falcon any more broken than he already is...
Falcon Kick Duration (ground): 65 Duration (air): 46 Sweetspot hit (ground): 15-22 Sourspot hit (ground): 23-39 Sweetspot hit (air): 17-21 Sourspot hit (air): 22-42 IASA (ground): 57 Both versions can be jump cancelled immediately (retaining all horizontal momentum) on hit. I haven't done the change yet so I don't know what it'll combo into, but it should combo into nair, fair and uair at least.