Haikukane from the discussion I posted on /gamedev on reddit posted a brilliant answer, the whole discussion there is nice, but I'm not sure wether linking to gamedev SE is allowed so I wont do that. Here is his answer tho:
Fighting game player here. For your FASTEST CHARACTERS, The "jab"
should have a 3 frame start up, 1 or 2 frames of active time, and 2
frames of recovery. Slower or longer range characters should have
incremental increases by 1 or 2 frames on one of those quantities
(sometimes two quantities if the move's qualities are strategically
advantageous).
Also note you will need to calculate frames for on-hit
and on-block. That goes into coding more so than animation, but its
important to match the look of moves with the composition of their
frame animations (I.e. strong moves have "heft," fast moves have
little impact). Please refer to the animations of Darkstalkers 3 for
some of the best 2d animations in fighting game history.
If you strictly want to look at frame data (and you really should to
understand that the frames are literally how the characters feel)
start with Street Fighter IV data. Ryu is a balanced character and is
often used as the median for comparison with other characters. Chun Li
is a character with both fast moves and hefty moves, due to her
limited combo potential (sometimes she is referred to as a zoning
character). Cammy has almost all fast moves, but limited range, due to
her high combo potential. Lastly I would take a look at T. Hawk for a
stereotypical grappler (aka slow) set of frames ( I would avoid coding
around zangief's data, because his moves would easily make him over
powered depending on the systems in your game).
Grapples: between 3-5 frames of startup for throws,
depending on what other moves you want them to counter in your game
engine (3 = super strong, should be low range; 5 = medium range,
easier to escape. SFIV uses 4 frame startup, but adjusts the throw
escape times depending on the character). Active I suppose would be
the throw animation, which is at your discretion. Dynamic is best! Use
up to a full second and a half if you think of something really cool!
Recovery should be long, around 10-14 frames, again depending on how
powerful you want them to be. Combo's: The frames are entirely
dependent on the frames and hit stun of the individual moves used
within the combo. Basic combo systems emphasize low numbers of slower
moves that have more individually powerful effects (SFIV), while
faster combo systems emphasize high numbers of moves that easily chain
into each other. To successfully understand how combo's work (and
sorry if this is redundant) please look up the following terms:
cancels, links, chains. Frames of action between the moves of a combo:
This is essentially automated as it is the blank time created between
the intersection of one move's recovery time, the next move's start-up
time, and the hit stun the opponent is experiencing. If you try to
pre-program static time into your characters, they will feel extremely
stiff.
Additionally, this resource was extremely helpful.