Here are some charts I made up showing the advantage on hit/block on Decapre’s Cannon Strike and Spiral Arrow - hopefully you guys will find it useful.
Cannon Strike on Hit/Block
Decapre’s divekick has different advantage depending on whether it is used from MK, HK, EX MK, or EX HK Scrambles, so there was a lot of info to get down. There are two rows for each picture, one for MK Scramble CS and one for HK Scramble CS. The first two numbers are advantage on hit/block, followed by one number for the EX version of CS from the EX Scramble that matches the same angle. The EX Cannon Strike has the same advantage on hit as it does on block, so that’s why there’s only one number beside the EX section. X’s on the chart mean that this strike is not possible at this height, on a Ken-sized enemy.
Air Spiral Arrow on Block
This move is a little interesting. It’s pretty unsafe if spaced poorly as you can see above, but the EX version is basically almost always + on block. In the chart above, I only included numbers on block for regular/EX arrow, since all versions knock down on hit.
Now… you might be thinking that instant air EX arrow is an easy way to keep up the pressure in close, but this isn’t always the case. All version of Decapre’s Spiral Arrow must go through 12 active frames in the air before she can land (15 for the LK arrow), where she has a huge 18 frames of recovery. So if you try to use the lowest possible instant EX Spiral Arrow like you would Cammy’s EXCS up close, Decapre will still be spinning around in the air as if you did it much higher up, which can lead to her being negative on block, even with the EX version.
[Boring frame data stuff below]
Cannon Strike Data
MK Scramble -> LK/MK/HK Cannon strike: 12F startup, 11F active, 19F hitstun, 9F blockstun, 5F landing recovery. Fastest possible strike has a startup of 18+12F (30F total), has 8F airborne + 5F landing recovery, and is +6 on hit / -4 on block. Highest possible strike on Ken is 0 on hit / -10 on block. Lowest possible strike on Ken is +14 on hit / +4 on block.
HK Scramble -> LK/MK/HK Cannon strike: 12F startup, 11F active, 22F hitstun, 12F blockstun, 5F landing recovery. Fastest possible strike has a startup of 18+12F (30F total), has 11F airborne + 5F landing recovery, and is +6 on hit / -4 on block. Highest possible strike on Ken is +2 on hit / -8 on block. Lowest strike possible on Ken is +16/+6, can’t get a +17 strike as the strike runs out of active frames 1F before landing.
MK+HK (low) Scramble EX Cannon strike: 12F startup, 11F active, 19F hitstun, 19F blockstun, 4F landing recovery. Fastest possible strike has a startup of 18+12F (30F total), has 8F airborne + 4F landing recovery, and is +7 on hit / +7 on block.
LK+HK (high) Scramble EX Cannon strike: 12F startup, 11F active, 22F hitstun, 22F blockstun, 4F landing recovery. Fastest possible strike has a startup of 18+12F (30F total), has 11F airborne + 4F landing recovery, and is +7 on hit / +7 on block.
EX Cannon Strike seems to have a different hitbox than regular Cannon Strike, since it drops lower before connecting as compared to a regular strike. This can be seen in how EXCS won’t connect at the height of the two highest HK Scramble strikes, it has to drop lower before it will hit.
Spiral Arrow Data
LK/MK/HK Spiral Arrow: 8F startup, 20F blockstun, 19F active (till landing), 18F landing recovery. -7 at worst, +2 at best. Move has to go through a minimum of 12F active frames (15F for LK version) before it can land and recover on the ground.
Fastest possible LK Spiral Arrow has a startup of 4 prejump + 5 jump + 8 startup (17F total), has 14F airborne + 18F landing recovery, and is -12 on block.
Fastest possible MK Spiral Arrow has a startup of 4 prejump + 5 jump + 8 startup (17F total), has 11F airborne + 18F landing recovery, and is -9 on block.
Fastest possible HK Spiral Arrow has a startup of 4 prejump + 5 jump + 8 startup (17F total), has 11F airborne + 18F landing recovery, and is -9 on block.
EX Spiral Arrow: 27F blockstun, 18F landing recovery, 0 at worst, +9 at best. Fastest possible EX SA has a startup of 4 prejump + 1 jump + 8 startup (13F total), has 11F airborne + 18F landing recovery, and is -2 on block.
Side note: Decapre’s jump has 4F startup, although it visually looks like 5F startup she is actually considered airborne even though her feet are still planted on the ground. Lots of discussion below.