/slight tangent
http://pastebin.com/NJ4Q5PzU
I usually just use this frame data chart as a reference when I see or think of something and want to look it up. But now I'm actually looking through it carefully, and it kind of speaks volumes about characters, even though it doesn't include their damage/disjoints/endlag etc.
Kirby for example, since I main him! I already pretty much know his data by heart, but when I look at it more and compare it to other characters, it's like "oh."
First of all, I (and maybe others, I dunno) usually think of him as an airborne character. Bair is often the first thing that comes to mind when they think of the character. It's frame 6, and it does 13 damage! Pretty nice, right? But frame 6 Bair is his fastest aerial. Upair, Nair, and Fair, all of which "feel" pretty quick, are frame 10. Not too bad I guess, right? Obviously his slow Dair is frame 18 and highly situational, but overall his data's pretty good???
Then you look at other characters' aerials, and you see fellows like Pikachu (3/10/4/4/14). That's
3 moves that are faster than Kirby's fastest aerial. And they probably have disjoints somewhere, unlike
any of Kirby's aerials. Sheik (3/5/4/4/15). Aaaand that's 4 aerials faster than my fastest. Some of which have disjoints (I'm assuming Fair does anyway). Diddy Kong (8/6/5/3/17). Ok, Diddy's Fair (you know the MASSIVE range aerial) has the same frame data as my fastest. His Bair is faster, and of course Upair is frame 3 and has an insane hitbox. I sure won't be winning in the air! etc.
But hey, most of Kirby's aerials have low landing lag, right? (Namely Upair, Bair, and Nair, since for some depressing reason, Fair does not autocancel out of a shorthop.) Well... sort of. The landing lag is "low" yet it's enough that people can just run up and punish you if their timing is decent. A perfectly spaced Bair is probably the only safe aerial on shield, and even that's unsafe against certain characters. If his air mobility was better it might be a different story, but it's not. Even aerials that completely whiff can often be punished despite their "low" endlag.
But then Kirby's ground data: frame 6 grab, tied for the fastest in the game, frame 3 jab, which is quite good, and I believe can be double jab canceled into grabs or other moves (I have to test more and see if this is actually a real combo or if it's more of a mixup against people who shield because they expect jab finishers) and frame 5 ftilt, frame 4 uptilt that leads to combos, and frame 4 dtilt that leads to combos are
very good. Uptilt also has (slight) intangibility on his foot, and his grounded moves have the capability of clashing, which is a good thing because he can actually clank with swords/disjoints, whereas in the air he would straight up lose. So if I find ways to work on his ground game, and only use aerials as followups for true combos/traps/gimps, instead of hoping people run into my aerials and let me combo them, I might be able to take him farther than I have been.
tl;dr I'm trying to "lab it up" and I think starting with frame data is a very good reference point for whatever character you're using.