New update: v1.21
While messing with animation speeds, I discovered that the speed modifier we've been using doesn't work quite like we thought it did. (Why and how exactly is a little complicated, but my guess is that it might have to do with keyframe placements on the animation.) Because of this I went back and tweaked moves with adjusted animation speeds to make them match the frames they were intended to have. The updated frames are on the front page.
I've implemented the wall splat changes to Christie's 4F+K and BT P+K. Basically they have been swapped: 4F+K now splats on CH, and BT P+K no longer splats.
Hayate's 4P+K was pretty slow in DOA3, and it was made i24 in future games, so I've changed it's startup speed from i29 to i24.
Adjusted the startup speed of Zack's PP2K and 2KP2K. From DOA4 forward, the animation of the kick is i10. However, before the kick animation starts he goes through 7 frames of what seems to be his ducking stance. That means the move is actually i17 in practice. The old i10 startup actually made it so you could only block the kick by holding down - blocking with 2F didn't work because you could not duck fast enough. To fix this, the startup speed of PP2K has been changed to i17, and 2KP2K to i16. (For some strange reason the two moves have different lengths when using the animation speed modifier, even though they use the exact same animation.)
Matt: I've been trying some stuff with tag throws, but they unfortunately don't function the way I hoped they would, so for now they remain the same. I'm afraid it's another thing that's probably controlled in the Default.xbe, not in the character .bin.
EDIT: Download link has been updated. The logo and credits sprite images were not being imported correctly, so if you want them you will have to manually import them using GreedXplorer for now.