Booyah! Finished everyone's recovery frames... well, all but their throw data since they're all on sixriver, but not really anywhere else that I know of, so I'd have to list those all, and blah, blah, blah, more work. Notes: Mega Man's jab, Ftilt, Nair, and Uair are considered projectiles, so they're kind of a bit weird, but still normal, Greninja apparently has 12 total frames instead of 56 if he hits with Dair, but computing that would lead to a negative recovery, Ness also has a similar thing with his Dtilt where if he hits with Dtilt again, he has 5 total frames instead of 13 if he chose to use another move, the Links have "or" to denote their different Side Smash parts, and all multi-hits are startup to last active frame regardless if they have notable gaps like most side to side Down Smashes or something like Falco's Nair which has irregular frame gaps unlike Zelda's, Fox's Fair, and other multi-hit moves. This is for simplicity's sake and because it would make it seem really odd that say, Luigi has +60 recovery frames because of his dash attack having multiple hits that only have 1 active frame per hit and 4? frame gaps. Oh, and Ryu's got his own page 'cause Ryu.
Edit: It's not loading is it...
Edit 2: Edit Harder: Never mind. Just forgot to publish it. Also, a reason why this is here and why I did this: eh, I just like looking at the intricacies of the game. Kind of cool to notice that there are trends, characters have similar recovery for certain types of moves, outliers like Greninja's st. grab low recovery or Olimar's pivot grab's low recovery, and just looking and comparing data.