I tried my hand at the math... here's what I came up with...
GROUND:
Jab 1: -14
Jab 2: -16
Jab 3: -26
Dash Attack: -45
Dash Attack Final Hit: -39
Ftilt1: -26
Ftilt2: -20 on 7, -21 on 5 (values were posted as 7/5/5 on dmg)
Utilt1: -28
Utilt2: -16
Dtilt: -16
Fsmash: -22
Usmash: -29
Dsmash: -34
Note: at first, I got the same numbers as
Espy Rose
did, but then I was like, what exactly does FAF mean?
"FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one." -
http://kuroganehammer.com/Glossary
So I came to the conclusion that endlag wasn't FAF, but rather [FAF - final frame of active hitbox]. That's how I got those numbers, which still aren't very promising.
===
AERIALS:
Nair1: -8
Nair2: -10
Nair3: -12
Fair: -24
Fair Last Hit: -23
Bair1: -21
Bair2: -23
Uair1: -18
Uair2: -16
Dair1: -32
Dair2: -32
Dair3: -33
Note: I got the exact same thing as Espy here, and I think that these numbers are pretty correct.
Also, in terms of uair, it autocancels one frame after its last active hitbox frame of the second hit, so I do agree with
kid craft 24/sonic master
that it's probably Sonic's safest move. Sonic's uair does 6 frames of shield stun, and if Sonic's grab is 6 frames, you'd grab at the 8th frame because of 2 frames of landing lag (assuming autocancelling gets the soft landing lag), but my question is... how practical is it to hit a grounded opponent with the second hit of uair?
SPECIALS:
Spring does 5 frames of shield stun
Homing Attack does 9 frames of shield stun
Spin Dash Hop does 5 frames of shield stun
Spin Charge minimum charge
1st hit does 4 of shield stun
2nd hit does 4 of shield stun
3rd hit does 4 of shield stun
4th hit does 5 of shield stun
Spin Charge minimum charge
1st hit does 4 of shield stun
2nd hit does 4 of shield stun
3rd hit does 4 of shield stun
4th hit does 4 of shield stun
I gave shield stun because I have no idea how to calculate how safe our specials are...
Kuroganehammer says that a full charged homing attack is 79 frames long, but it doesn't specify how many frames of lag the homing attack has after it hits (either opponent or shield). Homing attack does do 9 frames of shield stun, which doesn't actually seem to be a whole lot considering how long Sonic is left in the air after bouncing off of a shield...
Spin Dash and Spin Charge would require a deeper knowledge on how those hitbox frames work (a knowledge that I don't have)... some thoughts...
Say I hit your shield with the spindash hop. How safe am I if I continue to roll away vs. if I jump after connecting with your shield?
Say I spin charge. How safe am I if I continue to roll into you vs. jumping after the 1st, 2nd, 3rd, or 4th hit?