Ok, here's that. It still reads clunky, and needs to be refined and added to, but it's a start:
Spoiler: Damage Exchange Draft (click to see content)
Ah damage, exchange. There are a lot of things to consider when updating a characters damage values, and we'll cover as many of them as we can without making it too confusing. The first thing we're going to do is to establish exactly what they are and where they are. To do that, let's start by breaking out the Training. Start up your Mugen and pick Vs mode. Set your player up as player 1 and Training as player 2. Once the fight has started, press the Training's medium punch (Y Button) to call up the damage counter (insert pic). What we'll be paying attention to for this part is the top two numbers, Damage and Total Damage. Hit the Training a couple times with your character just to see what they are. For most single attacks, these should be the same, and if they aren't, don't worry about it, we'll cover that in a minute. For now, just grab the Total Damage value. Now for the fun part:
__________/ BASICS
STAND CROUCH AIR
QP: [ 200 : d ], [ 400 : d ], [ 600 : d ]
MP: [ 210 : d ], [ 410 : d ], [ 610 : d ]
SP: [ 220 : d ], [ 420 : d ], [ 620 : d ]
QK: [ 230 : d ], [ 430 : d ], [ 630 : d ]
MK: [ 240 : d ], [ 440 : d ], [ 640 : d ]
SK: [ 250 : d ], [ 450 : d ], [ 650 : d ]
Throw 1: [ s : d ]
Throw 2: [ s : d ]
__________/ SPECIALS
Projectile 1: [ s : d ]
Projectile 2: [ s : d ]
Projectile 3: [ s : d ]
Charge Move 1: [ s : d ]
Charge Move 2: [ s : d ]
Helper Assist: [ s : d ]
__________/ SUPERS AND HYPERS
LVL 1 LVL 2 LVL 3
Projectile: [ s : d ] [ s : d ] [ s : d ]
Charge: [ s : d ] [ s : d ] [ s : d ]
'Combo': [ s : d ] [ s : d ] [ s : d ]
Hyper: [ s : d ]
Here's how to fill it out. Each attack has a [ s : d ] box. The 's' is for the initial state number of the attack, and 'd' is the damage it does. We know how to check the damage already (Training), but how do we check the initial state no? In game, press Ctrl + D to bring up the debug menu for your character. In the lower left you will see a line that reads "STATE NO:" followed by a number. When you throw a punch, or move or do anything at all, you should see that number change. That number is what we're after. Sometimes when you attack, the state will go through a couple different numbers, but what we want here is the first one it goes to when you pull off the attack. That's what's going in the 's' slots on our table. [ State No : Damage ]. If the attack does go through multiple numbers in the State No, just put a little * next to the number like so [ 923*, d ].
Now, since the basic attacks most often use their default states, I've filled those ones out for you already. Be sure to double check them and make sure your character uses those states for their basic attacks though, and if they don't change the numbers I have written in there!
Now, onto the doing it part. You're going to want to get this data for every one of the characters attacks, and there may be attacks that aren't on the table. You'll need to make your own notes / slots for these attacks in the same format. The table is just a basic guide based on common attack types. By the time you're done with it though, it should be tailored to your character, and have each and every one of their attacks noted for state number and total damage. You're probably going to want to break out their moves list, if they came with one. If they didn't, check the Creating a Moves list section in this tutorial.
Once you're done with that, and you have the table filled out, save the original someplace safe and copy and paste another version of it to edit. Take that version of it and compare and contrast it against the Basic Character Type templates in this section. This should give you a very basic idea of what relatively fair attack values look like. Now it this point, if you don't already know, it's probably a good idea to stop and think about how you want your character to play. It's easy enough to make a well rounded characters with a few projectiles and little bit of everything, but in the end, a game full of rounded characters probably isn't going to be as fun as one with some variety. So really think about what you want your characters strengths and weaknesses to be. I'll give you a few things to consider;
Fighting Range: Is my character usually right on the front line throwing punches, kicks and melee attacks (like say Wolverine), or does my character tend to hang back a bit more and use ranged attacks (more like Cyclops).
Technicality: In close combat is my character the type to dodge, counter and parry a lot, setting up for bigger hits (think Samurai Shodown), or is my character more of a button smasher (think Hulk) who wins by doing more damage on the average.
Special Reliance: Does my character spend a lot of their focus on trying to get the power bar up to pull off special attacks that do a lot of damage, or does my character tend to do more damage in other ways.
Comboability: Does my character tend to string a lot of basic attacks together into combo's or do they rely more on single hits to do damage?
This part can be really fun and imaginative, and there is no real right way to do it. Just try to keep it fair is all. If your character turns out to be an ass kicker in every department, you'll see why when you have to fight them! There really is a whole lot more to consider, but this should get you in the right frame of mind for recreating your characters strengths and weaknesses in combat. You could start by listing 1 or 2 strengths and weaknesses you want your character to have, and adding it to their list of damages for reference sake. Note that the 2 values in these templates make up a suggested range for the damage value, they don't include the state numbers.
__/ AERIAL CHARACTER TYPE
Examples: Spiderman, Vega(claw), etc...
__________/ BASICS
STAND CROUCH AIR
QP: [ 20 - 40 ], [ 20 - 40 ], [ 30 - 50 ]
MP: [ 40 - 60 ], [ 40 - 60 ], [ 50 - 70 ]
SP: [ 60 - 90 ], [ 60 - 90 ], [ 80 - 100]
QK: [ 20 - 40 ], [ 20 - 40 ], [ 30 - 50 ]
MK: [ 40 - 60 ], [ 40 - 60 ], [ 50 - 70 ]
SK: [ 60 - 90 ], [ 60 - 90 ], [ 80 - 100]
Throw 1: [ s : d ]
Throw 2: [ s : d ]
__________/ SPECIALS
Projectile 1: [ s : d ]
Projectile 2: [ s : d ]
Projectile 3: [ s : d ]
Charge Move 1: [ s : d ]
Charge Move 2: [ s : d ]
Helper Assist: [ s : d ]
__________/ SUPERS AND HYPERS
LVL 1 LVL 2 LVL 3
Projectile: [ s : d ] [ s : d ] [ s : d ]
Charge: [ s : d ] [ s : d ] [ s : d ]
'Combo': [ s : d ] [ s : d ] [ s : d ]
Hyper: [ s : d ]
__________/ TWEAKING CONSIDERATIONS
1) If your character has more projectiles than average, consider leaning their Basics damage toward
the lighter side. Adjusting the Throws damage depends on the strategy type of your character.
If your character has few to no projectiles heavy, you might want to make up by adding slightly
more damage to the Basics (aerials especially).
2) If your specials and supers are really powerful, try making up for it somewhere else by lowering
the damage of Basics or Projectiles.
Missing: Lots. Other character type templates. How to search cns for state and change damage value. How to account for multiple hit attacks. Finalizing Life, Attack & Defense.