Here is how i notated it
startup/active/recovery advantage on hit/advantage if guarded
Ground Normals Startup Active Recovery Frame Adv. Special Notes
L 7/3/16 -2/-3
Cr. L 8/3/14 0/-1
M 11/3/20 -1/-2
Cr. M 12/3/21 -2/-3
H 14/4/21 none/1 causes ground bounce
Cr. H 16/6/49 none/-29 invincible after frame 50, unrecoverable knockdown state
Pipe 19/3/24 10/9 ground bounces airborne or unrecoverable knockdown if bounce used
S 11/3/23 none/0
Air Normals Startup Active Recovery Frame Adv. Special Notes
Air L 7/till grounded/1
Air M 13/till grounded/1
Air H 16/till grounded/2
Headbutt 8/4/19 overheadattack. if counterhit on standing, causes dizzy. if counterhit on jumping causes otg on next button press
Air Pipe 14/3/29 overhead, same properties as standing pipe
Air S 14/4/23
Specials Startup Active Recovery Frame Adv. Special Notes
Violent Axe L 15/4/22 10/0
Violent Axe M 18/5(12)4/17 16/5
Violent Axe H 20/15(11)4(14)3/19 none/5
Hoodlum L 14/6/16 none/4 launcher attack
Hoodlum M 26/8/32 none/none throw
Hoodlum H 30/14/43 none/none throw
Double Lariat 8/45/28 none/-31 40 frames invincibiilty, 10,000 health becomes red
Piledriver L 5/1/30 none/none
Piledriver M 3/1/32 none/none
Piledriver H 1/2/33 none/none
Air Piledriver L 5/1/35
Air Piledriver M 3/1/37
Air Piledriver H 1/2/38
Wild Swing 17/3/21 does more damage higher haggar is
Supers Startup Active Recovery Frame Adv. Special Notes
Rapid Fire Fist 10+5/3(21)4(35)5/22 none/-1 last hit ground bounces
Giant Haggar Press 5+16/16(5)55/30 none/-53 otg capable landing causes explosion that kills fireballs
Hyper Haggar Slam 8+0/1/34 none/none invincible from frame 1-10 throw
U are gonna need to clean it up a bit I guess