So it's ALMOST entirely done....but most of the important stuff is there(U3 aside, but meh). I wasn't REALLY gonna cover recovery, but I figured I might as well lol.
****For the frame data, this is TO THE TEETH. So like something there that says -8 for example, CANNOT be punished by anything that is 8f or slower, you know, like how actual frame data is SUPPOSED to work. Same with something that's +1 for example, if you use an 11f move next, making it 10f till impact now, nothing 11f or slower will beat it. These were done against reversals so here's the tip to make it easier to understand:
If it's a normal that the opponent is using when you're plus, add an additional frame to your advantage (+1 becomes +2). For a normal used by the opponent when you're negative, take away a frame of disadvantage (like -4 becomes -3).***
As for the specials, their info is finished as well, I just have to revise the chart's layout for it, but in the meantime, I'll post below what I have for them:
*6f after a jump until you can input a special or normal
Low Pounce(the overhead grab):
13f till impact - +6 on hit and roughly 27f of recovery
BB1 followup - +14 on hit
DD2 followup - +7 on hit
The Mid grab in Ravenous:
15-18f till impact - +9 on hit and -8 on block
DD2 followup - +14 on hit
FF4 followup - +7 on hit
Sais:
16f till impact up close; 35f from fullscreen
+11 on hit point blank; +31 from fullscreen
-12 on block point blank; +9 on block from fullscreen
EXSais:
22f till 2nd sai comes out at point blank range, 5f gap; 2nd Sai hits on the 59th frame from full screen
+15 on hit point blank; +36 from fullscreen
-8 on block point blank; +10 on block from fullscreen
Low Sais:
14f till impact up close; 35f from fullscreen; 5f gap
+2 on hit point blank; +23 on hit from fullscreen
-23 on block point blank (seriously WTF); -1 on block from fullscreen
EXLow Sais:
22f till 2nd sai up close; 56f for 2nd sai to hit from fullscreen; 5f gap
+3 on hit point blank; +23 on hit from fullscreen
-20 on block point blank (seriously WTF, again); -1 on block from fullscreen
Air Sais (I used instant airs for this data):
15f till impact point blank; 33f from fullscreen
+7 on hit point blank; +26 on hit from fullscreen
-18 on block point blank; *need to check from full screen*
EXAir Sais (used IA's for these too):
18f till 2nd sai comes out; 39f till impact of 2nd sai from fullscreen; 5f gap
+23 on hit point blank; for fullscreen, its tricky to check this because the 2nd sai doesn't connect with the first one (good shit NRS)
-4 on block point blank; +15 on block from fullscreen
Telekick~air sai:
15f for sai to connect
+23 to +24 on hit
-16 on block
Telekick~EXair sais:
20f till 2nd sai connects; 5f gap STILL
+26 on hit
-1 on block
Telekick:
21-23f till impact. Varies by range and also the hitbox of the opponent -______- like it legit takes longer if they're crouching
By frame 13, only her hair sticks out but she can get knocked out until frame 16, I mean, naturally, cuz why not
+22 on hit and -18 on block
EXTelekick:
Same as above pretty much except she's +23 on hit with a shitty inconsistent follow up option, and -25 on block. YUP...even more negative than her regular version
Air Tele(I used instant airs for this too):
20 to 30f till impact depending on height; 20f being the IA and 30 from full jump height
On hit and block, same as regular Telekick
EXAir Tele:
Basically the same exact thing as Air Tele's first part and the remainder just like EXtelekick's
Ball Roll:
8f till impact up close; max range I was able to get to 23f; at the start of a match, it takes 17f to make impact if they don't move backward
like 20-25 frames of fucking recovery(I still am breaking this down cuz inconsistent NRS loves screwing with Mileena)
+58 on hit and -32 on block
EXRoll:
16f till impact, 7f till second hit, 20f till 3rd hit (I haven't fully checked how long armor lasts but it does start on the very first frame)
+59 on hit and -32 on block
Fade:
She fully vanishes(can't get hit) on the 22nd frame; if not held down, she'll always reappear on the 25th frame. Below shows the full duration until you can move again after inputting the move.
Fade in place - 47f total duration
Fade forward - 41f total duration
Fade backward - 47f total duration
EXFade:
Invincible from frame 1, she reappears on frame 13 and below is the total duration for each.
Fade in place - 14f total duration
Fade forward - 15f total duration
Fade backward - 14f total duration
XRAY:
28 slow ass frames till impact
+9 on hit(but too far to do anything) and -12 on block
Air XRAY:
the fastest I got it was 23f but it can take up to 31 fucking frames till impact, this also applies to the grounded XRAY
-9 on hit and -12 on block too
Dash forward - 21f total duration
Backdash - 34f total duration