I used Guy as my training dummy.
EX Hayate:
I believe a first-teched (you can tech for a while, so first-teched is what I call teching ASAP) EX Hayate is 41 frames, due to 2 things: EX Hayate, neutral jump attack in the corner whiffs on first-tech, but anything at all later than a first-tech and it hits. Second, EX Hayate, dash X 2, MK Karakusa used to be frame tight in SSF4, yet LK Karakusa whiffed. Dash (17) X 2 + 9 frames (LK Karakusa whiffed, active for frames 7 and 8) = 43 frames, which should be true because there are two unthrowable frames when waking up.
I believe a non-teched EX Hayate is between 95 and 97 frames. EX Hayate, empty jump (41) + empty jump (41) + c.MK (12) whiffs. Empty jump, empty jump, s.HK (15 total frames, fully meaty) always hits meaty, enough that c.MP combos after. My linking skills seem to be off today … I can’t get c.HK or LP Hayate after, though it may be possible. If it’s determined if c.MP, LP Hayate, or c.HK is the max possible, you’ll find out if it’s 95, 96, or 97.
HK Tsurugi:
A non-teched HK Tsurugi is between 75-80 frames, I think. Doing a very low to the ground HK Tsurugi, f+HP whiff, neutral jump is very close to a safe jump. It’s really hard to pinpoint it because of a frame or two disparity in the Tsurugi height, and
the immediate tech timing doesn’t allow for any real mix-ups, if you ask me.
Fukiage:
It depends on if you jump cancel the Fukiage or not, how much advantage Makoto has. If you jump cancel, there are roughly 75 frames or so of knockdown before a first-tech. If you don’t jump cancel, I think it’s around 51-53 frames, from testing various meaties.
For non-teched … I’ll test that later. Somewhere in the vicinity of 120-140 frames jump canceled, and 100-120 non-canceled.