This information is based on the several AE Cammy videos out there.
First, to clear up a common misconception: You do not need 60 fps video to determine frame data. You only need a 60 fps reference for the character poses on each frame of each move. If all you care about is total startup and duration of a move, you don’t even need the reference. The reason the 60 fps reference helps is because character poses are always constant throughout animations - the same pose is shown on each frame of the animation, every single time.
The 60 fps sources I use are the hitbox videos and videos from my HD capture card. By frame-stepping through the 30 fps videos and comparing the poses to those on the 60 fps videos, you can perform frame-perfect counting pretty easily.
Also, while most of these videos are recorded at 720p and 30 fps, they also show the afterimages of the previous frames, so you can essentially see all 60 fps in action, making it much easier/faster to analyze the data. But this isn’t necessary, as you could still get frame-perfect counting from 20, or even 15 fps video just by comparing the poses against a 60 fps reference video, or with enough trials.
AE Cammy Framedata & Changes
Close st.lp: +4 on block, +7 on hit. 3F less recovery.
Total Startup/Active/Recovery: 3/2/5, from 3/2/8. As I predicted and as shown on [media=youtube]1pVVzNFF9KY#t=1m34s[/media], close st.lp is down to 5F recovery, making it +7 on hit and most likely +4 on block. Can link to sweep on hit.
Close st.mp: +2 on block, +6 on hit - see above post.
Same as SSF4, just with 2 less recovery frames so you have to time your links 2F earlier. Verified blockstun by judging Yun exiting block animation.
Close st.hp: +2 on block / +6 on hit.
Recovery reduced by 3F (from 15 to 12F). Startup/active/recovery changed from 4/4/15 to 4/4/11. Hitstun and blockstun are the same. Frame advantage from -1/+3 on block/hit changed to +2/+6. Non-CH close st.hp will link to far hp, cr.hp, cr.mp, cr,mk, far lk, cr.lk, and walking st.lp.
Far st.lp: +3 on block / +6 on hit. 2F less recovery.
12F -> 10F animation total. 2F recovery was cut from the end of the move. Same deal as cr.lp. +3 on block verified twice in the Ibuki video.
Far st.mp: same as SSF4
Far st.hp: 6F startup - see above post. Now has 6/3/19, from 7/2/19.
Verified this one on both of the occasions it is used in the Yun vid (hit and whiff). Framedata online incorrectly lists this as 7/2/15 in SSF4.
Far st.lk: same as SSF4
Far st.mk: same as SSF4
Close st.hk: same as SSF4 
Far st.hk: same as SSF4
cr.lp: +3 on block / +6 on hit.
Has a total of 10 animation frames: 3/2/6 as I predicted earlier. No extra hitstun on cr.lp, but -2 recovery to bring it to +6 on hit and +3 on block.
cr.mp: +3 on block / +6 on hit.
Total of 15 animation frames (verified on four different occasions - this one shows up a lot). Three of the recovery frames are cut to bring it to +6 on hit, +3 on block (based this off of Yun exiting block animation and standing up). Startup/active/recovery is now 5/4/7, from 5/4/10.
cr.hp: same as SSF4
cr.lk: same as SSF4
cr.mk: same as SSF4
cr.hk: same as SSF4
Cannon Strike: same startup/active/recovery. Same hitstun/blocktun. Head hit at shallow angle: Generally even on block, +3 to +4 on hit (depends on height of enemy). Minimum height requirement on frame 10 of air – after first 1/4 (9F) of jump arc has completed. Fastest jump CS has startup of 25F, up from 17F in SSF4. CS also must also be performed at least 10 frames before landing.
Hitstun remains the same as in SSF4: 18F. Blockstun remains 15F. Tested via Reversals done against divekick in both AE & SSF4; the “R” in Reversal appears after 18F of hitstun and 15F of blockstun in both games.
When Yun blocked the dive kick crouching, Cammy looked to be at +2 on block. CStrike on Yun’s head looked like +1 on block. Then again, Yun is short, so I could see this move being anywhere from +0~+4 on block depending on where you hit and how tall they are.
Blocked Cannon Strike on Ibuki’s head was also +1. Blocked Cannon Strike on Dudley’s head was +0. Hit Cannon Strike on Dudley’s head was +3.
Minimum height requirement is based off the lowest Cannon Strike as shown at[media=youtube]1pVVzNFF9KY#t=1m34s[/media] and at 3:09 as well (first strike). In round 1 (0:40) and round 4 (3:15) he tries for a frame 9 CStrike and gets j.mk/j.hk, which proves the frame 10 height restriction. Fastest possible startup of CS from a grounded state is 25F (+ 1-2F travel time if needed), which is 8F slower than SSF4 TKCS which hits at a fastest 17F.
Minimum Height for Cannon Strike w/Line
- It’s actually 1 frame higher than this, which wasn’t captured, hence the line partway through Cammy
Lowest Cannon Strike w/Hitbox
- Again, second frame of strike is shown here since the first was skipped. Hitbox adjusted upwards accordingly
EX Cannon Strike: Framedata is same as SSF4, hitbox might be adjusted though.
LK Spiral Arrow: Same animation time (total) as in SSF4: 44F.
It was mentioned in the dev blog that changes were made to all Spiral Arrows. Since the animation time is still the same on lk arrow, it’s likely that either hitstun or active frames were changed, possibly leading to safer lk arrows. Or maybe it was just a damage nerf (lol).
MK Spiral Arrow: Same animation time (total) as in SSF4: 44F. Still -19 on block at pointblank.
Same as above - either more active frames or less damage.
HK Spiral Arrow: -15 on block at pointblank, from -10 in SSF4. Needs to hit within first 2 active frames for both hits, down from first 7 active frames in SSF4. Same animation time (total) as in SSF4: 44F.
Comparison of 2-hit HK Arrow in AE vs SSF4.
The 2-hit arrow is easiest to achieve by cancelling from a far fierce into the arrow because far fierce moves Cammy forwards a fair amount…
LK Cannon Spike: Same animation time (total) as in SSF4: 57F.
HK Cannon Spike: Same framedata as in SSF4.
EX Cannon Spike: -30 on block - same as in SSF4.
HP Spin Knuckle: 36F startup - same as in SSF4.
EX Spin Knuckle: 33F startup, 53F total animation - same as in SSF4.
EX Hooligan (Throw): 32F startup to grab a standing opponent, same as in SSF4.