Apparently posting frame data has been kosher for a while now, so here it is in digestible form!
Legend:
D = damage
S = startup frames
A = active frames
R = recovery frames
BA = advantage on block
HA = advantage on hit
http://i.imgur.com/xE2AL7Z.png
Keep in mind that only the D, S, A, and R numbers are the same no matter what, but BA and HA change depend on certain factors such as spacing, advancing guard, chicken guard, and special cases like Human Rocket which can be redirected.
Other notable info (adapted from the guide)
NORMALS
Standing L and Crouching L chain into each other
Lows are Crouching M and Crouching H
Air S is an overhead and always causes a hard knockdown
Nova Slam is an overhead, causes a ground bounce, and OTG’s
SPECIALS
Gravimetric Pulse L - 5 low priority durability points
Gravimetric Pulse L (with red life less than 200k) - Beam durability: 3 frames x 5 low priority durability points. NOT LISTED: Soft(?) knockdown vs airborne opponents.
Gravimetric Pulse L (with red life 200k or more) - Beam durability: 5 frames x 5 low priority durability points. NOT LISTED: Wall bounces airborne opponents and resets the 1 wall bounce rule. Try using this move in a combo after Nova Strike M; it will still wall bounce. Staggers standing opponents.
Gravimetric Pulse M - 5 low priority durability points
Gravimetric Pulse M (with red life less than 200k) - Beam durability: 3 frames x 5 low priority durability points NOT LISTED: Soft(?) knockdown vs airborne opponents.
Gravimetric Pulse M (with red life 200k or more) - Beam durability: 5 frames x 5 low priority durability points. NOT LISTED: Wall bounces airborne opponents and resets the 1 wall bounce rule. Try using this move in a combo after Nova Strike M; it will still wall bounce. Staggers standing opponents.
Gravimetric Pulse H - Beam durability: 3 frames x 3 low priority durability points, shield lasts for 180 frames
Gravimetric Pulse H (with red life less than 200k) - Beam durability: 4 frames x 3 low priority durability points, shield lasts for 180 frames and allows placement of second Grav Pulse H of different strength
Gravimetric Pulse H (with red life 200k or more) - Beam durability: 5 frames x 3 low priority durability points, shield lasts for 180 frames and allows placement of second Grav Pulse H of different strength
Centurion Rush L - OTG capable, low attack, knocks down
Centurion Rush M - Overhead, ground bounces airborne adversaries. NOT LISTED: resets the 1 ground bounce rule. This is true for the assist as well, so if you can use it in a combo after a ground bounce, it will either ground bounce regardless or reset the ground bounce rule depending on the way it hits. Example: Vergil uses Lunar Phase, Spiral Swords, calls Nova assist while Swords are hitting, the next Lunar Phase will then cause a ground bounce.
Centurion Rush H - Works as launcher, frames 22-46 have super armor
Nova Strike L - Knocks down
Nova Strike M - Wall bounces foe
Nova Strike H - Crumples opponent, wall bounces airborne or crumpled opponents
Flight - Lasts 110 frames
Energy Javelin - OTG-capable, projectile has 5 low durability points
HYPERS
Gravimetric Blaster - Can be mashed for extra damage, knocks down, beam durability: 25 frames x 1 high priority durability point
Gravimetric Blaster (red life less than 200k)- Can be mashed for extra damage, knocks down, beam durability: 25 frames x 2 high priority durability point
Gravimetric Blaster (red life more than 200k)- Can be mashed for extra damage, knocks down, beam durability: 25 frames x 3 high priority durability point
Worth noting: Grav Blasters with red health knock the opponent higher and allow for different DHC’s. For example: in the corner 200k+ Grav Blaster can DHC to Photon Array for full hits.
Super Nova (power of the Nova Force) - Can be mashed for extra damage, knocks down, beam durability: 40 frames x 3 high priority durability points
Human Rocket - Can direct additional attacks by pressing a direction + attack