Necrobump because I have some info that might be helpful for both the creator and for players if this project is still ongoing.
I played through LF½ recently, and I also recorded some footage for the original LF1 itself.
(turn on annotations & read the description, I left a lot of notes there)
I took the liberty to do a rough damage estimate of all attacks in the game by comparing the number of pixels lost in the 100 pixel HP bar when damage is taken, and then x5 to match up with the LF2 numbers.
Standard
Punch: 20, stun x3
JumpKick: 20, stun x2
GrabPunch: 20 (maximum x5)
Specials
Dragon Punch: 90
Tiger Dash: 80
Thunder Punch: 50
Thunderkick: around 14*7=98 (in practice its about 90 in total)
LouisPalm / HenryPalm: 60, range about 4/7 screen, no damage fadeoff.
Deep Charge: 35 per hit, stun (max hits x2)
Deep/Firen/Julian Explosion: 100
Firen Blaze: 80
Dennis Spinkick: 24*4=96 (in practice its about 90)
Freeze Whirlwind: 25*4=100 (in practice its about 100)
Julian Soulpunch: 40
Balls
All balls can be turned into iceballs.
Energy Ball: 50
Henry Arrow: 40
Deep Ball: 10, stun x2 (can potentially hit x3, can hit falling)
Fireball: 50 fire
Iceball: 30 ice
Julian Ball: 40/3 = about 15? (there are 3 skulls per wave, I checked the damage for 1 wave)
John Disc: 30 per hit
Weapons
Baseball Bat: 20, stun x3 / 40 thrown
Scythe: 30, knockdown / 50 thrown
Sword: 30, stun x3 / 50 thrown (when Deep swings it in melee range, its a 1-hit stun due to the ball)
Ice Sword: 20 ice / 30 thrown ice
Boomerang: 50 thrown
Shuriken: 20 thrown stun x3
Milk & Beer: 20 thrown stun
Crate & Boulder: 70
Dynamite: 100 (same as Explosion. TNT itself cannot hit anyone.)
Julian's big bang damage is way higher in the game than in LF1, because each opointed explosion hits; in LF1 the whole thing counts as a single 100dmg hit.
Palm attacks seem to have a slightly wider z-axis than most attacks.
Other differences from LF1 that aren't noted in this thread yet:
* You actually drop your weapon any time you use a special move.
* You actually cannot jump or run while holding a weapon. Jump is actually the throw button.
* zort said using a weapon kills all momentum. This is accurate to LF1.
* The D>A juggle combo is actually accurate to LF1, its entirely doable but much harder to pull off. However, the cooldown period between each hit is longer than in LF1 than in LF½ and the dvy launches upward a bit more.
* Maximum grab punches in LF1 is 5, not 8, though you can grab longer than you can grab attack. And there seems to be some random chance of getting pushed away.
* Deep's sword is very inaccurate; the fall is not the same(sword, blast & charge), the blast normally doesn't disappear on hit.
* Throws are way further in original LF1. Also, chain throws are really unfair in this mod.
* Teleport facing actually works differently and positions a bit closer on x-axis.
* Now obviously you can't defend in LF1, but I noticed in LF½ that there is no broken_defend, and I checked the data and found out its the same as frame 111...