I'm working on it right now, I have a lot of this stuff saved but I'm rewriting it so it's easier to understand but there's so much info. Jabs and Run, and canceling are really the hardest part to get right so we can start with jabs for now.
Edit: Here, there might be errors, only a few people would be able to point them out so please anyone who can, examine this -
Basically for anything you do in the game, you press the button, then the tick starting after the button press is recognized, there are two ticks of startup where you don't see anything happen but the move is starting. I don't remember if this already happens in MUGEN, or if you press a button, the attack starts the tick after the button is recognized. This sort of makes it difficult to explain or define when a hit is active. For example, the 17th tick of a total out and in jab animation will begin the retract and on that frame, the opponent will begin selling the contact of the frame. In this case, the last tick you can connect the hit would be 16, so far as I can tell.
Naked single HP = 2 blank ticks, Frame 1 = 3 ticks, Frame 2 = 3, frame 3 = 8 (16 ticks total for the attack portion) hot boxes = ticks 12-16 (I think for now)
Retract = frame 1 = 2, frame 2 = 3
LP = same as HP
These moves can be canceled according to the following rules:
By any special move at any time during the start up or retract (jab canceling)
By either jab (LP or HP Jab B) on or after tick 3, up until and including tick 14 causing the next jab to happen
By Block, Run, HK, or LK, which will make the jab retract as soon as it reaches tick 12 (cancels holding frames 13-16) and does activate the corresponding move (Kara jabs). So for example, Press Jab, 1, 2, press block on 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 - Retract being on 1, 2, 3, 4, 5.
For alternating jabs (rear punches or Jab B)
Jab B can be canceled back into Jab A starting on frame 11 of Jab A if Jab B was pressed before that frame. I know crazy calculating here. The only way this can happen is if there are two ticks between presses, so the closest they could be is ticks 8 and 11. So it would go:
Press LP, 1, 2, 3, 4, 5, 6, 7, Press LP on 8, 9, 10, press LP on 11 which would result in 3 consecutive LPs. The latest you can cancel back into Jab A is on tick 12 of Jab B (which would include the retract/alternating animation between jabs)
the best way to do this I think would be to make each jab function as its own state, and set up the cancel timers within it. So Jab A Out, Jab A In, Jab B out, Jab B in. Once you do two jabs in a row it should go into a state where the canceling is expected in a very specific time frame. basically, it would get to the point where you could press a LP at any time during the jabs and it will continue alternating until you don't press it in time.
In order to cause push back with LPs, you must connect 3 LPs within a certain number of ticks. I have never have the patience to calculate this exactly. This is an important factor that I would actually advise to be tightened in the future, so that it is impossible to do more than 3 jabs in the corner without push back without using Run to cancel them.
Hit pause time for attacker = 0
Hit pause time for enemy = 12 (enemy can block at any time while in the stun animation after an unblocked jab happens)
How far the enemy is pushed back = N/A for now
How far does the attacker move forward = 0
How much damage on hit, block UMK3 life bar = 166 points, so as points it would be:
LP = 8, Damage Protected = 4, Blocked = 2
HP = 11, Damage Protected = 5, Blocked = 3
Guard stun time = 13
Hit stun time = isn't this hit pause? I'm getting sleepy and might be reading it wrong
I would suggest to just work on jabs for now and send us a very small demo of only jabs so we can mess with it to see if they work right. If you work on this stuff, see how close you have it, then we can work on the push back. This is going to be more difficult to full determine/explain but I think a simple way to do it is to have the opponent in stance, pick a frame, get jabbed until push back, and then determine how far they moved in the same frame of the stance, same for blocking.