Cool, I'm not the only one with this kind of obsession. I would have expected a binder full of move lists to be as roundly mocked as cup holders.
I uploaded the progress on my fightnig game move documentation here:
https://draketungsten.github.io/arcade/cp-vs.htmlClick on the joystick-and-buttons image to the right of a game to see the move documentation.
There's only a few games I consider complete or nearly complete (and "complete" means I have fully documented the characters I am interested in, which is always less than half the characters of a game): Garou, Guilty Gear X Accent Core (or something like that) for PC, Marvel Vs Capcom 2, Martial Masters, Project Justice, Street Fighter III Third Strike, Tatsunoko Vs Capcom.
I don't expect the exact documentation I produced to be the final documentation anybody else would ever use, but it might help other folks as move lists they can copy and reformat, and you might want to incorporate some of the ideas I'm using if you're building one of these yourself from scratch. I'm working on a proper legend to help others decipher it (this project was just meant for my own use), but that's going to take a while to complete. Here's some points to make sense of the apparent jumble of images:
1) Each HTML page of controls mainly consists of one large image which is intended to be printed and placed in a binder. For most fighting games, I use two pages per character, and these would obviously be facing pages in the binder. The first of the two pages consists mostly of generic (or common-to-all-characters) moves, but most games also have at least some character-specific information on the first page as well. Warning: For the games with two pages per character, the first page will look a mess. It will have stuff like dashes, super-jumps, counters, and a description of the super-meter, all of it not organized or labeled very well. Move on to the second page for the character's proper move list.
2) The images for button representation are based on the specific layout and color of buttons on my control panel. The control-panel-looking icon down the right of the game list represents the layout of my CP, except the image is missing a fourth, white-colored, button on the bottom row.
3) Moves are not categorized by type (normal/special/super). They are all sorted by the distance you should be away from your opponent to perform the move. Moves which require a full meter to perform are enclosed in a rectangle of the same color as the meter.
4) Moves *are* categorized by effective range, but even within range categories, the moves are sorted by effective range, so you could erase the range category images and you would still have a list of all moves sorted by effective range. The purplish images with hands at different distances from each other represent the different range categories. I don't have any hard rules for putting moves into range categories, but since the range-category images can be removed and you're still left with all the moves properly sorted, I don't think lack of discipline in assigning range categories is a big deal.
5) Within each range category, moves are vertically aligned by the first button press.
6) There are three parts to a move entry:
6.1) Blueish-purplish icons to the left of the move, which represent any special spatial relationship which must exist between you and your opponent in order for the move to work, or any special state you or your opponent must be in for the move to work. Also in this first part are icons which tell you if the move has any function other than causing damage (teleportation/healing/etc). You will also find icons here to let you know if the attack is an overhead or a sweep
6.2) The joystick and button input for the move.
6.3) The right-most icons are pinkish and can relay two bits of info: If you have a choice of buttons to use for this move, then this will tell you the property which changes based on button selection (damage, distance, speed, direction), and there are also icons which will tell you any additional effect on your opponent (launch, knock down, knock back).
7) One button containing multiple colors means you press one button at that point, but you have a choice of what that one button is. Two buttons side-by-side means you have to press two buttons simultaneously. Buttons with faded colors are optional button presses. A button filled with color in its top half means that button is on the top row. Same idea for buttons with color filled in on the bottom half of the button and the bottom row. An underlined button means to hold the button press.
Some combo trees are documented, but they weren't a priority for me. They can be immediately recognized by being enclosed in a green rectangle.
Some day I'll do a programatically-generated version of this notation system, for use in my front-end and a second monitor. But I expect I'm going to take a break from documenting moves once the paper version is done.