Ok, been tight on time / etc on my end, so I'm going to post the raw data for the moves I'm missing, then do pics later:
FLAMETHROWER:
Start Lag: 1-18, then transitions to "infinite mode"
End lag: 1-36, *POSSIBLE* IASA after frame 15, not sure on that but the data says there is some action at that frame.
HEAT WAVE:
Start Lag: 1-20
HW part 1: Frames 21-24, Inner hit deals 15%, outer hit deals 4% (total of 19%), Sends straight away or at a 30* angle
HW part 2: Frames 25-27, Inner hit deals 13%, outer hit deals 3% (total of 16%)
HW part 3: Frames 28-30, Inner hit deals 11%, outer hit deals 2% (total of 13%)
HW part 4: Frames 31-33, Inner hit deals 9%, outer hit deals 1% (total of 10%)
End lag: 34-66, Can grab the edge starting at frame 45, IASA at frame 59
FIRE SPIN (ground):
Start Lag: 1-3, invincible frames 1-4
Part 1: Frame 4-6 = two hitsboxes on your body that deal "radial" KB and 11%
Part 2: Frame 6-30 = large body hitbox that hits away at a diagonal for 9%
Part 2.5: Frames 9-30 = small head hitbox for 10% and directly vertical KB
End lag: 31-62
FIRE SPIN (air):
Start Lag: 1-8
Part 1: Frame 9-30 = a head hitbox for vertical KB and 12%, and a body hitbox for 9% and diagonal KB cover you
Part 2: Frame 19 = the head hitbox weakens to only 9%, less KB
End lag: 31-62, can grab edge after frame 38
FLY (ground):
Start Lag: 1-60, (charge time)
End lag: 1-4 (Invincible!), until 59. IASA on frame 7. Given out normal jump-squat is 4 frames, this is technically a 3 frame jump given the 1st 4 are invincible?
FIRE SPIN (Glair):
Start Lag: 1-4, (Invincible frames 3-4!)
Part 1: Frames 5-8 = each frame is a body sized hitbox for 2% that drags foes into the next, totalling 8%
Part 2: 9-10 = a body sized hitbox on your torso and on your neck, making for a decent disjoint, for 9% and decent "radial" knockback
End lag: 11-30, frame 15 is the soonest you can edge grab from Glair, any time after frame 5 you can Waveland the move