I'm interested in getting the figures as well since I don't have 20XX.
Some of my crude observations:
All seem to have like 1.5x hitstun when sweetspotted
Hitstun is calculated based on knockback. So essentially you could figure it out crudely.
Ground attacks:
D-tilt obviously seems to have the longest initial hitstun for a non-smash attack. Seems to have a bit more than Marth's and it scales slowly
F-tilt, U-tilt seem almost exactly the same. Enough to push away and stun any character for a safe amount initially and scale well with damage.
D-Smash seems to have disappointingly low hitstun at low percents even when sweetspotted, less than Marth (very odd considering it's 30% more powerful). F-smash and Up-smash have more generous hitstun initially.
The DED finishers and 3rd hit enders have as much as an F-smash (and much more than Marth's fruity Swordance
) They also seem to scale just like F-smash in terms
Flare Blade - has good initial hitstun and scales exponentially as charged.
Jab - this move blows, hitstun is pathetic and animation is so long (31 FRAMES!) you get hit back a lot of the time. And since it's a jab it has set knock back so that means hitstun stays small too.
Blazer - has set hitstun and knockback - both directly correlate to opponent weight
Aerials:
2nd hit Nair has the most, followed by Bair, Fair seems to have much much less, Dair seems to have same as Bair (if not a spike) hard to tell since the opponent can tech on ground.
>>> This is what truly makes people consider Roy beneath Marth. Roy's aerials all seem to have less hitstun and knockback b/c they are weaker. It's a problem on FFers not really for floaties, but on FFers I like the low knockback since it makes connecting to L-cancelled aerials to ground attacks much easier up in higher percents (DTILT > FAIR >F-SMASH) so if you can combo the reduced hitstun doesn't really affect you. His SHFFL is faster too, allowing for more aerial to ground combos and platform combos even if he has like 1-2 more frames of lag. Just takes more timing.