Okay, I'm home. Gonna give ya'll the skinny. The format's gonna be rough, but I'll probably polish it up in the future. Whatever is quoted here is going to be summarized by me because some of the things that ya'll are asking for (looking at you Brosuke) is unnecessarily long-winded in the book for no apparent reason. So, without further ado, here we go.
Crossover Counters:
+ P1 or P2 during guardstun (requires one bar of hyper meter and an available partner)
Basically, this more or less operates on the same wavelength as calling out an assist, but the biggest differences are a) it can only be performed during guardstun, b) the assist move that the character is performing obtains the properties of a special move (meaning that it can be hyper combo canceled or X-Factor canceled), and c) the character that you called in becomes your point character once the move is finished.
Some assists also become invulnerable when used as a Crossover Counter. Here's a list of all of 'em for both sides of the fence:
Marvel
Captain America---
Deadpool---
She-Hulk---
Spider-Man---
Thor---
Wolverine---
X-23---
Capcom
Arthur---
Chris---
Felecia---
Haggar---
Morrigan---
Ryu---
Tron---
Viewtiful Joe---
Zero---
Another interesting property of the Crossover Counter is that characters can actually perform any aerial hyper combo after initiating it, but before they even hit the ground and perform the assist.
Crossover Attack (Raw Tag, Hard Tag): Hold P1 or P2 for 14 frames
The legendary overhead raw tag attack! I won't bore ya'll with the minutiae of it: selected character for the tag flies in after the fifteenth frame of continuous input, their attack is an overhead, red life becomes permanent upon arrival on point, deals 27,000 damage, causes spinning knockdown on hit, et cetera (okay, I just did, but whatever).
What I will go into detail about---character-specific detail---is that each and every single character in the game has varying frame data on their raw tags! I'll try and keep this as neat and as easy to read as possible since I'm too lazy to properly format things:
(
Legend: a = active frames, r= recovery frames, AiG = advantage if guarded)
Marvel
Captain America: a = 22, r = 36, AiG = -17
Deadpool: a = 22, r = 32, AiG = -14
Doctor Doom: a = 24, r = 34, AiG = -15
Doctor Strange: a = 20, r = 35, AiG = -15
Dormammu: a = 20, r = 33, AiG = -15
Ghost Rider: a = 19, r = 33, AiG = -13
Hawkeye: a = 20, r = 33, AiG = -9
Hulk: a = 21, r = 35, AiG = -11
Iron Fist: a = 19, r = 35, AiG = -14
Iron Man: a = 20, r = 33, AiG = -17
Magneto: a = 20, r = 34, AiG = -14
MODOK: a = 20, r = 35, AiG = -11
Nova: a = 20, r = 35, AiG = -16
Phoenix: a = 20, r = 34, AiG = -17
Rocket Raccoon: a = 18, r = 33, AiG = -14
She-Hulk: a = 20, r = 34, AiG = -16
Sentinel: a = 20, r = 39, AiG = -17
Shuma Gorath: a = 22, r = 34, AiG = -17
Spider-Man: a = 20, r = 34, AiG = -16
Storm: a = 20, r = 32, AiG = -19
Super-Skrull: a = 20, r = 34, AiG = -16
Taskmaster: a = 20, r = 34, AiG = -16
Thor: a = 20, r = 34, AiG = -15
Wolverine: a = 20, r = 34, AiG = -15
X-23: a = 17, r = 34, AiG = -13
Capcom
Akuma/Gouki: a = 20, r = 34, AiG = -16
Amaterasu: a = 20, r = 32, AiG = -13
Arthur: a = 20, r = 35, AiG = -15
Chris: a = 20, r = 34, AiG = -16
Chun-Li: a = 24, r = 34, AiG = -17
C. Viper: a = 20, r = 33, AiG = -15
Dante: a = 21, r = 34, AiG = -17
Felicia: a = 20, r = 34, AiG = -17
Firebrand: a = 20, r = 33, AiG = -13
Frank West: a = 21, r = 33, AiG = -12
Haggar: a = 20, r = 31, AiG = -11
Hsien-Ko/Lei-Lei: a = 20, r = 34, AiG = -16
Jill: a = 21, r = 33, AiG = -17
Morrigan: a = 21, r = 34, AiG = -18
Nemesis: a = 19, r = 32, AiG = -12
Phoenix Wright: a = 20, r = 33, AiG = -15
Ryu: a = 20, r = 34, AiG = -13
Spencer: a = 20, r = 33, AiG = -15
Strider: a = 18, r = 31. AiG = -12
Trish: a = 20, r = 34, AiG = -9
Tron: a = 23, r = 34, AiG = -16
Vergil: a = 19, r = 33, AiG = -14
Viewtiful Joe: a = 20, r = 33, AiG = -15
Wesker: a = 20, r = 34, AiG = -13
Zero: a = 20, r = 33, AiG = -15
Character-specific information:
Wesker said:
Taking the shades off: 5% speed boost and 10% damage boost
Shades when broken through damage: 10% speed boost and 15% damage boost.
