I have a better idea...
Someone check to see if this link works:
https://drive.google.com/folderview?id=0B1Vp8Z0q8boJc2RzSDRIVXRmYWs&usp=sharing
All the stuff I have on Leon so far. Quick explanation:
This is not the way it will appear when I post the info in the wiki, I will be breaking down combo throws into their respective individual sections and make it so I will not be the only person who understands all that stuff.
Charged attacks will read XX-YY/Z/A. XX-YY is startup based on charge time, differences in amount of charge or lack of charge is in the Notes section of the data.
Guard break advantage from charged attacks is measure as X-Y where X is normal hit on block and Y is on charged hit.
When looking at the data you will see numbers like "14 21". Because I was using Excel it would try to tell me -7 no matter how I formatted the cells so this on hit is actually 14 frames at fastest SE and 21 frames if not SEd at all on hits or that is the delay between attacks or throws in a string.
In damage for throws you will get stuff like "30 20 28". This is the damage for each part of a combo throw. Same for delay in all categories, it is the delay between the parts of attacks and Combo Throws.
I had similar errors when trying X/Y/Z execution on throws so you will see 10 2 25 instead of 10/2/25 or 10(2)25 (using / was faster). That is the execution of the throw. If used in anything else assume that as well if it is under the Execution column.
Sometimes on Guard will read with three digits like -114 or 4 digits like -1712. This should be read as -11 4 (aka -11 to 4) or -17 12 but I had problems with Excel.
In Knockback distance you will see stuff like "1 C+" meaning they will go back this far on Counter or Higher. Same applies for wall (1 in coding means true, so it means it is possible to hit into a wall).
In tracking columns there will be a 1 or nothing, 1 means true and the attack tracks.
Terms:
Guard: Advantage on Guard.
NH: Normal Hit.
CH: Counter hit.
HCH: Hi-Counter Hit.
BH: Back Hit (opponent is turned around).
KND: Knock Down.
KNB: Knock Back measured in meters.
Reach: How far the attack reaches in meters. Sometimes reach varies depending on open/closed stance or charge and the difference is listed as "0.98 1.12".
CRM: Crumple.
LMB: Limbo Stun (I know one of the attacks acts like a Limbo Stun on BH but the affected opponent will actually fall over while standing as if they were Limbo'd without bending back or forward as if Crumpled).
SE: Slow Escape.
SDS: Sit Down Stun.
TAS: Turn Around Sit Down Stun (opponent is hit with SDS attack while back turned).
LNC: Launch.
BND: Bound. This looks similar to FBS but they do not actually move back as far.
FBS: Fall Back Stun.
Floor Splat: Is a hard knockdown and extra damage will apply from ground DZ or break through stage.
DZ: Danger Zone.
I'm going to go through again because I forgot a few things (check for ceiling hit on 4P+KP charged, throw damage on certain stages, BT attacks, etc.)
Before I forget, the V key is broken on the keyboard I use so things will spell out oddly at times.
Edit: Just found that 4P will reset a Critical Burst but the opponent will be too far out of reach for followups.