The Dream Cancel LB2 wiki maintainers decided to standardize how startup is counted. My startup values do not include the first active frame. I’ll update my data to match when I get a chance.
Sources
All frame and damage data below is data I’ve collected
If not otherwise specified, data was taken using:
FBNeo v0.2.97.44-54 (alpha version)
fbneo-training-mode.lua
MVS Asia/Europe ver. 6 BIOS
ROM set 0.2.97.44 lastbld2.zip (sha256sum 7a227510f39d1202486e1d225ae6fab52d361f5416d83f6221892c3fdf52b6e5)
ROM set 0.2.97.44 neogeo.zip (sha256sum 7ad38b3c1815c61c54b81557c46c962bb3eb9e101ad5e564a71d476e6deabde5)
Stages known to not lag (Blue Sky, Batlefield, Elephant?, Forest, Yuki-Machi)
Versus mode, not the built-in training mode
Frame Data
Input
Startup
Active
Recovery
Advantage on Hit
Advantage on Block
Hitstun
Recovery on Hit
Blockstun
Perfect Switchguard Blockstun
Recovery on Blocked
Recovery on Whiff
4A
7
-
-
-
-
-
-
-
-
-
-
5A
7
-
-
-
-
-
-
-
-
-
-
4B
4
5
11
+12
-
35
23
22
-
23
-
5B
11
-
-
-
-
-
-
-
-
-
-
6B
20
-
-
-
-
-
-
-
-
-
-
5C
13
-
-
-
-
-
-
-
-
-
-
6C
10
-
-
-
-
-
-
-
-
-
-
2A
4
-
-
-
-
-
-
-
-
-
-
2B
9
-
-
-
-
-
-
-
-
-
-
2C
8
-
-
-
-
-
-
-
-
-
-
3C
7
-
-
-
-
-
-
-
-
-
-
8C(OTG)
-
-
-
-
-
-
-
-
-
-
-
3B(OTG)
-
-
-
-
-
-
-
-
-
-
-
jA
6
-
-
-
-
-
-
-
-
-
-
jB
13
-
-
-
-
-
-
-
-
-
-
jC
2
-
-
-
-
-
-
-
-
-
-
j2C
-
-
-
-
-
-
-
-
-
-
-
throw
0
1
33
-
NA
-
-
-
-
-
-
28C*
9
-
-
-
-
-
-
-
-
-
-
236A
15
-
-
-
-
-
-
-
-
-
-
236B
17
-
-
-
-
-
-
-
-
-
-
623A**
6
-
-
-
-
-
-
-
-
-
-
623B**
6
-
-
-
-
-
-
-
-
-
-
623C**
6
-
-
-
-
-
-
-
-
-
-
63214A
22
-
-
-
-
-
-
-
-
-
-
63214B
10
-
-
-
-
-
-
-
-
-
-
63214C
-
-
-
-
-
-
-
-
-
-
-
2146AB
23
-
-
-
-
-
-
-
-
-
-
632146B
12
-
-
-
-
-
-
-
-
-
-
* 28C seems to have higher input priority as it comes out on frame 1 of the inputted C instead of the usual frame 2 for special attacks
** Teleport 623A/B/C startup is frames until hurtbox is removed (invulnerable on frame 7)
Link Windows
Link
Window (Power/Speed)
4A 4A
1
4A 5A
1
4A 4B
4
4A 2A
4
5A 4B
3
5A 2A
3
4B 4A
5
4B 5A
5
4B 4B
3
4B 5B
1
4B 6C
2
4B 2A
8
4B 2B
4
4B 2C
4
4B 3C
6
2A 4B
2
2A 2A
6/2
2C 4A
2
2C 4AC
3
2C 5A
3
2C 4B
6
2C 2B
2
2C 2C
2
Notes
Unteched anti-air hits can be air thrown safely if you can reach them
In the rare case that someone crosses you up then back rolls towads you they are strike vulnerable to 4B juggles and can be air grabbed
Throw direction is the same is input direction
Fall speed seems to be uniform across the cast so there’s no difference in combo timing
Hurtbox size doesn’t seem to matter much, might make juggling big bodies slightly easier
Amano, Juzoh, Kojiroh, Shigen, and Okina all have quirks in their falling or wallbounce falling animations, some familiarization in juggling these characters is useful
Juggle arcs vary by launcher, spacing, opponent jump state and height so practice until reacting to those differences feels natural is useful
Yuki fireball removes OTG state
Amano falling animation looks lower than it is, fall speed seems to be the same
Juzoh and Shigen wallbounce falling animation looks higher (looks like they’re well above ground then suddenly they hit the ground) than it is but normal falling looks normal
Kojiroh wallbounce falling animation looks slightly lower than it is but normal falling looks normal
Mukuro, Okina, and Lee wake up rolls are airborne and predictable attempts can be punished with jCD
Rice Patty Demon Dicer 8A followup bounces you straight into the air, hitting multiple times on the way down. Has extra ground recovery frames.
Rice Patty Demon Dicer Mari Koroge C follow-up to roll in place and do damage if someone walks into you
You can switch Mari Koroge roll direction by holding both buttons then releasing the previous button
The jump follow-up to Astro-Revolve only requires you hold D and press 8 or 9 or hold 8 or 9 and press D. No need to do a fast 28. 7D does not work.
421C scrambles buttons, does not disable specials
Changing Troll counters mids and highs but loses to lows and supers
If you use 63214C, try for the kill or for a knockdown just before 10 seconds from the input to avoid punishment