Every hero's moves: inputs, startup, active and recovery frames, damage, what cancels into what, and the hitboxes. It's generated from the game itself, so it's always the current build.
Inputs are numpad notation for a hero facing right: 2 is down, 6 is forward, 236 is a quarter circle forward, 41236 a half circle forward. L is the light button (J), H the heavy (K), 66 a double tap forward or the dash key (L). Motions are lenient: the whole motion within 16 frames for a quarter circle and 22 for a half circle, diagonals optional, the button up to 5 frames late, and no more than 6 neutral frames between a half circle's back and its down. Presses buffer for 9 frames. Invuln is the frames nothing can hit or grab the hero (the grey strip under a frame meter); a dash carries 4 more into whatever it cancels into.
A blade and nothing else. Light cuts chain high and low, the heavy coils for as long as you hold it, and the dash cut lands after you've passed.
An old woman with a Dane axe who becomes the beasts. The closer to death she is, the harder she hits (Old Bones: up to double damage below half health).
Holy fire from the open hand, the Sanctum as a hammer, and wings that glide while jump is held.
A plasma rifle that runs hot, a lance that crosses the car, and jets that hover while jump is held.
Every demon, the horde and the specialists: each animation and attack, with its hitboxes and hurtbox.