- Maybe I'm mistaken, but I've always thought a move's startup frames were the number of frames that take place between the game recieving an input (direction, button, combination) and the move becoming active. From this frame of mind, a move that has no start up (thus activating immediately) has 0-frames of startup, and a move that takes 1 frame to activate has 1-frame of startup, animation or not. If you take a look at the frame data for Sol's normal throw in AC/+R it's start up is listed as "-" (which I always interpreted as 0), whereas in Xrd's frame data his throw startup is listed as "1". Perhaps I was wrong to interpret "-" startup as 0-frames, and it actually meant 1-frame; but, that would be misleading of the data, because moves that have "-" listed under parameters such as Static Difference, have a value of either 0 or NA.
- Touche. I have trouble feeling the difference between 9 and 6 without returning to neutral. When I go for 96H, I often either don't go far enough ending up with 9H, or go too far ending up with 963H; It seems I wrote off 96H as a viable possibilty, because of the trouble I've had executing it. If doing 96H consistently isn't a problem, than it is the better option since you can get an airthrow lower with 96H than 94H (or at least have more time to complete your input to get an air-throw of the same height).