Suffice to say, Wesker is a ******** anchor.
Doctor Doom said:
Fastest normal: Standing
(5 frames of start-up, 3 frames active, and only 12 recovery frames. Note: It can be dash-canceled.)
Fastest command attack: Hard Kick
+
(8 frames of start-up, 4 frames active, and 24 recovery frames.)
Fastest special: Molecular Shield
(7 frames of start-up, 15 frames active, and 37 frames of recovery.)
Fastest assist:
, Molecular Shield
(34 frames of start-up, 26 frames active, and 124 frames of recovery. Assists that are special moves operate differently than their regular non-assist counterparts, remember.)
Fastest hyper combo: Doom's Time
+
(4 frames of start-up, active immediately for 1 frame, and a whopping 49 frames of recovery.)
Tron said:
All of the Bonne Strikes on the ground share possess the same start-up and recovery---9 frames for the former, and 18 for the latter. The active frames vary depending on how far you extend the move through mashing, however. Here's an overview:
Bonne Strike
: 8-20 frames active
Bonne Strike
: 14-29 frames active
Bonne Strike
: 20-41 (!) frames active
Aerial Bonne Strike shares the same properties inherent in the grounded one, with the start-up and the recovery frames being the same across the varying strengths; even the active frames for each are exactly the same. However, it should be noted that this move in the air starts up a little later at 13 frames, and that the recovery lasts until
grounded, with an additional 7 frames tacked on while landing.
Nemesis said:
Standing
: 9 frames of start-up, 3 frames active, and 12 frames of recovery
Standing
: 12 frames of start-up, 3 frames active, and 21 frames of recovery.
Standing
: 17 frames of start-up, 4 frames active, and 28 frames of recovery (Knocks down, super armor from frames 10-24)
Crouching
: 9 frames of start-up, 3 frames active, and 12 frames of recovery (Low attack)
Crouching
: 11 frames of start-up, 3 frames active, and 20 frames of recovery
Crouching
: 18 frames of start-up, 4 frames active, and 29 frames of recovery (Knocks down, super armor from frames 16-27)
Launcher/Special
: 10 frames of start-up, 5 frames active, and 34 frames of recovery
Air
: 9 frames of start-up, 3 frames active, and 19 frames of recovery
Air
: 12 frames of start-up, 3 frames active, and 21 frames active
Air
: 15 frames of start-up, 11 frames active, and 15 frames of recovery (<--- Godlike)
Air
: 17 frames of start-up, 4 frames active, and 25 frames of recovery
Air
Up: 10 frames of start-up, 5 frames active, and 29 frames of recovery
Air
Side: 15 frames of start-up, 3 frames active, and 23 frames of recovery
Air
Down: 17 frames of start-up, 4 frames of start-up, and 20 frames of recovery
His command attack Deadly Reach (
+
) has the same stats whether it's grounded or not---15 frames of start-up, 8 frames active, and 23 frames of recovery.
Taskmaster said:
Sting Master (
+
) has 15 frames of start-up, has 3 frames active, and has a recovery of about 28 frames. It isn't a command grab, btw.
I couldn't really dig up any info on the special states (crumple, freeze, incap., et cetera) but if I had to make an educated guess it probably depends on hitstun decay and scaling.
Anyway I'm tired. Sorry if this post is a mess; I had a long day at work today.
If ya'll have any more questions, just ask. Until then, enjoy.
Smooth Criminal