On the hop active frames: I doubt you’ll be able to consistently define ‘rules’ for length of hop active frames in comparison to jump active frames, only tendencies. Have you tested differences in startup between hop and jump as well? In older KOF’s they could be different too, although not usually. But especially hop and jump CD sometimes had different startup values.
On Yuri’s page, under Tips and Tricks it says:* Due to input leniency, it is possible to input dp+C (DC) dp+D simply by pressing both buttons in sequence after performing the motion. You might find this easier than to input the DP motion twice in a row. *
If you do this her fireball special will come out instead of her demon flip. **
I’d like to add that Takuma’s QCF+D has upper body auto guard until what appears to be the first active frame. The wiki only lists the EX as having auto guard.
I’m thinking that it might be handier to put them in order of ‘category’ rather than in order of teams. That might be slightly easier to remember, and easier to see the vague system that’s there.
Benimaru is finally up. The guy has like a billion projectiles (that aren’t really projectiles) which take forever to test. I don’t know if anyone would ever care to know all of the exact hitstop/hitstun/blockstun of all of his lightning moves, but hey, it’s there anyway.