Interesting so the tier of the fastest normal in the game its on the 7f treshold while not universaly so far it seems a good portion of the cast has it. Withing each own they have different proprieties on their archtypes, i just wanna see this theory of Cassie's (jack of all trades master of none) having all tools but not being the greatest on any area true, so lets compare a little bit.
Cassie its: +2 on block, +13 on hit, 12f recovery, 3 active frames, 14f cancel adv
Skarlet's its: -1 on block, +5 on hit, 16f recovery, 2 active frames, 17f cancel adv
Baraka's its: -3 on block, +16 on hit, 18f recovery, 2 active frames, 18f cancel adv
Geras's its: +1 on block, +20 on hit, 19f recovery, 2 active frames, 16f cancel adv
Johnny cage: +3 on block, +9 on hit, 12f recovery, 2 active frames, 14f cancel adv
Raiden's jab: -4 on block, +15 on hit, 19f recovery, 2 active frames, 16f cancel adv
Scorpion's its: -2 on block, +9 on hit, 17f recovery, 2 active frames, 16f cancel adv
Sonya's jab its: -5 on block, +1 on hit, 20f recovery, 2 active frames, 16f cancel adv
block advantage tier (The better the more pressure a certain character has)
Best: Johnny Cage with +3 on block
Cassie with +2 on block
Geras with: +1 on block
Skarlet with: -1 on block
Scorpion with: - 2 on block
Baraka with: - 3 on block
Raiden with -4 on block
Worst: Sonya with -5 on block
Hit advantage tier (The longer the better frame traps can be applied)
Best: Geras with +20 on hit
Baraka with: +16 on hit
Raiden with + 15 on hit
Cassie with +13 on hit
Scorpion/Cahe tie wit +9 on hit
Skarlet with +5 on hit
Worst: Sonya with +1 on hit
Recovery frame tier (The less the better a character has a slim chance of getting whiff punished)
Best: Johnny and Cassie with 12f recovery
Uncommon: Skarlet with 16f recovery
Less common: Scorpion with 17f recovery
baraka with : 18f recovery
Common: Geras's raiden with 19f recovery
Worst: Sonya with 20f recovery
Active frames tier ( the more, the harder a move is to whiff punish, plus on hit advantage can be increased and block advantage can be increased if plus, block disadvantage can be reduced if minus.
Best: Cassie with 3 active frames
Common: All others with 2 active frames.
Quick examples on active frames.
Cassie's jab its +2 on block, and she has 3 active frames, if she hits her jab on active frame 2, her jab will be +3 on block, if hit on the latest active frame her jab becomes +4 on block, literally better than Johnny's jab hitting standard people on block which is +3 by default
Skarlet's Jab its -1, if hit on the latest active frame it becomes 0 on block.
I honestly will going to wait and see how this will play out, definitely not a final thing, just hope its not a bad thing, considering a some characters gain way more plus frames from a single jab on hit than others, which are usually faster than the rest of the cast and they are fast by nature, like the cage family, i feel like at very least jabs should all have at least +5 on hit advantage but no much than this considering some can be hit on latest active frames to make it more plus, and on block they shouldn't be that big either for that same reason.
Doesn't look that fair, having a jab that its plus, recovers faster on whiff and has more active frames than the rest, just a though.
Really hoping every single character has at least a very glaring weakness.