Name |
Time (seconds) |
| Dizzy | 3 |
| Hit | 0.6 |
| Still | 0 |
| Jab Punch | 1.5 |
| Hook Punch | 2 - 3 |
| Uppercut | 4 |
| Elbow | 3 |
| Walk | 2 |
| Hop | 1.7 |
| K.O. | infinity |
| Intro | N/A |
| Name | Time |
| Still | 0 |
| Hit | 0.6 |
| Jab Punch | 1.5 |
| Hop | 1.7 |
| Walk | 2 |
| Hook Punch | 2 - 3 |
| Dizzy | 3 |
| Elbow | 3 |
| Uppercut | 4 |
Some conclusions based on this:
In conclusion need a new table measuring windup rather than total time.
| Name | Windup Time | Recoil Time | Metres per Second | Max. Dodge Range(by Hop) | Max Dodge Range(by Walk) | Penalty for Block |
| Still | 0 | 0.4 | --- | --- | --- | --- |
| Uppercut Hit | 3 | 0 | --- | --- | --- | --- |
| Jab Hit | 0.6 | 0 | 0.083 | --- | --- | --- |
| Elbow | 1 | 2 | --- | 0.83 | 0.5 | 1.6 |
| Jab | 1 | 0.5 | --- | 0.83 | 0.5 | 0.1 |
| Hop | 1.2 | 0.5 | 0.83 | --- | --- | --- |
| Walk | 2 | 0 | 0.5 | --- | --- | --- |
| Uppercut | 2 | 3 | --- | 1.245 | 1 | --- |
| Hook | 2 | 1 | --- | 1.245 | 1 | 0.2 |
| Dizzy | 4.5 | 0 | --- | --- | --- | --- |
| Block | 0.5 | 0.8 | --- | --- | --- | --- |
| Attack Name | Attacker Recovery Advantage upon Hitting | Defender Max. Dodge Range Bonus | Attacker Recovery Advantage upon Dizzying | Attacker Recovery Advantage upon being Blocked | Attacker Recovery Advantage upon Missing |
| Elbow | -1.4 | --- | 2.5 | 1.6 | -2 |
| Jab | 0.1 | 0.083 | 4 | 0.1 | -0.5 |
| Hook | -0.4 | --- | 3.5 | 0.2 | -1 |
| Uppercut | 0 | --- | 1.5 | --- | -3 |
| Cancelled Hook | 0.6 | --- | --- | --- | --- |