I'm assuming H = Natural Hit, and B = Guard, but I don't understand why there'd be two of both values, and if one of those is Counter Hit or something...any ideas?
In the older games, moves had hitboxes that were active for collision and didn't compensate for that. For example, Mitsu AA could hit you at frame 11 or 12, meaning he got +4 or 5 depending on which frame the A hit you on.
The extra window of hitframes still exists in later games, but the "hitstun" it puts the opponent in is consolidated into a single effect which produces a deterministic result. For example Cass 33B has 4 active hit frames, but the effect is truncated by cutting the animation off of the hit effect.
Okay, so instead of having different positive frames depending on where in the move you were hit, your opponent is going to get the same amount of frames if they hit you with the move regardless of when during the move you're hit.
Cass AA gives +5 whenever it hits you, even though it has 3 active frames (making it impact on i14,15 and 16 respectively). The reason for this is, if it hits on i15 the hitstun is lengthened by 1 frame to compensate for the difference, ect ect. So the effect is always standard in SC3 and 4. In SC2, they didn't have this hitstun compensation; so +frames could vary wildly.
H2 +4
B1 -10~-8
B2 -6
I'm assuming H = Natural Hit, and B = Guard, but I don't understand why there'd be two of both values, and if one of those is Counter Hit or something...any ideas?