The command frame is invisible but a few weapons such as Temjin CW attacks will glow during this frame. In order to make CW easier to press, LW or RW need to be held down for 3 frames to register, but the extra 2 frames can be hidden in any previous action. You can press turbo up to 11 frames before you press CW and get a turbo shot (only 10 frames before you press a direction to get a dash). You can press crouch up to 15 frames before you press CW and get a crouch shot.


































Interval refers to the number of frames between shots, either for multiple-shot attacks or manual chaining techniques. I listed almost all the unique chains I was able to find, including some obscure ones. Chains are enabled through various mechanics, some are glitches and some are intentional. A few chains are enabled by multiple mechanics in which case they may be input in multiple ways. Some chains come out at fixed speed while others reflect the timing of the input. In such cases I either give the shortest interval or the exact output window.
I didn't list the majority of generic chains that can be achieved through plain walk canceling or rotation canceling as the interval can usually be figured out from the provided animation and recovery data. I provided a few examples to help. A few VR have a slower rotation cancel than others, either because their walk decelerates too slowly or because of a glitch in their rotation, but this can be overcome by walking in certain directions, or rotating earlier in some circumstances.
Some dash attacks come out 3 frames slower at the very beginning of a moving dash. The angle of rotation increases accordingly. To remove this, just wait a bit after starting the dash to fire. Every frame you wait removes a frame from the delay. Some VRs cannot do a moving back dash, attempting one yields a stationary back dash with the startup delay worsened by an additional 4 frames. This does not apply to their back diagonal dashes.
I recommend noting the fastest attacks for each VR because they are good for canceling your landing freeze. Using my conventions, a 5-frame landing freeze is equivalent to canceling and replacing it with a 5-frame attack with a recovery of 1. That's assuming perfect timing. When attacks have both interval and recovery data, the recovery is listed relative to the earliest projectile that can be canceled into a dash.